Hitting stalkers Call of Pripyat. Walkthrough of STALKER: Call of Pripyat - Zaton, Jupiter, Pripyat and additional tasks. Anomalous plantS.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

A scientist man with glasses from the Scientists' bunker.

Variable psi radiation

After talking with Herman, you will learn about the existence of variable psi radiation. Agree to help.

Now you need to meet with Topol, a free stalker who, together with his friends, set up a small camp right in front of the scientists’ bunker. His task is to protect you during the raid.

You can go to the place where the task is completed with him (you will be automatically transported to the place), or you can go alone. The required wat tunnel is located in the northwestern part of the location. No matter how you get there, the result will be the same.

Talk to Topol again with a proposal to start the active phase of the task. Inside the tunnel you will be attacked by several zombie carcasses, but this will not be a serious problem. At the end of the tunnel you will feel psi radiation. Next you will encounter the Tesla anomaly and several Electra anomalies. Under the boxes and on the shelves you can get hold of weapons and ammunition. In the far room on the floor you will find a suspicious wriggling artifact “Altered Insulator”, which apparently was the source of alternating psi radiation. Exit through the door that did not open from the back.

Here a surprise awaits you - the entire Topol team will die in cramps. Someone will forcefully say that this is the influence of the controller. And in fact, from the entrance to the tunnel a creepy telepath will appear with a pack of squealing jerboas. Try to shoot him as quickly as possible while Topol and the others resist control. After exiting the tunnel, talk to Topol again. He will thank you with a tip to the cache and offer to return to the scientists. Herman will pay you 6,000 RU and express his deep gratitude for saving Topol and his team (but it was possible not to save them...). Before leaving, he will offer you one more task.

Anomaly Investigation (Part 1)

Herman has an assumption about the connection between emissions and the artifacts that appear after them. He will suggest placing several scanners to take readings in various anomalous areas.

To do this, we take three scanners of anomalous activity from technician Novikov and head to any of the three anomalous zones marked on the map: “Bitumen”, “Concrete Bath” and the “Electrum” cluster in the Parking lot. After installation, return to Herman. The reward is not great, only 5000 RU.

Anomaly Research (Part 2)

After completing the first part of the anomaly research, Herman will offer more, but only in an accompanying and protective role. Although if you talk to him again, he may offer to place a couple more scanners in the anomalies as a reward for information about the artifacts appearing in them.

Don't forget to take these scanners from Novikov before leaving. Now talk to Topol and offer to go to one of two anomalies: “Ashes” or “Floods”.

Let's start with the Ashes anomaly. Once in place, firmly guard the stalkers taking measurements. Zombified devils will trample from the village of “Kopachi”! Take them off as you approach. A sniper rifle or an assault rifle, but with optics, would not be out of place here. Some of these zombies may be armed with RP-74 machine guns, so before leaving for another anomaly, be sure to grab a copy, and don’t forget to install a scanner.

Now "Float". As soon as you are transported here with the Poplar squad, get ready for battle - zombies, about three of them, may already be waiting for you. After a while, boars and flesh will begin to appear from nearby bushes. This is where a powerful weapon, for example the Blastper, comes in handy.

After the measurements, install the last scanner and return with a report to Herman, who will reward you with 7000 RU and the Veles detector. You will also receive a new achievement “Research Assistant”.

After some time, return to Poplar. He and his team will already be wearing new equipment. It turns out that they have now become the Iskra scientific and operational research group. In gratitude for your help, Topol will drop off a handful of medications, including Anabiotic, and the Barrier helmet.

Abnormal Activity

After some time, Prof. Herman will tell you that he continues to detect a strange anomaly north of the bunker. He proposes to study the phenomenon. But a regular detector will not work here, and therefore it is recommended to use the Svarog detector.
Thus, this quest becomes available for completion only if you have completed Sych’s task “Tempting Business”, as a result of which you will receive the above detector.

Roll up with the map. The mark should point to the Cooling Tower building in the north of the Jupiter location. As soon as you reach the specified location, a signal will appear in which a voice will ask for help. Take out the “Svarog” detector and a portal from the “Spatial Bubble” anomaly will immediately open above your head. A moment later, five “Dolgov” corpses will fall out of the spatial hole. Here you go! Surprise, so surprise!

No one has canceled the looting! Search the corpses. On the corpse of General Tachenko you will find a PDA. It turns out that he himself is the founder of the “Duty” group. Oh how!!! The task is to update.

Tell Herman about what happened. Now it is necessary to give the PDA of the founder of “Duty” to interested parties.

This person could be one of the leaders of local groups or an information dealer from Zaton Sych. (see the tasks of the corresponding characters).

Latest Developments

Another task for the bespectacled scientist. Herman needed technical documentation of the latest developments of the Jupiter plant and accordingly offers to take a walk to the latter’s administrative building.

This is the northernmost building. Following the marker, go through the northern entrance to the plant territory. Inside, go up to the fourth floor and from the nearest open room, take the “Administrative Document” from the table. Suddenly 7 objects appear on the radar. When you try to go back into the corridor they will start shooting at you. Ambush!!!

In the room, in the overturned table, you will find a shotgun “Otboynik”. Shoot the mercenaries. After searching the corpses, it later turns out that these are the same mercenaries who guarded the Scientists' bunker. On Cherny's PDA, there will be an entry that says that no developments should fall into the hands of scientists. That's why they attacked us.

We return to Professor Herman. For the “Administrative Document” he will pay 7000 RU and a bunch of medicines, and for the PDA of the “Black” mercenary only 2500 RU.

Security of scientists

After completing the task “Latest Developments,” during which it became clear for what purpose Black’s mercenaries guarded the scientists and were subsequently killed, the scientists were left without cover.

After talking with Professor Herman, we have the opportunity to find them security.

Topol will refuse, citing the fact that he prefers research and measurements, and that he doesn’t want to die from a mercenary’s bullet.

You can try talking to the leaders of “Duty” and “Freedom”. Both will happily agree to send fighters to defend the bunker.

There is a third option! Remember the hungry mercenaries from the Zaton location? So they can also be assigned to the role of protecting scientists. To do this, you need to talk with their leader Tesak.

(it’s funny, but Cleaver, like Black himself, is in the Zone for one purpose...)

But there is a fourth option - the Spartak team from the ship "Shevchenko" / Zaton.
Spartak will say that there are a lot of punks around, and there is enough to do here until the task “Deal” (Beard / Sultan) is completed, and then he will gladly agree to guard the camp, which he will be indescribably happy about later.

Regardless of the choice, Professor Herman will thank you with 4000 RU in money and a pack of various medicines.

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Lieutenant Colonel Shulga: , .
Loki: , .
Tramp: .
Shooter: .

List of quests at the Pripyat location Colonel Kowalski: .
Zulu: .

Repeatable quests

Blowout

Who to get the quest from: automatically after time

Conditions for receiving: No

Performance: Release: find cover

At certain intervals, radioactive emissions occur in the exclusion zone. When we hear a message over the radio about an imminent release, we immediately forget about all our current affairs and begin to look for shelter to wait out the local disaster.

Let's look at the map. We have a new mission, “Ejection: Find Shelter.” We select this task as active and run exactly to this point. Having reached the shelter, we sit and wait until the release ends. The end of the ejection will also be reported via radio communication on the stalker frequency.

You can wait out the release without shelter, in an open place, if you use the drug Anabiotic (can only be bought in the scientists’ bunker). After use, we faint for a couple of hours, and get up when the release has already passed. Having survived three blowouts in this way, you can get the “Marked by the Zone” achievement and not be afraid of the blowout at all.

Reward: No.

Special order

Who to get the quest from: Shustry (trader in Skladovsk)

Conditions for receiving: No

Performance:

At the stalkers' base on the third floor, the courier Shustry sits alone. You can order any weapon or armor from him. To order, you only need to pay a portion of the amount as a deposit.

Special order: await delivery

Once you place an order, you will have to wait some time for it to be delivered. At this time, you can walk around the zone and collect the remaining payment amount, or you can go to bed and quickly skip a few game hours.

Special order: pick up item

If such an inscription appears, it means you need to return to Shustrom within a few hours and pay for the order. If we don’t make it on time, Shustroy’s attitude towards us will deteriorate, and next time the order will cost much more.

