Stalker 2 The Mysterious Case: What Really Happened with Sultan's Briefcase

Stalker 2 The Mysterious Case: What Really Happened with Sultan's Briefcase

You're wandering through the Zaton region, dodging whirlwind anomalies that want to turn your bones into confetti, and then you meet Sultan. The guy is sitting on a couch in Sultansk like he owns the place. Honestly, in the world of S.T.A.L.K.E.R. 2: Heart of Chornobyl, he basically does. He’s got a problem, though. A "stash" was hit by an Emission, and now there’s a briefcase sitting on a rusted-out cargo ship surrounded by things that want to eat your face. This is the setup for Stalker 2 The Mysterious Case, a side quest that feels like a simple fetch mission but quickly turns into a messy situation involving betrayal and a very confused Ensign.

It's one of those quests that perfectly captures the "Zone vibe." You go in expecting a straightforward job and come out wondering if everyone in this wasteland is just trying to screw each other over. Spoilers: they usually are.

Getting to the Ship Without Dying

First things first, you have to find the ship. It’s sitting northeast of Sultansk, right on the edge of the map. If you haven't been there yet, Zaton is a graveyard of rusted metal and tall grass.

Don't just sprint toward the pier. The area is crawling with rabid blind dogs. They aren't tough, but they're annoying and can chip away at your health if you’re not careful. The real problem is the whirlwind anomalies. You’ll see them shimmering in the air. Throw a bolt. Seriously, keep your bolts ready. One wrong step and you're floating in a vortex.

To get on the ship, look for a red storage container. It’s acting as a makeshift bridge. Once you’re on the deck, you’ll see two sloping ladders. Either one works. Climb up to the upper deck and look for a hatch.

Pro Tip: Some players have reported the hatch being a bit finicky. If it won't open, try standing directly on top of it or repositioning Skif. Sometimes the interaction prompt is just shy.

Finding the Briefcase and the Great Escape

Inside the ship, it’s dark and cramped. Head down the ladder and look for a room right next to the entrance. The briefcase is sitting on a desk. Pick it up.

Now, here’s where people get stuck. The ladder you used to get down? It’s "broken" or at least hard to climb back up for some reason. You’ve got two choices. You can try to be a parkour master by pushing a chair from the other room under the ladder to get enough height to jump out. Or, you can do it the way the developers intended: look for the red exit button.

There’s a door further away from the briefcase. Next to it is a big, glowing red button. Hit that. The door unlocks, and you can walk right out onto the docks.

The Confrontation: To Hand Over or Not?

As soon as you step outside, an Ensign and two of his buddies are waiting for you. They want the briefcase. This is the "mysterious" part of Stalker 2 The Mysterious Case. They claim it belongs to them, or they just want what’s inside. You have two choices:

  1. Hand over the Briefcase: You give it to the Ensign. He opens it, sees that it’s empty (or at least not what he expected), and gets furious. He thinks you're playing him. He and his men turn hostile immediately.
  2. Keep the Briefcase: You tell him to get lost. He and his men turn hostile immediately.

See the pattern? No matter what you choose, you're ending up in a gunfight. These guys aren't particularly well-armored, but there’s three of them and they have the high ground. Duck back into the ship or use the crates for cover. Once they’re dead, if you handed the case over, make sure to loot the Ensign’s body to get it back. You still need it for Sultan.

Why Everyone is Talking About This Quest

The reason this quest sticks in people's minds isn't just the combat. It’s the dialogue when you get back to Sultan.

When you return to Sultansk and hand over the goods, Sultan reveals that the whole thing was a setup. He suspected there was a "rat" or a snitch in his group. He used you as bait to see who would show up to intercept the briefcase. By killing the Ensign and his crew, you basically confirmed Sultan's suspicions about a rival named Beard.

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Sultan is happy. He gives you 2,969 Coupons. That’s a decent chunk of change for the early-to-mid game. More importantly, completing this quest is often a prerequisite for a much bigger, more complex side mission called "Three Captains," which involves a sniper's nest and deciding the fate of the local leadership.

How to Avoid the Common Bugs

Since we're talking about S.T.A.L.K.E.R. 2, we have to talk about the technical hiccups. This quest is notorious for a few "Zone-flavored" issues.

  • The Emission Glitch: If an Emission starts while you're inside the ship, the Ensign and his men might spawn and then immediately run away to find cover. This can break the quest because you need to trigger their dialogue. If this happens, hide from the Emission, wait for the sky to clear, and then check the docks. If they aren't there, you might need to reload a save from before you entered the ship.
  • The Silent Attackers: Sometimes the NPCs will be there, but they won't talk. They’ll just stand there being "friendly." If this happens, try walking further down the pier toward the land. Usually, crossing a specific invisible line triggers the dialogue.
  • The Missing Button: If the red button doesn't work, you're stuck in the room. This is rare, but if it happens, the chair-jumping trick is your only hope.

Final Insights for the Zone

Stalker 2 The Mysterious Case is more than just a delivery job. It's a lesson in how the Zone works: nothing is what it seems, and everyone has an angle. Sultan didn't care about the briefcase nearly as much as he cared about finding out who was talking to the Wards or Beard's people.

If you want to maximize your time in Zaton, do this:

  • Check your ammo before heading to the ship. Blind dogs are easy; three guys with assault rifles are not.
  • Save your game right before you pick up the briefcase. It's the "point of no return" for the quest triggers.
  • Don't bother being nice to the Ensign. It doesn't change the outcome, and you'll just waste time.

Once you’ve turned it in, keep an eye on Sonya, the bartender. She’s the gateway to the "Three Captains" mission, which is widely considered one of the best side stories in the game. Get your coupons, fix your gear at a technician, and get ready for the next mess the Zone throws at you.


Next Steps:
Go to Sultansk in Zaton and speak to Sultan on the couch. Make sure you have at least 50 rounds of 5.45 or 9x19 ammo before heading northeast to the cargo ship. After finishing, talk to Sonya Kalyna to see if the "Three Captains" mission has unlocked.