Iron Blight Prasnova Walkthrough: Repair the Boat, Solve Cell 4, and Finish the Campaign

Night combat in the Prasnova District in Iron Blight

Prasnova shows you the boat before it gives you the route. Inspect it once, accept that repairs are required, and leave it behind. Every productive detour after that either opens a district gate, supplies a permanent tool, reveals a code, or brings the campaign back to that exit.

Version note: this walkthrough was checked on the Windows launch build with the official v1.0 hotfix announced August 25, 2026. That update fixes a boat that could not be activated, a boat disappearing after a story event, and map objectives failing to load. Apply it before using an old save to test the final interaction.

Night combat in the Prasnova District in Iron Blight

Turn the first boat inspection into a route rule

The boat near the opening path is a destination, not the first puzzle. Its inspection confirms that repairs can make it usable, but it does not yet accept a complete solution. Mark the location on the map, take the nearby TOZ-34 if it improves your ammunition situation, and begin clearing the accessible depot side.

A worker’s note explains both early blocks: the Depot Door is jammed shut, and the Midtown Gate Key was taken by gopniks near the slums. This is the first useful branch. Search the open interiors for a tool that can force access, then follow the slums route for the key; circling the boat produces no new state.

Use the Crowbar route to recover the Midtown Key

Collect the Crowbar from the interior room reached during the depot sweep. Its “New Tool” banner is the proof that the jammed-door branch can progress. Equip it at the obstruction instead of trying a weapon or kick. Once the route opens, clear toward the slums and inspect the bodies and ground after the fight. The Midtown Key is a permanent pickup, not a code written in a note.

Return to the Midtown gate only after the key banner appears. If the prompt still refuses access, check that you are at the Midtown gate rather than the depot door; the note names two separate blockers, and the Crowbar and key are not interchangeable.

Restore the elevator, then keep the Punch Card

Inside the next building, the elevator is disabled because its circuit board was removed. Follow the maintenance path, collect the Circuit Board, and use it at the maintenance panel by the stairs. The readable note explicitly sends you to the stairs, so a dead elevator button is a diagnosis, not a reason to abandon the building.

Farther through the industrial side, pick up the Punch Card and keep it even after the first terminal interaction. The card is rewritten by the machine; seeing “New Tool: Punch Card” again is a state change, not a duplicate collectible. If you leave the card in the terminal or walk away without retrieving it, the mechanical door has nothing to read.

Encode the active Security Supervisor card

The night-shift roster supplies three departments and makes the rule explicit: only the active Security Supervisor card operates the mechanical door after hours. Use the Security entries, not the Engineering or Maintenance numbers:

  • Engineering: #12 and #43
  • Maintenance: #11 and #31
  • Security: #27, #62, and #07

Insert a fresh Punch Card, program the Security set shown on the roster, retrieve the rewritten card, and test it at the mechanical door. If it is rejected, the fastest recovery is to return to the roster and compare the department and leading zero. Do not substitute 7 for 07, and do not mix one number from each department.

Beyond that door, collect the Blowtorch. The pickup line says the repairs become possible once all parts are present; that is permission to continue gathering, not a signal to return to the boat immediately.

Take the drive belt and Jerry Can before leaving industry

Continue through the industrial route until the drive belt is collected. The character identifies it as a boat part and says one more piece remains. In the same extended sweep, take the Jerry Can. Keep both in the tools inventory even if the current objective points elsewhere. The Spade found nearby is a melee weapon pickup and should not be mistaken for the remaining repair dependency.

This is a good point to stop and consolidate ammunition. The industrial rooms include enough tight corners that carrying two nearly empty guns is worse than one loaded close-range weapon. Preserve healing for the apartment and militia routes; neither of the next key chains is improved by re-clearing industry for optional loot.

Follow the workshop notice to Complex B, Floor 15, Flat 95

A public notice near the closed workshop passage gives an exact destination: Apartment Complex B, Floor 15, Flat 95. Follow that instruction instead of attacking the workshop door. The apartment branch is long because it produces two different keys.

