Story line. Walkthrough STALKER: Call of Pripyat - Zaton, Jupiter, Pripyat and additional tasks The path to Pripyat tools on amber

Today we will talk about the game “Stalker: Path to Pripyat”, the passage of which will be discussed further in detail. We will outline the main nuances and tasks to be completed.

Awakening

The passage of the game “Stalker: Path to Pripyat” begins with the fact that our hero wakes up and sees a man opposite him with a missing right hand. We talk with him. From the conversation we find out that we need to go to Pripyat. We read the dialogues with great care, as they contain many clues. Checking the backpack. We go out carefully. We look around. We are in a village for beginners. Let's go to Sidorovich. He's gone. We leave the village. We follow north to the bridge. At the crossing we meet stalkers. We talk to them.

Awards

We continue to describe the passage. “Stalker: Call of Pripyat - The Path to Pripyat” is a game that is largely built on finding objects, like other representatives of the series. We follow to the Merchant and give him all the items he asks for. We receive a new task from him. We follow to the Technician. We talk to him. We give away the tools. We receive 30,000 rubles. Let's complete one more task. We leave the base. We follow to the checkpoint. There is a cave on the right. The controller is there. We destroy him.

Part 3: food

So, in the last chapter we completed the tasks that the Technician and the Merchant prepared for us in the game “Stalker: Path to Pripyat”. If necessary, you can continue the passage by repairing the weapon. Let's move on. We collect food. We will need bread in the future - we need to take care of it. Let's go into the building. We look around. We see a fire on the right. There are stalkers around. We ask permission to sit by the fire. After that we go to bed. Next we meet two people - the Chief and the Surgeon. We talk with each of them and carry out their instructions.

Company

In the next chapter we need to get to a factory familiar to many fans of the game, which is also available in the Stalker: Path to Pripyat modification. Passing this stage should begin by searching for the entrance. He's by the tree. We eliminate the mercenaries. We find the transition. We use it and go to the Shard. We follow into the portal. We come to our senses at the crossing and at maximum speed we follow straight along the road, with a slight slope to the right. We break away from the pursuit and arrive at the Shard. We follow to the scientists' bunker.

Army warehouses

We continue to describe the passage of “Stalker” - “The Path to Pripyat”. Chapter 5 prepares us many missions in which we will have to demonstrate all our agility. We arrive at the army warehouses. Let's go forward. We talk with the NPC. We get the task. We pass the checkpoint. We reach a fork. The enemy is ahead. In the future, we will receive a task to destroy the female bloodsucker, but we can complete it now, and then collect the reward. After that we follow to the village. We destroy opponents along the way. Next we go to the Freedom base. Let's go to the Head. Let's talk. We receive a reward for the transmitted news. Next you have to go through new areas - and the Hospital. The head promises to help us with equipment and weapons, but in exchange for this we need to find a gas canister. We meet the guard on the first floor. He's hungry. We give him a loaf of bread. We receive a reward. We're heading for gas. We leave the base. We turn left. We follow the road through the vegetable gardens. We go around the armored personnel carrier. We get to the bunker on the Shard. We take the necessary equipment. Let's go to the factory. We go down into the dungeon. We deliver the rifle to Akulov. We receive a reward in the form of a grenade launcher and other necessary things.

Further developments

You should also know about the hiding places that are available in the game “Stalker: Path to Pripyat”. You can continue the passage by searching for one of them. The cache is located on the building at the entrance to the subway. We get to the cylinder, which is located in the left niche on the way to the exit. We return to the bunker. We go to the gap that is in the fence. We find commander Duty. We report on completed missions. We go to the bunker and put ourselves in full combat readiness. We speak with the scientist. We get the task. We go to the warehouses. Let's go to the Base. We give back the canister. We get several new tasks. We follow to the Merchant. He asks to find the power supply. We leave the building. We go to the tank, and then turn right. We see two barracks. We meet another merchant on the right. We go left to the doctor and patients. We receive 2 tasks from him. We follow to the exit. On the way we visit the booth on the right. We speak with the NPC. We receive a task related to the elimination of a female bloodsucker. We have already done this, so we are getting a well-deserved reward. We leave the base. We follow right to the hill. We see a swamp, as well as a house. Finding a flower. Let's go to the right. We see carriages. We follow them. We find a truck. It contains the power supply. Let's take him. Let's go straight. We find a helicopter, and next to it a black box. Let's take it. We return to the swamp. We walk past the house. In the water near the tree on the left we take the flower, if we were not able to do this earlier. We return to the Base. We distribute the appropriate items to everyone, reporting on the completion of three missions. In the doctor's barracks we look for a man - the Sick Man. We meet with him after handing over the flower to the owner. We receive a task related to finding a friend. For completing the assignment we will receive a compass. We follow to the Technician.

On North

There is also a mod for “Stalker: Call of Pripyat” - “The Last Path”, we will now briefly look at its passage. We're back in the Zone. We talk with Pavel. There is December snow all around. We walk about a kilometer. We see huge ruins. Let's look at the PDA. We understand that we find ourselves in a landfill with many artifacts and mutants. We follow to the old stop. We spend the night there. After awakening, we continue the passage on behalf of Pavel. We wake up. We dismantle the shelter. Dealing with rats. Suddenly they put a gun to our head. We talk to a stranger. Ivan wakes up and kills the sergeant. After this he hides in the ruins. Next comes the Svoboda attack. In the new chapter, we are sent to Limansk to clear the territory of bloodsuckers. While completing the task, we receive a message from an unknown person. We are asked to be at the Lenin statue. Let's go there with the squad. A lot of “Svobodovites” are waiting for us at the place. We call for reinforcements and enter the battle. We meet Ivan and talk with him. He hurts us. We lose consciousness. Suddenly we see light and scientists. We receive a healing artifact. We take a weapon from one of the dead and go in search of Ivan. We find him on the bridge. Let's fight until victory.

Shroud

There is also a mod for the game “Stalker: Call of Pripyat” - “The Path in the Darkness”. We will also describe its passage now. We enter the game as a stalker, whose name is Sawan. We need to get into the Zone. We meet Borland on the perimeter. We talk with him. We are heading to the military checkpoint. We talk with Shmatko. The military takes Borland prisoner because he tried to enter the place using fake documents. They demand 30,000 rubles for his freedom. We speak with the head of the military. We follow to the checkpoint garage. In a UAZ car we take the OTs-33 Groza weapon. We are heading to the beginners' village. There we make our way to the roof of the building. We take away the IED. It is located in a pipe on the roof. We receive tasks from the Wolf. Before completing them, we look for a bulletproof vest in the attic of one of the buildings. We are collecting 40,000 rubles. We go to the checkpoint and give the money to the military. We are heading to the ATP together with Borland. We find a food merchant and talk to him. We carry out his task. We go in search of the rat. We take the PDA from the target, as well as from Svobodovets. Let's go back. We follow to the Elevator. We lose consciousness. After waking up, we go to the village of beginners. We talk with Borland. We go down into the dungeon related to Cordon. We talk with Sidorovich. We exit through the pipe.

Today we looked at an unusual version of the game “Stalker: Call of Pripyat” - the “Path of Pripyat” mod. The passages of this modification, as well as two others, were discussed above.

An undeservedly forgotten mod for “Call of Pripyat” by players, which was released back in 2012. "Way in Pripyat" or "Way to Pripyat" is a new look at the 3rd part of the original trilogy of games. The author of the modification tried to present a new story of the dangerous road to Pripyat, expanded with numerous gaming innovations. The main character, nicknamed Sera, loses a friend, and his memory fails him at the beginning of the plot. He has to unravel many mysteries and bring secret documents to a mysterious city.

What is good about the modification?

  • More than 50 new quests have been added.
  • Weapons have been redrawn, with more than 40 new guns.
  • 15 new items of uniform.
  • Added 7 new locations.
  • The atmosphere of research and stalking has been preserved.
  • New models of monsters, their animation and behavior.
  • The textures of vegetation and elements of the surrounding world have been redrawn.
  • Caches are in new places, their contents have been changed.
  • Many new items: first aid kits, food, ammunition, PDA, documents.
  • Weapon sighting reticles have been changed and improved.
  • Anomalies are more densely populated on levels.
  • The Zaton and Jupiter locations have been removed from the gameplay.
  • Its own introductory videos for the start of the game and for the ending.
  • Good modification stability, no crashes.

The disadvantages of the mod include a lot of running around to complete quests, although “Stalker” is simply unthinkable without a lot of running around locations. Also, the game is not designed to run on static lighting, expect a crash right away. Only dynamic lighting, which means the hardware requirements are increased.

Download the ‘Path to Pripyat’ mod from the Yandex-disk file hosting service.

The latest fix (version 6.07) for the “Path to Pripyat” mod on Yandex disk.

Attention! The mod works only with dynamic lighting; with static lighting there will be a stable crash immediately. The modification is installed in a classic way: the mod files are copied to the clean game “Stalker - Call of Pripyat”, then the fix is ​​applied to replace the files. A new game is required.

Review of the “Path to Pripyat” mod on YouTube:

I am publishing a small FAQ on completing the mod. Path to Pripyat . Many have already gone through it length and breadth, and for those who started playing, or someone suddenly has an unanswered question, you are welcome to read this guide.

1. The most common question, or rather the most common question, was:

FATAL ERROR Expression: fatal error Function: CBlender_default::Compile File: D:\prog_repository\sources\trunk\Layers\xrRenderPC_R1\BlenderDefault.cpp Line: 63 Description: Arguments: Not enough textures for shader, base tex: act\act_arm_1_bump
The error occurred among players who played statically. To fix a crash in static mode, just install the mod on top The path to Pripyat Chriotmao Addon . If you don’t want to install the addon, then change the lighting to dynamics.

2. Where can I get tools at the Checkpoint on Cordon?
Yes, I personally ran around, climbed everything I could. The tools turned out to be behind a sofa and a bedside table, which is on the second floor of the checkpoint, there is also an iron staircase leading there.

3. How to go from Cordon to Yantar?
When leaving the Cordon, a group of stalkers will block the road, there is no passage. Quarantine. But for 1000 rub. they can offer a path that will actually lead you to Amber. The transition will appear in the PDA, next to the railway tunnel, which is blocked...