Reward: ordered item.

Artifacts to order
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from:

Conditions for receiving: No

Performance:

Bartender Beard, after several tasks, has the opportunity to constantly complete the same quest, but each time you need to look for a new type of artifact.

Artifacts to order: find artifact “(random type)”

To find an artifact, you need to study the zone very well. It is necessary to remember in which anomaly what type of artifacts appear. If you don’t remember yourself, you can use special location cards for this.

Having received the task, we quickly go to the anomaly where such artifacts appear. We need to hurry, because we have competitors - other stalkers. They can bring the artifact to Beard before us, then the task will fail. When someone finds an artifact before us, it appears on the map. You can talk to this stalker and buy the artifact from him, but you will have to pay for it by giving up your best weapon.

Reward: artifact price

Backwater. Additional missions

Disappearance of stalkers
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Capercaillie (Skladovsk)

Conditions for receiving: No

Description: The capercaillie asked for help in finding a missing hunter who was looking for the lair of bloodsuckers. Judging by the available information, it is the bloodsuckers who are involved in all the recent disappearances of stalkers.

Performance:

Disappearance of stalkers: find the missing hunter

We go to the goal in the Sosnodub Anomaly. On the spot we find only a dead bloodsucker. But at this time the Capercaillie gets in touch and asks to follow him. We are going to a new goal in the north.

Together with Capercaillie, we go to the “VNZ “Circle”” zone, enter the building where the bloodsucker was spotted. Inside we go down to the underground floor, there in the right side room we find a bloodsucker. You can immediately throw a grenade at him. After attacking the first, a second bloodsucker appears. You will have to kill him with a firearm, and this is difficult, since the monster is in stealth mode most of the time.

After the victory, we follow the Capercaillie and jump even lower through the elevator shaft. In the room we find three corpses of stalkers killed by bloodsuckers. We search them, collect ammunition.

We enter the next room, there are several monsters in it, but they are all sleeping. It’s not worth waking up the monsters, so we move squatted, without touching the enemies, we crawl forward.

After passing the room, we go upstairs, jump into the pit, and find ourselves in a through tunnel near the swamps. The capercaillie never found Danilo, whom he was looking for. He leaves, promising to contact us later. And we have the opportunity to tell stalkers about the found lair of bloodsuckers.

Reward: access to the next task.

Disappearance of stalkers (2)
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: One day after the first part of the task

Conditions for receiving: completed the task “Disappearance of stalkers”

Description: There were no traces of Danila the Hunter in the building. However, Capercaillie seems puzzled by what was discovered inside the VNZ; he asks to meet him later - he wants to find out some details.

Performance:

Disappearance of stalkers: meet with Capercaillie later

We receive a signal from Capercaillie. We go to Skladovsk, but we don’t find this stalker there. We ask Beard, he reports that Capercaillie is waiting in the south near the port cranes.

We arrive at the place and examine the small house near the giant cranes. Inside the building we find the corpse of Danila, a little further we see the medic Tremor standing over the corpse of Capercaillie. Let's listen to Tremor. He talks about his illness, similar to vampirism. He repents of everything and therefore kills himself before our eyes.

We return to Beard and tell him that Tremor was to blame for the disappearance of the stalkers, not the bloodsuckers.

Reward: achievement "Detective", 10,000 and coordinates of two caches.

Inaccessible cache
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Koryaga (stalker at the table in Skladovsk)

Conditions for receiving: No

Description: Koryaga left a container with swag in Zaporozhets, but during the recent earthquake, the car fell into the ground.

Performance:

We approach the gas station and shoot the crawling snorks. Behind the building we go down into the rift to the very bottom. In the Zaporozhets car we find a box with habr. It’s not possible to get back along the cliffs, so we go up through the dark caves, avoiding anomalies and shooting snorks.

The exact path to the exit from the labyrinth: From Zaporozhets we go to the left cave, turn left again. On the way to the left we will see a high window on the left, we pass by it. Further along the path, near the white stone, there will be a second lower window like this, jump into it. After this, we go straight (to the right of another white stone), into a cave that goes steeply upward. Let's turn left through the cave, then right, and then get to the surface.

Reward: Snag allows you to pick up any item from the found box: the Fora weapon, a medical kit, an improved AKM/2U, the Soul artifact, an army steel Helmet.

Reputation
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Shustry (courier on the third floor of Skladovsk)

Conditions for receiving: buy any weapon from Shustroy

Description: We need to find Snag and make him bite his tongue.

Performance:

We take the purchased weapon into our hands. We pass by the stalker Koryaga, he says that this is his stolen weapon. We return to Shustromy to find out the truth. Nimble denies everything and asks to find Snag to punish the liar. Snag runs away from Skladovsk. We can find him only in the next location at Yanov station, having completed the task “Theft”.

Reward: next quest Theft.

Theft
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: personal mailbox on Yanov

Conditions for receiving: quest “Reputation” at the “Find Snag” stage. You need to leave at least one thing in a personal box in the basement of Yanov station. Returning after a while, we find that things are missing

Description: Find out who might have stolen your things.

Performance:

We ask stalkers about the loss. Only the doctor will tell us that he recently saw the strange stalker Koryaga. We learn that Snag went towards the Zulu tower.

Let's go to Zulu and ask him. He says that he recently drove away a couple of bandits from his tower with shots, then they ran away north towards Polustank.

At Polustanka we find an unknown bandit and a wounded Koryagu lying down. We communicate with the bandit. Our response determines whether it will be hostile or neutral. We talk with Koryaga. He’s not going to just tell you where our things went. Next there are three options.

Option 1). We are looking for the cache on our own. Behind the building at Polustanka on the ground we find a hatch with an open lid, we go down and find a safe where our stolen things and Koryagi’s things lie. During this time, Snag dies.

Option 2). We treat Snag with a first aid kit. He thanks us and shows us a cache of stolen things.

Option 3). We kill Snag. We find a PDA on his body. In the messages we find the location of the cache

Reward: our lost things, a random item from Koryagi's box.

Supplies
STALKER: Call of Pripyat. Walkthrough

Who to get the quest from: Tesak (mercenary at the entrance to the substation workshop)

Conditions for receiving: No

Description: It is necessary to take the collected supplies to the mercenaries stationed in the substation workshops.

Performance:

Supplies: take food to the mercenaries

Food can be bought in Skladovsk from the Bartender. You can kill zombified stalkers in the northwestern zone and collect food from them.

Reward: open access to the Substation Workshop area. Inside, in the courtyard behind the house, on boxes you can find tools for fine work.

Area maps
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: task "Scat-2"

Conditions for receiving: No

Description: After inspecting the Skat-2 helicopter, we find a map of the area in the on-board computer. We need to find those interested in it.

Performance:

You can find out from almost any stalker that a stalker-guide nicknamed Pilot is interested in the cards. We go to the Skladovsk base, find Pilot in the bar on the first floor, give him the card, and get a discount on his services.

Reward: discount - a trip from Zaton to Jupiter costs not 3,000, but only 1,000 rubles.

Lair of bloodsuckers
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Capercaillie, Beard (trader in Skladovsk)

Conditions for receiving: The lair of the bloodsuckers was discovered (the quest Disappearance of the Stalkers was completed)

Description: It is necessary to tell Beard about the lair of bloodsuckers discovered under the Circle VNZ: he knows what to do to ensure the safety of the stalkers.

Performance:

Lair of Bloodsuckers: Tell Beard

After discovering the lair, we go to Beard at the Skadovsk base. Beard suggests clearing the lair not manually, but using poison gas. We find out the location from Sych, a merchant on the second floor. For information you need to pay 2000 rubles.

Lair of bloodsuckers: find poison gas

We learn that gas cylinders can be found on the bridge named after. Preobrazhensky (southeast of Zaton). On the bridge we go from north to south, inspecting all the military vehicles on the way. We avoid anomalies, of which there are a lot here.

We find a box in the back of the truck, but you need two keys to open it. In the cab of the truck we find “Order No. 423”, the text of which indicates where the keys are.

We find key “A” at the beginning of the bridge in the trunk of the car. Key "B" is in the car that fell from the bridge. We go down to it along the broken bridge. We return to the box, open it, take away the cylinders.

