Mods and built-in rules are different
GSC’s support article states that playing a modded version disables achievements. Built-in Custom Rules are a separate category.
The source does not establish whether removing mods repairs an existing save.

The job description did mention a few unusual conditions.
Build, difficulty and story goals are separate. Optional notes and ending preferences may stay blank.
Record the difficulty shown in your game. Note save restrictions separately, along with your playthrough and installed expansions.
These controls record your game and guide preferences. Change actual game settings in the game.
Choose your equipment and expedition priorities. Story allegiances have their own decisions and prerequisites; reveal those spoilers only when you want to plan ahead.
Combine these priorities freely. They record your priorities. Story decisions remain available at their quests; these notes do not mark achievements earned.
Checked 10 October 2026. These notes review selected claims that affect a run; they do not certify every walkthrough step or your save.
GSC’s support article states that playing a modded version disables achievements. Built-in Custom Rules are a separate category.
The source does not establish whether removing mods repairs an existing save.
Stories Untold lets Master and Expedition playthroughs opt into manual and quick saves after starting. The choice is permanent for that playthrough and changes its pause-menu status.
The update does not specify the achievement consequences of that opt-in.
Changes save with this playthrough and travel in its progress backup.
Choose weapons, ammunition, armor and supplies for the next expedition. There is no RPG class selection; gear can be swapped, but upgrades, repairs and compatible technicians make changing a mature kit expensive.
Reorder the comparison without changing your game settings or story preferences.
Carry a dependable rifle for human encounters and a loaded shotgun for threats that collapse the distance, with enough room and supplies to return safely. The opening starts with ordinary working gear and repair discipline. Later protection improves the margin for error, but condition, ammunition and a retreat route remain more useful than hauling every interesting gun home.
Two clear weapon roles simplify inventory decisions; supply and weight management remain necessary.
Reconsider if: Collecting every gun in the active kit; Treating armor as a substitute for cover.
A practical rhythm, from preparation to payoff.
Use brief aimed rifle shots against visible humans, reload behind cover and keep the loaded shotgun ready. Change weapons before a charging threat removes the intended distance.
Monitor condition and carrying weight, keep a retreat path and return before the repair/ammunition reserve is exhausted. Store surplus equipment instead of turning every trip into an overload march.
Illustrative expedition: you approach a human patrol from cover and use short rifle bursts, then reload out of sight. A mutant closes from another direction, so the already-loaded shotgun takes over while you move toward the retreat path. After the encounter, damaged gear and limited carrying space determine what returns to storage. This example illustrates a coherent kit; it is not a tested no-death route or a promise that ordinary armor defeats every ambush.
Read in order. Each stage explains what makes the next step practical.
Keep a functional ordinary rifle, shotgun and sensible medical reserve. Use repairs and needed ammunition before marginal upgrades. The threshold is a complete next-mission kit with room for useful loot and enough mobility to return, not three different guns competing for the same job.
Improve useful reliability, aiming or defensive properties on equipment you can maintain. Add appropriate psi protection when the route calls for it. Keep ammunition roles distinct and return to service before wear makes the next encounter unreliable or repairs consume the entire expedition reward.
When a compatible protective suit and its mobility upgrades are available, evaluate them against weight and repair cost. Keep both weapon roles supplied. Late equipment is an earned survival improvement, while rare artifacts remain optional additions whose radiation must be managed explicitly.
Guide progression diagram — an authored explanation, not an official skill tree or measured ranking.
The supporting roles that make this style work.
Handles visible medium-range human threats.
Covers close mutants and sudden approaches.
Keep the next leg of the expedition practical.
Can you change your mind? Swap equipment at storage and buy compatible upgrades from eligible technicians. There is no class respec. A different caliber, heavier suit or specialized detector changes ammunition, repair and carrying costs, so prepare the whole expedition kit before switching.
Practical synthesis of the linked mechanics and recommendations. Not an in-game tested run; equipment gates and installed tooltips take precedence over fixed shopping lists.
Version context: PC 2.0.6, released 18 September 2026, is the latest numbered official patch found on 10 October. Its notes cover crashes, not a new weapon ranking. Cost of Hope gear is optional; these loadouts have base-game paths. Mod changes are outside this audit.
Distinct, documented approaches selected for useful goals and practical progression. Recommendations are source-based; no comparable current-patch benchmark or universal best claim is available.
Extra guidance adds smaller actions and local checks where available. Compact reduces spacing and cover size; it keeps the full instructions, warnings and choices. Quiet backgrounds reduce decoration. These options change the guide, not the game’s difficulty.
Dotted item names have quick details. Hover with a mouse, tap, or focus the name and press Enter. Stats stay in a small pop-up.
Jumping changes your bookmark; it never marks earlier steps complete. Build and outcome choices stay in your current playthrough.
Search instructions, selected-build advice, choices and achievements. Outcome details stay collapsed.
Base story and four endings, Cost of Hope and major optional stories with equipment progression and 76 achievement entries. Flash Royal requires the companion atlas for all 77 drive locations. Outcome comparisons contain spoilers and start closed.
First playthrough · Field Stalker · forgiving rifle and shotgun
Each profile keeps its own build, actual outcomes, equipment and checklists. Up to eight profiles per game.
Use the guide’s progress backup to transfer all profiles between the website and offline copies. The website stores signed-in progress. Downloads keep a separate browser record.
Record only information that affects your next decision. Blank fields mean unknown. These entries describe your game and never change it.
Record actual weapon/suit condition, ammunition types, carried load and artifact protection before a long mission. A named weapon that is broken or unsupplied is not a practical upgrade.
Keep current allegiance and ending decisions separate from the planned branch. Preserve the earlier campaign save before the one-way finale.
Treat artifact locations and equipment leads under the source guide’s limits; the journal does not inspect spawned loot or guarantee a rare roll.
An early rifle lead to pair with a working close-range gun.
Keep a repairable current rifle with affordable ammunition; do not replace it just for a nominal damage number.
An early suit pickup to compare against actual worn protection.
Repair and use the current suit while following the next armor lead; compare condition as well as base stats.
Midgame protection options on the guide’s equipment route.
Keep the best maintained current suit and delay dangerous psi-heavy detours until appropriate protection is available.
A close-range shotgun upgrade with more than one documented acquisition lead.
Use a repaired TOZ-34/M860 or your dependable current shotgun while checking the Yantar/Nimble leads.
A story-reward detector on the research and anomaly route.
Use the detector you already own and postpone collections that depend on later tools.
A late defensive option whose movement upgrade is part of the actual fitting plan.
Keep the serviced mobile suit until the technician and upgrade are ready; extra weight can negate the practical benefit.
Artifact radiation must be managed by the actual equipped layout.
Remove an unsafe artifact and use ordinary safe endurance/radiation support; rare Thunderberry/Liquid Rock are optional upgrades.
Use these checks before moving to harder content or expanding. They are manual observations, separate from platform achievements.
Use the maintained rifle/shotgun bridge and check the alternative source at this equipment stop. Do not force a story allegiance solely to replace a usable gun.
Return to the serviced route, reduce redundant ammunition types and protect the repair budget before another long assault.
