Walkthrough The Sun: Origin

Walkthrough The Sun: Origin. Empty lands

Missing scout

Follow the marker on the map and search the houses.

Fight off mutants

Kill the mutants in the marked area, then return to Klin.

Stimulants for Wedge

Go back to the Mechanic who will give you a large first aid kit. Bring it to Klin.

Wedge Communicator

When you arrive where Wedge is, you will find his dead body. A new mission will appear and you can go to the place marked on the map.

Find information about the attackers

There will be nomads in this area. Defeat them and search the bodies (one of the corpses has a key). Then go to the small building near the entrance to the train station. Inside, you will see a wounded nomad begging to be spared. After talking with the character, you will receive the Wedge communicator. After that, the mechanic will call you on the radio and ask you to retreat.

Inspect the car dump

Go to the marker on the map and talk to the Wolf.

Free the prisoners

You need a label on the map. Defeat the nomads and chat with the Skif. Then return to the Wolf. He will tell everything he knows. Return to the Mechanic.

Scout

You need a mark on the map. The mechanic will call and say that the allies need help at the railway station.

To the aid

Talk to Craig. Make sure you are connected to the internet. After that, he will give you a power supply device for the radio. Return to the mechanic. There will be nomads outside the building.

Mole

Marked on the map. When you find yourself near your destination, a mechanic will call you and inform you that a large detachment of opponents is moving towards this place. Return to the mechanic. The mission will be canceled.

Breakdown

Fight back the attackers.

Walkthrough The Sun: Origin. Bunker 216

Urgent call

Talk to Bedouin.

On the road

Talk to the Professor, Milana, Eugene and Max (Caliber, Valve and Crash for other missions). Talk to the Chancellor about the equipment, then – with Light (he will open the door).

Diagrams and documentation for Max

You will find documents in the tunnels (reverse base). You are interested in the locker at the back base. Complete the Ember of Scouts & Sheaf of Reverse mission.

Get equipment from the chancellor. Immediately after talking with Milana and Eugene, go to the Chancellor.

The settlement of Kirhu. Prisoners sect

You need to complete the mission “Operation Barrier. Prisoner “. When you approach the lower gate of the covered wharf, the message Raven Story is End will appear. The mission will be aborted. You will have to wait for the next game update to continue.

Dr. Gromberg

When you can enter the first quarter of the covered dock, talk to Gromberg.

Stash of the Unknown

Talk to Crash (there is a hidden box in the marked place, next to two boxes).

Find Swat

Complete the Ember of Scouts mission. You will receive documents for Max and a key to an abandoned radio station. Complete the next mission and receive a battery for Max. The second document is located in the closet at the base (building by the tunnel). Swat is located on the second floor. If you have Luka’s communicator, he will give you the Agram 2000 weapon.

Valve Cache

Mark on the map in the Community Lands.

Unchecked quests

Bunker armory door 216. You can find the note in Bunker X11. Read it and find out the correct password.

Walkthrough The Sun: Origin. Bunker land 216

Others’ debts

You can find the necessary items in the arsenal of bunker 216 by collecting loot in different places.

Friend

Travel to Community Lands northeast of the dentist’s base, near the containers. One of the ghouls has a Kisel communicator.

Mystery of the Black

Complete the mission “Friend”. Talk to Glock and Black again. Go to the camp, inspect the bunker and return to the lands of bunker 216. You will find that Black has disappeared. Chat with others. They will say that Black has gone to the Rusty Wastes. Go there and kill the slavers. Talk to Black and he will transmit his communicator. Examine it to find out the password, return to the camp and open the X11 bunker door.

Walkthrough The Sun: Origin. Community lands

Luke’s Cache

There is a body near the entrance (exit). Remove the communicator from it. You will find a marker on the map in the Rusty Wastes.

Provisions for dentists

You need to bring 10 canned jars.

30 rounds for Moody

Requires 30 rounds for the AK-47.

Books

Five survival books for the Scout Launch can be found anywhere in the game world or bought from other people.

The cost of health

Go to the marker on the map. Sarmat and his people attack the main character. Kill them, search the bodies and return to the Broomstick.

New house

Talk to Reverse. Complete 2 missions of Reverse so that he gives the documents for passing and the minefield map (he will betray you).

Auxiliary things

You will receive this quest from Amber (marker on the map). Kill the ghouls and one of them will have an extended repair kit.

