Cost of Hope arrived alongside Update 2.0 for S.T.A.L.K.E.R. 2: Heart of Chornobyl, and it brings 13 unique guns with it. Most are heavily modified versions of existing platforms, and a big chunk of them are gated behind a single irreversible choice between Duty/Zulu and Freedom/Mavka. You cannot collect all 13 in one run, so it pays to know which ones matter before the expansion forces your hand.
Quick answer: Maximum (SVU-MK S-3), Guardian (Saiga D-12), and Freedom’s Bounty (Kharod) sit on the three strongest base platforms in the game. Only Maximum is choice-free — it’s on a desk in the Monolith stash room inside the Module IB Building at the CNPP.
Best unique weapons by base platform
A unique variant is only as good as the gun underneath it. The Saiga D-12 and SVU-MK S-3 sit at the top of the weapon rankings in the Zone, with the Kharod and M860 Cracker one step below, so their custom versions are the ones worth planning a route around.
| Unique weapon | Base platform | Why it’s worth it |
|---|---|---|
| Maximum | SVU-MK S-3 | Best sniper rifle in the game, cheap 7.62x54mm ammo, fast follow-up shots |
| Guardian | Saiga D-12 | Best shotgun, shreds heavy mutants with a full magazine |
| Freedom’s Bounty | Kharod | The most modular rifle in the Zone, good ballistics, light frame |
| Clapper | M860 Cracker | Solid pump shotgun for close-quarters work in the new regions |
| Jagerblick | ARev | Takes an 8x Storm Falcon scope, suppressor, and heavy precision stock |
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Five of the 13 are pure exploration finds. None of them care about faction standing or story progress, so they’re safe to collect on any run.
| Weapon | Where it is |
|---|---|
| Maximum | Monolith stash room in the Module IB Building at the CNPP, on a desk |
| AKM-9B | SWYD-West Checkpoint, northern Iron Forest — safe code 3456 |
| Luftgarde | DPP-2, in the room behind the Water Drop anomaly |
| Jagerblick | Inside a cabinet in a residential building in Pripyat |
| Rifled Barrel | Otter’s stash, unlocked during The Forgotten side quest |
Two of these need a little more than walking up and looting. For the Luftgarde, head to DPP-2 and locate the Water Drop anomaly, shoot it down, equip it, then step into the room and take the GP3A variant off the table. For the AKM-9B, a 9x39mm AKM build, find the safe inside SWYD-West Checkpoint and punch in 3456.
Justice: The one drop you can permanently miss
Justice is the unique SIC/SKP, and it’s tied to the Shadows of the Past quest. During that mission you fight General Tachenko and the Shadow Chimera, and Tachenko drops the rifle when the encounter ends.
The area does not stay open. Loot the body before you leave, or the rifle is gone for that save. Check your inventory for Justice before you fast travel or walk out.
Faction-locked weapons: Duty/Zulu vs Freedom/Mavka
The expansion’s central split runs through the Duty and Freedom conflict, and the guns follow it. Siding with Zulu locks out Mavka’s rewards and vice versa, so one playthrough gets you one column of this table.
| Route | Weapon | Condition |
|---|---|---|
| Duty / Zulu | Warszawa (ARev) | Side with Zulu during The Destructive Power of the Mind, then follow his path |
| Duty / Zulu | Mirya (GP3A/G3) | Finish the DLC on the Duty route, return to the Water Treatment Facility at the CNPP and talk to Zulu |
| Freedom / Mavka | Clapper (M860 Cracker) | Side with Mavka during The Destructive Power of the Mind and follow her path |
| Freedom / Mavka | Leichtfuchs (ARev) | During Status Quo, defeat Myklukha at the Arena in Rostok and loot his body |
| Freedom / Mavka | Guardian (Saiga D-12) | Speak to Mavka before the confrontation with Zulu; she hands it over |
Note: The Guardian is easy to walk past. Mavka only gives it up if you talk to her before the Zulu confrontation, not after.
Territorial War rewards after the credits
Two guns arrive only once the story is behind you. Both are faction payouts for finishing the Territorial War on the side you backed.
The four new base weapons (no DLC required)
Update 2.0 added four standard weapons to the game itself. Every player gets access to these, and they’re the platforms most of the expansion’s unique guns are built on, so it’s worth having one in hand for comparison.
| Weapon | How to get it |
|---|---|
| ARev | Drops from mercenaries, or buy from the vendors at the Water Treatment Facility and Yaniv Station |
| GP3A | On top of the ISF building, or from the Yaniv Station vendor |
| SIC/SKP | Purchase from Rickman in Rostok |
| Fora-230 | Sold at Yaniv Station and Rostok |
If you only care about raw performance, sweep the five choice-free pickups first — Maximum alone covers your long-range slot better than anything the base game hands you early. After that, the faction question is really a shotgun question: Mavka’s path gives you the Guardian and the Clapper, while Zulu’s path leans on the Warszawa and Mirya rifles. Decide which of those two shapes your loadout before The Destructive Power of the Mind asks you to commit.