Compare the actual recorded choices with the local ending requirements. Continue that path or use a matching earlier save; a planned-ending change cannot rewrite faction decisions.
76 achievement entries match the public Steam count. Checked 2026-10-09. View the platform catalog
Steam metadata confirms Cost of Hope released August 20 and the 76-entry roster. Official 2.0.6 notes address crashes; no progression redesign is announced by that hotfix.
Achievement names and counts were compared with public Steam records. Quest outcomes and hardest-difficulty builds were sampled from sources, not validated by a completed playthrough.
Authored coaching synthesized from this guide's existing route, builds and source bibliography. This date records the data/anchor review, not fresh verification of every linked page or hands-on gameplay. Facts are entered manually; recommendations do not read the game save, certify achievement unlocks, or cover every possible state. Existing coverage limits: Flash Royal is mapped with its critical early pickup warning, regional audit and a current companion reference. All 77 individual flash-drive stash micro-routes are not reproduced or independently rechecked here; do not present this package as an exhaustive standalone blueprint atlas. The guide covers main stories, important optional chains, achievements and selected unique equipment. It does not claim every incidental A-Life encounter, every base-game unique weapon/armor or every ordinary stash. Two published Cost of Hope references disagree on SWYD-West's optional safe code (3546 versus 3456); the local stop tells the reader to verify the room/PDA clue. Translated Flare quest-item names also vary; retain quest items and follow the actual PDA request. Some Cost of Hope post-story jobs are covered by start/faction reward and objective sequence rather than every room and enemy placement. Dynamic world fights and named NPC pathing can vary. Deluxe/Ultimate journalist equipment is optional ownership content, not required by these builds. The package does not assume the player owns those packs or enumerate every pack-specific stash. No game screenshots or map panels are fabricated. Verified location references are linked where text cannot uniquely identify an unnamed site. No gameplay run, installation/version inspection, save modification or unlock test was performed. A mapped achievement is a researched acquisition path, not proof it has triggered on the user's current save. The advanced loadouts are researched for the 2.0 era, not personally benchmarked on Master/Expedition. One detailed equipment source explicitly played Veteran; its high-difficulty guarantees are not assumed. Static damage bars, repair prices, rare artifact spawns and early rush routes are not guarantees. [V702]
Coaching review: 2026-10-09 · Limited verification. Guide checks do not claim a personal completion playthrough.
Steam — official 76-achievement roster
GSC Game World — Cost of Hope release
Gamepressure — base achievement conditions (2025, not current roster size)
Game8 — base story and side-quest choices
VGTimes — Cost of Hope safes and codes
STALKER 2: Behind Seven Seals - gamepressure.com
STALKER 2: A Needle in a Haystack - gamepressure.com
STALKER 2: Back on the Slag Heap - gamepressure.com
PC Gamer — unique weapon acquisition
GSC support — Miracle Hoarder trigger issue
Steam community — Flash Royal routes updated for 2.0
Neooenone — current artifact checklist and DLC separation
Community unique-equipment location catalog (cross-checked at relevant quest sources)
Gamepressure — In Search of Past Glory
Gamepressure — Dangerous Liaisons
Gamepressure — Escape from the Cage
Player Atlas — Cost of Hope faction endings
Arch-artifact puzzle locations
Saiga D-12 fixed pickup and Nimble's dropped gun
Exoskeleton sprint upgrades and technicians
Combatant reward depends on prior Ward relations
Community player route revised for 2.0.x — equipment, repair costs and pickup pictures
Game8 — Kharod dam pickup, attachments and Harpy upgrades
Recent community artifact combinations and armour-dependent Compass use
Choose a maintained rifle/shotgun kit, precision loadout, anomaly expedition kit or advanced assault setup. Progress comes from recovered equipment, ammunition, technician upgrades and radiation-safe artifact slots; faction and ending decisions remain local story choices.
A reliable first campaign: common rifle ammunition for humans, a shotgun for mutants, then psi-capable armor and a sprinting late suit. Requires no paid equipment pack or rare-artifact drop.
Your completion route: Follow your chosen base ending and the available optional and expansion routes. Use earlier branch saves, where the mode permits, or separate campaigns for alternate endings and faction outcomes. The 77-blueprint atlas remains an external companion checklist.
Changing your plan keeps your saved achievements, quest choices and checklists. Required respecs, unlocks and later equipment are explained at their route steps.
Open the matching walkthrough section. Its choices, build advice and checklists stay together.
PC campaign reviewed on 9 October 2026 against the live Steam roster (76 achievements), official Cost of Hope release material and Back to the Zone 2.0 information. Cost of Hope released 20 August 2026.
Includes the base story's four endings, Cost of Hope's two faction endings, Stories Untold and Sealed Truth. Early/Advanced DLC starts are alternatives; this route preserves a normal new-campaign experience.
Equipment progression is based on real guns, armor, detectors, attachments, technicians and artifacts. S.T.A.L.K.E.R. 2 does not use a selectable RPG class or conventional skill-point tree.
Choices are repeated at their local route stops. Alternate endings and route-exclusive equipment require earlier ordinary saves or another campaign; completed branch inventories are not combined.
This is researched guidance, not a claim of playtesting or inspection of the user's installed patch. Coupon rewards, balance and some scripted triggers can change with version/difficulty.
Advanced equipment plans now combine weapon roles, maintained armour and a radiation-safe artifact belt. Kharod/Saiga and SVU/shotgun are well-supported community recommendations; new 2.0 guns and DLC variants are alternatives rather than proof of one universal ranking.
GSC released Cost of Hope and the free Back to the Zone 2.0 update on 20 August 2026.
GSC’s readable Steam announcement confirms PC 2.0.6 on 18 September 2026: AMD GPU crash fixes and other high-priority crash fixes. It does not announce a weapon rebalance. Check your installed version before comparing an older save or a modded loadout.
Check confirmed platform unlocks. Untick a target to defer it. Finishing a walkthrough step never checks an achievement automatically.
Finish There and Back Again and reach the post-prologue awakening. Automatic story progress in a normal new campaign; DLC Advanced Start can skip the early experience.
Sit with stalkers at a campfire and remain for their gossip. Try Zalissya's populated camp area; simply walking past a fire is insufficient.
Lure a mutant into a damaging anomaly so the anomaly kills it. Approach from a known safe edge, provoke a dog/boar and let its charge enter the hazard; do not shoot the final blow.
Observe two squads fighting, wait until one has defeated the other, then eliminate all members of the winning squad. Killing random patrols separately does not satisfy that encounter sequence.
Buy and install one compatible equipment upgrade from a technician such as Lens. A repair alone is not an enhancement.
Finish the Lesser Zone story and leave through the opened northern route. Story progression; do the local jobs and optional equipment before departure.
Eat bread and sausage in succession. Both are common early supplies; carrying them together does not count.
Accumulate 100 headshot kills in the continuing campaign. Use controlled rifle fire against humans/zombies and check progress during normal travel.
Fully upgrade one weapon's available tree, choosing one option on mutually exclusive branches. A cheap pistol is practical; upgrades distributed across several weapons do not qualify.
