Iron Blight Prasnova Route and Objectives
Navigate Iron Blight Prasnova with a route through Midtown and the workshop, key item order, weapon detours, boat repair steps, and progression bug advice.
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Prasnova begins after the St. Toma Car Battery objective and follows this major tool order: Crowbar, Spade, Midtown Key, Circuit Board, Connector Key, Workshop Alley Key, Punch Card, Blowtorch, Pump Gauge, Drive Belt, and Jerry Can. Along that route you can collect the PP-91 Kedr, RMB-93, OTs-20 Gnom, SR-3M, Large Backpack, and most of the game's weapon attachments.
The verified full-game recording enters Prasnova at about 48:55 and completes the entire game by 2:39:51. The district therefore contains most of an efficient run. Use the sequence below as a set of checkpoints rather than a rigid timer; exploration, inventory returns, puzzle solving, and combat can easily double the recorded pace for a first player.
Prasnova route at a glance
| Approx. route time | Checkpoint |
|---|---|
| 48:55 | Enter Prasnova District |
| 57:49 | Crowbar and TT-33 Extended Barrel |
| 59:57 | Spade |
| 1:08:44 | PP-91 Kedr |
| 1:09:36 | OTs-48K Scope |
| 1:18:53 | Midtown Key |
| 1:24:54 | PP-91 Kedr Dot Sight |
| 1:30:07 | RMB-93 |
| 1:32:00 | Circuit Board |
| 1:35:06 | RMB-93 Laser Sight |
| 1:35:39 | OTs-20 Gnom and Connector Key |
| 1:43:24 | OTs-20 Gnom Muzzle Brake |
| 1:46:16 | Large Backpack and Workshop Alley Key |
| 1:47:03 | OTs-20 Gnom Laser Sight |
| 1:54:27 | PP-91 Kedr Extended Mag |
| 1:55:56 | Punch Card |
| 1:57:39 | Blowtorch |
| 2:01:37 | Pump Gauge |
| 2:02:30 | Drive Belt and Jerry Can |
| 2:12:43 | SR-3M Suppressor |
| 2:14:11 | SR-3M |
| 2:16:29 | Club |
| 2:22:41 | RMB-93 Extended Barrel |
| 2:23:39 | SR-3M Scope |
| 2:27:07 | Late key |
First Prasnova objective: Crowbar and Spade
After entering the district, follow the current street objective until the route reaches the Crowbar at roughly 57:49. The TT-33 Extended Barrel is in the same labeled section, but the Crowbar is the progression priority. Install the optional barrel if the pistol and attachment are both carried; otherwise preserve space for the tool.
The Spade follows at about 59:57. These two physical tools open the early district route and lead toward the first major optional firearm. Avoid carrying every Dormitory weapon into this section, because the tool chain expands quickly.
PP-91 Kedr and OTs-48K Scope
The PP-91 Kedr appears around 1:08:44, followed less than a minute later by the OTs-48K Scope. This is an inventory decision point: the Kedr introduces another ammunition type, while the scope supports a rifle you may have stored. Take only the configuration you can actually use.
The Kedr later receives a Dot Sight and Extended Mag, so keeping it is valuable for a complete equipment run. A story-focused route can store it if current ammunition, health, or tool capacity is more important.
Use the Midtown Key
The Midtown Key is collected around 1:18:53 and marks the next district access chain. Match it to Midtown-labeled doors or the map sector rather than trying it across all Prasnova. Patch 1.02 added missing localization for a specific map objective, so an absent label may indicate an outdated build.
The PP-91 Kedr Dot Sight appears around 1:24:54 while following this section. Install it through the weapon's green attachment point to free the loose inventory slot before the route adds another shotgun and electrical component.
RMB-93 and Circuit Board
The RMB-93 is found at about 1:30:07, and the Circuit Board follows near 1:32:00. The board is the progression priority. Carrying the TOZ-34 and RMB-93 together duplicates a close-range role, so choose one based on ammunition rather than crowding out the component.
The RMB-93 Laser Sight appears around 1:35:06. Install it immediately if you chose the gun. The OTs-20 Gnom and Connector Key arrive seconds later in the optimized route, making free space especially valuable.
