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As you explore the world ofAtomfall, you’re likely to find hints of Soviet spies trying to unravel the mystery of what the British government is trying to hide inside the Quarantine Zone. Notes from a mysterious handler called Agravaine, directing the agents to drop points and safehouses, appear early on, but the spies themselves are nowhere to be seen.
Investigating these infiltrators will let you help yourself to their supplies, and following the trail all the way to the end could lead to information that could help you escape the Zone.
Slatten Dale
You can find the first mention of Agravainealmost immediately upon leaving Bunker L8 at the beginning of the game.If you take the right-hand path from the phone box, heading east, you’ll come upon acrashed helicopter.Inside is a body and a coded message from the spymaster, instructing the infiltrators toretrieve emergency supplies from the nearby railyard.
The body also hasAgravaine’s Key, which opens the locked box containig the supplies and thesewer grate,an entrance to the Sewer Tunnels that you’re able to use in lieu of the main entrance that you would unlock with Molly’s key.
The Railyard Drop Point
The supply cache that Agravaine’s coded message refers to is in therailyard north of the crash site. You can’t go straight north, so you’ll need to eithertake the long way along the western road, orcut through the nearby Slate Mine Cavesand pass through the Outlaw Camp. The latter route is much more dangerous, especially early in the game.
When you reach the railyard,look for the small building at 28.7E, 77.5N.The door is locked, but the sliding door at the rear is open just enough that you can crawl under it. Outlaws patrol this area, so make sure the coast is clear first!
Open the box on the table to the left; it will give you your next destination, aset of coordinates in Casterfell Woods, as well as thecrafting recipe forSticky Bombs.
Casterfell Woods
You don’t have to use the tunnel route mentioned in Agravaine’s note to reach Casterfell Woods - you can also get there bycutting through Wyndham Village, and doing so will actually drop you off a bit closer to where you need to go.
The coordinates on the letter (27.0E, 90.6N) lead toa cellar under the Garden Centre. Beware ofdruids and infected hornets' nestsas you approach the entrance.
Once you’re inside,look for a gap in the right-hand wallthat you can squeeze through on the right. This leads to the spies' saferoom. Read the two notes on the left, thencrawl through the vent in the floorto Sergeant Kozlov’s room. There, you’ll find a note hinting at his whereabouts and a BARD Crate containing aTraining Stimulant, Poison, and some SMG Ammo.
Kozlov’s map has an abandoned manor in Skethermoor - one of the most dangerous regions in the zone - circled, so that’s your next stop.
Skethermoor
The entrance to Skethermoor nearest to Brinsop Manor is from Wyndham Village, but the guards won’t let you pass. If you want to get to Skethermoor without causing an incident, it’s safer to go the long way through the Slate Mine Caves in Slatten Dale - justwatch out for the robotsas you make your way north, and stay away from Protocol checkpoints.
Brinsop Manor is at39.7E, 77.9N, but the entrance to the cellar is in the mansion’s hedge maze. Luckily, it’s actually pretty easy to reach. Enter the main building andclimb through the back window of the left-hand roomto reach the garden.Keep left, using the Metal Detector to pick up a cache while you’re at it. This counterclockwise route should take you straight to the cellar.
Inside,keep your weapons holsteredand make your way to the lit room at the back. Kozlov is wary of strangers, but if youshow him the notes you’ve collected and mention Agravaine, he’ll be willing to work with you.
Repairing The Radio
Kozlov will ask you for10 Scrap and 4 Glueso that he can fix his transmitter to try and signal Agravaine for an evacuation. When you have the materials,give them to him, and he’ll reward you witha grenade and five rounds of pistol ammo.
Ilya will tell you to come back when the radio is repaired. The next time you visit the cellar, he’ll be gone, buta note will be on the tablesaying that he couldn’t get through the interference field and set out to find his own way out of the Zone. Take any supplies that he left behind - the investigation is over, so you may as well get what you can out of it.