Meet Scar at the Sawmill during Back to Slag Heap's continuation. Story-related; showing or withholding the PDA changes dialogue but does not replace the meeting.
Kill five enemies with headshots within ten seconds. A compact group of slow zombies near Waste Processing is a useful setup; reload and establish an unobstructed view first.
Recover the scanner through the Clear Sky base sequence after disabling the Swamps transmitters. Finish the actual pickup/story interaction, not just reaching the settlement.
Finish the SIRCAA disaster and escape on either To the Last Drop of Blood or Law and Order. The faction branch changes allies, not availability of this story achievement.
Retrieve Shah's Mate from Docent's stash. Take Huron's No Honor Among Thieves job and spare Docent for the lead before resolving the kingpins; killing Shah alone is not the trigger.
Kill four enemies in one fight with four distinct weapons. Keep a fourth gun ready for an inventory swap behind cover; switching fire modes or ammunition on one weapon is insufficient.
Clear every hostile in a camp before its alarm. Choose a small camp, approach with light off, isolate sentries and use suppressed/covert kills; reload the attempt if detected.
Use disposable equipment until it breaks at zero condition. Avoid wasting an expensive unique primary; a merely damaged/red-condition weapon is not yet broken.
Defeat Faust in the second Duga assault and finish the encounter scene. Destroy his supporting psi devices and attack during exposure rather than shooting illusions indefinitely.
At Faust's post-battle vision, refuse his offered help and complete the climb yourself. This survives the scene; the opposite choice awards One awkward step and needs a reload to continue.
Spend more than 1,000,000 coupons during the campaign. Repairs, upgrades and supplies contribute; possessing that amount is not the condition. Keep a repair reserve while accumulating it.
Meet the C-Consciousness representative during Visions of Truth's X17 sequence. This is earlier than Subtle Matter and its ending choice.
Save Zalissya in On the Edge after SIRCAA. Finish survivor requests, the second attack and the final meeting before leaving; winning only the first skirmish is insufficient.
Complete An Act of Mercy and watch the Doctor's basement revelation after returning the regenerator. The secret is the story trigger; the nonlethal bonus is a separate condition.
Escape the scripted Swamps chimera/emission chase during Ad astra per aspera and reach the shelter/Clear Sky route. Keep sprint available instead of stopping to kill that pursuing creature.
Meet Strelok through Legends of the Zone after the preceding combat and pseudogiant encounter. Story-related; complete his scene.
Kill each base mutant family listed in the hunter circuit, including rodent and rat-swarm encounters. Use Arena/collar quests for rare chimera/pseudogiant opportunities; illusion kills do not replace the real creature.
Meet Degtyarev during The Road to the Foundation in Pripyat. Follow the story meeting and dialogue rather than expecting it from visiting the city alone.
Survive a fall of at least 30 metres. The Chasing Ghosts tower has a plank-guided jump into a gravitational cushion after its objective; save first and land in the anomaly, not beside it.
Kill Scar in a non-Spark finale. Use his television/red-button stun windows to make him vulnerable. Ward and the independent routes can provide the fight; Scar is an ally on his own ending.
Kill an exoskeleton-wearing enemy with the knife's final blow. Weaken the target first, close behind cover and finish with melee; ordinary body armor is not an exoskeleton.
During Bullseye, accept the bandit's contest and hit all three apples without killing the hostages. Save before accepting; ransom or open combat does not satisfy this missable condition.
Defeat Korshunov on a route that opposes Ward. Ward's own ending keeps him allied, so obtain it on an independent or Spark route; use the boss's device/vulnerability stages.
Accumulate 50 enemy kills through penetrable obstacles. Thin wood or metal can work; shoot the final damage through the material rather than around its edge.
Kill Strelok in Ward, Spark or Project Y's final sequence. Following Strelok's own ending leaves him alive and cannot award this boss achievement.
Drag a corpse into an active Whirligig and release it. Use a known anomaly near a completed fight; avoid walking into its center yourself.
In Three Captains, spare both Sultan and Beard, kill the crane sniper, listen to the radio and protect the meeting from mercenaries. Finish their conversation; following Sonya's assassination loses it.
While intoxicated, kill with a headshot through a penetrable obstacle. Establish the target's head position first, drink alcohol, then fire through thin cover before intoxication wears off.
Finish In the Name of Science's full trap/confrontation. Return the X5 documents, collect collars, destroy the jammer, accept the later invitation, use Dvupalov's vodka and defeat the bloodsuckers. Recalibrating ends the job too early.
Complete Strelok's ending: reject Scar at Subtle Matter, Escape from Korshunov, then Fire at Kaymanov during The Last Wish. Alternate endings require an earlier branch save or another run.
Accept Faust's offered hand after his boss encounter and watch the fatal outcome. Reload the ordinary pre-choice save and climb yourself to continue and obtain Monolith envoy.
Cost of Hope: obtain the Iron Forest gate card through Dead or Alive, or finish Digger's Tunnel and enter. The two entrances are alternatives; no faction-ending lock is required.
Complete Project Y: reject Scar, Escape from Korshunov, Lower the gun at Kaymanov, recover the cartridge and follow the additional Orbita/finale objectives. This opposes Strelok at the end.
Confirm one trader transaction with exactly equal buy and sell totals. Adjust food/ammunition quantities to a net zero before confirming; two separate transactions do not count.
Make a headshot kill from at least 75 metres with a hip-fired shot. Pick a stationary target, check distance and fire without pressing the aim/zoom input.
Cost of Hope: complete Distant Mirage and its return/aftermath conversation at Kurin. Survive the Amok and escape; this occurs before the permanent faction split.
Complete Ward's ending by choosing I'm not your enemy at Dangerous Liaisons and finishing Eye of the Storm/The Last Step. This late choice can override earlier faction behavior.
Enter the locked Pripyat apartment south of CSC, eighth/top floor, using 13263622; inspect the interior if the trigger is delayed. The eight explanatory notes are optional for the achievement.
Cost of Hope: progress Moving in the Shadows through the ruined SIRCAA investigation and report. Requires the DLC introduction and A Minor Incident's Ozersky stage to receive the call.
Kill a rodent with a grenade launcher, preferably a compatible underbarrel launcher in a safe tunnel encounter. A thrown hand grenade does not meet the stated weapon condition.
Cost of Hope: finish Shadows of the Past and return from the Bubble. Skin the Shadow Chimera before the timed escape for the separate missable achievement.
Cost of Hope: complete both Shadows of the Past and To the Origins of Freedom, meeting the founders in their respective investigations. Doing one faction's history first does not cancel the other.
Cost of Hope: after killing the Shadow Chimera in Shadows of the Past, personally use the search/skinning interaction and take its Heart before escaping. Killing it alone is insufficient.
Perform 20 covert knife takedowns from behind unaware enemies. Approach crouched with the knife ready and use the takedown when Skif raises it; suppressed gunshots and ordinary alerted melee kills do not substitute.
Collect all six base arch-artifacts: Weird Ball, Flower, Pot, Water, Nut and Bolt. Their exact puzzle routes are in the southern/northern stops; ordinary legendary artifacts belong to another checklist.
