S.T.A.L.K.E.R. 2: the Duty and Freedom faction guide ahead of Cost of Hope (August 20, 2026)
Credit: GSC Game World
Full Guide

S.T.A.L.K.E.R. 2: the Duty and Freedom faction guide ahead of Cost of Hope (August 20, 2026)

Fabian Fabian Lainé
Follow us on

In brief

Cost of Hope reignites the war between Duty and Freedom, the Zone's two oldest factions. Before August 20, 2026, it's worth understanding who they are, where to find them, what they offer — and above all, how to avoid trashing your reputation before the expansion even begins.

The S.T.A.L.K.E.R. 2: Cost of Hope expansion launches on August 20, 2026 on PC, Xbox Series X|S and PS5, the same day as the free 2.0 update that moves Heart of Chornobyl from Unreal Engine 5.1 to 5.5.4. Its plot revolves around neither the Ward nor the Spark: GSC Game World built it on the announced rupture between Duty and Freedom, the Zone's two oldest rivals.

The studio laid the foundations of this story in a June 12, 2026 publication titled Between Duty and Freedom, illustrated with pages from its Interactive Almanac, then followed up on August 6 with a gameplay sequence running through the Iron Forest and the outskirts of the power plant. Two factions that many players have crossed paths with without ever really getting to know them are about to take over the whole screen.

Here's the state of play as of August 10, 2026: who these two camps are, where to find them in the base game, what they offer, how reputation works — and what's still possible to do before August 20.

Where the falling-out between Duty and Freedom comes from

Duty traces its origins to a soldier sent into the Zone, Captain Tachenko, who after seeing what lurks there decides he won't return to the Big Land until the place has been destroyed. Tachenko disappears, but his ideas remain: a group of loyalists organizes into a paramilitary organization, strict code and military hierarchy, whose reason for being can be summed up in one sentence — the Zone is a danger to humanity, it must be contained.

Freedom takes the opposite stance. The stalker Chekhov gathers around him people convinced that the Zone is, on the contrary, a gift, and that it must remain open to anyone willing to try their luck there. The word "anarchists" has stuck to them, but the official almanac describes them mainly as the Zone's second-largest force in numbers, the one that held back the Monolith's push southward during the faction war.

Two irreconcilable readings of the same ground make for a long war. It's that very war that Cost of Hope promises to reignite.

Interactive Almanac page dedicated to the Duty faction: PSZ-9D outfits, gas masks, and views of the base.
The Duty page of the Interactive Almanac: PSZ-9D suit, "Sever-1" mask, "Breath 12+" respiratory system. Credit: GSC Game World.

The D-4 treaty, or why Rostok belongs to Freedom

If you started S.T.A.L.K.E.R. 2 without knowing the trilogy, one thing is bound to surprise you: Rostok, historically associated with Duty, is held by Freedom. The explanation lies in the D-4 treaty, signed after the Ward's arrival in the Zone, which put an end to the faction wars. Duty lost its hold on the Rostok factory there and fell back to the Cement Factory. Its command passed to General Voronin, a proponent of armed neutrality toward Freedom.

Freedom, for its part, made the most of the peace. Its leader, Myklukha, is presented by GSC as the inventor of coupons, the currency now circulating throughout the Zone — which, incidentally, has made his faction the wealthiest in the sector. Rostok has become the marketplace everyone eventually passes through, and the Arena runs at full tilt there, commentated by Mavka.

Two details worth remembering for what follows. The first: GSC has confirmed that Zulu, a figure from Call of Pripyat, returns to Duty at Voronin's personal request — you don't call back a veteran just to guard a checkpoint. The second: the almanac mentions internal conflicts undermining Freedom behind its facade of prosperity. Both camps thus enter the expansion weakened, each in their own way.

Finding Duty: the Cement Factory base

The Duty base occupies the northwestern part of the Cement Factory region, on the border with the Cooling Towers. Good news: unlike locked sites such as the STC Malachite or the Chemical Plant, it opens freely once discovered. General Voronin is on the upper floor of the main building, but he doesn't hand out any contracts.

The faction content is elsewhere, and it's brief. An activity triggers on your first arrival there, for a token reward of a few hundred coupons. The side mission that's actually worth the trip is picked up from Major Rodetsky, over by the Cooling Towers: it pays out around 14,000 coupons, making it one of the best-paid side contracts in this part of the map.

On the gear side, Duty is the supplier to prioritize if you're preparing for irradiated zones: the PSZ-9D "Duty Armor" suit is built for radiation protection, and the faction's catalog goes all the way up to a heavy exoskeleton geared toward damage absorption. Given that Cost of Hope opens up access to the power plant, this specialty is far from a minor detail.

Interactive Almanac page dedicated to the Freedom faction: green suits, protective modifications, and a view of the Rostok base.
The Freedom entry: the "Wind of Freedom" suit, PSZ-12N protection modifications, and a view of Rostok, the faction's main base. Credit: GSC Game World.

Finding Freedom: Rostok

Freedom holds Rostok, southeast of the center of the region bearing the same name. It's the mid-to-late-game hub: traders, a technician, the Arena, and a density of NPCs found nowhere else. Myklukha stands on the roof of the trader's building — again, ambient dialogue rather than contracts.

The two faction activities are more memorable than Duty's. The first is given to you by the bartender and ends with a Sphere M20 helmet. The second is the Arena: a series of unarmed then armed fights against stalkers and mutants, which pays out in coupons and unlocks a shotgun. It's not difficult, but it's one of the few places in the game where you fight under controlled conditions: a good testing ground before taking a weapon out into the field.

Freedom's gear follows its philosophy: lightweight, mobile, geared toward exploration. The "Wind of Freedom" suit weighs barely three kilograms, and the faction's top-tier gear is known for its number of artifact slots — five, according to community findings. If your build relies on stacking artifacts rather than armor, this is the direction to look at.