4.Where can I get a revolver for a captured stalker?
The revolver can only be bought, either from Scientists on Yantar, or at Army warehouses, from the old Trader (PDA game) in the barracks...

5. Where can I find the Medusa artifact?
In the Rupture anomaly, near the village.

6. How to transfer from Yantar to Army warehouses?
First, you need to complete the scientist's quest to find the pathfinder who was looking for a way out of the location... This Chebur sits in a trailer on the territory of the industrial zone. When you find it, either pay 30,000 rubles for the transition point, or go to the laboratory for the drawings.

7. Where to find drawings in Yantar's laboratory.
Actually next to the corpse...

8. Where is the transition point from Yantar to Army warehouses?
We go around the entire area from the side of the lake. There will be crowds of snorks and an evil controller...

9. How to get to Pripyat?
At the army warehouses, the commander of Freedom will give you a quest and a tip to go to the Hospital in the railway tunnel. After the hospital to the Pripyat subway - and from there to Pripyat itself.

10. How to get inside the Sarcophagus?
There is no transition there, this is a solid location - so through the roof...

11. Where can I find a Special First Aid Kit for the Medic at Cordon?
On Yantar, in the industrial zone, in the building (where the passage to the laboratory) is on the top floor in a room.

12. Where is the cure in X-8 for Fang?
We make our way up the elevator shaft into a room with 3 burers; in the original PO, the last stack of documents was being hammered out on the table...

13. How to deal with radiation at the Chernobyl nuclear power plant?
Sera will give you a barrel as a reward - keep it. When you meet the Ghost in Digger's hiding place, give it to him. Get a jumpsuit and helmet with excellent radiation protection.

14. How to kill a librarian in the Subway on Yantar?
The best way is with a knife to the head. But you won't last long. Then there are RPG-7s or grenades left...

15. Where is the trunk in the Yantar underground?
Right in the center of the large room...

16. How to complete the tasks given by the Merchant at the solo base?
Just take the sheets from the table, everything is written on them.

17. Where is the registered Vintorez for the leader of singles at the Cordon located in the Army warehouses?
Just go through the main quest and you will find...

18. Where exactly is the group's hiding place in Pripyat?
Oddly enough - in the most visible place - In a room on the 7th floor. There is such an anomaly there - a healthy vine, and a light running along it. In the room in the corner there is an RPK-7 and cartridges. And on the sofa there is a note. It marks the passage to the cache. In the basement of the School there is actually a passage itself.

19. Where can I find a healing flower?
Somewhere - under a tree. Under which exactly do you look on the screenshots?

20. How to open the door to the laundry room?
Quite simply - with a shotgun, preferably with a pellet...

21.Where is the gas cylinder located in the Yantar subway?
In the very first corridor, where snorks and kinks shamelessly spawn. There will be openings in the walls along the entire length of the corridor. So, in one of these openings.

22.Where are the tools on Yantar?
On the roof of the same hangar where the ChN helped shoot zombies.

23.What to do with the debtor who meets you in the tunnel?
I slammed him - I didn’t like him, in my backpack you will find Oasis - a quest for a scientist.

24. Where to find bread for a cook in Cordon?
On Yantar, to the right of the entrance to the industrial zone there is a one-story building - look for bread there. Akulov is also sitting in the trailer next to him. Yes, just don't litter it.

25. Where is the exit from the X-8 laboratory in Pripyat?
In the room with 3 burers, where the medicine is, there is a DOOR - there is an exit from the X-8 laboratory in Pripyat

When creating the FAQ, materials from the site were used.

So, we start the game in the role of SBU Major Alexander Degtyarev. We have an AKSU in our hands, an award PM proudly sticking out of the holster, and in the backpack there are some medicines, food and ammunition. Not much for a State Security agent. No automatic rifles with an intelligent target guidance system, body armor with life support functions or watches with a laser. But the command explained this by saying that we should not attract the attention of stalkers. Well, if we shouldn’t, then we won’t. Let's put a paper bag on our heads so that no one sees our military face, so hated by any stalker, and we hit the road - very secretly asking everyone about the fallen army helicopters. We immediately receive a ton of quests. We need to investigate the crash sites of five helicopters. The yellow arrow on the compass shows where you need to go. To get a more detailed idea of ​​the upcoming road, let's open the map (by default, the "p" key). Well, using the compass as a guide, we begin our journey. Literally in a minute we will meet a stalker on the way. Why not talk to him? Let's ask him where the nearest stalker camp is located. Having received a mark in the PDA, we are in no hurry to leave. After talking with the interlocutor a little more, we learn that one of the helicopters fell on a plateau in the southern part of Zaton. But according to the stalker, it’s hard to get there, although a certain Noah knows the way. Having received a new quest, we go to Noah. And at the same time you can look into the Skadovsk stalker camp.

Along the way we will meet representatives of the local fauna - dogs. Apparently, they smelled the smell of sausage in our backpack and, cheerfully wagging their stumps of tails, rushed towards us. We immediately open fire on these impudent creatures, since the matter will not be limited to the sausage taken from us, and the dogs will definitely chop off our leg or arm. The Kalash's recoil is not weak, so it is better to shoot in short bursts, aiming for the dogs' heads. Have you taught ill-mannered Sharikov a lesson? Great, let's move on. In principle, it is not necessary to go to Skadovsk, since now we will not find anything interesting there for story quests. But if you need to earn some money, patch up your equipment, or just drink a glass or two of vodka, then we’ll stop for a while at the camp, after which we’ll go to Noah. The owner of the “ark” does not greet us very cordially, immediately opening fire with a shotgun. Thank God, he is not distinguished by accuracy, so we boldly enter the barge, hiding our weapons. Don't shoot at the dog! Noah will be very offended if his pet is killed.

Skat-3

After talking with Noah, we go with him to the plateau. The short video will show how Noah passes between anomalies, after which he jumps headfirst off a cliff (we are not in a hurry to twist our finger to our temple and drink to the repose of the stalker’s soul. We will soon understand why). If you do not remember the safe route between Zharki, then we check the road using bolts. One way or another, we reach the cliff and follow the example of our crazy friend, that is, we jump down, before crossing ourselves, just in case, and writing a letter home. Fortunately, there were no casualties or broken limbs: once we find ourselves in a spatial anomaly, we are teleported to the right place.

Let's check our location on the map. That's right, there is a fallen helicopter very close by. Let's go to him and take a look. After the inspection, we become aware of several possible evacuation points for the helicopter crew that need to be checked. But we can wait a while with this. First, let's go to the crash site of the Skat-2 helicopter. It is now closest to us - in the southwest of Zaton, near the Iron Forest anomaly.

Skat-2

Along the way, let’s take a look at the “Circus” anomaly. There is no need to be afraid of the “Zharok” hovering around in circles: they will not leave their orbits. We quickly pass them and find ourselves almost in the center of the anomaly. We deal with the fiery poltergeist, take out the artifact detector (key "o" by default), find the artifact and move on.

This is appropriate: on the way to "Scat-2" we will stumble upon the "Substation Workshop", where the mercenaries have settled.

In the backyard, on large wooden crates, you will find the fine work tools that mechanics need to modify equipment. If you do not want to conflict with the mercenaries, then hide your weapons and approach their leader. He will ask you to bring food. By showing mercy and feeding the hungry, you will be able to safely move around the workshops. The set of tools can be sold to Cardan, a mechanic from Skadovsk. An electric poltergeist is hovering near the helicopter. It’s not difficult to kill him: we come close and shoot with a machine gun, not forgetting to dodge objects flying at us. After inspecting the helicopter, we find a map in the on-board computer and receive a quest to find people interested in it. The card can be given to the Pilot - the conductor from Skadovsk. For this, he will accompany you to "Yanov" for only a thousand rubles, instead of the standard three. After searching the corpses of the military, we go to the crash site of Skat-5.

This is appropriate: Not far from the helicopter there is a cluster of “electrification”, among which you can find an artifact.

Skat-5

You will probably get to your destination without any problems. There is an artifact not far from the helicopter, let's find it, because money won't hurt. Now let's examine the turntable. It turns out that all the electronics of the helicopter burned out and we are asked to find the causes of this incident. Looking ahead, I will say that we will only find out the reasons for damage to electronics in Pripyat, so now we don’t even bother with this quest. Well, now you can go to Skadovsk: that’s where one of the possible evacuation points is located. Having thrown out of our heads the thought that stalkers are currently making kebabs out of the military, we set out on the road.

Evacuation point "B2"

Bartender Beard had no kebabs for sale. When asked about the military, he shyly smiled and licked his lips and said that they were not and could not be here. Well, okay, let’s take his word for it, having still read the “Our Father” for our missing colleagues. Well, now it's time to go to Yanov. If you have finished all your business on Zaton and are ready for a further search for the missing military, then we turn to the Pilot and set out on the road.

Evacuation point "B205"

Well, here we are in Yanov. Now you can go to the evacuation point "B205", which is closest to us. Let's check the map and move on. The evacuation point is located at the Volkhov air defense missile system, which is southwest of Yanov.


It is important: It is not necessary to go to the Volkhov air defense system. You can immediately go to the scientists’ bunker and find one of the military men there, Sokolov, who will tell you everything about the helicopter crash. As a result, the quest will be completed. However, you can stock up on ammunition and medicine on the air defense system.


There shouldn’t be any problems along the way, but an unpleasant surprise awaits us at the air defense system: a dozen or two zombies. They are slow and clumsy, so you can quickly deal with them if you behave correctly. Namely: do not get caught in the crossfire and take out the undead one by one, shooting in the head. After we calm the living dead forever, we go to the building marked on the map with a marker. Upon entering the building, we immediately turn right, then straight and left. In the room there is a table against the wall, and on it there is a note. Let's read it. It turns out that there was still one of the military men at the point, a certain Sokolov, who went to the scientists’ bunker. Well, great, we'll definitely check it out. In the meantime, we are in no hurry to leave. We have the opportunity to encircle a military warehouse, why not take advantage of it? But I warn you in advance, it won’t be entirely easy, so let’s save just in case. And so that you don’t regret the wasted time later, I’ll immediately say that there are interesting things in the warehouse: several Kalashnikovs, cartridges for them, grenades, several Makarovs and (attention!) an RPG with a couple of missiles. RPGs and missiles can be sold for five to six thousand to a merchant from Yanov. Are you happy with this prospect? Then we move out.