Cost of Hope: defeat the Psi-Brain during The Destructive Power of the Mind. This encounter is available regardless of the later Mavka/Zulu commitment.
Cost of Hope: reach CNPP through The Road to the Center of the Storm (also translated Road to the Eye of the Storm). Follow the faction travel sequence rather than attempting to cross the old closed boundary.
Shoot an enemy's thrown grenade while it is incoming so it detonates. Look for its trajectory, move away from the landing point and shoot; an environmental canister explosion is a different achievement.
Reveal the named regions in your campaign. Complete the accessible surface circuit, including off-route Cordon and the Iron Forest/CNPP region registrations, before Down Below. Generators is normally reached during the final missions, so the achievement can remain pending until then; the community checklist lists 22 regions.
Complete Spark's ending: support Scar's Eternal spring route at Subtle Matter, choose Escape from Korshunov, and finish The Eternal Shining. Scar survives, so his kill achievement needs another branch.
Cost of Hope: support Mavka in the final X16 dispute during The Destructive Power of the Mind. The earlier side-entry tactical choice alone is not the permanent faction commitment.
Cost of Hope, Freedom only: kill Myklukha in the Arena during Status Quo, then collect Leichtfuchs. The Duty branch does not contain this mission.
Cost of Hope: support Zulu in the final X16 dispute. Save before that conversation for the Freedom alternative; choosing the earlier demolition approach is not enough.
Cost of Hope, Freedom only: finish Uninvited Guests at CNPP, including defense and headquarters objectives. It is not the base Cement Factory quest of the same name.
Cost of Hope: finish The Price of a Miracle on Mavka/Freedom's branch. Complete cooling/control objectives and the closing scene; the opposite ending requires the pre-X16 branch save.
Cost of Hope, Duty only: finish In the Memory of the Fallen, activate the station nodes, place charges and board the train. Freedom's Montreal route is a different mission.
Cost of Hope, Duty only: finish Gunpowder, Sweat, and Blood and report after the headquarters assault. Use the rooftop sniper/teleport route and final breach objectives.
Cost of Hope: finish The Price of a Miracle on Zulu/Duty's branch. Complete the fuse/tank sequence and final scene; the Freedom outcome requires reloading the earlier faction choice.
Cost of Hope: finish The Forgotten, collecting five Flickering Flares, using a five-slot suit and completing Otter's final sequence after the main DLC story. One fragment or the initial meeting is insufficient.
Kill 20 enemies by exploding environmental objects such as fuel barrels/canisters. Hand-grenade kills alone do not count; lure or weaken targets beside the scenery.
Collect the 77 distinct equipment upgrade flash drives tracked by current community guidance. Search Diode's workshop early for the Integral blueprint alternative; use the linked current regional companion for individual stashes. This guide's disclosed limit is that all 77 micro-routes are not reproduced.
Before SIRCAA, obtain Khors's The Side Hustle after Shock Therapy at Icarus. Get the parts by shooting the exterior-view red canister so the crate falls out; do not enter the warehouse first.
Activate the ten collectible scanners and take their artifacts: Garbage, Chemical Plant, Burnt Forest, Rostok, Zaton, Swamps, Cooling Towers, Yaniv, Jupiter and Pripyat. Plot scanner use does not replace these.
Have bleeding, sleepiness, hunger, intoxication, radiation and psi effects simultaneously. Use the controlled Stone Village setup with a prepared recovery kit; clear the effects immediately after the trigger.
Take Zotov's Ward version of Answers Come at a Price, press Korshunov about Nestor/Chornozem, then kill the three guards at the captive to save him. Obediently following the Ward resolution misses this branch.
Collect the ordinary artifact set listed by the linked checklist. GSC confirms that quest variants such as Dvupalov's Crystal Thorn do not count; its support article does not certify the checklist's 69 total or every DLC exclusion. If the ordinary set is complete but the achievement fails, follow GSC's save and recollection advice.
Cost of Hope: approach Faraday in Iron Forest and receive its radio/stash hint. Hearing the clue is the trigger; looting the 5043 safe is optional for this achievement.
Each option explains its consequences. Your choice is repeated at the relevant step; alternatives remain available.
Squint survives and gives the Ward Sensors. You give up this Mold copy, but another standard Mold can be found later; the artifact achievement does not require killing him.
You obtain the sensors from his body and skip his favor. His story ends, and you forgo the peaceful cave errand. The final ending remains open.
You keep Mold and take the sensors, at the cost of Squint's life. This is a gear-saving betrayal, not a stronger permanent character upgrade.
Opens the Ward version of Answers Come at a Price and the captive-rescue opportunity for Wardens drool. You can still reject Ward later. Combatant's later reward is not guaranteed on this early-friendly route.
Supports the local stalkers and leads through Star's investigation. This branch does not offer the same Ward-captive achievement scene; plan an alternate save for it. Final faction choices remain open.
Solder lives, retaining his later appearance/help opportunity at the Sphere. You still advance the investigation.
Solder dies and cannot assist later. Main-story progression continues; this is not one of the decisive ending choices.
Completes the family's request and its payment. You forgo Pomor's unique AR416 on this ordinary resolution; it is not required for an achievement.
Receive Unknown Stalker's AR416 instead of restoring the icon to Mityay. The rifle is damaged, so the immediate benefit comes with a repair bill.
Retain the unique modified rifle near Slag Heap bridge. Its owner does not receive the gun; it requires maintenance before becoming useful.
Return the gun to the man who lost it and forgo keeping the unique weapon. This does not affect the late ending tree.
Opens the Shah/Roosevelt side investigation and more local content. One rival's PDA satisfies Varan, but he still betrays you; neither faction's DLC ending is selected.
Spend a large payment, then face the same betrayal and basement investigation. Payment does not secure permanent peace.
Skip the kingpin errands, kill his gang and take the key for the prisoners' room. Collect the unusual PDA to continue.
Get the stash lead and retrieve Shah's Mate for Your move! before resolving the kingpins. This gives a distinct unique-weapon objective.
Ends his personal thread and loses his peaceful stash-information reward. Killing Shah alone does not substitute for retrieving Shah's Mate.
Receive Ward Badge access and a shorter Noontide entry. Combatant may also be offered depending on prior Ward relations; take it from the table if present. Scar reacts distrustfully, but the final ending remains undecided.
Remain without the badge and complete the Noontide shipment task to enter Wild Island. This adds travel but does not prevent later choosing Ward at Dangerous Liaisons.
Respect his friend's request to preserve the zombified stalker's life. Complete the emitter work and report; the detector objective remains available.
Follow the original lethal request, ending Kvashka's life. The main Noontide investigation and detector reward route continue.
He supplies the information that advances the Clear Sky search and survives the confrontation. His dropped Saiga can still be picked up; killing him is unnecessary for it.
Take his information from the body and collect the dropped gun. You lose his survival for a revenge outcome; the main quest still advances.
Three successful apple shots save the captives and award Apple-shot. Missing, abandoning the contest or using another resolution loses that achievement in this attempt.
Resolve the hostages with money. It does not meet the three-shots condition for Apple-shot.
Use force to resolve the encounter; captives are at risk from crossfire and the contest achievement is forfeited.
