STALKER 2: A Minor Incident
A Minor Incident is a mission and part of the main plot of STALKER 2. On this page of the guide we will tell you how to enter the Malachite outpost, how to restore communication with the X network and how to get the mutant collar.
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During the mission A Minor Incident, Skif will visit several places in search of protection from Faust's psionic abilities. From this page of the guide, you will learn where to find Prof. Ozersky, how to activate X-Network, and where to find a mutant with a special collar.
- How to get to the STC Malachite?
- How to activate connection with X-Network?
- How to remove an obstacle from the tracks?
- How to get a collar from mutant?
How to get to the STC Malachite?
The mission A Minor Accident will start immediately after the end of the task Assault on the Duga. Head to the STC Malachite, north of the Radar Duga.
The entrance is located in the northern part of the complex. Enter through the green door.
A soldier will stop you inside and deny you entry. However, if you choose the "I was at the Duga" dialogue option, the guard will let you through.
Go to Prof. Ozersky's office on the first floor.
Talk to the scientist. He will send you on a mission to a nearby research facility, where you will establish a connection with the X-Network.
How to activate connection with X-Network?
The outpost is located west of Malachite. The entrance is at the foot of a small hill.
Upon entering the first floor, you will be attacked by mutated rodents.
Go through the office space, and then through the door on the right side.
Upon entering the office (from which rodents ran out a moment ago), take the documents lying on the desk.
Go back to the office room and pick up the fuse lying next to the corpse in the center of the room.
Go back to the office and install the fuse in the circuit behind the desk. In the end, turn on the system using the lever on the wall.
The surrounding corpses will come back to life as zombies. Try to shoot them down before they can get up and attack.
Once the power is turned on in the facility, a steel door will open in one of the side rooms. Go through them and climb the stairs.
One floor up, find the office room. Pick up the instructions from the desk at the end of the room, which will automatically complete your optional mission objective.
Go through the door to the left of the desk. Then turn left and go out to the staircase. Go to the top floor.
On the top floor, there is a large room waiting for you, where the Controller is. Defeat the mutant.
Press the red button on the control console.
How to remove an obstacle from the tracks?
The activation of systems will fail. An obstacle is blocking the tracks. Exit the control room and head towards the training ground (the building exit is on the right).
Take out your ranged weapon and shoot the Chimera lying on the tracks. Then run back to the building and close the door behind you.
Chimera is an extremely dangerous mutant that you don't have to fight during this mission. However, if you want to make it easier to exit the facility later, it's worth getting rid of the threat.
Chimeras aren't very good at dealing with doors. Lure the beast to the entrance, then attack the confused mutant with short bursts. But be careful not to lean out too far - a jumpy mutant can swiftly end your life if you're not cautious.
After defeating the threat, press the red button again and wait for the procedure to complete.
Prof. Ozersky will instruct you to contact Richter. Go to the 100 Rads bar in Rostock.
How to get a collar from mutant?
The entrance to the bar is located in a concrete bunker in the southern part of the settlement. Go inside and talk to Richter.
The man will instruct you to obtain a collar from a mutant. You can take on this challenge on your own, but in our opinion it's easiest to ask Richter for help. Choose the appropriate dialogue option and ask him to lead you to the hunting spot. Richter will accept your proposal.
He will take you to the area around the Wild Island. In front of the ruins of the house you will meet a pair of soldiers who will help you hunt the mutant. When you enter the building, the beast will attack you.
- In the first seconds of the fight, focus carefully on tracking the mutant. As it can summon illusions of itself. If you lose sight of the "original," it will be difficult for you to locate it again.
- Blow up the gas cylinder when the mutant runs out of the ruins of the house.
- Be careful not to get into the line of fire of allied soldiers.
Once the beast is defeated, retrieve the collar from the carcass and deliver it to Richter.
After the conversation, the mission will end.
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