We go outside and go down to the underground hangars. At the end of the hangar we see two doorways, we need to go to the right one. At the end of the corridor there is an iron door with a combination lock. The code is on Sokolov’s note, so we boldly open the door and enter, not forgetting to smile sarcastically. The corridor is littered with some kind of junk, but there is a niche in the wall. Let's go around the blockage. We watch our step, otherwise we will be left without toes and without beautiful army boots: the room is full of jerboas. We leave the niche and see another doorway. We are not in a hurry to run into the room, because the burer is waiting for us there. Quite a powerful mutant, so he needs to be taken seriously. If you have a shotgun, arm yourself with it. Well, as they say, with God! Forward! Finding ourselves face to face with the burer, we immediately shoot him in the face. As soon as he creates a telepathic shield around himself, we hide behind the boxes. A few seconds later we come out of cover and again shoot the vile dwarf in the no less vile face. We repeat the procedure several times. Well, did they send the burer to the other world, where the dwarf brothers and Snow White were already waiting for him? Great, now let's go to the warehouse.

At the end of the room there is a room with stairs leading upstairs. We rise and voila - we are at a weapons depot. We take everything we need and leave. In passing, you can look into the scientists' bunker and visit Sokolov. Yes, he is there, alive and well. For his note he will give us a first aid kit.

Skat-1

Well, now it’s time to go to the crash site of the Skat-1 helicopter. According to the information we know, he fell on the “Helipads” in the southern part of the location. Let's tighten the belts and go on our way.

This is appropriate: at the "Parking Lot" in the "electr" cluster there is an artifact.

Well, we're almost there. Let's slow down. Do we see the "Mines" sign? Believe me, they exist and we don’t delude ourselves because they are not visible: the geniuses of military thought rolled mines under the asphalt, and now they detonate in some unimaginable way if you step on them. But there is a way out. We take out the bolt and throw it where we intend to go. If you hear a click, there is a mine ahead. If there is silence, it means the path is clear.

We approach the bolt and throw it again. Thus, you can walk to the helicopter while keeping your arms and legs with you. After examining the helicopter, we find a black box. We are offered to take his equipment for decryption. There is nothing else interesting at the turntable, so you can leave. But we're not in a hurry. Do you see a crowd of pigs and wild boars? Don't waste ammo on them, just watch. Do you have popcorn with you? No? Okay, let's chop up the loaf and eat it while watching the pigs explode in the minefield. Hmmm, the special effects are a bit weak. And why the hell did the piglets come here? It’s a pity, of course, but what a lot of free stew! We'll roll up a couple of cans on the spot and hit the road, not forgetting to check the road with bolts, otherwise later they will make stew out of our scraps. Having passed the minefield, you can breathe easy and move on.

Black box from the Skat-1 helicopter

We give the black box to the technician Azot from the Yanov. He asks for three hours to decrypt. Well, let's wait. You can go about your business or take a nap. One way or another, we return to the technician in three hours. Azot completed the task, but demanded three thousand rubles. Let's not be greedy and pay the guy for his efforts. From the recording from the black box we learn that the military was supposed to gather at the evacuation point “B28” in Pripyat. It turns out that we have no choice but to go to the ghost town and check everything on the spot.

The path to Pripyat and "Skat-4"

But it was not there. The guide Pilot does not know the road to Pripyat, and he is not eager to open this route himself. But he tells us that an underground tunnel leads to Pripyat from the Jupiter plant and advises us to look for some documents indicating this. We are no longer used to looking for all sorts of documents from previous games “S.T.A.L.K.E.R.”, so we boldly hit the road.

On a note: If you have already noticed, we have not yet examined the crash site of the Skat-4 helicopter, which crashed on the territory of the plant. We can do this now, and at the same time look for documents about the underground tunnel, and we will not have to wander through the Jupiter twice.

The pilot advised us to start searching for documents from the administrative building (it is marked on the map with a marker), so let's look there first. We go up to the second floor and immediately turn left. Using the arrow on the compass, we find the documents. Now we are invited to explore the laboratory complex. Fortunately, it is marked on the map, and you don’t have to look for it. We don't even need to go outside. From the flight of stairs to the right there is a long corridor leading into the laboratory complex. We turn left and at the end of the room we find a notebook sheet on the shelf of an iron rack. Okay, great, now we need to investigate the shipping department of the plant. After swearing and mentioning whoever needs to be mentioned, we go to this very department.
The compass needle leads us to a small room where papers lie on the table. Let's read them. As you probably already guessed, we need to go somewhere else, namely to the repair shop of the plant. Well, it’s okay, we’re still on our way: very close there is a fallen helicopter that needs to be inspected.

This is appropriate: in the delivery department on the fourth floor in the first room on the left there are administrative documents that will be useful for further quests. Here, in an overturned table with a bedside table, you will find a “Chipper” with cartridges. After you take the documents, mercenaries will attack you, so be careful. Take the PDA from the mercenary leader Black, who is waiting for you on the first floor, it will also be useful in the future.

The entrance to the plant is on the west side. Let's go inside. On the right we see a staircase down, we go down. Do you see the opening in the wall on the left? Let's go there. We pass through the corridors and move on. Fortunately, there are landmarks on the compass, so we won’t get lost. Along the way, we enter a small office where papers with notes lie on a steel table. Let's watch a short video. Great, we don’t need to go to the repair shop anymore, but we need to check the transport gateway and the first department of the plant. But we’re in no hurry to run away: we haven’t inspected the helicopter yet. So let's move on. In a large room with a dilapidated roof we find Skat-4. Let's examine it.

This is spot on: To the right of the large green machine, there are steel tables against the wall, and on one of them there is a piece of paper. Let's take it.

Have you inspected the helicopter? Now you can check the transport gateway. We pass through a small room behind an iron fence to the right of the turntable and find ourselves in the next building of the plant. Having walked a little forward, we see the control room. It is brightly lit by a flashing red lamp, so we won’t miss it. In it we find the log of the duty shift and watch the short video again. Well, now you can leave the plant and check the first department. We go out into the street and move to the northeast of the plant. The first section is marked with a marker, so if you get lost, use the map to find your way. The documents lie on the second floor on the shelf of an iron rack.

So, now we know for sure that an underground overpass to Pripyat exists. But it is filled with gas, and in order to open the gateway leading to the overpass, you need to start the generator. But we, apparently, didn’t study at a vocational school, so we don’t understand a damn thing about generators. So, let's go to the technician to ask for help. There is only one nearby - Azot from the Yanov station. Let's go to him.

This is spot on: To the left of the plant there is an anomaly "Concrete Bath". There you will find an artifact. Be careful: aggressive bandits will be waiting for you on the other side of the canal. In their small camp there is a lot of medicine: bandages, first aid kits, anti-radicals.

Cache: next to the bandits' camp you will see a small pool that looks more like a puddle. Do you see a huge niche? There you will find a cache.

This is appropriate: not far from us there are tools for fine work. Open the map. Do you see an L-shaped pool in the north-west of the plant? To the right of it on the map is a building. You will find the tools there. After entering the building, go up the iron stairs. You will find yourself in a room full of “electrification”. At the other end there is a set of tools in a green iron cabinet. Here you will find an artifact.

"Pripyat-1"

After examining the documents, Azoth says that he can revive the generators, but he is not going to go to Jupiter alone and advises us to assemble a team of fighters. He also warns that the underground tunnel is filled with gas and we will need a suit with a closed breathing system. Such a suit can be bought from Hawaiian, a merchant from Yanov, for 25-35 thousand rubles (the price will depend on relations with the Svoboda group), or ordered from Shustroy, a dealer from Skadovsk, for 30 thousand rubles or more (this time the price depends on past transactions with Shustry: if you once set him up and did not buy the ordered item, he will raise the price for subsequent orders). One way or another, we get the suit.

Well, now you can go to Zulu, who lives in a tower not far from Yanov. Azoth said that Zulu would help gather a detachment. Well, let's go. The Zulu guy is sociable and friendly, so he will immediately offer you a drink. Well, we actually don’t drink at work, but it’s somehow rude to refuse... Therefore, exhaling deeply, we swallow a full bottle of vodka in one gulp. During the conversation with our new friend, we will drink another half a box of vodka, so we can say goodbye to the liver right away. The SBU did not teach us how to properly whip vodka in buckets, and therefore, by the end of the conversation, we tune out, remembering that we promised the Zulu to assemble a detachment. The composition of the squad depends entirely on previously completed quests. You can invite only three to the squad, not counting Zulu himself. This is Vano - a Georgian from Yanov, Tramp - a former Monolith, and Sokolov - a military man from one of the fallen helicopters, who will go to Pripyat in any case. So let's start with it.

"Pripyat-1": Sokolov

As we remember, Sokolov is in the scientists’ bunker, which means we’re heading there. The military man agrees to go with us, but there is only one problem: he does not have a protective suit, so he invites us to talk with one of the scientists - Ozersky, who is also in the bunker, in the laboratory. He gives us the task of exploring the zone of anomalous vegetation and bringing samples of strange plants to him. Only in this case will we receive a suit.

We need to get to the edge of the quarry, which is southeast of Yanov, so let's move out. The sample is located in the very center of the anomalous zone, so if chemical protective equipment is available, we use it. Be careful: in addition to the acid cloud, there are also a lot of anomalies here. Therefore, we either take out the bolt or the Svarog detector, if there is one. Now we need to quickly but carefully get to the center of the anomalous zone and take a strange flower, this is the sample we need, after which we can get out. Did you get out? Great. Now, if you didn't like botany at school, you'll probably dislike it even more.

We return to the scientists' bunker and give the sample to Ozersky. There won't be any problems. Scientists will be pleased and will share one of the official suits. Sokolov alone will not want to go to Yanov, and therefore we go to Zulu with him. In principle, we can now go to Pripyat. But if you want to get one of the single-player achievements (the “Leader” achievement) and have fighters of all specializations in your squad, then you can also invite Vano and the Tramp. Let's start with Vano.