Lair of bloodsuckers: find the ventilation shaft

We return to the VNZ, where we found the lair. On the road we approach the panel, use the cylinders, turn the valve. After this, two invisible bloodsuckers will attack us, we kill them. In a few minutes the gas will be pumped into the lair. We return to Beard and collect the reward.

Reward: anomaly detector "Veles", cache coordinates, 5000 rub.

Hitting
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Sultan (stalker-bandit in Skladovsk)

Conditions for receiving: No

Description: A group of stalkers decided to become a gang and rob their own stalkers. We need to decide what to do: take part in the raid, warn the stalkers, or not interfere?

Performance:

Impact: deciding what to do

We speak with the Sultan, we receive information about the impending attack of bandits on stalkers. (To prevent an attack, we tell the stalker Capercaillie or Beard about this).

Impact: join the ranks of robbers

We talk with assistant Kastet, wait for midnight and go to T. Shevchenko’s barge.

Arrival: wait for the appointed time

Once in place, we can choose who to support in the shootout: bandits or stalkers. Our choice determines what the next quest will be, and how all the stalkers and bandits will treat us.

Reward: 1) for helping the bandits: we receive 2100 rubles, the coordinates of the cache, the next quest - Deal (with the Sultan).

2) for helping the stalkers: a set of medicines, coordinates of the hiding place, the next quest - Deal (with Beard).

Mercenary camp
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Sych (trader in Skladovsk)

Conditions for receiving: No

Description: Sych promised to pay well for any storage medium found in the mercenary camp at the waste treatment station. He is interested in the plans of the mercenaries.

Performance:

Mercenary camp: collect any information found

We go to the waste recycling station in the south-west of Zaton. A gang of ten people took refuge in the building. The enemies are very dangerous, so you need to sneak up unnoticed behind the building and fight in close combat, using a good machine gun and grenades, and constantly hiding around the corners. Or you can save up money, order a sniper rifle from Shustroy, and shoot enemies from afar with a rifle.

After the victory, we examine the bodies of all the mercenaries, two of them have PDAs that need to be picked up. We enter the building, on the top floor near the southern wall we find the mercenaries’ laptop. We refer all the information to Sych.

Reward: for a PDA – 1000 rubles each, for a laptop – 2000 rubles.

Strange phenomenon
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Beard (bartender in Skladovsk)

Conditions for receiving: No

Description: A particularly strange glow was noticed on the dredger. Beard asks to find his source.

Performance:

Strange phenomenon: find the source of the glow on the dredger

Let's go to the Dredger. We walk along the side of the ship, go around the anomalies, and go down the stairs inside. In the captain's cabin, instead of a steering wheel, there is an artifact “Changed Steering Wheel”, take it.

We leave the ship. Immediately at the exit we are met by a stalker-bandit. He says that he has long wanted to get this artifact to cure his friend.

Option 1. Give the artifact to the stalker-bandit. We get nothing (If we follow the bandit, we will see that he deceived us. He will take the artifact to Beard and simply receive money for it).

Option 2. We keep the artifact for ourselves. After this, the bandit will attack us, and a couple more bandits will come out from around the corner. After the victory, we hand over the Artifact to Beard.

Reward: 3000 rubles, coordinates of the cache.

Deal (with Beard)
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Beard (bartender in Skladovsk)

Conditions for receiving: Help the stalkers on the Shevchenko barge

Description: Meet with stalkers near the forestry and help them stop a deal between bandits and a weapons seller.

Performance:

Deal: meet with stalkers near the forestry

We just get to the goal and team up with the stalkers.

Deal: Eavesdrop on a conversation

We go into the building ahead. We sit and listen to voices in the next building. Dolgovets and the bandits agree on the supply of weapons.

Deal: Prevent gun purchases

We run out after the stalkers and shoot the bandits. We search the body of the murdered debtor Morgan in the exoskeleton, take away his PDA.

Reward: We speak with the leader of the group of stalkers, we receive 2500 rubles, the coordinates of the cache. We return to Beard, we get another 3,500 rubles.

Tools
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Cardan (technician in Skladovsk)

Conditions for receiving: No

Description: Kordan asked to find three sets of tools: for rough work, for fine work, plus a set for calibration. The technician will pay for the tool and, in addition, will be able to provide more complex upgrades to weapons or body armor.

Performance:

Tools for rough work - Zaton, northwest corner, in the attic of the northern house.

Tools for fine work – Zaton, Substation Workshop, on a box next to a group of mercenaries.

Calibration tools - Pripyat, in the basement of the Department Store building.

Reward: access to all Cardan upgrades, achievement “Master of Combat Systems”.

Three comrades
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Cardan (technician in Skladovsk)

Conditions for receiving: Completed Sultan's quests

Description: Cardan asked to convey his apologies to his comrades - stalkers Barge and Joker. After the quarrel, the guys left in an unknown direction.

Performance:

Three comrades: learn about the fate of the Barge and the Joker

The corpse of the Joker lies near the Sosnodub zone, south of it, in a clearing in front of large stones.

We find the corpse of the Barge southwest of the Burnt Village, underground. We go underground along any crack. Below we go into a large cave under a crack in the shape of the letter V, from this cave we go to the northern dead end.

We collect their PDAs from the corpses and bring them to Cardan.

Reward: change in the ending of the Cardan game.

Tempting Business
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Sych (trader in Skladovsk)

Conditions for receiving: Completed Sultan's quests

Description: Merchant Sych offered to participate in a profitable business. To do this, you need to find three Veles detectors, take them to the scientists’ bunker and give them to Novikov.

Performance:

Tempting Business: bring Novikov three Veles detectors

One Veles can be obtained as a reward for the quest “Lair of Bloodsuckers”. You will have to buy two more detectors from Sych, or remove them from the bodies of particularly rich enemies, such as mercenaries. We take the three detectors to Novikov at the scientists’ camp at the Jupiter Plant location.

Tempting Business: Wait for Sych to receive the detectors

The scientist improves the detectors and calls them “Svarog” detectors. Now you need to wait about a day until Novikov’s messengers return the improved detectors to Sych.

Tempting Business: convincing Broda to follow the agreement

We come to Sych. The merchant tells us that he has no money due to Beard not paying his share for using the detectors.

We approach Beard. He gives us the Svarog detector, but is not going to give us the money, and sends us back to Sych.

Tempting Business: demand a share from Sych

Owl invites us to turn to the Sultan to deal with Beard. You can agree to help, or you can demand your money right now, since the agreement was with Sych, and not with the Bartender.

Option 1). We demand our share of the deal and receive 1,500 rubles. We remain on good terms with Beard.

Option 2). We approach the Sultan and receive the quest “Dark Business”.

Reward: Detector "Svarog", 1500 rubles or a new quest.

Dark Deeds
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Sultan (bandit leader in Skladovsk)

Conditions for receiving: Completing the quest “Tempting Business”

Description: Working for the Sultan, making Beard pay interest.

Performance:

The Sultan offers to find out about Beard's latest tasks. We approach and receive a task to search for the Compass artifact. The task is completed very quickly, you just need to go to the hermit Noah and pick up the artifact. After this, access to Beard’s permanent quests will open - “Search for an Artifact”.

We return to the Sultan. He tells the next part of the plan: you need to work for Beard in order to get detectors from him, which he distributes to his stalkers.

We take the task “Search for an artifact” from Beard, wait until other stalkers also start looking for this artifact. Markers about the location of stalker competitors will appear on the map. We need to take away all the improved detectors from all the stalkers. You can negotiate with stalkers and offer a ransom, or kill them.

With the detectors we return to the Sultan. Now Sultan and I receive interest from Beard from each transaction.

Reward: 10,000 rubles, coordinates of the cache, interest from Boroda (800 rubles per day), two Svarog detectors.

Compass
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Beard (merchant in Skladovsk)

Conditions for receiving: Completed the task “Tempting Business”

Description: There are always enough customers for a rare artifact. You should find him.

Performance:

Compass: find Noah and find out where you can get this rare artifact

We go to the hermit Noah. We learn that there is no need to look for the artifact, Noah has already found it. He gives us the artifact just like that. We take the “Compass” to Beard.

Reward: 10,000 rubles, coordinates of the cache, (for completing all of Beard’s tasks we get the “Your Guy” achievement).