Connector Key and OTs-20 Gnom
At roughly 1:35:39, the route labels both the OTs-20 Gnom and Connector Key. The key opens the relevant connector access; the gun is optional equipment. Take the key first and return for the weapon only if the route remains safe and the grid can support it.
The Gnom's Muzzle Brake appears around 1:43:24. Its Laser Sight comes after the next backpack checkpoint, so players building the weapon can install two parts without carrying them for the rest of the campaign.
Large Backpack and Workshop Alley Key
The Large Backpack and Workshop Alley Key appear together around 1:46:16. Treat this as the preparation point for the industrial workshop. Expand and reorganize the grid, keep the alley key, and reserve space for at least two additional progression tools.
The OTs-20 Gnom Laser Sight follows around 1:47:03, then the PP-91 Kedr Extended Mag around 1:54:27. Install compatible parts before entering the Punch Card office. Loose attachments should not displace the card or Blowtorch.
Complete the Punch Card
Follow the Workshop Alley route onto the raised metal catwalks and enter the small brick office with yellow lockers, green cabinets, and a metal desk. Read the Override Protocol note, which orders personnel data as Department Designation, Individual Rank, Shift Assignment, then Worker ID. Use that order to punch the five-digit card at the green desk machine.
Take the finished card when the prompt changes. Patch 1.01 fixed a bug where a correct Punch Card code failed on the first attempt, so update before retrying an apparently correct sequence. The Punch Card guide provides room landmarks and troubleshooting.
Find the Blowtorch
The Blowtorch follows at roughly 1:57:39, only a short route after the Punch Card. It belongs to the sealed-metal or workshop interaction ahead, not to every barred door in the district. Keep it until the current machinery chain advances.
Make a save after taking it. The next several repair parts arrive close together, and returning through the workshop after an inventory mistake costs more than leaving free space now.
Pump Gauge, Drive Belt, and Jerry Can
The Pump Gauge is collected around 2:01:37. The Drive Belt and Jerry Can appear together around 2:02:30. These components feed into the later repair and fuel objective associated with Prasnova's transport or boat sequence.
Collect the complete set before returning to the mechanism. The launch hotfix corrected cases where the boat could not activate or disappeared after a story event, and Patch 1.02 added a possible fix for a Prasnova boat-repair blocker. On a current build, a failure with all components warrants loading a pre-repair save and verifying files.
Late Prasnova weapons
The SR-3M Suppressor appears around 2:12:43, before the SR-3M itself at about 2:14:11. Keep the suppressor through that short gap. The Club follows around 2:16:29, offering a late melee option.
The RMB-93 Extended Barrel appears at about 2:22:41 and SR-3M Scope at about 2:23:39. A final generic key is labeled near 2:27:07. Collect these before leaving the district if completing the weapon checklist; otherwise prioritize the late key and a stable ending loadout.
Prasnova combat and sound
Rainy streets offer more room than Dormitory halls but also longer exposure and uncertain sight lines. Gunfire can attract additional horrors, and Patch 1.02 reduced the Headless Mutant's reaction to player-made sounds while adjusting how mutants lose interest. Old videos may therefore show pursuit behavior that differs from the current build.
Move between defensible interiors, check magazines before crossing open streets, and avoid using automatic fire simply because the Kedr or SR-3M is available. A quiet route conserves both ammunition and the medical supplies that an extended pursuit can consume.
If a Prasnova objective is stuck
Confirm that Steam installed Patch 1.02 or later, then verify the correct component is carried rather than stored. Load a save made before the Punch Card machine, workshop wire door, or boat-repair interaction. Re-open the map after loading because Patch 1.02 also addressed door state and objective localization.
Do not follow launch workarounds automatically. The current patches target the first-attempt Punch Card failure, boat activation, workshop wire door, and other route blockers. A workaround designed for an older executable can add unnecessary steps or damage a valid save path.
Verified route
The checkpoint order was checked against the supplied complete all-weapons recording on August 31, 2026. Patch behavior was checked against official Steam announcements through Patch 1.02. Return to the key item checklist for a compact list or the attachment guide for every optional detour.
Continue exploring
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