It seems you didn't understand the point:
The worst part of the mission is having to go behind the "stage", see how the map is false, it is unfinished, because that sector was never made to be explored.
So, either you need to complete that part of the scenario, or leave the flask in another place where the map is more complete, and don't mess up the game's immersion.
I mean, does this seem fun and original?
At first it doesn't look so bad but, because you have to take a damn walk on the map ... it loses all grace.
and because of the grass, you don't see much where you walk, it is very easy to fall off the map.
See the big problem that I mean?
Is that immersive?
No, not at all, it breaks the atmosphere.
On the other hand, this place looks much better, is more accessible, and does not break the atmosphere as much.
In fact, it goes hand in hand with the mission to go to ATP.
Even better, the other place that I said, is much more logical, being a drunk who threw the flask:
The guy leaves the bar drunk, and turns left, in that corner, where he throws the flask behind the wall.
And to access that place, we have the roof above Zahar, and with a little parkour, you get to the other side.
You can even access this place from another side, like where the Duty guard is, on the way to Wild Territory.
And to get out, we have a couple of places, like taking a whole tour and leaving at the place of transition to ATP, through this window where the soldier of Duty is who will tell us, with good reason, to get out of there, or by this side, where there are some ventilation ducts, where we can climb and go back to the other side.
Separating what is a criticism of a suggestion, here is one:
In this case, I see that these collapsed stairs in X-16, are easily accessible.
And even though it's not supposed to be an accessible part of the map, if it's finished, it's a good hideaway.
If they already included it as a hiding place later in the story, then tell me yes, but don't tell me which mission.
But, well, it is something to consider, right?
As a general criticism about hiding places, I must say that I see many good and interesting places to hide objects, which those who have ended up choosing.
Not all, but the most...
And the last thing for today, it would be good to improve the AI of some characters.
In this case, well, it happened to me that I accidentally killed a loner in Garbage/Dump.
I don't remember the name, but it was the one that when entering the map the first time, is being robbed by bandits.
That time I saved him, but then, recently, he was attacked by a pack of blind dogs, so I tried to defend him, but in that I accidentally killed him.
Well, one more stalker that dies, right? Bad luck...
As it happens that by accidentally killing this stalker, it is that the as....e of Kostya became my enemy, and it is impossible for me to complete the missions, he run away from me, or attack me if I get close.
What's worse, now I will have to go back like 10 saved games back, so as not to kill the loner as....e, so that the other Kostya as....e doesn't take me as his enemy.
Above that, I was seeing if I could solve it in another way, and I see that in the Spawn Esc + s menu, Kostya appears with several other important missions.
It is a headache.
All for wanting to save a stalker from some dogs.