Kill the crane sniper, listen to the radio and defeat the mercenary ambush below. Both captains survive and The good ol' days can trigger; keep Clusterfuck from the sniper.
Kill the marked captains for Sonya. Their shared future and The good ol' days are lost on this branch; the crane rifle can still be collected.
Hermann survives Skif's decision. The experiment crisis continues and this mercy does not by itself choose a base ending.
Hermann dies for his betrayal. The later Dubny faction split still occurs; this is not an automatic Ward-ending commitment.
Support Dubny/Noontide and enter To the Last Drop of Blood, with Ward enemies during the escape. House of glass remains available. Final ending alignment can still change later.
Follow Law and Order with Ward allies and Noontide opposition. The disaster still happens and House of glass still registers. Later refusal of Korshunov remains possible.
Survive the vision and gain Monolith envoy. Such is the will of the Monolith comes from the defeated Faust encounter itself.
The fall/death scene awards One awkward step. Reload the ordinary pre-choice save to continue and take the survival outcome; this is not a separate playable ending.
Preserve the extra nonlethal reward by taking the regenerator and escaping without killing the occupants. Doctor's oath still comes from the later revelation.
The regenerator can still be recovered, but killing the occupants forfeits the Doctor's nonlethal bonus. The main story continues.
Allows his experiment to continue and opens the later trap, Gauss Gun and On a leash route. This initially supports a harmful experiment but lets you confront it.
Stops the collar signals and closes this quest early with the alternative payment. The later trap and its completion achievement are missed on this branch.
Resolve the confrontation without damaging scientist relations. Finish Dvupalov's dialogue for the Gauss Gun and On a leash.
End his life after the betrayal, harming scientist relations. The completed confrontation can still give the same quest reward and achievement.
Reject Spark and preserve the Strelok/Project Y branch if you also escape Korshunov. Scar becomes an enemy; accepting Ward later overrides this independent direction.
Support Scar; a prior Ward version can use the documented I need more time alternative. Refuse Korshunov at the next gate to reach Today never ends. Scar will be an ally, so his kill achievement needs another ending.
Commit to Ward regardless of earlier preferences. Korshunov survives as an ally and enters the capsule for Brave new world; this branch fights Strelok and Scar.
Permanently reject Ward. Earlier support for Scar leads to Spark; earlier rejection leads to the Doctor's Strelok/Project Y decision. Retrieve confiscated gear during the prison escape.
Kill Kaymanov and follow Strelok, sealing the Zone for She will never be free. Strelok remains an ally, so his boss achievement requires another ending.
Spare Kaymanov, take the hidden cartridge and follow his investigation to Project Y. Strelok becomes an opponent; Skif's final capsule action expands the Zone beyond its old boundary.
The confrontation followed by his death yields the strongest reward path: Lukash's stash with Integral-A/RNBW scope and the extra payment.
Receive the stash lead without the extra confrontation payment. Mikheyev dies.
Complete Diode's request for its payment rather than leaving the device with Mikheyev.
Mikheyev keeps the emitter after being challenged and pays a smaller reward.
Leave him and the device in place with no payment. This preserves that experiment rather than returning the equipment.
Fight the mercenaries, deliver the amplifier and continue Rat Catcher/White Noise. This preserves the chance to establish Kazkovyi as a full hub.
Take the offered money but betray the group. Camp members are killed and the later storyline/hub outcome is lost.
Disclose the camp without demanding the bribe. It still betrays the group and loses the later hub/story; declining payment does not spare them.
Complete the mutant job and Dead or Alive to receive the access card and payment. High voltage still comes from entering the region.
Take Goodbye's PDA and cross the timed-gas pipeline route. This is an alternate entrance with less checkpoint work, not a Duty/Freedom allegiance lock.
Recover the side-entry card and take Clapper. This selects the infiltration route, but the permanent faction choice is still later.
Get C4 from the old barracks and take Warszawa. Demolition changes entry tasks; it does not force the later Duty ending.
Commit to Freedom and preserving the research. Opens Status Quo/Dangerous Way, Myklukha's death/Leichtfuchs, Freedom's CNPP defense and Guardian/Contra spem spero. Duty's branch achievements and Mriya require reloading this choice.
Commit to Duty's containment/destruction plan. Opens In the Memory of the Fallen, Duty's CNPP assault, Mriya and Battle on – and win your battle! Freedom-only missions and Guardian require the earlier branch save.
Begin here: The main menu, before Skif’s base-game prologue.
Begin the full base campaign as Skif. Early/Advanced DLC starts skip earlier story state; the prologue route keeps its early decisions available. There are no character levels or skill points to allocate.
Standard Stalker is the recommended first-run difficulty. In the guide's 2.0.6 scope, Master and Expedition runs can permanently enable Manual Save after starting, adding F5 quick saves and menu saves; GSC says this changes the pause-menu progress status but does not specify its achievement effects. Built-in Custom Rules and third-party mods are different: GSC explicitly states that playing a modded version disables achievements. No blanket eligibility promise is made for every Custom Rules combination or an already-modded save. See GSC's Achievements support article and Stories Untold update notes.
Continue to . The first serviceable equipment loop starts after reaching Zalissya. Keep ending preferences open until the guide reaches those choices.
Use this only if you are stuck or want to come back later. Otherwise, leave it on “Continue normally” and use “Mark section complete” below when you finish.
Use this while working through the section. This menu changes your guide’s progress reminders, not anything in your game.
Individual tasks and achievements keep their own checkmarks.
Where to look: Begin at the breach beside the perimeter scaffolding. Inspect the boards, padlock and moving electrical anomaly before entering the pipe.
What to do: Clear the obstruction, collect the fallen soldier’s rifle and wait for the anomaly to pass before crossing. Follow the riverside-house route into the bunker, where the detector and laptop continue the objective.
What should happen: You pass the opening hazard and reach the bunker’s investigation interactions. The later artifact search requires the handheld detector you collect there.
If it does not work: If the electrical route is unsafe, watch its circuit before moving again. Later in the chemical field, draw the handheld detector and follow its increasing signal; the automatic hazard alarm alone does not reveal an artifact.
After taking the detector in the bunker, draw it using the radial menu or its bound key (7 by default on PC). The automatic anomaly warning only reports nearby danger. With the Echo out, move carefully toward the faster signal until the normally hidden artifact becomes visible, then collect it. If you hear warnings without an artifact signal, confirm the handheld detector is active and retreat from the hazard before searching again. Bolts arrive after the prologue, so this first field cannot depend on having them yet.
Use this only if you are stuck or want to come back later. Otherwise, leave it on “Continue normally” and use “Mark section complete” below when you finish.
Use this while working through the section. This menu changes your guide’s progress reminders, not anything in your game.
Finish There and Back Again and reach the post-prologue awakening. Automatic story progress in a normal new campaign; DLC Advanced Start can skip the early experience.
Individual tasks and achievements keep their own checkmarks.
Where to look: In Zalissya, identify Warlock’s bar, the personal stash, bed, trader and Lens’s workshop before accepting a long excursion.