Medicines for a proctologist

You need 3 large first aid kits and 3 antidotes.

Night guests

Kill all the ghouls in the tunnels below Reverse’s base.

Killer

One of the ghouls in the tunnels (under the Reverse base) has a knife that Bundle asks for. Give him the item (one of his rewards is the battery needed to complete Max’s quest).

The missing squad

Explore the empty base in the Rusty Wastes. Take 3 communicators and put them back.

Trap

After completing the quest “In the Footsteps of the Barracuda”. Go to the Hills to talk to Turpentine. Ask him to go to an abandoned camp. Go there, meet with him and the Barracuda group. Kill Turpentine, talk to Barracuda. Do not show doubts, otherwise they will attack you. Barracuda will give the Pro Pack (for Renegade Power Armor).

Unchecked quests

Joker’s joints. Give him a “Herbal Bag” in exchange for 7.62x54mm rounds. You can make such exchanges an unlimited number of times.

Canned food for Knuckles. Give canned food 7 times to get a weapon as a reward.

Bostan’s old radio station. Give it to Bostan so that he will give you one of two weapons – FN SCAR or M16A4.

Walkthrough The Sun: Origin. Community Land Tunnels

From the other world

Take the documents to Amber, talk to Felix and wait for the message “Mission updated”. Talk to Felix again, read the information about the decrypted document and wait for the mission to refresh again. Chat with Felix for the third time.

Camp

Part of the Apostate’s Power Armor. Under the pipe, near the fence of the path leading to the bunker.

Renegade’s Power Armor schematic. In the locker of the bunker X11.

Walkthrough The Sun: Origin. Dead lands

First aid kit

Talk to the Keeper. Requires 2 medical boxes (first aid kits).

Talk to the engineer (after receiving the “Mole” quest). You can enter the Fang building and talk to him.

Wind turbine

After completing the “Talk to the Engineer” quest. Kill the ghouls marked on the map.

Kill warrant

After completing the “Wind Turbine” quest, talk to Fang. Kill the target and the witness.

Extermination

After completing the Kill Warrant quest, the location of the warehouses will be opened. Kill all enemies, talk to Fang.

Sapper

After talking with Fang, talk to Saint. Get rid of 10 mines (exploded ones also count).

Moonshine machine

Talk to Lost. The location “Dead Lands” will open. Put 2 pieces of wood in the car (search near the house) and return to Lost.

Unchecked quests

Water bottle Valenka. You can give the bottle as many times as you like, but nothing will change.

Walkthrough The Sun: Origin. Knights

Asylum

Talk to Berkut. Find the mask in the box north of the Minesweeper mission. Take it back to Berkut.

Marauder outpost

Talk to Iceberg. The location “Marauder’s Base” will open in the south of the Dead Lands on the global map. Go there, kill all the marauders and go back to talk to Iceberg.

Mole

Talk to Ares. After you enter the Fang building (maybe you need to talk to Fang first). He will leave his room. Take Fang’s documents immediately and take them to Ares.

Repair team

After completing the quest “Mole”. You can kill the repair crew or talk to them. In the second case, the knights will consider you an enemy, and the mission will be interrupted. Talk to the Hero. He will return to the Scarlet base and his reputation will increase. Regardless of the decision made, either one or the other side will become hostile. Therefore, first, it is advisable to complete all the missions of the group that you get rid of.

Elimination of the scout

Associated with the task “Repair Brigade”. Talk to Ares. Immediately after killing the repair crew, talk to Ares. Then go to the Scarlet base and kill the Hero. He should be on the left side of the south entrance. Talk to Ares. Do not kill Fang if you want to get the Kill Warrant mission.

Humanitarian aid

After completing the mission “Eliminate the Scout”, talk to Doc. Take the first aid kits to Richter and head back to talk to Doc.

Cure for sclerosis

After completing the Humanitarian Aid mission, talk to Doc. Travel to the Wastelands, find the cure in the northern train station building. Take them back to Doc to receive the Chris Vector weapon as a reward.

Last order

After completing the mission “Sclerosis Cure”. Ares will ask you to meet him. Choose the middle option to get the assignment. Others will start a war with the knights. Kill all the Scarlets to update the mission. Chat with Ares, but he won’t give anything. Perhaps this is a bug.

Renegade electronics (for power armor). In the west of the Deadlands, find a dead end with a load.

