In the grim, radiation-scarred world of S.T.A.L.K.E.R. 2: Heart of Chornobyl, every bullet, artifact, and conversation carries weight. During the “Chasing Ghosts” mission, when you finally corner Foma atop the Azimuth Station tower, the game forces a monumental decision: kill him or walk away.
This guide cuts through the myths and reveals what actually changes—and what doesn’t—based on your choice.
The “Chasing Ghosts” Mission: Step-by-Step Path to Foma
Before the choice, you must survive the tense journey to the tower. Here’s the step-by-step route:
Infiltration
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Approach Azimuth Station from the east
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Overhear radio chatter and gunfire
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Find a crack in the perimeter wall to sneak through
The First Key
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Inside the base, locate Maj. Hryhorchenko’s body
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Loot him for the Azimuth Station Basement Key
Into the Depths
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Unlock the basement door
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Navigate tunnels and fight soldiers
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Discover a room with dead Wardens
The Access Card
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Loot Sgt. Nikitin to obtain the Azimuth Key Card
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This is your ticket back to the surface
A Sniper’s Welcome
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Foma attacks from the watchtower
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Sprint for cover immediately
Final Approach
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Fight through a booby-trapped building
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Use the key card on the control computer
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Take the ladder up to the roof and tower
Foma’s Fate: Kill or Spare?
Here’s the core truth veteran stalkers know: Foma dies no matter what you choose. His death does not affect the main story, future missions, or endings.
| Your Choice | Immediate Result | Long-Term Consequence | Loot Reward |
|---|---|---|---|
| “You’re Finished” (Kill) | Deliver the final blow | None; story progresses identically | SVDM-2 sniper rifle, PTM, random loot from his corpse |
| “I’m Leaving” (Spare) | Foma gives a final monologue, then dies from wounds | None; story progresses identically | Identical loot: SVDM-2, PTM, random loot from his body |
⚠️ Pro Stalker Tip:
Loot carefully—SVDM-2 can fall off the tower when Foma dies. Check around the body and edges of the platform.
Why the Choice Exists: Role-Play & Atmosphere
Even though the outcome is identical, the choice matters for role-playing and immersion:
For Lore Hunters
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Sparing Foma allows his last monologue and prayer to the Monolith
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Optional dialogue reveals he activated the Scanner at the game’s start
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Adds context and depth to the Zone’s story
For Practical Survivors
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Killing Foma is faster
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Same loot as sparing him
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Avoids spending time on optional dialogue
For Personal Role-Play
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Reflects your moral code
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Shows whether your Skif is merciful or pragmatic
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Choice enriches the atmospheric tension of the Zone
S.T.A.L.K.E.R. 2 consistently separates role-play decisions (like Foma) from story-altering choices, which mainly occur in late-game missions.
The Truly Important Choices: What Actually Changes Your Ending
Don’t confuse Foma’s encounter with decisions that matter. The world-altering choices happen in late-game missions:
| Mission | Choice | Consequence |
|---|---|---|
| Subtle Matter | “Eternal spring.” / “I need more time.” vs. “Life is for the living.” | Determines the Spark ending vs. other paths |
| Dangerous Liaisons | “I’m not your enemy.” vs. “Escape.” | Ward ending vs. other endings |
| The Last Wish | “[Lower the Gun]” vs. “[Fire]” | Sparing Dr. Kaymanov locks in his ending; killing him locks Strelok ending |
Final Verdict: Make the Choice That Fits You
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Spare Foma (“I’m Leaving”) if you value lore and want to experience his poignant monologue
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Kill Foma (“You’re Finished”) if you prioritize efficiency or a pragmatic approach
This encounter is atmospheric, not mechanical. It immerses you in Skif’s journey and lets you define your moral code—but the Zone’s fate is unchanged.
The real choices that echo through Chernobyl are still ahead. Foma is a moment for you, not for history.
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