What to do: Store excess heavy equipment, repair the weapons you intend to use and place bandages and medkits in deliberate quick slots.
What should happen: Your main weapon is serviceable, healing is ready to use and the pack has space for the return trip.
If it does not work: If the next outing is unaffordable or overloaded, compare repair costs with the equipment you actually plan to carry and put surplus guns in the stash. Reopen the quick-slot layout before leaving rather than discovering an empty slot during combat.
Locate the stash, bed, trader and Lens while the hub is safe. Store spare heavy guns and excess supplies; repair the two weapons you will use and leave carrying room for the quest return. Put bandages and medkits in deliberate quick slots so you can stop bleeding and restore health without searching the bag during the first bloodsucker rush.
All 76 Steam entries are mapped, but Flash Royal’s 77 individual flash drives are not all described in this walkthrough. Keep the linked atlas and its ownership list alongside this route before leaving early regions; see . Optional A-Life encounters may move or differ, so use the active PDA rather than assuming a named NPC is always stationary.
Your entries save with this playthrough and travel in its exported backup. Values are manual; the guide does not read the game.
Free travel margin: 0. Recheck your actual encumbrance indicator, weapon condition and ammunition type after looting. An equipment recommendation sourced on Veteran is not a tested Master or Expedition completion plan. A-Life encounters can change the return journey.
Use this only if you are stuck or want to come back later. Otherwise, leave it on “Continue normally” and use “Mark section complete” below when you finish.
Use this while working through the section. This menu changes your guide’s progress reminders, not anything in your game.
Sit with stalkers at a campfire and remain for their gossip. Try Zalissya's populated camp area; simply walking past a fire is insufficient.
Buy and install one compatible equipment upgrade from a technician such as Lens. A repair alone is not an enhancement.
Eat bread and sausage in succession. Both are common early supplies; carrying them together does not count.
Individual tasks and achievements keep their own checkmarks.
Completes the family's request and its payment. You forgo Pomor's unique AR416 on this ordinary resolution; it is not required for an achievement.
Receive Unknown Stalker's AR416 instead of restoring the icon to Mityay. The rifle is damaged, so the immediate benefit comes with a repair bill.
Accept Mityay's request in Zalissya before heading to the Poppy Field, then plan a short entry and a direct return. The objective is the root cellar west of the main barn and house, not a payment to Pomor. Approach along the field's western side, locate the cellar opening and take the icon from its shelf before fatigue turns exploration into a rescue attempt. The truck south of the field holds energy drinks if your supply is thin. Pomor's information deal is an optional aid; you can locate the cellar yourself. Back outside, decide whether the icon goes to Mityay or into Pomor's weapon bargain. Do this local business before the later SIRCAA transition rather than relying on an eventual return to finish it.
Use these choices when the required level, resource or unlock is available. Opening this section does not change your character.
Compare or change your styleSearch the northern Poppy Field near its abandoned structures for Weird Flower. At Bulba east of Zalissya, use wrecks/cover and the anomaly's pulse timing to approach the water's edge and take Weird Ball. Do not rush the center of the suction. Both count toward the six-item arch collection.
At a safe hub, fit one intended artifact in an armor slot and read both its benefit and radiation effect. If radiation starts rising, remove it before wasting medicine. Keep it in the backpack until an offsetting artifact or protected slot supports it. A protected slot shields only the artifact occupying that slot.
First fund condition and usable ammunition; next consider the affordable attachment or suit improvement that solves the next mission. Preserve enough coupons to return to Lens after the Sphere. A rare-looking gun with no spare rounds and an unaffordable repair can stay in the stash until its support costs are practical.
Update these only after collecting the item or checking the result in your game.
An early rifle lead to pair with a working close-range gun.
Record it as owned after collecting or preparing it in your game.
Keep a repairable current rifle with affordable ammunition; do not replace it just for a nominal damage number.
Use this only if you are stuck or want to come back later. Otherwise, leave it on “Continue normally” and use “Mark section complete” below when you finish.
Use this while working through the section. This menu changes your guide’s progress reminders, not anything in your game.
Record the option you actually chose in the game. Leave decisions you have not reached blank. These records are separate from your planned choices.
Collect all six base arch-artifacts: Weird Ball, Flower, Pot, Water, Nut and Bolt. Their exact puzzle routes are in the southern/northern stops; ordinary legendary artifacts belong to another checklist.
Collect the ordinary artifact set listed by the linked checklist. GSC confirms that quest variants such as Dvupalov's Crystal Thorn do not count; its support article does not certify the checklist's 69 total or every DLC exclusion. If the ordinary set is complete but the achievement fails, follow GSC's save and recollection advice.
Individual tasks and achievements keep their own checkmarks.
Squint survives and gives the Ward Sensors. You give up this Mold copy, but another standard Mold can be found later; the artifact achievement does not require killing him.
You obtain the sensors from his body and skip his favor. His story ends, and you forgo the peaceful cave errand. The final ending remains open.
You keep Mold and take the sensors, at the cost of Squint's life. This is a gear-saving betrayal, not a stronger permanent character upgrade.
Opens the Ward version of Answers Come at a Price and the captive-rescue opportunity for Wardens drool. You can still reject Ward later. Combatant's later reward is not guaranteed on this early-friendly route.
Supports the local stalkers and leads through Star's investigation. This branch does not offer the same Ward-captive achievement scene; plan an alternate save for it. Final faction choices remain open.
Give the sensors to Zotov if you want the Ward version of Answers Come at a Price and its Wardens drool opportunity. Richter's route supports the local stalkers and leads through Star's search. This early choice does not by itself lock a final ending.
Use this only if you are stuck or want to come back later. Otherwise, leave it on “Continue normally” and use “Mark section complete” below when you finish.
Use this while working through the section. This menu changes your guide’s progress reminders, not anything in your game.
Record the option you actually chose in the game. Leave decisions you have not reached blank. These records are separate from your planned choices.
Individual tasks and achievements keep their own checkmarks.
Solder lives, retaining his later appearance/help opportunity at the Sphere. You still advance the investigation.
Solder dies and cannot assist later. Main-story progression continues; this is not one of the decisive ending choices.
Use the hidden tunnel approach to the Sphere when you want to reach Solder without turning the whole courtyard into your first major firefight. The reconnaissance lead through the basement provides the access code, 2765; approach the sphere's sloping side and find the sewer entrance rather than presenting yourself at the main gate. Move through the toxic passage with healing available, enter the code and work toward the white-doored basement room where Solder waits. Check the neighboring room for the PTM magazine before committing to your exit. Keep a manual save before the conversation so the existing spare-or-kill choice remains reviewable. Afterward, retracing the sewer route is a practical alternative to fighting through the upper compound with a full backpack.
Update these only after collecting the item or checking the result in your game.
An early suit pickup to compare against actual worn protection.
Record it as owned after collecting or preparing it in your game.
Repair and use the current suit while following the next armor lead; compare condition as well as base stats.
Use this only if you are stuck or want to come back later. Otherwise, leave it on “Continue normally” and use “Mark section complete” below when you finish.
Use this while working through the section. This menu changes your guide’s progress reminders, not anything in your game.
