Gaming Guide

Distant Mirage Guide in Stalker 2 Cost of Hope

Every code, the Amok's weak point, and the exact route out of the tunnels below the Oasis.

Every code, the Amok’s weak point, and the exact route out of the tunnels below the Oasis.

Distant Mirage closes out the first half of the Cost of Hope expansion for S.T.A.L.K.E.R. 2. It picks up the moment In the Heart of the Iron Forest ends, with Skif standing over a wounded Lukash and no obvious answer as to who put him there. Everything that follows takes place underground, where a Pseudogiant, a brand-new mutant, and two keypads stand between you and the surface.

Quick answer: Follow the glow sticks down the ladder, run from the Pseudogiant instead of fighting it, destroy the device on the Amok’s back before shooting its front, loot Fenrir for gate code 3008, climb back to the surface, then head to Kurin camp and speak with Mavka.


Distant Mirage codes, rewards, and key items

Two keypads gate the route out, and both codes are fixed. The mission payout and the sellable mutant part are worth noting before you start dumping loot to save weight.

ItemDetail
Gate code (required)3008, taken from Fenrir’s PDA and Group’s Patch
Blue locker code (optional)8536
Hand of AmokLooted from the Amok, sells for 18,000 Coupons
Mission reward12,000 Coupons

Tip: bring a shotgun. The whole underground stretch is close quarters, and the Amok fight is decided at point-blank range.


Find the traces of Lukash’s murderers

From the Oasis, walk forward until you spot glow sticks scattered on the ground. They mark the trail the whole way, so treat them as your waypoints rather than trusting the map.

Follow the sticks downhill and skirt the anomaly on its left side. Keep tracing the line of lights and you will reach a ladder leading down into the tunnels. Save here — the next section starts immediately and does not give you a moment to prepare.


How to escape the Pseudogiant underground

A Pseudogiant starts chasing you the instant you reach the bottom of the ladder. The corridors are far too tight to fight it, and there is no reward for trying. The intended solution is a straight sprint through a fixed route.

Turn and run the moment you land. Do not stop to shoot; the mutant closes distance quickly in the narrow tunnel.
Jump over the poison anomaly blocking the path. That drops you at the next intersection.
Shoot the electric sphere hanging in the right-hand passage to clear it, then run through.
In the following area, take the left path and vault the obstacles in your way.
At the end of that run, go through the door on the right, keep moving forward, and climb the stairs. The Pseudogiant cannot follow you up, and the chase ends there.
Yellow corner markers frame the doorway ahead as Skif looks down the tunnel corridor.
The marked doorway on the right is the exit from the Pseudogiant chase. (Image: GSC Game World)

Once you reach the open area, cross to the far side and continue up the stairs. On the left you will find a sealed room packed with explosive barrels. Leave that door shut. Opening it detonates the barrels and will take a huge chunk out of your health, and there is nothing inside worth the risk.


How to kill the Amok in Cost of Hope

Push past the barrel room and drop into the large lower section to trigger the Amok, one of the new mutants introduced with the expansion. Shooting it head-on at the start does nothing at all — its front is immune until you break the device mounted on its back.

Equip a shotgun and give yourself room. You want space to move sideways, not backwards into a wall.
Let the Amok charge at you. As it closes in, sidestep and slip around behind it.
Shotgun aimed at the armored Amok as it charges, with a marker pointing left to sidestep.
Dodging left as the Amok rushes in puts you behind its exposed back. (Image: GSC Game World)
Fire two shotgun blasts into the device on its back. You are aiming for the glowing panel, not the body.
Yellow arrow pointing at the glowing device on the Amok's back while the player aims a shotgun.
The glowing device on the Amok’s back is the only spot that takes damage at first. (Image: GSC Game World)
Watch the orange lights on its back. Once they go dark, the armor is down and the front becomes vulnerable — unload into it until the mutant drops.

Search the corpse afterwards for the Hand of Amok, a trophy worth 18,000 Coupons at any trader.


Loot Fenrir’s body for gate code 3008

Nearby lies Fenrir. Search his body and take both the PDA and the Group’s Patch. Reading the PDA gives you the number you need for the locked gate: 3008. Skip this and the mission cannot progress, since the gate is the only way up.

Loot window open on Fenrir's body with the first item highlighted for pickup.
Take both the PDA and the Group’s Patch from Fenrir’s loot window. (Image: GSC Game World)

Get to the surface

Punch 3008 into the keypad on the gate and head up the stairs behind it. Jump the gaps to reach the upper level, then step out onto the balcony and pull the red lever. That drops a ladder, which matters more than it looks — the platforming section that follows is easy to fall from, and the ladder saves you a long climb back if you do.

Wall switch with the Turn on prompt visible, followed by the jumping route across industrial platforms.
Pull the lever first, then take the route across the wagon and balconies. (Image: GSC Game World)

Jump onto the railway wagon, then leap across the open gap to land on the balcony on the opposite side. Keep going straight ahead, take the stairs up, continue forward, and use one more set of stairs to climb higher again.


Blue locker code 8536 (optional loot)

Through the next door is a room with a password-protected blue locker. It is entirely optional, but the contents are worth the detour. The code is 8536.

If you want to work it out yourself, the digits are written on the wall to the left — break the box in front of them to expose the full sequence. There is a second copy scrawled in a notebook on the right, but that one is written upside down, which is what trips most players up.

Four white digits marked on the wall near a table and stove, indicating the locker combination.
The digits chalked on the wall spell out the blue locker combination. (Image: GSC Game World)

Return to Kurin camp and speak with Mavka

Leave the building and travel to Kurin camp. Opening the door triggers a lengthy cutscene that reframes a large part of the story so far. Partway through, Myklukha asks who might be responsible for the massacre; the dialogue options here do not lock you out of anything, so answer however you like.

Once the scene ends, talk to Mavka. That conversation closes out Distant Mirage and pays 12,000 Coupons. If the quest log still lists the mission as active, you have not spoken to Mavka yet — she is the final trigger, not the cutscene.


How to unlock the second part of Cost of Hope

Finishing Distant Mirage ends the first half of the expansion. What you do next depends on the start option you picked when you began the DLC.

Start optionWhat unlocks part two
Early StartContinue the base campaign and finish the A Minor Incident main mission
Advanced StartWait four in-game hours, or sleep at a hub

Advanced Start is the quicker path back into the expansion, since a single sleep at any hub is enough. If you are playing S.T.A.L.K.E.R. 2 for the first time, though, there is no need to rush it — the second half will open up naturally as you work through the main story.