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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.

Updated 2026-10-19
Sources and verification
Checked 2026-10-19Evidence / version: Community Patch 1.05 apartment route; older item video; no latest-build replay
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To progress through Iron Blight Prasnova, collect the Village Air Filter and supermarket Toolbox, cross the apartments using their electrical panel and keys, get the factory Punch Card and Blowtorch, complete construction machinery, then get the Police Station Boat Key and return to the boat. The route below separates mandatory pickups from weapon detours.

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

Prasnova progression tools
  1. Village tools and Air Filter
  2. Supermarket Toolbox
  3. Midtown and apartment panel
  4. A.96 → Block B windowsill key
  5. Factory card → Blowtorch
  6. Construction generator and pump
  7. Police Station Boat Key → boat

This sequence shows progression dependencies. The timestamp table below marks the recorded route; weapon detours can change your playtime.

Approx. route timeCheckpoint
48:55Enter Prasnova District
57:49Crowbar and TT-33 Extended Barrel
59:57Spade
1:08:44PP-91 Kedr
1:09:36OTs-48K Scope
1:18:53Midtown Key
1:24:54PP-91 Kedr Dot Sight
1:30:07RMB-93
1:32:00Circuit Board
1:35:06RMB-93 Laser Sight
1:35:39OTs-20 Gnom and Connector Key
1:43:24OTs-20 Gnom Muzzle Brake
1:46:16Large Backpack and Workshop Alley Key
1:47:03OTs-20 Gnom Laser Sight
1:54:27PP-91 Kedr Extended Mag
1:55:56Punch Card
1:57:39Blowtorch
2:01:37Pump Gauge
2:02:30Drive Belt and Jerry Can
2:12:43SR-3M Suppressor
2:14:11SR-3M
2:16:29Club
2:22:41RMB-93 Extended Barrel
2:23:39SR-3M Scope
2:27:07Late 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 in the Village church. Use it to reach the supermarket warehouse for the Toolbox. Collect the Air Filter in the Village high-rise, second floor, far-left apartment, before the final boat return. 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.

Apartments: panel, A.96 and the Block B key

Use the Crowbar from the Village church to access the supermarket warehouse route, then approach the residential blocks through the Southern district and railway. The apartment panel needs its electrical component before the four dials set left to right to 2, 1, 3, 1 (centre/up, left, right, left).

After the elevator, descend one floor from the upper landing and turn right to find A.96. The later player route places the connector key in its kitchen. Return upstairs, take the connector to Block B, turn right and descend one floor; check the destination apartment's windowsill for the next route key, identified as B.95 in the older walkthrough.

Use the dedicated apartment puzzle and key guide for the source's room-label discrepancy, component checks and the factory follow-up. The electrical panel, connector key and windowsill key are separate checkpoints: solving the panel alone does not finish the apartment route.

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.

Confirm the Blowtorch is carried and check your available checkpoint before leaving the pickup area. 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

Complete the construction-site generator and pump before entering the Police Station. After the factory Blowtorch, return toward the Southern district and construction site. Take the Belt, the Gauge in a box on the left and the nearby fuel can. Fuel and activate the generator, fit the Gauge, then run the pump and regulate pressure with the valve. Follow the equipment prompt for the Belt; the written source does not give its exact mounting point or a target pressure.

Continue through Workshops to the Police Station. Camera IV and 001101 open the route to the Boat Key in the leftmost cell. Return to the boat with the Air Filter from Village's high-rise and Toolbox from the supermarket warehouse. The boat checklist explains those early pickups and how to diagnose a missing repair prompt.

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 the latest available build, 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: Patch 1.02 addressed door state and objective localization, while Patch 1.04 added map pins for the Workshop Key and Blowtorch.

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 linked weapons-and-mods recording on August 31, 2026. Patch behavior was rechecked against official Steam announcements through Patch 1.04 on September 6, 2026. Return to the key item checklist for a compact list, the Police Station puzzle solution for the late camera panel, or the attachment guide for optional detours.

The recorded route by Kane Wheelan & Son was published on August 26, 2026. Its chapter labels and duration were checked on October 9, 2026; the recording does not identify the installed build. Linked times refer to that video, while gameplay observations retain their earlier verification dates.

Apartment directions and the church/supermarket approach reviewed October 19, 2026 from the linked community walkthrough and Alma's Patch 1.05 route. The October 17 update removed Prasnova quick save/load; use current save options rather than assuming the old route allows a quicksave at every pickup. The older video timestamps were not retested on that build.

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