Record the option you actually chose in the game. Leave decisions you have not reached blank. These records are separate from your planned choices.
Finish the Lesser Zone story and leave through the opened northern route. Story progression; do the local jobs and optional equipment before departure.
Individual tasks and achievements keep their own checkmarks.
Flash Royal is mapped with its critical early pickup warning, regional audit and a current companion reference. All 77 individual flash-drive stash micro-routes are not reproduced or independently rechecked here; do not present this package as an exhaustive standalone blueprint atlas.
The guide covers main stories, important optional chains, achievements and selected unique equipment. It does not claim every incidental A-Life encounter, every base-game unique weapon/armor or every ordinary stash.
Two published Cost of Hope references disagree on SWYD-West's optional safe code (3546 versus 3456); the local stop tells the reader to verify the room/PDA clue. Translated Flare quest-item names also vary; retain quest items and follow the actual PDA request.
Some Cost of Hope post-story jobs are covered by start/faction reward and objective sequence rather than every room and enemy placement. Dynamic world fights and named NPC pathing can vary.
Deluxe/Ultimate journalist equipment is optional ownership content, not required by these builds. The package does not assume the player owns those packs or enumerate every pack-specific stash.
No game screenshots or map panels are fabricated. Verified location references are linked where text cannot uniquely identify an unnamed site.
No gameplay run, installation/version inspection, save modification or unlock test was performed. A mapped achievement is a researched acquisition path, not proof it has triggered on the user's current save.
The advanced loadouts are researched for the 2.0 era, not personally benchmarked on Master/Expedition. One detailed equipment source explicitly played Veteran; its high-difficulty guarantees are not assumed. Static damage bars, repair prices, rare artifact spawns and early rush routes are not guarantees.
Steam — official 76-achievement roster
steamcommunity.com
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Read the original source ↗GSC Game World — Cost of Hope release
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Read the original source ↗GSC — Update 2.0 systems, weapons and difficulty context
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Read the original source ↗GSC Game World — Cost of Hope and 2.0 questions
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Read the original source ↗Steam — Cost of Hope product/release
store.steampowered.com
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Read the original source ↗Game8 — base main-mission index and point of no return
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Read the original source ↗Gamepressure — base achievement conditions (2025, not current roster size)
gamepressure.com
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Read the original source ↗Game8 — base story and side-quest choices
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Read the original source ↗AllThingsHow — Cost of Hope mission order and side missions
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Read the original source ↗VGTimes — all 18 Cost of Hope achievement conditions
vgtimes.com
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Read the original source ↗VGTimes — Cost of Hope safes and codes
vgtimes.com
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Read the original source ↗Player Atlas — Cost of Hope route and branch sequencing
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Read the original source ↗Steam community — achievement guide with DLC (legacy bug workarounds not adopted)
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Read the original source ↗STALKER 2: There and Back Again - gamepressure.com
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Read the original source ↗STALKER 2: A Tough Awakening - gamepressure.com
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Read the original source ↗STALKER 2: Behind Seven Seals - gamepressure.com
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Read the original source ↗STALKER 2: A Needle in a Haystack - gamepressure.com
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Read the original source ↗STALKER 2: Answers Come at a Price - gamepressure.com
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Read the original source ↗STALKER 2: The Price Goes Up - gamepressure.com
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Read the original source ↗STALKER 2: Deal with the Devil - gamepressure.com
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Read the original source ↗STALKER 2: King of the Hill - gamepressure.com
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Read the original source ↗STALKER 2: Back on the Slag Heap - gamepressure.com
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Read the original source ↗STALKER 2: Hot on the Trail - gamepressure.com
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Read the original source ↗STALKER 2: Chasing Ghosts - gamepressure.com
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Read the original source ↗STALKER 2: Dead Frequency - gamepressure.com
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Read the original source ↗PC Gamer — unique weapon acquisition
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Read the original source ↗Prima Games — armor locations
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Read the original source ↗TrueAchievements — Bingo status interaction methods
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Read the original source ↗GSC support — Miracle Hoarder trigger issue
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Read the original source ↗Steam community Flash Royal guide — recent Diode workshop alternate-pickup report
steamcommunity.com
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Read the original source ↗The Gameslayer - fixed scanner approaches and activation hazards, updated 10 September 2026
thegameslayer.com
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Read the original source ↗Game8 — unique weapon index
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Read the original source ↗XboxAchievements — artifact families and fixed pickups
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Read the original source ↗Neooenone — current artifact checklist and DLC separation
neooenone.com
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Read the original source ↗Community unique-equipment location catalog (cross-checked at relevant quest sources)
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Read the original source ↗Gamepressure — In Search of a Guide
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Read the original source ↗Gamepressure — Ad astra per aspera
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Read the original source ↗Gamepressure — Extreme Simplicity
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Read the original source ↗Gamepressure — A Long Overdue Visit
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Read the original source ↗Gamepressure — The Forge of Progress
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Read the original source ↗Gamepressure — Wishful Thinking
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Read the original source ↗Gamepressure — To the Last Drop of Blood
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Read the original source ↗Gamepressure — Just Like the Good Old Days
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Read the original source ↗Gamepressure — The Hornet's Nest
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Read the original source ↗Gamepressure — An Invisible Threat
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Read the original source ↗Gamepressure — Dawn of a New Day
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Read the original source ↗Gamepressure — Assault on the Duga
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Read the original source ↗Gamepressure — A Minor Incident
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Read the original source ↗Gamepressure — In Search of Past Glory
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Read the original source ↗Neoseeker — Zaton side quests
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Read the original source ↗Neoseeker — Law and Order
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Read the original source ↗Game8 — An Invisible Threat
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Read the original source ↗TrueAchievements — On a leash
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Read the original source ↗Gamepressure — Happiness for Everyone
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Read the original source ↗Gamepressure — Visions of Truth
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Read the original source ↗Gamepressure — Dark Times
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Read the original source ↗Gamepressure — An Act of Mercy
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Read the original source ↗Gamepressure — Legends of the Zone
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Read the original source ↗Gamepressure — Subtle Matter
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Read the original source ↗Gamepressure — Dangerous Liaisons
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Read the original source ↗Gamepressure — Escape from the Cage
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Read the original source ↗Gamepressure — The Boundary
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Read the original source ↗Gamepressure — The Road to the Foundation
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Read the original source ↗Gamepressure — Down Below
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Read the original source ↗Gamepressure — The Last Wish
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Read the original source ↗Gamepressure — Let No One Leave Unsatisfied
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Read the original source ↗GameSpot — On the Edge
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Read the original source ↗Neoseeker — Endings
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Read the original source ↗Game8 — The Last Step
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Read the original source ↗Game8 — The Eternal Shining
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Read the original source ↗Player Atlas — Cost of Hope faction endings
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Read the original source ↗GSC — Stories Untold
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Read the original source ↗Switchblade Gaming — Sealed Truth