In search of Magpie (Retribution, Other people's merits)
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from:

Conditions for receiving: No

Description: A stalker named Soroka exposed Gonta's group to a chimera attack. The guys ask to find the scumbag.

Performance:

In search of Magpie: find the stalker

The task can be received immediately, but it can only be completed in the next location. Owl can tell you about Soroka. We give him 1000 rubles, for which we learn that Soroka now lives at the Yanov station under a different name.

On Yanov, at the bar at the table we see a stalker-braggart named Flint. This is the former Magpie, but evidence is needed to catch him.

At the Jupiter location we go to the Quarry zone with a large circular bucket. In the quarry we find the wounded stalker Sliver. He talks about who betrayed him, and then dies. We receive a new task “Retribution: Avenge the Sliver.”

Other people's merits: dealing with Flint

Let's go to Yanov. We hear from Flint a story about how he got an artifact from a quarry. We question him and find out that it was he who set up both Gonta’s team and the stalker Sliver.

The facts obtained can be reported to: 1) the leader of Duty, 2) the leader of Freedom, 3) the stalker Gonta in Skladovsk. Improving relations with one of the factions and subsequently receiving the achievement depends on who you tell first. After that, in any case, you can tell Gonta.

Finding Magpie: Tell Gonta

We return to Zaton and tell Gonta about the stalker we found. (For some, when completing the Gonta quest, the game crashes on version 1.6.00).

Reward: 1000 rubles, achievement “Messenger of Justice”.

Hunting the Chimera
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Gonta (stalker in the Skladovsk first-aid post)

Conditions for receiving: Completed the quest “Night Hunt” (on Yanov)

Description: We need to meet with Gonta before dawn in order to go out with his group to hunt the chimera.

Performance:

Chimera Hunt: Meet Gonta at the bar at three in the morning

In Skladovsk we use a bed in the basement to sleep until the right time. At three o'clock in the morning we meet with Gonta in a bar in Skadovsk. Together with him we move to the Emerald zone.

In the destroyed pioneer camp we are looking for a wounded monster. The chimera sits on an open stage. We quietly come closer and attack her.

We approach Gonta to complete the task. We return to St. John's wort to receive the reward.

Reward: SPSA-14 shotgun, 2000 rubles, “Friend of Stalkers” achievement.

Jupiter plant. Additional missions

Radio engineering
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Nitrogen (technician at Yanov)

Conditions for receiving: No

Description: Nitrogen needs materials for radio engineering. According to him, it makes sense to look for them at a cement plant.

Performance:

Radio engineering: get materials for Azot

We go to the cement plant in the northeast. We cannot enter the building itself, we climb up the stairs of the water tower, climb from it onto the roof of the plant, and jump into the hatch. Inside, on each floor, we inspect all the tables and shelves so as not to miss anything.

4th floor: box of transistors, coil of copper wire.

3rd floor: textolite base 2 pcs., can of rosin.

2nd floor: packaging of capacitors, a coil of copper wire.

1st floor: Textolite base, can of rosin.

Reward: reduction in prices from Azot for repairs and modifications.

Tools
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Nitrogen (technician at Yanov)

Conditions for receiving: No

Description: Azotu asked to find three sets of tools: for rough work, for precision work, plus a set for calibration. The master will not only pay for the tool, but will also be able to provide more serious upgrades to weapons or body armor.

Performance:

Tools: bring tools to Azoth

Tools for rough work - Jupiter, the center of the location, inside the train with electricity. We jump onto the train from the north bridge, go through the cars, dodging the electrified to the side in time.

Tools for fine work - Jupiter, in the building west of the Jupiter plant. We climb into the attic.

Calibration tools - Pripyat, in the Old KBO building on the third floor.

Reward: access to all modifications from Azot, achievement “Master of High Technologies”.

Hostage
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Bear (stalker in exoskeleton on Yanov)

Conditions for receiving: No

Description: Free a stalker named Mityai, whom the bandits took hostage.

Performance:

Hostage: free Mityai

The bear offers to gather a squad of stalkers and rush to the bandits’ base, and his ally Torba wants to pay the gopniks a ransom in the form of the “Goldfish” artifact. Which plan to choose is up to us.

Option 1). We need to clear the bandits' base. The task is difficult to complete, even with the support of a group of stalkers.

Option 2). We decide to give away the “Goldfish”. Let's go to the Container Landfill. At the entrance we communicate with the guards and go to the leader. The bandit asks to either give up the artifact (worth 6,000 rubles) or pay 15,000 rubles. It will be cheaper to give away the artifact. For this, the leader releases Mitya. Together with him we leave the bandits’ base.

Hostage: take Mityai out of the bandit camp

We walk through a labyrinth of containers. In one narrow alley we are stopped by an ordinary bandit. We only paid the leader, now ordinary bandits also want to get something.

Option 2 a). If we agree with the bandit, he will take a certain percentage of our amount. The less money we have on hand, the cheaper the buyout will be.

Option 2 b). If we respond with rudeness, then the first time the bandit will tolerate it, but will demand a larger percentage of the money. The second time he will start shooting at us, all the other bandits will also attack.

At the exit from the base, we can talk with the liberated Mityai and together with him be transported to Yanov. Or you can leave it and later come to Yanov on foot.

Reward: 5000 rubles, “Goldfish” artifact, 2 cache coordinates, friendship with Bear and Bag. If everything was done peacefully, then we get the “Diplomat” achievement.

Debts
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Vano (Georgian stalker at Yanov station)

Conditions for receiving: No

Description: Vano owes the bandits money for a suit and cannot pay it back because the interest is growing too quickly. He asks to sort out this problem.

Performance:

Debts: take money to bandits

After the conversation, Vano gives us 5,000 rubles so that we can transfer this debt to the bandits. You need to take with you a few more thousand of your money, or powerful weapons and armor.

We arrive at the bandits' base. We talk with the guards, go to the leader Valet. The boss of the bandits demands not only 5,000 rubles, but also another 2,000 as accrued interest.

Option 1). If we have a good weapon (an intact machine gun with several upgrades) and armor (worth at least 25,000), we can threaten the bandit. Then 5000 will be enough.

Option 2). If there is nothing to scare the enemy, then you will have to fulfill his demands. We pay 7,000 rubles.

Option 3). If you don’t want to pay at all, and you think that you can shoot more than a dozen bandits, then you can answer “It will be cheaper to shoot you.” You can only survive with good equipment.

Reward: friendship with Vano (+ money saved).

Kopachi
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Uncle Yar (stalker in the corridor on Yanov)

Conditions for receiving: No

Description: It seems that Uncle Yar expected the appearance of mercenaries. It is necessary to destroy them.

Performance:

Kopachi: destroy the mercenaries

Together with Uncle we move to the Kopachi zone. There are zombified people walking around, but if you don't touch them, they won't attack. We go into a destroyed house and settle down on the roof. Yar begins to shoot at the mercenaries descending from the mountain. We need to help him and cover him from the rear in time if the mercenaries manage to get closer.

Reward: 6000 rubles, coordinates of the cache.

Hunting
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from:

Conditions for receiving: No

Description: In Plavny, behind a cement plant, a flock of swamp bloodsuckers was seen. Local stalkers ask to destroy it.

Performance:

Hunt: destroy a flock of swamp bloodsuckers

We go to the northern swamp near the Plavni anomaly. Three bloodsuckers live here. To better notice invisible enemies, we stand in the water and watch for splashes of water. The best weapon to use is a shotgun.

Reward: 3000 rubles, coordinates of three caches.

Hunting (2)
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: St. John's wort (stalker in the basement on Yanov)

Conditions for receiving: Swamp bloodsuckers destroyed

Description: A group of stalkers discovered strange mutants in the tunnels north of the Jupiter plant. It is necessary to check this place and destroy the mutants.

Performance:

Hunt: destroy unknown mutants

We are going to a railway dead end. We enter the building to the left of the road and go through several rooms. In a large dark hangar we find two burrers. They lift nearby objects with telekinesis and throw them at us. Throwing grenades is dangerous; enemies can pick them up with telekinesis and throw them back at us. Also, with the help of telekinesis, they can snatch a firearm from our hands; it will have to be quickly picked up from the floor. The best way to destroy burrers is with a knife, run up close and beat them to death.