Walkthrough The Sun: Origin. Checkpoint

Lost weapon

On the Desert Plateau, kill the ghoul near the entrance to the abandoned bunker. Go find the MP5 weapon.

Abandoned bunker

Talk to Serge the Hermit. Find the hermit friend’s shotgun (next to the wooden crates) and bring it back to him.

Hermit’s hideout

After completing the mission “Abandoned Bunker”. The location “Old Base” is unlocked. Search the area to find the Hermit’s hideout. There are no identification marks, so inspect the containers. Look for the Abandoned Buildings cheat sheet to unlock the Slums.

Talk to Gray

After completing the missions “Lost Weapon” and “Abandoned Bunker”. Lech Gray will call you.

Lost squad

After completing the task, the location “Transfer point” is unlocked above. Go there and kill the black beasts. You can open the door using the code found on the Forester’s communicator. Talk to Lehoy Gray and wait for his call. If you just wait a few days, he won’t call. Instead, take a walk through the “Transfer Point” and the bell will ring. Chat with Alex, talk to Veselchak. The location “Old beam” will open.

Go there to rescue the two survivors. Chat with the Gray, find 3 communicators on a dead body in random encounters. When you complete the mission, the Rod guy will appear. Talk to him for medication.

Unchecked quests

Wind Seed Mask. When you collect the mask, then talk to Semyon. You can exchange it for the SMG-91 “Cedar” weapon.

Walkthrough The Sun: Origin. Desert plateau

Desert Plateau mutants

Talk to Leha Crab. Kill 5 Desert Dogs.

Toxins

Talk to Seryoga Buran. We need 3 syringes. You will receive the Forester’s communicator for them.

Code lock

After completing the quest “Toxins”. The Forester’s communicator contains the password for the locked door at the “Transfer Point”.

Night beast

After completing the quest “The Lost Squad” from the Checkpoint. Accidental collision, only at night at the “Transfer point”. Kill the warthog!

Rusty wasteland

Destruction of the lair of mutants

Attention! Take the quest from the head of the Talon Slavers. If you talk before going to Talon, you will have no choice but to kill the slavers and lose this quest.

Lazy Notebook

Look near the mutant’s lair.

Artifact for Stega

Talk to Stega. Search mutants to get an artifact.

Slavers

This quest to exterminate the slavers conflicts with the first location quest. Therefore, be careful.

Search for Tamerlane

Marked on the map.

Stolen crystal

Find Tamerlane on the map (marker), talk to him and go north. West of the tree, near poisonous objects. Do not give it to Tamerlane, otherwise he will kill you. Go directly to Garik.

Brain’s Cache

Take a look at the box. If you take the items, then the Sandstorm faction will consider you an enemy. The reason is unknown to us.

New faces

There is a mark on the map. Defeat the black beasts and check the building. Stavr is inside, talk to him.

Runners

Chat with Stavr. Attention! Follow him until he returns to base, otherwise he may be killed and the quest “Stavr’s Refuge” will be lost, including part of the Renegade’s power armor.

Schron Stavr

When Stavr returns to base, talk to him. A mark in the Black Burrows. Pay attention to the warning from the Runners quest.

Nicknamed Chop Chop, Trader. Not far from the water pump is the corpse of the nomad Kosh. He has a communicator that triggers the X13 bunker quest line. Talk to the merchant. Go to the Towers to find Chop-Chop, and he will ask for 100 9×19 mm rounds and 10 first-aid kits.

Find Psycho

After killing the slavers, talk to Psycho and Garik. Find him in the Community Lands. He will give the key that opens the locker in bunker X13.

Elusive Swork

After completing the mission “In the footsteps of the traitor.” Look for it at Baxter’s base after you receive the “Brazier for a Boar” quest. Talk to him.

Punishment of the Black

Talk to Black. Having received the task “Brazier for the Wild Boar”, you can find it on the map “Tower”. Talk to him. Killing him will reduce his reputation, however you can save him (20,000).

Talk to Funky (talk to Tam). It’s simple.

Walkthrough The Sun: Origin. Atria

Brazier for Boar

Talk to Buddha. Go to HSE. Complete the “Battle on the Tower” quest, take the flash drives for the “Cleansing from evil spirits” quest and return to Buddha. He will give the code to open the right block and the M40A3 sniper rifle. Complete the Purification quest and talk to Doc.