switchbladegaming.com
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Read the original source ↗Player Atlas — Cost of Hope unique weapons
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Read the original source ↗Player Atlas — Iron Forest
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Read the original source ↗Player Atlas — X16
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Read the original source ↗Player Atlas — Shadows of the Past
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Read the original source ↗Player Atlas — Origins of Freedom
dq7reimagined.com
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Read the original source ↗Player Atlas — Montreal, CNPP and X19
dq7reimagined.com
Reference; evidence type not yet classified
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Read the original source ↗AllThingsHow — Moving in the Shadows
allthings.how
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Read the original source ↗ShowGamer — Shadows of the Past
showgamer.com
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Read the original source ↗ShowGamer — The Forgotten
showgamer.com
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Read the original source ↗AllThingsHow — DLC artifacts
allthings.how
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Read the original source ↗ShowGamer — Gunpowder, Sweat, and Blood
showgamer.com
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Read the original source ↗Patch Crazy — The Price of a Miracle
patchcrazy.co.uk
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Read the original source ↗AllThingsHow — X16 approaches
allthings.how
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Read the original source ↗Neoseeker — Moving in the Shadows prerequisites
neoseeker.com
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Read the original source ↗Neoseeker — Banzai's Tools / Once Upon a Time
neoseeker.com
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Read the original source ↗AllThingsHow — Dark as a Dungeon
allthings.how
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Read the original source ↗AllThingsHow — Terra Incognita
allthings.how
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Read the original source ↗AllThingsHow — Unexpected Alliance
allthings.how
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Read the original source ↗AllThingsHow — In the Heart of the Iron Forest
allthings.how
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Read the original source ↗AllThingsHow — Distant Mirage
allthings.how
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Read the original source ↗ShowGamer — The Road to the Center of the Storm
showgamer.com
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Read the original source ↗Stories Untold — White Noise
neoseeker.com
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Read the original source ↗Stories Untold — Rat Catcher
neoseeker.com
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Read the original source ↗Stories Untold — NK-5 Group
neoseeker.com
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Read the original source ↗Stories Untold — Radio Silence
patchcrazy.co.uk
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Read the original source ↗Stories Untold — amplifier and betrayal consequence
attractmo.de
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Read the original source ↗Stories Untold — Medulin rescue
patchcrazy.co.uk
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Read the original source ↗In the Name of Science — collars and final choice
gamesrecon.com
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Read the original source ↗Doctor's Oath story trigger and base achievements
xboxachievements.com
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Read the original source ↗Stories Untold and base optional quest index
steamcommunity.com
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Read the original source ↗Banzai's third tools — boiler room C2
steamcommunity.com
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Read the original source ↗Artifact names by anomaly family (use with current collection tracker)
framesgames.com
Reference; evidence type not yet classified
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Read the original source ↗Arch-artifact puzzle locations
raiderking.com
Reference; evidence type not yet classified
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Read the original source ↗Bouncy — Chasing Ghosts tower landing
insider-gaming.com
Reference; evidence type not yet classified
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Read the original source ↗Between the lines — code, building and optional notes
trueachievements.com
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Read the original source ↗Freedom Colosseum — arena rounds
game8.co
Reference; evidence type not yet classified
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Read the original source ↗In the Name of Science — five collar locations
thenerdstash.com
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Read the original source ↗Saiga D-12 fixed pickup and Nimble's dropped gun
game8.co
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Read the original source ↗Exoskeleton sprint upgrades and technicians
game8.co
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Read the original source ↗Diamond Exoskeleton locations
gamerpillar.com
Reference; evidence type not yet classified
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Read the original source ↗Veles detector acquisition
primagames.com
Reference; evidence type not yet classified
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Read the original source ↗Whip — exact Doctor house pickup
game8.co
Reference; evidence type not yet classified
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Read the original source ↗Combatant reward depends on prior Ward relations
reddit.com
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Read the original source ↗Community player route revised for 2.0.x — equipment, repair costs and pickup pictures
note.com
Reference; evidence type not yet classified
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Read the original source ↗Game8 — Kharod dam pickup, attachments and Harpy upgrades
game8.co
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Read the original source ↗Recent player preference poll — Kharod, Dnipro and ammunition-dependent choices
reddit.com
Reference; evidence type not yet classified
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Read the original source ↗Update 2.0 weapon role comparison — recommendations, not official rankings
pixeltwelve.com
Reference; evidence type not yet classified
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Read the original source ↗Cost of Hope unique weapon roles and availability; use local quest route for branch details
allthings.how
Reference; evidence type not yet classified
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Read the original source ↗Recent community artifact combinations and armour-dependent Compass use
reddit.com
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Read the original source ↗Lead containers and the Thunderberry/Compass/Liquid Rock radiation balance
reddit.com
Reference; evidence type not yet classified
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Read the original source ↗Current Dnipro acquisition routes and calibre considerations
allthings.how
Reference; evidence type not yet classified
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Read the original source ↗GSC official Steam news — released Cost of Hope, Update 2.0 and patch 2.0.6
steamcommunity.com
Reference; evidence type not yet classified
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Read the original source ↗Game8: The Poppy Field
game8.co
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Read the original source ↗Prima: Behind Seven Seals
primagames.com
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Read the original source ↗Game8: SEVA-D at the Cage, Cement Factory
game8.co
Community reference; source read, not in-game tested
Claim checked: 2026-10-10
Read the original source ↗Neoseeker: Terra Incognita
neoseeker.com
Reference; evidence type not yet classified
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Read the original source ↗AllThingsHow: Heart of the Iron Forest generator key
allthings.how
Reference; evidence type not yet classified
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Read the original source ↗Destructoid: Cost of Hope walkthrough
destructoid.com
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Read the original source ↗Neoseeker: The Destructive Power of the Mind
neoseeker.com
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Read the original source ↗Game8: Down Below
game8.co
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Read the original source ↗Neoseeker: Cost of Hope entry and cutoff
neoseeker.com
Reference; evidence type not yet classified
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Read the original source ↗Game8: SVU-MK S-3
game8.co
Reference; evidence type not yet classified
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Read the original source ↗Game8: SVU high-capacity magazine
game8.co
Reference; evidence type not yet classified
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Read the original source ↗GSC patch archive exposing 2.0.6
stalker2.com
Reference; evidence type not yet classified
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Read the original source ↗GSC support: Achievements
support.stalker2.com
official-developer
Supports: GSC explicitly states playing a modded version disables achievements.
Claim checked: 2026-10-10
Limits: Live support text checked 2026-10-10; it does not explain retroactive save flags or restoration after removing mods.
Read the original source ↗GSC: official 2.0.6 announcement
steamcommunity.com
Reference; evidence type not yet classified
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Read the original source ↗GSC: artifacts, equipment slots and radiation
support.stalker2.com
Reference; evidence type not yet classified
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Read the original source ↗GSC support: Anomalies
support.stalker2.com
Official developer support article
Claim checked: 2026-10-10
Read the original source ↗GSC: Patch 1.5 Guns & Looting ammunition changes
support.stalker2.com
Official developer patch note
Claim checked: 2026-10-10
Read the original source ↗Shacknews: artifact-slot protection
shacknews.com
Reference; evidence type not yet classified
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Read the original source ↗Game8: A Sign of Hope antenna and report
game8.co
Reference; evidence type not yet classified
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Read the original source ↗Manual planning and checklists. This guide does not read your game save or platform account.