Reward: 5000 rubles, coordinates of three caches.

Night Hunt
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: St. John's wort (stalker in the basement on Yanov)

Conditions for receiving: Completed previous 2 quests

Description: Chimera is a nocturnal predator; where her daytime nest is located is unknown. It is necessary to kill her at night, when she goes hunting to the ventilation complex.

Performance:

Night Hunt: Destroy the Chimera

To complete the task you need a good, powerful weapon and a large supply of ammunition. It is best to take an assault rifle with military ammunition.

We arrive at the place and wait for nightfall. At midnight the chimera will appear. She will run fast and jump high like crazy.

Reward: 10000, shotgun “Predator”, (for all completed tasks of St. John’s wort we get the achievement “Mutant Hunter”).

Warehouse "Debt"
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Lieutenant Colonel Shulga (leader of Duty), Loki (leader of Freedom)

Conditions for receiving: Bring Morgan's PDA to Lieutenant Colonel Shulga or Loki (the PDA can be obtained by completing the "Deal" task on Zaton in Forestry)

Description: Help “Duty” recapture the weapons warehouse from “Svoboda”.

Performance:

With the “Dolga” detachment we go to the warehouse near the “Yanov” station. Inside the building we kill the Freedom fighters. (If we give the CCP to the leader of Freedom, we will fight this battle on the side of Freedom).

Reward: all items found in the warehouse have a good relationship with the selected group.

Contract with scientists
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Garik (stalker in the scientists' bunker)

Conditions for receiving: No

Description: Garik would like to complete the contract with the scientists, but for this he needs the artifacts “Hunk of Meat” and “Kolobok”. You need to bring him these artifacts.

Performance:

Contract with scientists: bring Garik the artifacts “Hunk of Meat” and “Kolobok”

"Hunk of Meat" can be found in many acid anomalies.

“Kolobok” can be found in the Sosnodub anomaly at the top of the web tree.

Reward: 6000 rubles, coordinates of two caches.

Variable psi radiation
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Herman (scientist in the bunker)

Conditions for receiving: Having a helmet with Psi resistance (can be found on the roof of the cement plant)

Description: He will join the Poplar squad to go to the tunnel with variable psi radiation. As it was agreed, in the process of searching for the sample the scientists need, stalkers will guard the tunnel.

Performance:

We meet with Topol's group, and together we enter the tunnel. Alone we go into the tunnel rooms. In the room with the anomaly there is a hiding place under a container. At the end of the path we take the “Changed Insulator” artifact.

(There may be a game glitch here. Do not leave the room until the psi radiation icon is as red as possible, otherwise the controller will not appear).

After the controller roars, we exit through the doors back into the tunnel. You need to quickly shoot the controller before he starts controlling other stalkers. After the victory, we return to the scientists and hand over the artifact.

Reward: 6000 rubles.

Anomaly Research
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Herman (scientist in the bunker)

Conditions for receiving: Completed the task "Variable Psi Radiation"

Description: Obtain scanners from Novikov that need to be placed in the anomalies. Herman wants to collect statistics on the appearance of artifacts, so he will have to place the scanner right in the center of some anomalies.

Performance:

We go to Novikov, take 3 scanners of anomalous activity from him. We walk around the map and place scanners at the indicated points inside the anomalous zones.

After this task, we can always go up to Novikov and find out in which anomaly what new artifacts appeared (in anomalies they are born again and again, they can be collected ad infinitum).

Reward: 5000 rubles, information about the birth of artifacts.

Anomaly Research (2)
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Herman (scientist in the bunker)

Conditions for receiving: Completed the task "Anomaly Research"

Description: Help stalkers take measurements.

Performance:

Anomaly research: covering stalkers

A group of two stalkers must take measurements in two anomalies: Plavni and Ashes. We choose where to go first.

Plavni. Here you will have to shoot back and forth from flocks of wild boars for a long time. All this happens on the shore of a swamp, where visibility is poor. It's better to take a high-velocity shotgun and more ammo with you. You are not particularly in danger, but stalkers can be easily killed. You need to constantly run around and distract all enemies towards yourself.

Ashes. Stalkers will scan the fiery anomaly in the north, and zombified enemies will attack from the south from Kopachi. It is best to go on this mission with a sniper rifle.

Reward: 7000 rubles, “Veles” detector, “Researcher” achievement.

Anomalous Activity (Story of Debt)
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Herman (scientist in the bunker)

Conditions for receiving:

Description: Scientists' scanners detected anomalous activity north of the bunker. It is necessary to explore the area using a perfect detector.

Performance:

Anomalous activity: scan the area with an improved scanner

The goal of the task is in the Cooling Tower zone (an industrial reservoir for cooling water). But if we just come to this zone, we will not see anything, we will only hear a radio message for help.

To complete this quest, we must have with us the best detector - “Svarog” (given only for completing scientist quests). We arrive at the Cooling Tower, take out the “Svarog” detector, and discover the “Spatial Bubble” anomaly. The corpses of several Duty fighters fly out of the bubble and fall onto the inclined surface of the cooling tower. We climb up, search the bodies, find a PDA at General Tkachenko’s, listen to the recording.

History of “Dolg”: transfer the PDA of the founder of “Dolg” to interested parties

The found PDA can be given to: 1) the leader of Debt, 2) the leader of Freedom, 3) sell to Sych in Skladovsk. The improvement of relations with one of the factions, and the subsequent receipt of the achievement, depends on who you give the PDA to.

Reward: Grom-S14 weapon, cartridges, charges for an under-barrel grenade launcher, 4,000 rubles, trust of the selected group.

Latest Developments
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Herman (scientist in the bunker)

Conditions for receiving: Previous scientific assignments completed

Description: German is interested in the latest developments of the Jupiter plant. It is necessary to find documentation in the administrative building of the plant.

Performance:

Latest developments: find documents at the Jupiter plant

We go to the Jupiter plant, enter the northern administrative building. We go up to the fourth floor, in the first room on the left we take administrative documents. Nearby, in an overturned table, we find a “Chipper” and cartridges for it.

When we take the documents, mercenaries will immediately attack us. We shoot enemies on the landing. We take the PDA from the mercenary leader. We take the found document to the scientists in the bunker.

Reward: 7000 rubles, a set of medicines.

Security of scientists
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Herman (scientist in the bunker)

Conditions for receiving: Completed the mission "Latest Developments"

Description: The scientists' bunker was left unguarded. It is necessary to select a group of reliable people to protect them.

Performance:

Security of scientists: find reliable people

Option 1). We agree on security with the leader of “Duty” on Yanov.

Option 2). We return to Zaton, looking for a detachment of stalkers led by Spartak.

Reward: 4000 rubles, a set of medicines.

Oasis
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Ozersky (scientist in the bunker)

Conditions for receiving: No

Description: Ozersky, a scientist from the bunker, asked to try to find the legendary Oasis. If rumors are to be believed, there should be a pond with healing water there. However, no one knows for sure whether this place actually exists.

Performance:

Oasis: check the veracity of the legend

Where the oasis is located is not indicated on the game map. You'll have to search on your own. We follow the railroad to the south. Before the southern railway dead end, we turn left into a small building and go down into the underground room. We shoot back at several jerboas. We go east along the pipes towards the Ventilation Complex.

We enter a hall with many columns. If we go through the hall, then along the corridor we will return here again. This is a teleport anomaly that will constantly return us to the beginning.

We examine the room, we see that there are four rows of columns. To go further, you need to go only between certain columns. At first we go through it several times just at random. After this, a small glow will appear in the air in some openings. The glow tells you which specific arches to go through. The glow will appear in the first, third and fourth row of columns. In the second row you will need to guess the correct path yourself. We simply run through the luminous openings and, in turn, through all the openings of the second row. This is how we get out of the vicious circle.

In the next room we find ourselves in a large tank (it can be seen on the global map in the form of a smiling emoticon), this is where the oasis is located. We take the artifact “Heart of the Oasis” from the tree. We take the artifact to the scientists. The artifact can be handed over or kept for yourself.

Reward: 7000 rubles or the “Heart of the Oasis” artifact. (It’s better to keep the artifact for yourself. 7000 can be earned anywhere else, but you won’t find such a useful artifact anywhere else).

