Path in the Mist (mod)

Here is a complete walkthrough of the story mod "Path in the Darkness", also known as the "Spectrum Project".

  1. While attempting to cross the border, our hero is detained by the military. It turns out the documents are fake, and our partner, Borland, is taken prisoner by the military. The ransom price is 30,000 rubles.
  2. We immediately head to the garage at the checkpoint, near the UAZ, where we pick up a Groza assault rifle; it will be useful later. The best place to earn money is in the newcomers' village. They are periodically attacked by soldiers, and their corpses drop good loot, which we can sell to the local merchant. There's also a sniper rifle on the roof of one of the houses in the village (in a chimney). You can also complete Wolf's missions. Once we've collected the required amount, preferably 35-40 thousand, we go rescue our partner.
  3. Next, we'll work together with a friend. We'll run to the ATP and complete the merchant's quest regarding the Rat. We'll take the Rat's PDA and the Svoboda soldier's. We'll head to the elevator, where our hero will be knocked out. We'll return to the village and talk to Borland. Then we'll rush to Sidorovich and from there we'll escape to Grandpa in the swamps.
  4. Grandfather gives us instructions. We listen to him and return to Sidorovich for equipment and a keycard to the secret lab. In the lab, we kill all the zombified and the controller, and look for a device to open the door. The corpse of the Chistosky soldier contains the hacking equipment, which we use to break down our treasured door. We grab the documents and return to our partner, Borland.
  5. According to the script, after talking with Borland, the door explodes and we're attacked by Monoliths. We loot the supplies from the corpses, then find a Monolith at the door and take the key from him. In the open room, we pick up the keycard. We escape through the pipe and end up in the junkyard.
  6. Borland is already waiting for us in the train car at the checkpoint. After talking to him, we learn that we've been infected with a terrible disease. Our path leads us to the diggers. We take the PDA from the corpse and find antidotes and a cure on the level below. Along the way, we're interrupted by Spectrum soldiers; we kill them and give the cure to our partner.
  7. The story then takes us to the Bar. We speak with Voronin and complete his tasks. Then we complete the Bartender's tasks. In the swamps, we kill the Psycho and loot the key from his corpse. Valuable artifacts can be found in the area where the Psycho resides; don't miss them! Return to the bartender, sell your junk, and buy some good gear.
  8. We find a secret passage to the lab beneath the Duty base. At the entrance to the lab, there's an artifact that significantly increases carry weight; we search for it. In the lab, we collect documents and kill all the zombies. Closer to the exit, we'll encounter a controller; he's no obstacle, so we head to the surface and into the city.
  9. In the city, we find ourselves at a military checkpoint and receive a task from their leader to find a crate. The crate is at the center of an anomaly. Be careful, Spectrum soldiers appear there; we fight them off. We hand over the quest to the military and go in search of the dynamite.
  10. The dynamite is lying on the playground. It needs to be planted on an enemy armored personnel carrier; it's best to sneak up on the military vehicle from the side. Plant the dynamite and run towards the soldiers; the assault will begin soon.
  11. It's best to hold the line in the two-story building; it's easiest to shoot down enemy helicopters from there. We crawl through the hole in the fence and enter the Community Center, which is free of mines. We clear the building of enemies and descend to the basement. There, we speak with the leader of the Spectrum group. We take the money and escape upstairs, returning the same way we entered the city. The end.

For those looking for tools in the "Path in the Darkness" mod:

- for rough work: the attic of one of the houses in the newcomers' village.

— for fine work: the roof of the elevator at Kordon;

— for calibration: in the dungeon on Cordon, under the stairs.


Lab door lock codes (for those who don't want to bother):

— laboratory X5: code 7200;

— laboratory X14: code 0519;

— splicing bugs in the quest with Nitrogen: values ​​93 and 186.

Source: prostalker.ru