Reputation: how it rises, how it breaks

An important point, because it's often misunderstood: you don't join Duty or Freedom in S.T.A.L.K.E.R. 2. There's no membership, no oath, no outfit to put on to be counted among their ranks. What the game tracks is a per-faction reputation, which rises when you do them favors and falls when you shoot their members or fail their objectives.

The consequences are very concrete:

  • good reputation: the base functions as a safe zone, you can sleep, repair, and sell there, and you get more favorable prices;
  • poor reputation: hostile reception on sight, the base closes off, and a whole chunk of side content becomes unplayable on that save;
  • in between: NPCs merely tolerate you, which is the default state for most playthroughs.

The trap is that the game shows no numerical gauge. The only native indicator remains the color of NPC icons on the PDA. The community has filled the gap with a relationship tracker on Nexus Mods, but keep in mind that 2.0 changes Unreal Engine version: relying on a mod to arbitrate your faction choices after August 20 is a risky bet.

One last thing, and it's the one that costs the most to players in a hurry: clearing out a Duty or Freedom camp because there's visible loot is a very bad deal. The immediate gain amounts to a few thousand coupons; the loss amounts to access to an entire base, its traders and its missions, for the rest of the playthrough.

The checklist before August 20

Nothing forces you to wrap everything up before the expansion's release, but a few actions cost little and secure a lot.

  • Do the side quests for both camps while the truce holds. GSC explicitly announces a break between Duty and Freedom, and a non-linear narrative where decisions close doors. Nothing guarantees that both bases will remain accessible simultaneously once the plot kicks in.
  • Get the faction outfits now. Radiation protection on the Duty side for the power plant, artifact locations on the Freedom side: these are two complementary profiles, and having them in storage avoids having to backtrack.
  • Build up a reserve of coupons and anti-radiation consumables before entering the new regions, rather than after.
  • Disable mods and keep a clean manual save. The move to Unreal Engine 5.5.4 is an engine change, not a patch: mod breakage is to be expected.

The French names: what the French localization actually says

A word on terminology, because there's widespread confusion on French-speaking sites. GSC's French localization translates some of the faction names: the Ward becomes "la Garde" — the label appears in black and white on the French Steam page, on the "Exosquelette de la Garde 'PSZ-21W Shturm'" — and Duty becomes "le Devoir," attested in the French text of the Annihilation achievement as well as in Millenium's guides. The currency is indeed called coupons, never rubles, and the rare items sought after by collectors are the archi-artefacts.

We keep the English names Duty and Freedom here, because that's the form under which the French-speaking community refers to them. But if you're playing in French and you read "le Devoir" in a dialogue, it is indeed the same faction.

What remains unknown as of August 10, 2026

Two gray areas remain as August 20 approaches. The first is pricing: the Steam page for Cost of Hope is still up for pre-order with no listed price. The expansion is included in the Season Pass — which covers two story expansions, this being only the first — and in the Ultimate Edition, but the standalone price has not been announced.

The second is narrative: GSC describes an expansion that is "massively non-linear," spanning several dozen hours, of which you won't see everything in a single playthrough. No one yet knows whether you'll firmly choose a side, play the go-between, or whether both factions will come out losing in the end. What is certain is that the save you have on disk as of August 20 will be your starting point. It might as well be on good terms with both camps.

Share this article

Before Cost of Hope, will you be siding with Duty or Freedom?

Frequently asked questions

Why does Freedom hold Rostok when it historically belonged to Duty?
The D-4 treaty, signed after the Ward's arrival in the Zone, put an end to the faction wars and forced Duty to hand Rostok over to Freedom. Duty fell back to the Cement Factory and adopted an armed neutrality under General Voronin's command.
How does reputation work with Duty and Freedom?
You don't join a faction; instead you build up reputation that rises when you do them favors and falls when you shoot their members. A good reputation grants access to their base as a safe zone with favorable prices; a bad reputation closes off the base and makes their welcome hostile. The game doesn't show a numbered gauge, only the color of the PDA icons changes.
What equipment do Duty and Freedom offer?
Duty specializes in radiation protection with the PSZ-9D suit and offers heavy exoskeletons to soak up damage, essential for the power plant. Freedom equips light explorers with the "Wind of Freedom" suit, which weighs three kilograms and offers five artifact slots to stack bonuses.
What happens if I kill a faction's members or clear out their camp?
Clearing out a camp for loot costs you dearly: the immediate gain amounts to a few thousand coupons, but the loss means access to an entire base, its traders, and its missions for the rest of the game. It's better to leave the camps alone.
What's best to do before Cost of Hope launches on August 20?
Wrap up both factions' side missions and build up a decent reputation with both, since GSC has explicitly announced a break and a non-linear narrative where decisions close doors. There's no guarantee both bases will remain accessible after launch.

Key takeaways

  • Duty descends from a military man convinced that the Zone must be destroyed, while Freedom believes it's a gift to be shared: two irreconcilable ideologies that have been at war for years.
  • Faction reputation isn't shown as a number on screen, only the color of the PDA icons changes — shooting their members or clearing out their camps is a very bad deal in the long run.
  • Rostok has belonged to Freedom since the D-4 treaty, but Duty's main base at the Cement Factory offers essential radiation-protective gear for the power plant that Cost of Hope is going to open up.
  • Freedom equips mobile explorers with five artifact slots on its flagship armor, while Duty provides heavy exoskeletons to soak up damage.
  • Before August 20, it's best to wrap up both factions' side missions and build up a decent reputation, since GSC promises a non-linear break where decisions will close doors.

Comments

No comments yet. Be the first to react!

Leave a comment

Latest articles