"Pripyat-1": Vano

So, well, our company is becoming more and more fun. There is a boring and pessimistic warrior, the joker Vano in contrast to him, and a long-time hermit who loves to drink and shoot at crows with a machine gun. Not bad. The former Monolith member who has lost his memory is still missing. Let's go after him.

"Pripyat-1": Tramp

We will find the tramp in a small swamp south of the Volkhov air defense system. In order for him to go with us to Pripyat, you need to complete a quest to find a shelter for him (more details in the “Quests” section). If you have already completed this quest, then the Tramp will be in the Yanov station building. The tramp immediately agrees to go with us to Pripyat, and he already has a suit, so we can immediately go to the Zulu. Well, the team is assembled. If you are ready to go to Pripyat, then talk to Zulu.

It is important: before going to Pripyat, do not forget to wear a suit with a closed breathing system or take it with you, because once you enter the overpass you will not be able to return back for it.

"Pripyat-1": Overpass

After watching the video, we find ourselves in an overpass. Our friends can’t wait to be in Pripyat, so we won’t disappoint them and move forward.

On a note: If you keep your entire squad alive and well when you leave the overpass, you will not receive any bonuses, but they will affect the ending of the game.

In the back of a KAMAZ parked nearby are SPSA-14 and ammunition for it. Very soon there will be a fight with snorks. Let's let Vano forward with a powerful shotgun and Zulu with a machine gun, and we ourselves will cover them. Having dealt with the mutants, we move further along the corridor. Turning right, we’ll shoot the jerboas and look into the interior of the UAZ - there we’ll find a pistol and cartridges.

The path is blocked by massive iron gates. Click on the button to open them. That’s where the suit came in handy: there’s gas outside the gate. And snorkels who jump merrily after inhaling it. Immediately ahead there is a UAZ, there are first aid kits in the cabin. Having walked a little forward we see another one of the same kind, there we will find medicines and vodka. Next is a small anomalous field, if Vano is coming with you, then let him go ahead - he will find a safe path. In the meantime, inspect the cabin of the KAMAZ truck standing nearby, there are cartridges and grenades there. Having passed through the anomalies, we soon again come across a dead end. There is a door on the left, we go there. After going through several flights of stairs, we find ourselves in a large tunnel. As soon as the snorks appear, it is better to retreat back into the corridor, it will be easier to deal with the mutants there. Once we do this, we move on.

The nearest green diesel locomotive has ammo and an AC-92. A little further there is a covered carriage, there are cartridges in a box. Soon the snorks will appear again. Since you are now in an open space, the snorks will be actively jumping, so try to stay away from your comrades, otherwise you will definitely get caught in the crossfire. There is another gate ahead, we open it and kill the snorks as follows: we sit down low and, while the gate opens, we shoot the mutants in the heads, preferably with a shotgun. If you shoot accurately, then not a single monster will even come close to you. Now you can move forward. We deal with the jerboas and move on, where the compass arrow points.

We come across a de-energized door, but nearby, on the iron bridge, there is a switch. Having turned it on, we remain at the top: the Monoliths will soon appear, and the bridge is an advantageous position for shooting. After shooting the infidel, we go down. Not far from the pile of containers lies a ZIL cabin, and there are several grenades in it. Now you can go to the de-energized door again. As it turned out, turning on the current did not solve the problem - now the door is blocked. You need to go up to the control room. We passed by it quite recently; the path there is blocked by a scattering of anomalies.

Safe passage will help you find Vano. Going inside the control room, we go up to the second floor. Having opened the steel door, we find ourselves in the control room. Be careful! Snipers will immediately open fire on you. One of them sits to the left of the wheelhouse, almost under the ceiling, the second - to the right, a little lower. Another one sits in a narrow tunnel, but it is invisible from the control room. There are no more snipers, only attack aircraft remain who shoot from below. Having dealt with the enemy, you can finally head to the ill-fated door. We pass through a narrow corridor, go up the stairs and open the door. Ahead are zombies, jerboas and snorkels, fortunately in small numbers. Having passed the corridors, we find ourselves in a large room, there are many more undead here. The most effective way to kill them is with a shotgun. In the far corner of the room there is a small room with a box of cartridges there. We reach the end of the room and see the stairs to the top - this is the exit to Pripyat. Now you can drink with your comrades to a successful trip. Although Zulu shouldn’t pour it, otherwise he’ll make us drunk again.

Unknown weapon

Having effectively knocked down the door with an army boot, we find ourselves on the street. Here warriors are already waiting for us, who, either out of little need, went into the bushes, or have clairvoyant abilities and therefore set up an ambush. Having taken out a cardboard with the inscription “USB” from a bottomless pocket and shown it to a soldier, we immediately cease to be an object of suspicion. Apparently, the soldier was nevertheless impressed by the spectacular knocking down of the door a la Jackie Chan and therefore he was not alarmed by the strange appearance of the ID of a State Security Service employee. Well, okay, together with the military we go to Kovalsky, the senior group. Let's talk to him. As it turned out, the entire secret operation of the military failed. Kowalski was very offended by the Monoliths who shot down his helicopters with some powerful weapon. The commander also wants such a toy and sends for it - who do you think? - of course, us. Let's not upset the commander and fulfill his request.

The backup squad is already waiting for us. If it is night outside, then it is advisable to wait until daylight, since with sufficient lighting the quest will be easier to complete. After talking with the squad leader, we move to the ambush site. Having taken a position that is advantageous for you (preferably on the second floor together with the commander), we wait for the signal to attack. Having dealt with the Monoliths, we go down to search the bodies of the killed opponents.

Be careful, the Monoliths have set up an ambush and will soon open fire on you. We run to the last entrance of the house where we were waiting for the enemy along with the detachment commander. Having risen to the second floor, we immediately turn right and go into a small room. From here you can, being in relative safety, kill a Monolith with a gaus gun. Now we need to pick it up. We go down to the first floor and through a long corridor we head to another building of the building, not forgetting to shoot back from opponents. We go up to the second floor again and grab the gausovka.

Great, we have a toy for Kowalski, let's go to him. The weapon was damaged during the operation, so it is impossible to determine whether it was used to shoot down the helicopters. Kowalski asks us to talk to stalker technicians who may know something about these weapons. But as soon as we finish the conversation with him, a strange message will be received from the reconnaissance group, of which nothing is clear. We must find the group and find out what happened, and therefore we will postpone the solution to the unknown weapon for a while.

The missing reconnaissance group and the Monolith cluster

The last time the group made contact was not far from the hostel. Arriving at the place, we find killed soldiers, there are no traces of the enemy. Kovalsky reports that not far from us, in the Books store, Monoliths have settled down. They need to be destroyed; a reinforcement squad is already waiting on the spot.

This is appropriate: very close, in the Department Store, there are calibration tools. You will find them in the basement of the store.

After clearing the bookstore, examine the strange structure. It turns out that this is an antenna and with its help someone controls the Monoliths. But we have no time for that now. There are no more urgent tasks, which means you can turn to a strange weapon for the military - a gaus gun, well known to us from previous parts of the game.

Unknown Weapon: The Solution

Cardan, a technician from Skadovsk, will help us solve the mystery of the unknown weapon, so we go there. Guide Garik is waiting for us on the first floor of the Laundry. Cardan, seeing the weapon, mutters something and goes to nirvana. We'll have to wait until he comes to his senses. You can pass the time in bed. In a day the mechanic will come to his senses and you can talk to him. Stalker, it turns out, is not so simple: he developed a gauss gun, but he cannot say for sure whether the helicopters were shot down from it and sends us to the test shop for documents. It's not very far to go - the entrance to the workshop is located next to the Iron Forest anomaly. Having opened the door to the testing workshop using the access card received from Cardan, we go down to the floor below and turn into the corridor.

Be careful: there are zombies ahead, two of which have machine guns. Having shot the zombies, we go to the end of the corridor, looking into the side rooms - there you can find cartridges, after which we go down the stairs. Once in a large room, we immediately go down into the hole between the rails. There is a pseudo-giant very close by, which can become a big problem. But being in a hole or on an iron balcony near the wall, you will be in relative safety, since the mutant will not reach you with its paws and will not make a cutlet out of your bones, meat and boots with laces. However, the sound wave from the monster's kick on the floor will still reach you, no matter where you are. Having dealt with the mutant, we go up to the balcony and climb up the hanging stairs to the very ceiling. Then we cross the small bridge to the other side and jump into the hole in the ventilation pipe. Once in the room with the prototype of the gaus gun, we take the documents and watch the video.

The documents refer to a certain X-8 laboratory. Well, let's go there. But first, let's go to Cardan and give him the documents from the testing workshop and the broken gauss gun. In a day, the mechanic will give us a complete weapon, ready for use. Having taken the weapon, we go to Pripyat to tell Kovalsky about the information found. As soon as we find ourselves in Pripyat, unfortunate commander Kovalsky will again ask us for help: to find another missing sentry. Apparently, the military themselves leave the Laundry only to be a sentry and disappear. Or soldiers who have not yet forgotten their military service go AWOL to hang out with zombie girls and eat ice cream or sit in the local cinema to watch the praying Monoliths knocking holes in the floor with their foreheads. They are having fun, but we have to look for them here. What an injustice! Okay, let’s help our colleagues out, but first we’ll talk to Kovalsky about the documentation found in the testing workshop. After this, you can go in search of the sentry.

The missing sentry

The post of the missing sentry is located near the Gastronome, which means we should go there. Having arrived at the place, we observe the object of our search, who is screaming as if he were being cut and shooting in all directions. As soon as we get closer, the soldier dies for some unknown reason. But the imminent appearance of the controller explains to us both the strange behavior of the military man and his death. Sorry guy. It makes sense to blow the controller's head off with a shotgun, avenging his brother in arms. If you don’t have a shotgun, then it’s better to quickly find cover and shoot at the mutant from there, getting out for a moment and opening fire in short bursts. Otherwise, you will be subject to the monster’s psi attacks, and this will cause some inconvenience. Having dealt with the controller, you can go to the secret laboratory with peace of mind.

Laboratory X-8

The entrance to the laboratory is located in the Yubileiny KBO building. A pleasant surprise awaits us there - a dozen and a half undead and the same number of Monoliths who clearly do not intend to greet us with bread and salt, so let's get ready for battle - it will be a great war. Let's enter the KBO from the western side, turn left and go up the stairs to the second floor. If you're lucky, a crowd of zombies will immediately rush towards you - about half of all those present in the building. Having a good reaction and ammunition, dealing with the undead will not be difficult. Once you do this, go up the stairs.

