As a seasoned Stalker, I’ve seen my fair share of the Zone’s mysteries and dangers, but finding Quiet has got to be one of the most rewarding quests yet! The Noontiders’ base may seem quiet at first, but they sure know how to keep secrets.
In the game Stalker 2, traders serve as essential resources for your survival within the Zone by swapping Coupons for goods like ammunition, weapons, food, alcohol, and more. Most bases in the game have at least one trader, but when you first arrive at the Noontiders’ base, there are none to be found. Yet, the NPC soldiers there aren’t exactly secretive—they frequently discuss Quiet, a trader who can be found on the Wild Islands. This guide will show you how to locate Quiet in Stalker 2.
Where is the Wild Island Trader in Stalker 2
In the Wild Islands region of Stalker 2, you’ll find a quiet NPC trader, situated not far from the Noontiders’ base to the south.
To find your way to Quiet, set off southward from the Noontiders’ base. After crossing Professor Lodochka’s bunker, you’ll discover a part of the island connected by submerged train cars. These train cars are partially afloat, allowing you to traverse their rooftops for parkour-style maneuvers—so brace yourself!
Initially, ascend onto the first train carriage using a plank, subsequently traverse the interconnected rooftops of the train cars. Somewhere in the middle, descend and follow the trail delineated by tall shrubs for continuation.
As a gamer, I’ve learned the hard way that the water here’s no joke – it’s radioactive! Avoid lingering too long or my character’s radiation meter will spike, putting him in danger of meeting an untimely end. To stay alive, I gotta keep moving and limit my exposure to this stuff. Safety first, always.
After reaching the other shore of the island, search for the initial structure on your right-hand side once you’ve passed it. You can find Quiet within the Quiet’s Camp Point of Interest, eagerly waiting to engage in a trade with you.
If you’ve moved forward in the story of Stalker 2 to reach the Wishful Thinking mission, you won’t find Quiet’s Camp POI anymore. After that mission, the Noonstider base and their members transform back into Monolithians. Unfortunately, this transformation leads to an ambush at Quiet’s location, causing her to disappear from there.
Why Do You Need To Find Quiet
At the Noontiders’ base, their technician is capable of enhancing your armor and weapons. However, if you try to sell excess ammunition, food, or other items from your travels, the soldiers there tend not to give many Coupons in return.
To maximize the worth of your possessions, it’s crucial to seek out a specialized dealer. However, traders in places such as Zalyssia and Slag Heap are rather distant from the Wild Islands, making the trip quite inconvenient, especially when burdened with hefty loot. This is why locating Quiet becomes essential, as he provides reasonable prices for your merchandise, enabling you to gather more Coupons without embarking on a lengthy voyage.
List of Items You Can Buy From Quiet’s Shop in Stalker 2
Item | Description |
---|---|
Weapons | GP37, AR416, M10 Gordon, UDP Compact, AKM-74S, TOZ-34, Viper-5, Boomstick, AKM-74U, M860 Cracker, PTM pistol |
Armor and Mask | Zircon Suit, SSP-99 Ecologist, OZK Explorer’s Suit, and Optician Gas Mask |
Weapon Attachments | RNBW 1X Scope, and Holographic Sight |
Ammunition | 9x19mm FMJ, 7.62x54mm LPS, .45 ACP FMJ, 12x70mm Buckshot, 9x18mm PST, 9x18mm RG028, .308 W, 9x39mm PA, 5.56x45mm M885, 5.45x39mm PS, 12x76mm Slug |
Other Items | Medkits, Bandages, and Canned Food |
Quiet’s Quest: A Light at the End of the Tunnel in Stalker 2
In the game Stalker 2, many characters provide optional missions when you engage with them, and Quiet is among them. Upon your initial conversation with him, he’ll task you with the side mission titled “A Light at the End of the Tunnel”.
On this journey, you’ll be guided to the beginners’ settlement, Rookie Village. There, you’ll need to seek information about a missing individual who seems to be acting suspiciously – a stalker. You’ll learn that this person has been injured, and the subsequent move involves venturing into an abandoned tunnel. To gain access, you’ll need a specific code: 1268.
In the “A Beacon at Journey’s End” quest, your goal is to discover a Psychic Facility. Upon finding it, you’ll have the choice to either shut it down, demolish it, or reactivate it.
Once you’ve obtained the Emitter/Psi Gadget, your last mission is to transport it to Rookie Village and hand it over to Sidorovich. If the Psi Installation is undamaged, he will compensate you with 2,400 Coupons. If it’s broken, you’ll still receive 1,800 Coupons as remuneration.
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2024-12-04 20:20