Stalker call of Pripyat search for artifacts for a beard. Quest Contract with scientists - where to find a piece of meat and a bun? Artifacts in "Stalker: Call of Pripyat"

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Game series “Stalker”. Game selection:
  • First minutes in the game:
  • Story Walkthrough:
  • Completing additional missions:
    1. Zaton, 2. Jupiter plant, 3. Pripyat.
  • Weapons, armor. Artifacts.
  • Location maps. Achievements. Cheats. Questions - answers.
  • Mods (fan modifications).

Pistols

Photo Name Caliber Accuracy Convenience Damage Speed Patr. Weight Price
Pmm 9×18 23 37 15 7 8 0,53 700
PB-1s 9×18 29 38 14 6 8 0,73 730
Fora-12 9×18 26 37 16 7 12 0,88
Volker-P9m 9×19 31 39 17 8 16 0,77 1280
Martha 9×19 24 35 17 7 15 1,07 1500
KhPSS-1m 9×19 22 35 18 6 15 1,07 1600
Cora-919 .45 ACP 22 35 21 6 7 1,14 1600
SIP-tM200 .45 ACP 27 36 21 7 12 0,73 3500
UDP Compact .45 ACP 29 34 20 7 12 0,79 3400
Black Hawk .45 ACP 30 32 24 6 8 1,75 3400

Shotguns

Photo Name Caliber Accuracy Convenience Damage Speed Patr. Weight Price
Sawed-off shotgun 12x76 4 30 24 37 2 1,99
Shotgun 12x76 28 18 25 37 2 3,19
Chaser 13 12x76 18 21 25 3 7 3,32 3000
SPSA 14 12x76 18 19 25 5 8 4,76 10000
Bumper 12x76 24 17 25 6 12 3,54 9000

Slot machines

Photo Name Caliber Accuracy Convenience Damage Speed Patr. Weight Price
Viper 5 9x19 16 31 17 23 30 2,64 6000
AKM-74/2U 5.45x39 13 26 14 22 30 2,86 4000
AKM-74/2 5.45x39 15 24 15 21 30 3,44 4000
AS-96/2 5.45x39 19 21 15 21 30 4,16 15000
IL 86 5.56x45 18 23 15 23 30 4,16
TRs-301 5.56x45 23 27 14 26 30 2,87
SGI-5k 5.56x45 25 19 16 22 30 4,66 8000
Grom-S14 9x39 21 21 19 22 20 3,67 20000
GP-37 5.56x45 24 25 15 24 30 3,76 20000
SA "Avalanche" 9x39 28 26 20 22 20 2,50 9500
FT-200M 5.56x45 28 23 15 25 30 4,76 18400

Sniper rifles

Photo Name Caliber Accuracy Convenience Damage Speed Patr. Weight Price
Vintar-VS 9x39 31 24 21 22 10 3,43 18000
SVDm-2 7.62x54 38 12 38 2 10 5,13 20000
SVUMk-2 7.62x54 33 24 25 3 10 4,63 15000
Gauss gun ACC 43 28 43 1 10 6,00 30000

Grenade launchers, machine guns

Photo Name Term. Email Chem. Glad. Psi. Hit Armor Weight Price
Leather coat 6 0 3 0 0 9 2 4,00 500
Jumpsuit “Zarya” 14 11 7 5 0 13 3 5,00 5000
Jumpsuit “Wind of Freedom” 15 14 8 5 0 19 3 4,00 6500
PS5-M “Univer. protection" 11 11 7 4 0 22 5 7,00 6500
Armored suit “Beryl-5M” 11 6 6 2 0 26 9 9,00 12500
Jumpsuit “Guardian of Freedom” 18 19 13 9 0 26 9 8,00 18500
PS3-9d “Armor of Debt” 11 11 7 3 0 33 18 15,00 25000
Armored suit “Bulat” 16 11 7 5 0 30 18 12,00 25000
Armored suit “Bulat” 19 22 24 12 26 19 5 10,00 25000
Body armor ChN-3a 17 16 9 7 0 27 9 40000
Exoskeleton 16 16 16 6 22 34 19 60000

Artifacts Hunting for artifacts

Artifacts are the most valuable items in the game's economy. It is for the sake of obtaining artifacts that hundreds of stalkers wander through the zone of radioactive contamination and climb into the most dangerous anomalies.