Having risen to the third floor, we turn right and approach the elevator, trying to activate it. The elevator is de-energized, we need to find a generator. It is on the sixth floor. Having started the generator, we open the elevator doors and go down to the laboratory. Here we are in X-8. Let me warn you right away that you will have to wander through dark alleys for a long time and tediously if you want to find all the documents. We go downstairs and open the door using the access card. Do you see the blue signs on the walls? We will use them to navigate so as not to get confused. First, turn left and go to the Training Classroom. Having gone downstairs, we open the first door - there we find the first document. Be careful - the flying electra cannot be killed, and it hits hard, so keep an eye on it. If you no longer like the laboratory, then you can leave it and return to the military. If the nth place still requires adventure, then we will continue the search. Your choice will affect the ending of the game. To those who are leaving us - goodbye, the rest of you are welcome to follow me and continue the tour.

We return to the exit from the laboratory. Now let's go to the Dining Hall. We are in no hurry to lick our lips and take out a fork: there is nothing in the dining room, we have already devoured everything. I understand your indignation; unfortunately, the service in the laboratory is not at the highest level. We go down the stairs, go right and go up the other stairs.

We turn into the dining room. When you enter the room, you will hear a child crying. The sound comes from behind the door under the “Toilet” sign. We open the door... But instead of a crying toddler with a rattle and a balloon, we see the impudent face of the burer. The most effective way to kill a mutant is to shoot him in the head with a shotgun. Having dealt with this paradist star of a local scale, we will continue our search. The documents lie at the other end of the room on one of the tables. So, we already have two documents. But that is not all. We go back down the stairs, the same way we came. Do you see a hole in the floor and a corridor behind it? We go there and open the iron door at the end of this corridor. We pass several lattice bridges and go down to the very bottom - to where there are two heating boilers. On the table next to them we find another document.

Let's go up a little. Do you see the Laboratory sign? Let's go into this room. We go down to the lower tier, which is filled with water. There is another folder with documents lying on the table against the wall. We leave the laboratory and head into the corridor with the Elevator sign. We go to the second elevator and go up the shaft to the floor above, after which we turn left and go into the next laboratory. Here we deal with three burers. You can either stay in the corridor without entering the laboratory and shoot at the burers from cover, or enter the room and go down several tiers and hide under the bars. One way or another, the main thing is to choose the right moment to attack: when the burer removes his telepathic shield, immediately open fire on him. Immediately opposite the entrance to the laboratory you will see a table near the red turret, and documents on it. Now we go up to the iron balcony and enter a small room. In the cabinets you will find a lot of medicines, and on the floor there is another folder with documents.

That's all, we have found all the documentation, now we can leave. We return to the exit from X-8. If you need a machine gun, then go down the stairs with the Laboratory sign. There is another staircase on the right, we go up. Do you see the hanging staircase against the wall? We go upstairs again. Here we find an electric poltergeist and a machine gun. Now you can leave X-8 and return to the military.

On a note: Attention - point of no return! After completing the quest "Radio Interference" you will no longer be able to leave Pripyat until you complete the storyline. Keep this in mind when starting the quest.

Radio interference

As soon as we leave the laboratory and find ourselves in Pripyat, we will receive a message from Kovalsky. He asks to come to the military base and talk to him face to face. Well, if he asks, then let's go. Kowalski will tell you that they cannot contact the Center because someone is creating radio interference. The military radio operator managed to figure out where the signal was being jammed, and Kowalski sent his soldiers there. But of course they disappeared. The commander asks us to find the missing soldiers and eliminate the source of radio interference. Well, this is the only way to contact the command and request evacuation, so let’s hurry.

Using the compass as a guide, we head to the mark on the map. Having arrived at the scene, we find the bodies of the dead soldiers and search them. At one you will find explosives. Oh, this is already fun! This means that they will probably let us blow something up to hell. After a short video, we receive the task of going to the Kindergarten and destroying the source of radio interference that the military managed to identify. Well, go ahead and sing! Just don’t drop the explosives, otherwise you’ll be exhausted collecting your arms and legs, and there’s so little time - don’t you want to go home?

When approaching the Children's Garden, take all possible measures to protect yourself from psionic influence, here it is quite noticeable. Approaching the door on the first floor, set the explosives and move aside. The explosion will be beautiful, at least something pleases. Zombies and several electric poltergeists will be waiting for you in the kindergarten building, so get ready for battle. Let's tighten the belts and enter. We go up to the second floor and go to the left wing of the building, then go down to the first floor along the main staircase, turn left and go up to the second floor again along another staircase. In one of the rooms you will find a pile of garbage; this is an antenna that jams radio signals. We throw a couple of grenades into this installation, and we are done with it. After this we will hear strange sounds. Let's check what publishes them. We jump into the hole in the floor and see a green steel door, from where the sounds come. We open it and see the missing soldier. After talking with him, we find ourselves at a military base. Now you need to talk to Kowalski.

Unknown

Kowalski says that there will be no helicopters to get us out of the Zone yet. We won’t be allowed to burst out with curses and obstinate soldierly abuse: the military signalman will report that not far from the base he detected a strange signal that from time to time disappears and moves. Most likely, these are Monoliths, but we need to check what we will do. Having approached the location of a possible signal source, we receive a message from the signalman that the source has changed its location and is moving. The coordinates will be sent to the PDA. The signal will disappear again in the Dormitory courtyard. Let's go there.

Having arrived at the place, we receive a message from Kowalski to return to the base, since perhaps an attack is being prepared on the military. Let's go to the Laundry. There will be no attack, but Strelok himself will drop by to check on us. He will tell us the secret about the downed helicopters, which simply fell into anomalies. We need to report this to the Center, but first we’ll wait out the release. If you discover Strelok's cache during the game, then give him all the notes. For this you will receive the reward and achievement “Keeper of Secrets”.

Evacuation

After the release, the Center will contact us. Having reported the situation and watched the video, we can go to the evacuation point, from where helicopters will pick us up. After talking with Kowalski, we promise him that we will look after Strelok. Well, here we are at the finish line. As soon as you are ready, inform Kowalski about this and hit the road. The evacuation point is located near the Prometheus cinema, and we are heading there. Don't forget to cover the Strelok along the way. Further everything is very clear.

Follow the evacuation point, focusing on the map and shooting back from enemies. Be prepared for fierce battles: the local undead were probably planning a carnival or some kind of procession and therefore filled the streets of Pripyat. Arriving at the evacuation point, we are faced with a new problem: the helicopters were attacked by the Monoliths. There are many opponents and they will surround you from all sides. We hold the line until the helicopter pilot reports that he is ready to pick us up. A little more - and here it is! Now you have to make a choice... You can leave the Zone and see the results of your wanderings in a slide show. You can stay to finish all your business. You can leave the Zone at any time by talking to the conductor. The choice is yours.

Good luck, stalker!

FULL WALKTHROUGH OF THE CALL OF PRIPYAT:

In STALKER: Call of Pripyat, the main character differs from the protagonists of previous parts, as he is an employee of the Security Service of Ukraine. In order to find the crash sites of five Ukrainian army helicopters, Degtyarev works undercover, acting as an ordinary stalker with equipment familiar to the Zone.

Z aton: story missions

From the very beginning, open the map to assess your location. On your PDA, you will find that a map called Zaton has been dropped in the northeast.

Having opened the list of tasks, you can see five priority goals: search for Skat helicopters from numbers 1 to 5. Specifically in Zaton there are three broken helicopters, and each of them is marked on the map with a circle.

If you follow a straight path, bypassing the swamps, you will soon reach a detachment of stalkers. These guys won't attack you first, so don't be afraid of them. After talking with the leader, you will eventually become aware of the location of Skadovsk, a local bar set up in a broken barge.

Once in the Skadovsk bar, you can receive orders from a wide variety of personalities. The orders of both bandits and stalkers will lead you to multiple swag and artifacts, and will confront you with various mutants and anomalies.

Initially, in order to bolster your financial situation, it makes sense to take on quests like Disappearance of Stalkers, Inaccessible Cache and Hit.

To find out about the latest rumors, buy food or sell unnecessary items, contact the bartender, nicknamed Beard. It is better to throw more valuable equipment to Sych, who is located on the top floor of the barge.

Huckster Sych sells guns, armor, gas masks and other useful items. If you have some cash, buy the Bear Detector from him, as it will make it easier for you to find artifacts. Finally, broken equipment can be restored by the mechanic Cardan, who sits not far from Sych.

On the way to the first helicopter, fight off the mutants or go around them so as not to waste ammunition. Soon you will reach the crash site of Skat-5, above and to the left of which there are several buildings, which are united by the common name Sawmill.

There are many opponents there - all kinds of zombies and ordinary bandits - on which you can practice shooting. In Call of Pripyat, the undead, by the way, are sometimes armed with cannons, from which they shoot quite well.

After some time, the Release will begin, about which you will be immediately warned by radio. Whatever business is holding you back now, run for cover as quickly as possible. If you were near Skat-5, then the marker on the map will stop at the nearest pipe near the swamp, where you will have to sit down.

Skat-5

In a place called Swamp, you will find swamps of acid, behind which lies the first of the helicopters you need. Without special equipment, don’t even think about getting into the quagmire - it’s better to just go around it.

After inspecting the fallen car, Degtyarev will find out that all the electronics in it are out of order. From here a new goal will appear - to find out the cause of the electronics failure, but you will begin this task later (located in another location). Now it makes sense to get to Skat-2.

Advice. Look in the area behind the tail of the helicopter to find a couple of supply crates. Here, nearby in the swamps, there is an artifact that moves above the water in the form of a clot of energy. Use a detector whose signal will help you determine the exact location of this jewel and catch it.

Skat-2

You will find the next helicopter at the bottom and left of the Zaton location, in a place called the Iron Forest. Having reached the fence, you will see a power line, as well as a directly fallen car and a poltergeist - an electric flying ghost.

The difficulty in fighting the latter lies in its agility, so you need to find the poltergeist sphere as quickly as possible and fire a burst of weapons at it.