Stripping

During the mission “Cleansing from evil spirits.” Wait for Doc’s call and head to the lower zone. Talk to Kolba and wait for him to place the balls. Go to Doc, then wait for a new call.

Operation Barrier. Captive

Complete the mission “From the Other Side”. Chat with Walsh, Buddha and Tweezers. Give him 100,000 to exchange the prisoner’s door code. Talk to Plague.

Renegade’s Power Armor. You can buy the item from Katala.

Upper zone

Compromising evidence on the Samurai

When you enter the Black Burrows, then take a look at the map. Saggit will flee from the base. Follow him (overhear the conversation, kill and search), go to the Samurai base and talk to Laba. Exit the building where Laba is located and follow the Husky (he must leave his post). Take Husky’s documents from the locker (the password is right on it), return to Laba and overhear the conversation. The mole will run out of the base. Chat with him, then he will provide you with the latest evidence. Take them back to Walsh.

Walkthrough The Sun: Origin. Black holes

Lost cargo

Find Teluma near Stavr’s hideout. Take the communicator, talk to the samurai and go to the marked place on the “Upper Zone” location.

Walkthrough The Sun: Origin. Lower zone

Rich’s stash

Talk to Lemon after you complete the Bad Deed quest. Located in the attic of the marked house. In the opposite building, there are other crazy members who will attack if they see you. Therefore, act discreetly.

Walkthrough The Sun: Origin. Towers

Goodbye brother

Talk to Buffalo. A chance meeting at the cemetery. You should have a shovel, which can be bought from his brother or found in the Tower crate. You will see the center mark turning towards the hand if the correct grave is selected. Take the Buffalo Ash.

Gift from the other world

Complete the quest “Goodbye, brother.” Go to the marked location in the Black Holes to get this item.

Family heirloom

Complete the quest “A Gift from the Other World”; read the memory. Go to Atria, talk to Yegor standing in front of the gate. He will give money and a shotgun.

Red and black

Talk to Baxter. Complete the mission “The Price of Excitement” and speak with Baxter.

The price of excitement

After completing the mission “Black and Red”, talk to Groves. As soon as Chilly leaves the base, you must kill him. Look for the character on the map.

Arms on credit

Talk to Turpentine. Travel to the abandoned camp to find Folk. Complete the mission “In the Footsteps of the Barracuda” and pay attention to the mission “Trap”.

Bad deal

Talk to Baxter. Talk to the Ruler in Atria. He will ask for 20,000 in exchange for Lipa’s location. Find Lipa.

In the footsteps of the traitor

Talk to Chop-Chop after you finish the “Nickname Chop-Chop” quest. Go to the Rusty Wastes to find Ultra.

Battle on the towers

When you receive the task “Brazier for the Boar”, then go to the Towers. Kill all the boars inside, talk to Baxter or Aster. The first will give 7000, the second – a shotgun. So you get the task “Cleansing from evil spirits.” When you receive the flash drives, then return to the Buddha.

Cleansing from evil spirits

Associated with the quest “Battle on the towers”. Go to the “Lower Zone” and talk to the Rotten. Chat with Ded Torch and Kolba. Take the USB stick from the nearest safe and talk to Sxxxx. Go to the marked place to pull out the second USB flash drive from the safe. Return to Buddha and chat with Doc.

Missing documents

After completing the “Elusive Svork” mission. A chance meeting where there is a two-story building. Find the document from the Boar corpse on the second floor.

Paradise

After completing the mission “Missing documents”. Take the documents to the Academician and wait for his call. The location of checkpoint 132 will appear on the map. To the east of the “Transfer point” on the global map. Go there, use the electronic key to enter the X13 bunker.

Walkthrough The Sun: Origin. Abandoned camp

In the footsteps of the Barracuda

After receiving the mission “Weapons on credit” talk to Foul. You can find the Barracuda at the northern checkpoint in the Community Lands. Talk to him. Attention! If you choose the answer “He told me …”, then get the quest “Trap”.

Unchecked quests

In search of the Forester (when you have the Forester communicator). A chance meeting at a small house in the southwest, only at night, in the area of ​​the “Transfer point”. As a reward, you will receive money and weapons, but only if you return the communicator back. Attention! If you return the communicator earlier, you will not be able to open the door at the “Transfer point”. Or, remember the password as it will be difficult to find it a second time.

 

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