Hypothesis
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Ozersky (scientist in the bunker)

Conditions for receiving:

Description: Ozersky has another interesting hypothesis.

Performance:

Hypothesis: install a scanner in the center of the collapse

Install the scanner in the designated location. Snorks will start attacking us. There will be about ten of them, but they will come out gradually. You will have to defend yourself right in the center of the anomaly, so it is better to endure the attacks of enemies than to evade them and fall into dangerous traps. After completing the analysis, we take the scanner and return to the scientists.

Reward: 3000 rubles.

Abnormal plant
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Ozersky (scientist in the bunker)

Conditions for receiving: Previous scientific assignments completed

Description: You need to explore the anomalous zone and bring back a sample of mutated vegetation.

Performance:

Anomalous plant: obtain a sample of vegetation

We go to the area southeast of the scientists' bunker. There are many dangerous acid anomalies here, so we move carefully to the top of the hill. You can buy tablets from scientists that temporarily increase resistance to acid, then the task will be significantly simplified. In the center of the anomaly we take the Flower. (Achievement "Pathfinder"). We return to the scientists, give the flower, and receive a reward.

Reward: 3000 rubles, a suit for Sokolov.

Survivor "Monolith"
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Tramp (southwest of the location, south of the bridge)

Conditions for receiving: No

Description: A detachment of “Monoliths”, formerly fanatical fighters, emerged from under obsessive suggestion. Now these people are looking for shelter from emissions and monsters. It is necessary to come to an agreement with the inhabitants of the Yanov station so that the Monoliths can take refuge there.

Performance:

Survivor "Monolith": talk to the inhabitants of "Yanov" about shelter

In the southwestern part of the location we find a detachment of Monoliths. These people came out from under the zombie radiation of the monolith and now do not pose a threat. We speak with their leader - Tramp. The detachment wants to settle the detachment on Yanov, and for this they need to obtain permission from “Duty” or from “Svoboda”.

We return to Yanov. We tell one of the leaders about the Monoliths: 1) the leader of “Duty”, 2) the leader of “Freedom”. The leader will agree to accept the detachment only if he trusts us (to do this, you must complete the task “Anomalous Activity” and “History of Debt”). Improving relations with one of the factions and subsequently receiving the achievement depends on who you tell about the Monoliths.

Surviving "Monolith": lead a detachment of recruiters to a detachment of "Monoliths"

We take a small detachment of the selected group, and with them we go to the Monolith detachment. The Monoliths take the oath and go to the stalkers at the base.

Reward: the “Duty” suit PS5-M “Universal Protection” or the “Freedom” suit.

Unmanned reconnaissance
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: drone (northwest of the Jupiter location, north of the Ashes anomaly)

Conditions for receiving: No

Description: -.

Performance:

We find the surviving memory module and take its equipment to Azot at the Yanov station, or to Novikova to the scientists’ bunker. Azot will unlock the module in 3 hours and will charge you 1000 rubles for it with a discount, and without it - 3000 rubles. Novikov will do it faster - in just an hour, but will charge 2,000 rubles for it.

(If you give the module to Azot, after that all the caches will be robbed by the bandit Senka, only notes will remain. But near the last cache we will find the dead Senka with all the loot).

The module’s memory stores the coordinates of three radio beacons in the vicinity of Jupiter, all of which are caches of Strelka’s group.

Reward: information for the achievement “Keeper of Secrets”.

Locations of all three Strelok caches:

1) Cement plant in the northeast. To the north of the plant, near the swamp, we find the entrance to the tunnel, go inside, and find a cache in a box. Inside, among other things, there is a document “Note from the Shooter to the Ghost.”

2) Quarry south of Yanov. To get to the upper floors of a giant excavator, we climb a tree on top of a cliff and jump over it. In the cabin we find a cache in the form of a backpack. Inside is the document “Note to Strelok.”

3) Plant "Jupiter". In the courtyard of the plant we find a small building with tanks. We go down into the recess under them and find a hiding place on the wall in the pipe. Inside is the document “Note from Strelok to Fang.”

We hand over the notes found in the caches to Strelok before the last mission.

Reward: achievement “Keeper of Secrets”, three first aid kits, Flame artifact, Firefly artifact.

Pripyat. Additional missions

One shot
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Garik (one of the military men in the Laundry)

Conditions for receiving: No

Description: We must wait for the customer’s people to appear and eliminate their leader. Without it, the mercenaries will not be able to locate the laboratory.

Performance:

When you arrive at the territory of the Laundry, Garik will contact you and inform you that he barely escaped the mercenaries who were talking about meeting with the customer on the territory of the hostel.

We approach Kovalsky, talk about the planned meeting, he suggests either removing the performers, or removing the customer and the performers (it is better to kill everyone).

We go to the dormitory courtyard. The military hands us the SVD. We wait a few minutes for the targets to appear. The mercenaries will appear first, then the customers. We need to destroy a couple of people who will be talking near the main entrance. The rest of the mercenaries will run away on their own after the shots are fired. After the shootout, we search the dead and find a red key card.

Reward: X8 key card (makes it easier to get through the X8 laboratory).

RP-74 Zulu
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Zulu (guide to Pripyat)

Conditions for receiving: Zulu survived the overpass

Description: Help Zulu fight off a pack of snorks.

Performance:

Zulu will leave the detachment at the moment when the first meeting with the military takes place in Pripyat. After some time, we receive a signal for help from Zulu. He fights off a pack of snorks in the yard near the school. (If we don’t manage to help in time, he will die). We destroy the snorks, save the Zulus.

Zulu will come to the Laundry at the military base. We talk with him there and receive his personal machine gun as a reward. After this, the Zulu will return to Yanov.

Reward: RP-74 Zulu machine gun.

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Plot: 1. Zaton, 2. Jupiter plant, 3. Pripyat.
Add. missions: 1. Zaton, 2. Jupiter plant, 3. Pripyat.
Weapons, armor. Artifacts.
Location maps. Achievements . Cheat codes. Questions and answers.
Mods (fan modifications).

Unlike previous games, S.T.A.L.K.E.R. Call of Pripyat almost every quest can be completed in several ways. The further outcome of the plot, as well as the set of subsequent quests and achievements, depends on the choice of side and the method of solving the task. From the very beginning of the game, the Hidden quest is available in Skadovsk, which is issued by the Sultan. It can be done in three ways. The choice of the side in the conflict determines Degtyarev’s location towards one of the factions in the next task, Deal. These quests can be completed on the side of stalkers, bandits or merchants. In any case, to make the passage easier, it is better to order a powerful melee weapon from Shustroy, such as a Karabiner, Fraser or Otboynik.

1. STALKERS. After the Sultan offers to intercept the cargo ship Shevchenko from the stalkers, you need to contact Beard. He will warn Spartak that an attack is being prepared on them and invite Degtyarev to follow the bandits and help the stalkers on the spot. After successfully repelling the attack, Spartak will give you a set of first aid kits and a tip to the cache. If you talk to Beard, he will say that near the forestry area the bandits are planning a deal. He will offer to follow the bandits and stop them along with other stalkers. In the forestry, the bandits order weapons from the debtor Morgan. We need to kill everyone and take the PDA from the merchant. The total reward for the Deal will be 6,000 rubles and a tip to the cache. If Degtyarev gave preference to stalkers, then he can get the achievement Your Boyfriend, and Spartak’s squad can be hired to guard the scientists’ bunker.

2. BANDITS. If you agree to the Sultan’s conditions and capture Shevchenko along with the bandits, the leader will give from 1600 to 3000 rubles, depending on the losses among the bandits, and a tip to the hiding place. The Sultan will again offer to work and accompany the gang to a deal with the merchant Morgan. This time the stalkers will be enemies and you need to deal with them and the debtor. Degtyarev will receive Morgan's PDA, 5,000 rubles and a tip to the hiding place from the bandits. In this case, you can get the Authority achievement.

3. TRADERS. If you ignore the Sultan’s request and wait until the bandits leave for the cargo ship, or go to Shevchenko together with the bandits and immediately return to Skadovsk, then by the morning the mission will be canceled. Sych will notice that Degtyarev does not give preference to either stalkers or bandits and will offer to guard Morgan near the forestry. In the Deal quest you have to protect the merchant from bandits and stalkers, for which Morgan will give you 6,000 rubles, and his PDA can be obtained later in the vicinity of Jupiter. When choosing the side of the merchants, Degtyarev will receive the minimum reward for the Deal and will receive nothing for the Assault. The last task will become much more difficult, but there will be an opportunity to meet the mercenary Grif, the most difficult character to find in S.T.A.L.K.E.R. Call of Pripyat.