Near the turntable you will find electrical anomalies that you should avoid. There will also definitely be an artifact among them. After finishing the battle, get to the helicopter and examine it. Degtyarev will discover the card, after which you will receive a new task - to sell the card.

You will find the buyer in Skadovsk - he will be a man named Pilot, located in the main hall. As a reward for the card, he will give you a discount on escorting to the Jupiter location (one thousand instead of three).

Stalkers will tell you that this particular pinwheel has fallen onto a plateau that cannot be reached blindly. There is a secret path that only one person can lead you along - Noah.

Stalker Noah is located in his own Stroy barge, which is just below the bar. When you knock on his hut, he will shoot back, so after knocking you should quickly step aside. Further, Noah will not shoot and will agree to a conversation.

After agreeing on an escort, go to the plateau, and then, together with your guide, to the Burnt Farm anomaly. Noah will run along a special path between the anomalies and jump into the portal - repeat his actions exactly, without leaving the distance.

If you forget the path, use the bolts that you need to throw in front of you to find anomalies.

You'll eventually end up on the Southern Plateau and can explore the machine. There will be no corpses inside, so you will have to inspect the likely evacuation points.

Point "B2"

First, get to Skadovsk to find out more information about the military from Boroda. It turns out that there were no warriors here, so this point disappears.

This concludes the story quests in the Zaton location. The next stop is Jupiter, where the Pilot can accompany you.

Z aton: secondary tasks

Disappearance of stalkers

In the Skadovsk bar, talk to Capercaillie to receive this task. The man will ask you to find a missing comrade who was trying to stir up a nest of bloodsuckers. According to Capercaillie, it is these creatures that are to blame for the recent disappearances.

Get to the Sosnodub anomaly, where you will find the corpse of a bloodsucker. After this, the Capercaillie will contact you and ask you to follow him to the north. Near the town of Krug, go into the house in which the mutant flashed.

Inside, you have to go down to the basement, where the previously seen monster awaits you - immediately throw a grenade into the next room so as not to suffer with it.

The first will be followed by the second, and now you will have to fight with it on equal terms. The battle with the bloodsucker will cause you a lot of trouble, since this creature often goes invisible.

Then follow the Capercaillie and use the elevator shaft. You will find yourself in a dungeon full of stalker bodies (examine them). In the next room, tread carefully, as there are sleeping mutants here.

Use stealth movement, otherwise you will wake them up, and then trouble will follow. In another room, go higher, then jump into the hole and go through the tunnel. The capercaillie failed to find his comrade, and at this stage the task is interrupted.

Disappearance of stalkers (continued)

A day later after the first part of the quest, Capercaillie will contact you, who, despite the failure of your mission, will decide to try his luck again.

At the place in Skadovsk you will not find Capercaillie - Beard will tell you that he has gone to the port. In the south, near the cranes, you will come across a small building, inside which will be the body of both the Capercaillie and his comrade Danila.

Here you will also find a killer - doctor Tremor, who suffers from a kind of vampirism. He will repent of what he has done and kill himself. All you have to do is return to Beard and receive your reward.

Talk to the stalker nicknamed Koryaga, who lives in the Skadovsk bar. He will ask you to find the box he left in Zaporozhets after the earthquake.

Get to the point on the map and kill the snorks. Go around the gas station and go down to the bottom of the crevice where the car is located. Inside the latter you will find the required container, but you won’t be able to get back out the usual way.

Go through the cave, where you will have to fight new snorks and avoid the anomaly. The exact path is this: go left from the car, then left again, then to the white cobblestone, near which there is a building with a window into which you need to climb.

After that, go straight again, up to the cave, again left, right and out. Return to your employer and receive your reward.

Reputation

A man named Nimble will give you a task. It is located on the third floor of the bar. The merchant will offer you an assignment only after you have purchased the weapon.

According to your assignment, you need to make a certain Snag shut up. Together with the new gun, show up in front of Koryaga, who will immediately say that this weapon is his.

Now return to Shustrom and tell him about the deception, to which he will begin to deny and once again send you to Koryaga, but with more serious intentions. Koryaga himself will hide and go to Yanov station, which is located in the next location.

Theft

At Yanov Station, place any item in your own storage box. Wait for a while, and then return to the box - it turns out that all the things are missing.

In search of the missing equipment, talk to the inhabitants of the station. The medic will answer that he saw Snag near your box, which has now gone to the Zulu tower. Get to the last one and question him. Zulu will tell you about the bandits who recently tried to rob him, but he drove them away with shotgun blasts.

Now visit Polustanok, which is in the north. Here you will find some bandit and a defeated Snag. Talk to the first one to maintain neutrality, or kill him. The snag won't just tell you where your swag is hidden.

As a result, you have three options:

1) Find things manually. They are located in the same building, in the hatch where the equipment of Koryagi himself lies.

2) Cure Koryaga, for which he will voluntarily give you all the stolen goods.

3) Kill Koryaga and find out about the coordinates of the cache from his PDA.

Supplies

Find the mercenary nicknamed Tesak in the town of Tsekh substation. To complete the quest, you will have to distribute food to mercenaries in other workshops. Provisions must be obtained manually.

After exploring the crash site of Skat-2, Degtyarev will find maps. The protagonist will want to sell them, so you have to talk with stalkers and find a buyer. As a result, you will be able to sell the cards to the Pilot.

After completing the first part of the quest The Disappearance of Stalkers, visit Beard and tell him about the nest of bloodsuckers you found. As a result, the bartender will offer to destroy the entire lair using poisonous gas.

The location of the gas is not available to you, so you will have to buy the information from Sych for two thousand. Then you can pick up the cylinders that are located on the Preobrazhensky Bridge.

There you will find a transport with cargo, but the boxes will be closed. Here is an order about the location of the keys - in the trunk of the first vehicle at the beginning of the bridge and in the car at the bottom under the bridge.

Once you have obtained the substance, visit the bloodsuckers' nest again. On the way to the lair, get to the panel on the outside of the building and use the cylinders on it. After this, you have to defeat two mutants. Eventually the nest will be destroyed.

Hitting

The quest is given out by the Gopnik Sultan, who lives in the bar. He and his comrades decided to go all out and rob other stalkers, in which he will need your help.

During the task you will have three decisions:

1) Get to your destination and take sides at the last moment, attacking either bandits or stalkers. Remember that your choice will affect your relationships with factions.

2) Help the Sultan and kill the stalkers.

3) Tell the intentions of the bandits to Capercaillie or Beard. As a result, there will be no battle at all.

Mercenary camp

Sych is interested in the plans for organizing mercenaries, and therefore he will pay for any information that you can provide him.

In the southwest of the location you will find a garbage recycling station where the gopota has settled. There are about ten people inside, so the battle is going to be hot.

If you can't defeat them in open combat, you can come from behind using stealth. A sniper will also help in this matter, if you have enough money for it.

After defeating the enemies, collect the PDA from the corpses. Directly in the building you will find a computer that contains the main information. All this must be delivered to Sych.

Strange phenomenon

Beard will tell you about a strange anomaly that stalkers began to notice. It is necessary to visit the Dredger and explore the ship.

On the spot you will find a ship full of anomalies, so you will have to go selectively. Get to the helm and take the artifact. When you get out, a bandit will talk to you, who also needs this jewel (for his sick friend, as he says).

As a result, you can hand over the artifact to a gopnik and be left with nothing, since he will not give you any reward. If you follow him, you will not find any friend.

If you decide to keep the value for yourself, then in this case you will have to fight both the talkative bandit and his minions who will crawl out from behind the bushes.

Deal

Bartender Beard will ask you to visit Shevchenko's barge and lend a helping hand to the locals. At the point you will find slackers who are going to ruin the deal between the dealer and the gopniks. The whole point of the task is to kill bandits.

Tools

At the bar, Cardan will ask you to find three packs of tools, each of which will allow him to better handle your weapon while upgrading or repairing it.

You will find rough tools at the Sawmill, which is located in the upper left corner of the location. Find the house and go up to the attic.

Thin instruments lie in a place in the Substation Workshop, namely, near the box where the mercenaries are talking. The calibration tools are already in another location - Pripyat. There you must find a store and look into the basement.

Three comrades

When you complete all the Sultan's quests, Cardan will give you a unique task - to apologize for him to the Barge and the Joker.

Cardan's friends became his ex in every sense, since both comrades died. You will find the corpse of the first near the town of Burnt Village, below and to the left.

There, find a hole in the ground and look into the cave, which branches into two paths - at the end of one of them lies the Barge.

The body of the second one is rotting in the town of Sosnodub, a little lower from the zone itself, near the stones.

Tempting Business

In the bar, Sych, when you complete all the Sultan’s orders, will invite you to take a share in one ambitious enterprise. Your contribution is three Veles detectors, which need to be found and brought to researcher Novikov.

You will be given the first detector of this brand for completing the “Lair of Bloodsuckers” task. The second and third are sold by Sych, but they can also be simply found on the corpses of especially tough enemies.

Having received the gift, the scientist will improve all the devices, after which they will be called “Svarog”. You must wait 24 hours, during which the couriers will deliver the goods to Sych.

Next, you must talk with Owl, who does not have the means to pay, since Beard refuses to pay his share, despite the agreement. Now talk to the bartender himself, who will send you to hell, but will give you one detector.

In the end, Owl will want to get even with Beard, for which he will need the help of the Sultan. You can either provide help or ask to give your share and leave. In the first case, you will receive a new task: Dark Deeds.

Dark Deeds

After completing the task Tempting Business and taking the side of Owl, talk with the Sultan. The bandit will decide to teach the bartender a lesson, but to do this you will have to find a couple of skeletons in his closet.

First, you will receive the Compass quest, during which you need to find the artifact of the same name. The whole point of the commission is to visit Noah.

The Sultan will invite you to gain the trust of the bartender, since he only gives out detectors to trusted people. You will have to complete the quest Search for an Artifact.

During this mission, many of Beard's workers will go after the treasure, so you will have to visit each of them and take their detectors (by murder, ransom or contract).

As a result, you will take the Beard into your own hands and start receiving interest. Ten thousand will be given to you immediately, and then you will receive eight hundred per day.