Inside the complex, a survivor’s note warns not to look for the superintendent’s key in A96 because the superintendent barricaded himself inside. Treat that as a danger and location clue, not an instruction to skip the floor. Search the connected apartment route, take the Connector Key when it appears, and use it to advance through the restricted connector.

Flat 95 contains valuable optional equipment, including the OTs-20 Gnom and a Laser Sight, but the story-critical readback is the Workshop Alley Key on the window ledge above the radiator. Confirm its “New Tool” banner. Leaving with only the gun mod does not open the workshop route.

Use the Workshop Alley Key to reach the militia route

Backtrack to the closed workshop passage and use the Workshop Alley Key. The following streets and interiors contain heavier resistance, including enemies that can punish an open-space reload. Clear from cover, check that downed bodies stay down, and keep the Blowtorch and boat items in the backpack rather than swapping them out while managing weapons.

The route eventually enters the militia complex. Optional weapon and modification pickups can improve the last fights, but they are not substitute keys. If the objective stops moving after looting a gun, return to the last unopened story door and check the map rather than sweeping the whole district for another firearm.

Use Cell 1 to build the Cell 4 code

The cell control manual defines the sequence: choose a cell with the right-hand dial, enter its six-switch combination, then turn the center lever clockwise. A guard’s morning-shift note gives the first usable pair: Cell 1 uses 101100, read from left to right.

  1. Set the right-hand selector to Cell 1.
  2. Set the six switches left to right as 1, 0, 1, 1, 0, 0.
  3. Check the pattern once before touching the lever.
  4. Turn the center lever clockwise, enter Cell 1, and read the inmate’s eavesdrop note.

That note points to Cell 4. It says the first four numbers are hidden under the commander’s nose, somewhere on his desk, and the final two are “a couple flips away.” Lieutenant Volkin’s desk note supplies 0011__. The known Cell 1 ending is 00; flipping both positions produces 11. The completed Cell 4 combination is therefore 001111.

  1. Set the selector to Cell 4.
  2. Enter 0, 0, 1, 1, 1, 1 from left to right.
  3. Turn the center lever clockwise.
  4. Enter the opened cell and collect the final story pickup; the character confirms that everything needed for the boat is now present.

Do not experiment on the other cells as a troubleshooting shortcut. The maintenance log says Cell 2 is jammed and must not be used. It also shows Cell 3 with an incomplete changed code, 01101*; the missing final value is not supported by the available note. Cell 1 supplies the clue, and Cell 4 supplies the campaign progress.

Return to the boat only after the militia objective resolves

Opening Cell 4 advances the story and changes the purpose of the boat. Once the line confirms that all required items are present, follow the updated map objective and backtrack to the boat. The accumulated repair items and Blowtorch can now be applied through the story interaction. Do not abandon the save if the prompt fails once.

First confirm the August 25 hotfix is installed. The developer specifically fixed both “boat could not be activated” and “boat disappeared after a certain story event.” Restart the Steam client, verify the update completed, and load the newest save. If the boat is visible but inactive, check that the militia objective resolved and that the drive belt and Jerry Can were collected; if the map itself is blank, treat that as the separate fixed objective-loading issue.

Let the return to Dimitrov Residence verify the ending

The final travel sequence ends back at Dimitrov Residence. The line about hoping the home lock still holds is the transition cue; continue through the residence interaction until the ending scene completes. Steam lists “Prasnova No More” for finishing the district and “End Of The Line” for completing the campaign, but the ending scene and post-ending state are the reliable in-save readbacks if a Steam popup is delayed.

If you arrived here without completing the earlier location, the St. Toma route explains the Lockpick, Hammer, Bolt Cutter, and car-battery chain. The publishing helper replaces this token with WordPress’s returned ID-based permalink.

Use the full-run video to recheck one junction

The recording below was independently matched to the supplied local MP4 by YouTube ID, exact title and author, resolution, and a 9,331-second duration. It is useful for visual orientation at Flat 95 or the militia control room; use the written dependency order above for deciding what must be in the backpack.

Sources and credits: identity, release metadata, official screenshot, achievements, and launch hotfix were checked against the Iron Blight Steam page and official Steam announcements. The embedded walkthrough is credited to Zhain Gaming and was used only after its identity and relevance were verified.