St. Toma is a tool-order maze disguised as a dormitory. A locked room, a boarded door, the chain outside, and the dead militia car are four separate blockers. Treating them as a single search problem causes most of the backtracking.
Version note: this route was checked against the Windows launch build and the official v1.0 hotfix posted on August 25, 2026. The hotfix specifically addresses missing map objectives, so restart Steam and load the newest build before diagnosing a route that appears to have no active objective.

Finish Dimitrov Residence before chasing supplies
The opening residence is a short control and combat check, not a place to conserve every cartridge. Pick up the OTs-48K, complete the bottle-shooting objective, and follow the exit instructions until the game changes location. The objective is complete only when the St. Toma Dormitory location card appears; reaching the outer door before the tutorial advances does not provide the same confirmation.
Use the residence to verify three controls that matter later: opening the backpack, moving a tool into the active tool slot, and reading the current map objective. St. Toma repeatedly asks you to return to an obstacle with a different tool. If the backpack selection never changes, the door interaction will not change either.
Read St. Toma as a dependency chain
The route is easier to remember by what each object unlocks than by room number. The game opens a new section of the dormitory after nearly every permanent tool:
| Checkpoint | Required pickup | What changes | Failure signal |
|---|---|---|---|
| First dorm rooms | Lockpick | Previously locked interior doors become valid targets | The prompt still rejects the door when another tool is equipped |
| Reading-room side | Screwdriver | A permanent screw-tool is added to the backpack; keep it for compatible interactions | No current screw prompt means it is not the answer to the boards |
| Boarded door | Hammer | The boards can be removed and the rooms beyond become reachable | “It won’t budge” means the Hammer is not selected or not yet collected |
| Outer yard | Bolt Cutter | The heavy chain can be cut | The heavy-chain comment repeats instead of an opening animation |
| Militia car | Replacement battery | The vehicle can leave St. Toma | The battery-dead line sends you to the garage at the back |
Do not keep testing a blocker after its rejection line repeats. Turn away, search the newly opened rooms, and return only after the relevant tool appears in the backpack. That rule saves ammunition as well as time: repeated trips through uncleared corridors can wake or expose enemies that were easy to control from one direction.
Arm yourself before the first long corridor
After the St. Toma location card, clear the immediately accessible rooms and take the TOZ-34 before committing to the longer interior loop. The shotgun is not a puzzle item, but it gives you a reliable close-range answer when a door opens into a small room. Keep the OTs-48K only if its ammunition state is better; weapon swapping can leave the discarded gun on the floor, so confirm the gun and ammunition shown in the backpack before moving on.
The map marks explored sectors, but it does not replace a doorway check. Before leaving a room, sweep the desk surface, the space beside beds and lockers, and the floor near a body. Permanent tools announce themselves with a “New Tool” message. If that message did not appear, you have not secured the dependency even if you looked at a similar object.
Take the Lockpick, then reopen the building
The Lockpick is found in the dormitory’s bed-and-locker area. Once its pickup banner appears, stop following the same forward corridor and revisit the interior doors that previously showed a lock interaction. Equip the Lockpick from the tools tab before testing them. A successful use changes access; a generic rejection means either the wrong tool is active or the door belongs to a later route.
Clear each newly opened room before starting the next fight. This is where the route begins to fold back on itself, and leaving one unlocked room unchecked can hide the item needed at the next obstruction. The Lead Pipe found along this early interior loop is a weapon choice, not a gate key; do not confuse its pickup with the permanent tool progression.
Use the library-side pickups to turn the route
The next important sweep is the reading-room or library side. Take the Screwdriver from the desk and keep it in your tools inventory. Continue through the reachable rooms until you collect the Hammer near the boarded section. A Laser Sight can also be found in a small storage space during this loop; it is an optional gun modification, so missing it does not explain a closed story door.
Return to the boards with the Hammer selected. The key readback is the obstruction being removed, not merely hearing a line about it. Once the boards are gone, clear the opened path from the doorway first. The route change can expose enemies on the far side, and pushing through before checking corners trades a safe choke point for a surrounded fight.
Cut the yard chain only after finding the Bolt Cutter
The chained outdoor gate gives a specific clue: it needs to be broken quickly. The Hammer is not the answer. Search the shed or utility room reached through the expanded route and collect the Bolt Cutter from the cabinet area. Confirm the “New Tool: Bolt Cutter” banner, equip it, then return to the heavy chain.
Opening the chain commits you to the courtyard portion of St. Toma. Reload both carried weapons and heal before crossing. Use doors and narrow gaps to separate enemies rather than firing into a group in the open. A downed mutant may still rise; if it blocks the return route, finish it before turning your back. Kicking is useful for creating space, but a kick is a reset, not proof that the enemy is dead.
Let the dead car point to the final search area
The militia car is the exit, but its first interaction reports a dead battery. That line is a location clue: check the garage at the back. Do not resume a building-wide search. Follow the rear path, clear the garage approach, and inspect the work surfaces and floor-level objects until the loose replacement battery is collected.
Before returning to the car, make one inventory check. The battery is the story item; the officer’s OTs-48K and nearby ammunition are combat supplies. If picking up a gun caused you to drop a better-loaded weapon, correct the swap now. Then backtrack to the vehicle and interact again. The St. Toma section ends when the car sequence begins and the game presents the Prasnova District location card.
Use the transition as the completion proof
Steam lists “I’ll Be Back” for finishing the prologue and “Nobody Sleeps Here Anymore” for finishing St. Toma Dormitory. Treat the in-client achievement popup and the Prasnova location card as completion checks, not as prerequisites. An achievement popup can be delayed by Steam connectivity, while the location transition proves that the save advanced.
If the map objective is blank, restart Steam so the August 25 hotfix is applied, reload the newest save, and inspect the current blocker once. If the route still fails, compare the permanent tools in the backpack against the four dependencies above. A missing Lockpick, Hammer, Bolt Cutter, or battery is more actionable than repeating every door interaction.
Continue from the boat in Prasnova
The next section begins with an exit vehicle shown long before it can run. Continue with the Prasnova route from the boat inspection to the campaign ending; the publishing helper resolves this link from WordPress’s real post ID and permalink rather than guessing a slug-only URL.
Sources and credits: the official store listing supplied the identity, release record, screenshots, and achievement count; developer announcements supplied the hotfix boundary. A verified full-game recording was used separately to cross-check route order.