A certain guy nicknamed Soroka abandoned Gonta’s squad, bringing her into the clutches of the chimera. The guys almost died, and now they demand retribution.

The quest is issued in the Zaton location, but develops in the next one. You will find Soroka directly in the bar of the Jupiter location, but under a new name - Flint. To bring him to light, you will have to find evidence.

Visit the town of Quarry, where the wounded Sliver is located. The guy will talk about betrayal and give up the ghost. As a result, you must return to Flint and tell everyone that he betrayed Gonta's squad and left Sliver to die. Information can be transferred to the two main factions (Duty and Freedom), as well as Gonta.

Gonta will invite you to go to the chimera and kill the creature. Sleep in the basement of the bar after talking with the customer. At three o'clock in the morning you need to talk with Gonta and get to the town of Izumrudnoye.

You will find the Chimera in an open area, so your group will have an advantage. The battle, despite the fact that the monster is wounded, will be difficult, so be prepared.

Yu Peter: story missions

The main base of stalkers in the Jupiter location is located at the Yanov station. Here you will find a huckster with the characteristic nickname Cass, as well as representatives of the two main factions - Freedom and Debt. Finally, on the lowest floor you will find a document on mutants and your own cache for things.

Point "B205"

The continuation of the main story mission, which begins in the Zaton location, is being developed. You will find the second point below and to the left of the station in a place called the Volkhov air defense system.

On the air defense system you will have to fight with the dead armed with firearms. After the battle, examine the house where you can find information from Sokolov. From his documents it will be clear that he visited this place and then headed to the explorers' base.

Advice. There is a secret in the SAM dungeon. In the hangar, turn into the right tunnel and get to a dead-end door, into the panel of which you must enter a code. You will find the necessary numbers in the military documents.

Step forward until you hit the rocks, then turn right into the shaft. After going around the obstacle of stones, kill the burer (a shotgun or just a knife will help you). Then all you have to do is climb to the top floor, where the swag is located.

Go to the explorers' base. Inside you will find Sokolov, who will easily tell you about himself, but will not give you any useful clues.

The helicopter crash point is located in the south of the location, in a place called Helipads. As you approach, get ready to stumble upon a minefield, which an irreplaceable bolt will help you overcome. By the way, the piece of iron does not activate mines, but bounces off them if you hit them.

Explore the turntable and take the box with information about the crew. It's time to leave, but at this moment a horde of boars will attack you. Some of the wave will kill itself on the minefield, but you will have to deal with the rest personally.

Visit a mechanic named Azoth at the main base of the location and give him the black box to decipher. You'll have to wait three hours and also pay three thousand. From the data received, you will learn that the military decided to land at point “B28”, which is located far in Pripyat.

Talk to Pilot about visiting Pripyat. The guide will refuse to lead you in his usual way, but will still tell you about a secret path that is located under the Plant. Go to the indicated location and collect the necessary information about the location of the hidden path.

In the corner of Jupiter on the lower right you will find the required area, which can only be accessed through the main gate. Inside you will be attacked by a small pack of dogs, so there is nothing to fear. After the battle, visit the central building, on the second floor of which there is information.

Advice. The fourth floor of the above house contains a secret. In one of the rooms you will find information for the secondary quest “Latest Developments”. The “Otboynik” cannon is also located here. When you pick up the documents, you will be attacked by mercenaries.

After receiving the main documents, visit the neighboring building without going outside (inside you will find a tunnel connecting two houses on the second floor). In the new room, pick up a leaf.

The other required document is located in the same area - visit the delivery department and pick up a sheet of information.

Advice. On the territory of the plant there are tanks, under which you can find Strelok’s cache (one of the additional quests).

Now look into the mechanical department. There you will have to use the stairs and go down to another level, since only from the dungeon can you get into the hall. Next, climb up and visit the control unit with the necessary information.

Then leave the room along the second floor to get into the hangar with the crashed Skat-4 helicopter. Inspect the car. Behind the iron barrier you will find a control room, from where flashing red lights can be seen. Here is another document.

Finally, leave the building and look outside for a small section above and to the right of the Factory. There you will find the last clue that will allow you to get an overall picture of the path. It turned out that the Pilot did not lie about the secret path, but in order to go along it, you will first have to open the hatches using a generator.

Pripyat-1

Hand over all the information found at the plant to the mechanic Nitrogen. He will go with you, since you will not be able to deal with the electrical wiring on your own. To protect Azoth, you will need a larger group, as well as special equipment.

First of all, buy yourself SEVA equipment, which costs twenty-five thousand. Next, go in search of a team, with which Zulu will help you (you will find him not far from Yanov).

During the negotiations, the good-natured stalker will give you a drink, after which you will pass out. The next morning Zulu will give his consent, and now you will have to send new people for the expedition to his room.

You can only take three unique warriors with you, since ordinary artifact seekers will not be suitable here. By the way, you can limit yourself to one fighter, but then you will not receive achievements and HP bonuses during the task.

The first candidate is the warrior Sokolov, to whom you have already rendered or can only render a service. In exchange for your help, he will agree to join your ranks, but you will have to buy the suit yourself.

Talk to Ozersky, who, if you complete a number of tasks for him, will give the necessary equipment for Sokolov.

The second candidate is Vano, whom you will meet at the station. Complete two of this stalker's quests to accept him into your team. Having dealt with the bandits who threatened him, you will also have to buy him a suit for five thousand.

Vagabond is another suitable person who has worshiped the Monolith in the past. You will find his group below from the town of the Volkhvov air defense system. In order for him to follow you, you must find a shelter for his “awakened” team.

Talk to the leaders of Freedom or Duty on Yanov and gain their trust so that they can give you the go-ahead to allow former Monoliths through.

"Pripyat-1": Overpass

Now that the group is assembled, go to Zulu. Together you will go to the tunnel. Remember that if you do not lose any team members during the mission, this will affect the ending.

At the beginning of the tunnel, examine the machines with cartridges, and then kill the mutants. Near the locked gate, activate the panel and go inside, where you will have to fight again.

Continue to study the environment using the detector, and then go into another corridor. After examining part of the location, go to a new room. Here, kill the snorks and go to the largest part of the dungeon.

You will not be able to use the door here, since there is no energy - you need to restore its supply. Get to the top platform and use the lever.

In the control room, press the button, and then hide behind the wall, as more Monoliths will start shooting at you. When the job is done, go through the unlocked door. All you have to do is deal with a small group of mutants, after which you can leave the dungeon.

Yu Peter: secondary tasks

On Azoth's quest, find spare parts for him. You must visit the factory on the right and above the location, which will be closed.

You will have to use the water tower ladder to get to the roof and get behind the walls. You will find all the necessary materials on each of the four floors.

Tools

Nitrogen requires tools in three copies that are already familiar to you. Find them to complete this task.

You will find crude tools in the middle of Jupiter, specifically: on the railway in a train car where an electrical anomaly flies.

Thin instruments are located near the town of the Jupiter Plant, in the house on the left in the attic. Calibration tools, as in the case of a similar task in Zaton, you will find upon arrival in Pripyat, in a place called Old KBO.

Hostage

Stalker Mityai ended up in the hands of the Gopniks, and now they are threatening to kill him. To help out a friend, you need to either assemble a raid or pay a ransom.

The first option is proposed by Bear, who believes that it is easier to kill the thieves. Keep in mind that there are a lot of bandits at the base.

The second option, according to Torba, is an exchange.

You must give the bandits the “Goldfish” artifact in exchange for Mitya. If you choose this option, you won't get away with just one gift. If you don’t have the artifact, you can pay fifteen thousand straight into the hands of the lads.

When Mitya is released, you will first have to take him outside from the enemy’s lair. You only paid their leader, so along the way you will be searched by his henchmen.

One of the bandits will ask for a certain percentage of your amount, accordingly, the more money you have in your hands, the more you will have to give.

By responding rudely to the extortionist, you will provoke him to increase the percentage. The second time he will not tolerate such treatment, after which you will have to fight with the entire camp.

Debts

Vano will ask you to deal with the thieves with whom he cannot pay for the purchased equipment. He will only give you five thousand, refusing to pay interest.

When meeting with the leader of the bandits, nicknamed Jack, you will have to betray both the above amount and two thousand on top.

In addition, you can intimidate the gopniks, but for this you will need good quality equipment: the price of the armor should not be lower than twenty-five thousand, the gun should be completely repaired and upgraded a couple of times. Only in this case will the gopniks retreat. The last option is to deal with them the old-fashioned way.

Uncle Yar needs help in the fight against mercenaries. Kill them all. In Yarom you will visit the town of Kopachi, full of undead.

The zombies will not touch you if you secretly get to the house, as your partner will advise you to do. After this, mercenaries will suddenly descend on the point and they will have to be dealt with. In this case, you will need a sniper rifle.

Hunting

A mutant doc nicknamed St. John's Wort will ask you to eliminate the threat in the form of bloodsuckers that were seen in the Plavni zone.

Visit the point and get ready to fight three mutants. Their movement here is easy to control by following their tracks in the water, but to do this you will have to fight only in it.

Hunt No. 2

After St. John's Wort's first task, he will give you a new one - to destroy the unknown mutants that the stalkers encountered higher up from the Plant.

Get to the end of the railway, to the left of which there is a house. Pass a couple of rooms until you find yourself in a large room - a couple of burers will be waiting for you here.

These monsters have a large amount of health and prefer to operate from afar. Try to close the distance and attack them with a shotgun or a knife. They also like to snatch guns out of your hands.

Night Hunt

After the second task, St. John's Wort will give you a quest to eliminate the Chimera. To fight this enemy you will need excellent equipment, powerful weapons and a bit of luck.

Chimera is one of the strongest mutants, so prepare yourself. You will have to fight the monster at night, since she leaves the lair only at this time of day.

Warehouse "Debt"

You can take this task from both the leader of Duty and Freedom. To gain access you will have to complete previous faction quests.

Together with the debtors, get to the cache of the Svobodovites and kill them. To fight on the side of Freedom in this battle, when you find a PDA you need to give it to Loki.

At the researchers' base, talk to Garik, a stalker who wants to finish working with the scientists. To retire, he needs to find two artifacts.

Find the “Kolobok”, which is located in the town of Sosnodub, near the tree. Another treasure can be found in most of the caustic anomalies.