Video Completing the quests Hit and Deal on the side of stalkers and bandits | S.T.A.L.K.E.R. Call of Pripyat channel Dimaster

You only need to spend a few minutes in Call of Pripyat to realize that this is a completely different game. And if you complete several quests, you can understand something else - the “other” S.T.A.L.K.E.R. far superior to the original. After all, exploring the Zone is a damn exciting experience.

You don't know how to get this achievement? You can’t understand why Mitya is killed or simply not given the task to save him? Can't solve the mystery of the Oasis? Don't you realize that the ability to run fast will increase your chances in a duel with a chimera? You ask yourself the question: was it possible to save the Topol group from the controller? Then don't rush to turn the page.

  • Troubles near Jupiter
  • Where you need to run a lot

Quests are tricky, non-linear and different

Welcome to the Game Side Quests Guide! In previous games in the series, everything was simpler: the “take-found-kill-bring” algorithm worked flawlessly, but here you have to think - what a blatant unheard of! Tasks have become non-linear, confusing, intertwined with one another. In addition, you need to find solutions to problems yourself; the marker that was placed on the map in advance was not delivered.

We will talk about the most extraordinary, most confusing and most ambiguous missions, which can indirectly affect the plot of the game or affect several other similar tasks. I will not give advice on quests such as “Safe Place” or “Ejection” - their result always leads to the same thing, and there is no non-linearity here. I would like to warn you that the outcome of some tasks also depends on the character of the player. In other words, your choice may be very different from the choice of the author of these lines.

The sad everyday life of a stalker on Zaton

Although the location is starting, there is something to see. Super-powerful weapons and equipment are unlikely to be found, but there are plenty of interesting tasks. Life revolves around Skadovsk, and important decisions will have to be made here. Of the special people, I would mention the godfather Sultan, the merchant Sych and the bartender Beard. They are the ones who will spoil our nerves, issue quests and give rewards.

But we won’t start with them. A stalker named Koryaga will give you a task "Inaccessible cache". Everything is simple with him, but there is an interesting moment when we share the swag. The container contains an improved Fora-12, medicines, an improved AKM, the Soul artifact and a steel helmet. We can take three of the first four items named, or just the helmet - the choice is yours.

I personally preferred to take an artifact, a machine gun and medicine, since the helmet is mediocre, and we don’t need a pistol. But there is a way to get absolutely everything: we simply inform Koryaga that we refuse to carry out his task, and we take the box to Cardan - he will open it for a modest sum, and we will get everything.

There are also mutually exclusive quests on Zaton. For example, "Hit": local authority Sultan will ask you to accompany a squad of robbers in order to eliminate and rob a group of stalkers. The first scenario: we agree and immediately go on the attack (albeit after waiting until nightfall), kill the stalkers and immediately receive a reward. I think the second method is more correct: we receive a task from the Sultan, tell Beard about the upcoming attack, still go on the attack, but after waiting for the right moment, we shoot the attackers from the back.

This is interesting: in the second scenario, the reward given by Spartak (the leader of the group) will depend on the number of killed robbers: if you killed only one, do not count on a serious fee.

If we supported the stalkers, then Beard will then issue a task "Deal"— you need to meet near the forestry with a group of Spartak (yes, that same one) and disrupt the bandits’ deal to buy weapons. Naturally, if you previously supported the Sultan, then he will issue this task, however, then you will need to protect the bandits.

It is important: Morgan's PDA found can be sold to Sych, but I would not recommend doing this yet. It may later influence the outcome of some other tasks. For example, if you give it to Shulga or Loki (on Yanov), you can get another quest. The likelihood that one of the faction leaders will accept the Vagabond squad will also increase.

Technical matters

Two techniques known to us, Cardan and Azoth, will give the same tasks - to find three sets of tools. The catch is that you can look for them in many places. Here is the full list of places:

Tools for rough work:

    Backwater. Sawmill. In the attic of a dilapidated hut.

    Jupiter. In a closet in the attic of a building with anomalies, in the southwest of the Jupiter plant.

Tools for fine work:

    Backwater. Substation building. First we complete the quest to deliver food to the mercenaries.

    Jupiter. Train. There is still an electrical anomaly running around there.

Calibration Tools:

    Pripyat. Department store.

    Pripyat. The building of the old KBO. A burer is included with the tools.

Two more interesting quests are connected with a stalker named Capercaillie. For completing the mission "The Disappearance of the Stalkers" we will receive 10,000 from Beard. Alas, this quest is linear - there is no way to save Capercaillie.

During the next mission, the mission is activated "Lair of Bloodsuckers". The quest is linear, but you will get the Veles detector for it. By the way, for completing these two quests we will receive the achievement detective .

It is important: Never lose the detector. If we do not fulfill Sych’s instructions and deliver three such detectors to the scientists, at least one quest will remain blocked for us.

Among other Zaton quests I can mention: "Strange Phenomenon". After we take the artifact, the stalker Vobla and two more soldiers from his squad will watch us near the exit. We will be asked to give up the found thing: if we agree, we will be able to watch a scene of how this stalker gives the steering wheel to Beard, and also receive a thousand rubles from Vobla. But it’s better to refuse and feed the impudent people with lead: kill Vobla right away, without waiting for an attack, and hide inside the dredger. It won't be difficult to shoot the others from behind cover. By the way, the helm can be given not only to Beard, but also to scientists on Jupiter, but the bartender will pay more.

This is interesting: There is an opinion that if events end peacefully, Vobla himself may subsequently give out several quests, but I was unable to confirm these rumors.

After completing the task with the detectors, we will be able to put an end to the eternal conflicts between the Sultan and Beard. If we bring it "compass" Beard - we'll get the achievement your boyfriend , if it’s the Sultan, we’ll be rewarded authority . We can take two “compasses” from the madman Noah, however, it is not necessary to take the task from both seekers (Sultan and Beard) at once, otherwise one of them will fail.

Troubles near Jupiter

Here we will not be allowed to get bored. The range of personalities issuing quests is simply impressive: on Yanov there are the hunter St. John’s wort, the technician Azot, the “Dolgovtsy” and the “Free”; in the bunker of scientists, professors German and Ozersky; somewhere in the south there is a peaceful Monolith detachment. And everyone has their own troubles and their own problems. Ask where to start? And I suggest starting with the main thing.

Among the vacationers on the Yanov we will find two stalkers who are discussing a plan to free a partner who was captured by bandits. Nearby, the stalker Vano is grieving, who, due to growing interest rates, cannot repay his debt. If we complete both of these tasks peacefully, we will receive a reward diplomat and more respect from other stalkers.

The almost solved mystery of the Oasis. All that remains is to cross over to the other side,
cutting the arches of the columns in places with flickering lights.

It is important: Perhaps this is a bug, but if we first go to the checkpoint and repay the debt to Vano, then the captured stalker Mitya will be killed and the mission will fail. So we must first of all focus on rescuing the hostage, otherwise we will not see such a useful achievement.

On task "Hostage" there are several interesting features. Firstly, when taking it, we can influence the size of the reward: if we immediately take the artifact, then at the end we will also receive 5,000 rubles, but if we say a different phrase in the dialogue, then at first we will not receive anything, but only at the end the artifact. Secondly, you can save Mityai without bloodshed or just shoot everyone. Thirdly, if we choose a peaceful solution, then we will have to pay another bandit later, when we leave the base. Well, the last way is to insist on taking forceful measures in the initial dialogue. In this case, a detachment of stalker-stormtroopers will be assigned to our aid.

This is interesting: the bandit will take 5,000 rubles from you, but there is a way to avoid such ripping off. Just go on this mission with no more than 15,000 in your pockets, then the bandit will receive mere pennies and will not make any other claims.

Mission "Wano's Debt" also non-linear, but here everything is much simpler - we’ll pay the bandits or shoot. Naturally, the first option is much better, because the achievement is more expensive.