Variable psi radiation

If you managed to find a helmet with resistance to psychic radiation, then you can receive a unique quest from researcher Herman. It is necessary to provide assistance to the Topol group.

Get to your destination, where Topol and his squad are already waiting for you. Explore the tunnel, taking the artifact, and then get ready to fight with the controller. You must identify and kill this mutant as quickly as possible, otherwise he will take over the rest of the fighters, after which they will simply kill each other.

Researcher German, when you help him and Topol, will ask you to pick up the scanners from Novikov, and then take them to the appropriate points.

Having collected the necessary devices, visit all anomalies and install the devices. From now on, you can always contact Novikov with questions about the appearance of new artifacts at these points.

And again, Herman will need your help. You and other stalkers will have to carry out calculations in the anomalies. Visit two stalkers in different places as desired.

In Plavni you will have to fight against waves of mutants, so it makes sense to grab more ammo. In the Ashes, the undead await you. Here and there you need to fight off hordes of enemies for a certain time until your comrades complete the measurements.

Abnormal Activity

If you complete all of Herman's instructions, he will give you this task. During the quest you need to scan the mysterious area for anomalies.

Visit the town of Gradirnya, be sure to take the Svarog detector with you (otherwise you will not find anything).

Soon you will see an anomaly in the form of a bubble, from which the bodies of debtors will begin to fall. To find out what's going on, pick up the PDA from the body and activate the recording.

The data can be transferred both to the debtors themselves and to the Svoboda people or to Sych. Your choice will affect the opening of the cache quest and relations with factions in general.

Latest Developments

German wants to get more information about the town of the Jupiter Plant. You need to go there and get documents.

At the point, look into the topmost building. On the top floor you will find the required information - pick it up to start the battle with the mercenaries.

After the quest to explore the Factory, Herman will again need your support. Find new guards for his base to complete the task.

You can find protection in the form of two groups - Debt or ordinary stalkers. In the first case, visit the group leader at the station, in the second, visit Spartak, who controls a detachment of free fighters in the Zaton location.

Oasis

A researcher based on scientists with the surname Ozersky will decide to find the mythical Oasis. There is probably an inexhaustible source of clean water in this place, so you should try your luck.

During the task you will not be led by the hand, so you will have to look for the mysterious place on your own. Follow the train down the location until you reach a dead end. Next, go left to a small house, from where you can get into the dungeon with jerboas. Use the ventilation to get to the hall.

Once in a new place with columns, you will discover a strange anomaly. As soon as you step forward a little here, you will immediately be brought back.

Look again at the columns that stand in four rows. Therein lies the trick - you need to go between specific columns, since this is a kind of labyrinth.

When you make the right choice, there will be a clot of light above the opening - it is this that will direct you to the desired columns. First you need to pass the first row, then the third, and then the fourth. The right path in the second will have to be found at random.

After this, you will find yourself in another room, which is shown on the global map as a giant tank to the right of the complex. This is an oasis. All you have to do is pick up the artifact and report to the scientists.

Ozersky wants to test some idea in practice. Go to the point and install the device.

Ozersky needs to inspect the place with anomalies for changed flora. Visit the area below and to the right of the explorers' base.

Go around all the caustic traps and get to the hillock. In the center you will find the necessary anomaly.

Survivor "Monolith"

The tramp, who is located in the lower and left corner of the location, will give you a task. It is necessary to attach the “recovered” Monolith fighters.

Monolith fanatics are no longer influenced by this structure, so they have now regained their sanity. You need to find accommodation for these people who cannot find shelter.

You will find a detachment of former fanatics in the southwest. The Vagabond seeks to place his comrades on the stations, but to do this he needs the approval of one of the factions.

Visit Yanov and talk to the leaders of Duty or Freedom. Only the leader with whose faction you have a high relationship will accept your proposal.

Find a working drone and deliver it to a mechanic on Yanov or a scientist at their base. When transferring the module to Azot, all the caches will eventually be looted by Gopnik Senka, but you will find his corpse with all the loot at the last cache. After decryption, you will find out the location of all three caches from the Strelka squad.

The first cache is located in the town of Cement Plant. There, go above the zone, to the swamps, and look into the tunnel. The second cache is located below the station inside the excavator. To climb into the cabin of the car, use the tree standing on the rock.

The third cache is located at the Factory. On the territory of the zone, find a building with tanks under which there is a pipe - that’s where your goal lies.

P ripyat: story missions

The military will meet you outside, but you will easily get rid of suspicions, since, if you remember, you yourself are an employee of the Armed Forces of Ukraine. Follow the group to their headquarters, which will become your temporary shelter in the Pripyat location.

Kowalski will tell you that the turntables were shot down by fanatics using a mysterious cannon - this is what you have to find first.

Unknown weapon

At the hospital, meet a group of warriors and follow them. Shoot the fanatics from the building and go outside to examine the corpses - then another group will attack you. Hide in the building and kill all opponents.

Now you need to get the laser cannon that the fanatic wields. He sits on the roof and has a clear view of the low ground, so you will have to hide among the corners and walls.

There is an option to simply run to the building from which the Monolith is shooting at you, and then take him down from below. After death, the fanatic will fall down, and you can get the cannon. Gauss gun.

Return with your find to the military commander. Kowalski will state that the weapon is damaged, but it can be restored. We'll have to find a technician, but first, deal with the SOS signal.

Get to the marked point where the bodies of the military lie. Here the commander will contact you and inform you of the upcoming Monolith ambush.

On the way to the store, you will come across support in the form of two fighters - together with them you will have to clear the building. There you will find an antenna that controls fanatics - destroy it.

Advice. Visit the shop's basement as this is where the calibration tools are located.

Unknown Weapon: The Solution

Talk to Garik at the base so that he can take you to Zaton. In the first location, visit the bar technician nicknamed Cardan, with whom you are already familiar. Seeing the Gauss Cannon will cause him to lose consciousness.

After half a day, the mechanic will wake up and explain to you that it was he who participated in the creation of this weapon at one time. Now, however, he needs additional information about the development process, which you will find in the town of Iron Forest, in the testing workshop.

Visit the indicated location and enter the building using Cardan's pass. Inside, you will find yourself in a spacious room where a pseudo-giant will attack you.

You'll have to drop a lot of ammunition on this heavyweight, but you can immediately run to the stairs and climb up, since he won't get there.

In the room you will find a large variation of the gauss cannon, as well as the information the mechanic needs. Before you leave, read about the secret X-8 laboratory and grab your pass. All you have to do is return the weapon to Cardan so that he can restore it.

The missing sentry

The commander will need your help in finding the sentry. At the marked point you will find a crazy soldier who will start firing in all directions and then die.

Soon you will meet a controller - kill him. During combat, use cover and look out periodically to reduce the chance of hypnosis.

The desired location will be found in the Yubileiny KBO zone. At the point you will have to restore power to the elevator in order to go down to the underground floor. You will have to conquer each floor up to the sixth, since that is where the generator is located. After that, use the elevator.

Inside you will come across a spacious room, but confusing with small rooms. You need to explore the entire maze and collect six packs of documents. If you find only one, it will affect the ending.

  1. The first information lies in the training room on the left side, where the electrical anomaly lives. Go around it and grab the documents in the room below.
  2. The second information is in the dining room: go up the stairs to the turn and turn right, then go into the side toilet. Here, deal with the burer so as not to interfere, and then return to the dining room and take the docks.
  3. The third information is in the room in front of the dining room. Use the hole in the floor and follow the tunnel to the boilers.
  4. You will find the fourth information in the laboratory. From the center, go into a half-flooded room with a strange apparatus in the middle. Find a table with a computer.
  5. The fifth information is located further than the laboratory. Get to the room with the second elevator shaft (on the bottom floor) and climb inside to then go upstairs and get to the upper floors. Next you have to defeat three burers at once.
  6. You will find the sixth information in the next room - use the bridge and make your way upstairs.

Advice. From the center, visit the laboratory and take the stairs down, which will lead you into a room with a fire escape into a room with a machine gun.

After starting this task, you will no longer be able to go to old locations, as the guide will disappear. All secondary quests must be completed now.

Talk to the military commander, who will tell you that he cannot contact other groups. The cause of the interference must be determined.

At the point you will find two bodies, as well as information about the location of the hostile tower. Next, get to the orphanage and use the bomb you found earlier to break through the door.

In the building, when dealing with mutants, go to the top floor and go to the next department, from where you go down to the first floor again. This is where the Monolith antenna is located, which needs to be destroyed.

Unknown

The evacuation has been suspended as the military asks you to establish the exact reason for the destruction of the previous helicopters. You need to trace a signal that was detected near the base.

You will not find anything at the intended point, but then you will receive new coordinates. As a result, it will become clear that someone is making his way to the military underground.

Run back to base and wait.

Finally, it will become clear that no attack was planned - the familiar Strelok, who is the protagonist of the previous parts, was moving in the tunnels.

The shooter will tell you that the reasons for the cars falling lie in the anomalies where they ended up during the flight. They used outdated maps, since the traps had moved during that time.

At this stage, you can give Strelok all his documents if you previously found them through an additional quest. This decision will affect the finale.

After the release, Kowalski will finally give the go-ahead for helicopters to land. This is your last mission. You need to get to the northern zone in the location near the cinema. During the journey, cover the Shooter, as he needs to save his life.

When the turntables are in place, you will have a battle with the Monoliths. You need to fight off all the waves of enemies (a gauss cannon or a sniper will come in handy), after which you can finally get into the helicopter.

At this stage, the passage of the main storyline of STALKER: Call of Pripyat ends. If you wish, you can stay to complete the secondary quests.

P ripyat: secondary tasks

One shot

A warrior named Garik will be asked to finish off the head of the mercenaries during the meeting, since only he knows about the location of the laboratory.

In a conversation with the commander, you can decide the fate of the group - whether to kill the entire squad or just their leader. Go to the point and take a position. Here you will be given a sniper rifle, so the task will not be difficult.

If Zulu survived after your expedition, then you can meet him in Pripyat. At some time he will contact you, trapped.

Go to the SOS signal and kill all the snorks. Act quickly, as the mutants can kill the Zulu.

Video: walkthrough of S.T.A.L.K.E.R: Call of Pripyat


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