Local technician Azot will give us an unremarkable task - to search the cement plant and bring him parts for radio engineering. There is one caveat: if you bring him all the parts at once, he will make repairs and modifications at cost (like Cardan after two bottles of vodka), but if you bring the parts separately (for example, you found one item, took it, and then found the rest) , then the discount will be smaller.

"Debt" vs. "Freedom"

Sooner or later, in the southwest of the Jupiter location, you will meet a Monolith squad. We need to get them accepted into one of the groups. But the trouble is that no one just wants to take them under their wing - the leaders of both clans don’t trust us. The easiest way to become friends with one of the units is to sell Morgan's or Tachenko's PDA, but then such a “tasty” achievement as balancer . We could simply give up on this quest, but bad luck - if the Tramp does not join the group, we will not be able to get the achievement leader , and this is already unpleasant.

But there are other, less obvious ways to gain the trust of leaders without selling the PDAs you find to anyone. First: get the achievement diplomat , and also make sure that you have an impeccable reputation (save, for example, a “debt” with a first aid kit or help fight off mutants). Secondly, ask to send people to guard the scientists’ bunker - this can also play a role. Sooner or later, one of the leaders (naturally, the one to whom you contributed more) will become friendly with you and agree to accept the tramp squad.

This is interesting: For the sake of curiosity, look at how “Duty” and “Svoboda” recruit “Monoliths”. The latter will simply sit down by the fire and have a nice conversation, explaining the main goals and tasks of the group. The “Duty” recruiters will line up the recruits and force them to take an oath.

The facial expression speaks for itself.

Now let's get down to science. Professor Herman's first task is to investigate psi radiation. Sometimes he refuses to hand it over, complaining that you have insufficient protection and the local situation will “put pressure on your brain.” But it doesn’t matter: if you get a tactical helmet (for example, at the very top of a tank, at a cement plant), and everything will be resolved.

Trouble will overtake us after we find the source of radiation: the Topol group will be attacked by the controller. If we save the group, we will get more money from Herman, if not... In general, it is possible to save the stalkers, but only in one way - to be proactive and kill the controller with a grenade launcher.

On a note: a grenade launcher and two grenades for it can be found on the Volkhov air defense system by going down to the basement and overcoming obstacles in the form of jerboas and a burer. By the way, the best way to harass a burer is with... a knife. All you have to do is get close to him and deal a few blows - the dwarf is helpless in the face of a melee attack.

Subsequent assignments from scientists will be less interesting. Certainly, quest with measurements near the “Plavnya” anomaly is not easy, but if you have an advanced shotgun and a full Topol group, shooting the mutants will go smoothly. After completing four “scientific” quests we will be given a reward Researcher .

It is important: if you completed the task of protecting the Topol group and the squad remained unharmed, turn in this quest to German, confirm Ozersky’s hypothesis and return to the bunker after a while. Topol’s team has changed - he himself is already in an exoskeleton, and his fighters are not deprived either: they received new suits and received promotions. If Topol and I talk, he will give us a set of medicines and, most importantly, a good “Barrier” helmet.

Surely many of you have found an unmanned reconnaissance aircraft with a locked memory block. Azoth will say that he gave it to a stalker named Sanka, but Strelka will immediately tell you the location of the hiding places of the group. The stalker himself and the memory block can be found dead in a tunnel near a cement plant. The unfortunate man wanted to open one of the hiding places, but, apparently, greed did not bring him any good...

The ideal distance for shooting at a chimera.

The Topol group has changed noticeably. Not without our participation.

If we complete all of St. John's wort's tasks, we will receive the achievement mutant hunter . His assignments are predictable and not very interesting - except for one thing. We will need kill the chimera. Perhaps we have already eliminated a similar individual with Gonta, but here the conditions have changed. A duel awaits us, and there is nowhere to wait for help. We need to look for the chimera at night; we know the location approximately. But how to put her to rest?

Firstly, I would advise going into the raid shortly before dawn. Agree, in good lighting it is much more comfortable to fight a monster. My tactics for this fight were simple: lure the monster out into the open (the road near the ventilation complex will do) and avoid close contacts. The one who runs fast will survive here. Due to the fact that the chimera moves mainly like an overgrown grasshopper, you can run away from it at a considerable distance, take aim and start firing from a machine gun. This is what we do throughout the fight - we run away, dodge jumps, fire a burst from a considerable distance, and in the end the fat mutant will go to the next world.

On a note: when the chimera is at a decent distance, but sees you, it simply runs towards you. At this moment, you can take out a fragmentation grenade and throw it at the feet of the running monster. If the first grenade did not bring what you wanted, repeat.

Where you need to run a lot

One of the Veles is hidden in this unremarkable place.

There are quests in the game that you can complete most of the game and run between locations in the process. Sometimes making the right decision is not easy. We all know about the massive mission "Find Magpie". So, it also contains an element of nonlinearity. If we immediately go and report it to Gonta, we will receive a cash bonus and an achievement messenger of justice . However, after this the rewards become unavailable friend of "Freedom" or friend of "Duty" .

At this moment we will have to decide what to do: if we hand over the bastard Gonta, then it will be impossible to become a friend of either “Duty” or “Freedom”, but if we tell one of the group leaders about him, achievements will become unavailable balancer And friend of stalkers . It's a very difficult choice, and it depends on your play style, so I won't give any advice here.

This is weird: The description of the achievement “Messenger of Justice” says that all of Soroka’s swag goes into our personal box on Yanov. However, as I noticed, no new things are being added to the cache, although I have walked through this place several times.

The quest about Veles detectors, which Sych issues. Everything would be fine, except these same detectors are an extremely rare thing in the Zone, and finding it somewhere by chance is almost impossible. As I noticed, the frequency of its appearance depends on the difficulty level of the game, as well as on the achievement wealthy client . I was once lucky enough to buy “Veles” from Sych, playing on “master” and not having this achievement, but this is very rare.

For those who do not want to rely on fortune, I present a list of places and ways where and how “Veles” can be obtained:

    perform a task Lair of bloodsuckers, and Beard will give you one detector;

    the second detector can be found in a cache in excavator cabin in the village of Kopachi;

    the latter will be given to you by Herman for completing the task with measurements.

Then you just need to give all three detectors to Novikov and return to Sych, wait until the Veles are returned to him, and get the Svarog prototype from Boroda. Having such a detector, you can complete the quest "Anomalous Activity", where our reward for this will be the PDA of General Tachenko.

This is weird: Perhaps this is a glitch of the game, but after talking with Sych, going to bed (to speed up the wait) is useless - you can sleep for days, but the detectors will not be brought to the merchant. But if you move a few meters away from Skadovsk, the merchant himself will offer to come to him.

Whoever comes to us for “Lynx” will receive it from “Lynx”.

And finally, about one more tandem of tasks. In the hit parade for the most veiled and secretive quest, I would put missions in first place "Reputation" And "Theft".

Having bought some weapon from Shustroy (at Skadovsk) (in my case it was the Lynx sniper rifle), move it to the desired cell (this is important!) and go outside. Then return to Skadovsk - Koryaga, already familiar to us, will demand that you give him the weapon. We don’t do this, and then we talk with Shustry and also with Beard - he will direct us to the port cranes. There, the bandits will demand that you give them their weapons, but the SBU major is not afraid of any bandit - after the dialogue, we quickly run away to a dilapidated shack, and then up the hill, and shoot the enemies with the same rifle.

We select the PDA and move to “Yanov”. We go to bed for one hour, check our personal mailbox - it’s empty (this is already the second quest starting). We go to the Chiropractor, and then to the Zulu, we find out that Koryaga is at the stop. There he lies wounded, and the Sultan’s henchman will come out to meet you - it’s better to kill him, since he has a PDA with him. Snag can be cured or killed. The first option is more humane, despite the fact that he also has a PDA. The cache with our things is located at the same station, in the hatch. True, I managed to transfer all the goods I had acquired in only four trips.



That's all for now. We hope that our small guide will be useful to you, and that the Zone will become closer and clearer. See you again!

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 overcome 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 one 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 to 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 are visible. 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 get through it, you will first have to open the hatches using a generator.

Pripyat-1

Hand over all the information found at the plant to mechanic Azot. 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.

The 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 Topol's 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 store'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 requires 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 Zulus.

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


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