Single instances of artifacts can be found in secret caches, but most artifacts are found in anomalies. Moreover, if you extracted all the artifacts from one specific anomaly, then soon new artifacts will appear in this anomaly. Thus, anomalies are a renewable source of artifacts.

Artifacts are invisible to the human eye at a great distance; they appear only at a distance of one or two steps. Therefore, to search for artifacts it is necessary to use special detectors. You can remove or hide the detector by pressing the “O” key.

Found artifacts can be sold to other stalkers or to the buyer Borod (a merchant at the Skladovsk base). If you complete all of Beard's tasks, his reward for the artifacts will be much higher than the market value of the artifacts.

Artifacts can be used to strengthen your hero. Some types of armor have slots into which artifacts can be inserted. You can also improve the armor of technicians to make more connectors in them.

Inserted artifacts provide a wide variety of bonuses, but most of them are radioactive. In order to use artifacts normally, and not constantly use vodka or antidotes to remove radiation, you must first insert special anti-radiation artifacts, and then, on top of them, insert all other artifacts.

Artifact classification
S.T.A.L.K.E.R.: Call of Pripyat. Artifacts

Photo Name In what anomaly Property Glad. Price
Jellyfish Claw (Zaton) -2 radiation -2 4000
Inversion In the caves under the Burnt Farm (Zaton) -3 radiation -3 6000
Bubble Soda, Sosnodub, Plavni -4 radiation -4 12000
Mom's beads Cauldron, Frying, Ashes, Bitumen +2 healing +1 6000
Eye Frying +4 healing +2 12000
Flame Frying, Cauldron, Circus, Bitumen +6 healing +3 18000
Kolobok Soda, Plavni +4 health +2 12000
Firefly Concrete bath, Slough, Vine, Soda, Pine oak +6 health +3 18000
Soul Sosnodub, Soda, Plavni +2 recovery strength +2 6000
Battery Iron Forest, Electra +2 recovery strength +1 6000
Dummy Scar +4 recovery strength +2 12000
Snowflake Tripe, Electra +6 recovery strength +3 18000
Night star Springboard behind the Dredger (Zaton) +4 kg max. weight +1 6000
Gravity Bitumen +8 kg max. weight +2 12000
gold fish Springboard, Funnel +12 kg max. weight +3 18000
Blood of Stone Sosnodub, Funnel, Soda +3 chemical protection +1 2000
Hunk of meat Soda +6 chemical protection +2 4000
Sparkler Iron Forest, Tripe, Electra +3 el. protection +1 2000
Flash Iron Forest, Tripe, Electra +6 el. protection +2 4000
Crystal Frying, Cauldron +3 thermal protection +1 2000
Fire ball Circus +6 thermal protection +2 4000
Stone Flower Funnel, Carousel, Springboard, Claw +3 psi defense +1 3000
Moonlight Iron Forest, Electra +6 psi defense +2 6000
Changed steering wheel Jupiter, Dredger
(task Strange Phenomenon)
No +6 3000
Modified insulator Jupiter, northwest corner
(task Variable psi radiation)
No +6 3000
Compass You can get it from Noah on Beard's instructions - Compass. If you kill and search Noah, you will find 2 Compass. +3 thermo, chemical, electrical, psi protection, +2 recovery. strength +4 50000
Heart of the Oasis Jupiter, Ventilation shafts, Oasis (scientists' task - Oasis) +2 health, recovery, healing, +1 saturation +4 50000

Artifacts in S.T.A.L.K.E.R.: Call of Pripyat- these are mysterious formations with unique properties that randomly appear in anomalies after radioactive emissions.

Anomalies, found in abundance throughout the Zone, pose a direct danger to life. Despite this, they have become the main source of enrichment for stalkers, as they generate various artifacts. Artifacts have a mixed effect on the human body - some of the effects they cause are beneficial, but the flip side of this in most cases is the danger of radiation exposure. Artifacts should be selected in such a way that the resulting negative effect is neutralized and does not cause damage to health.

The game “Stalker: Call of Pripyat” presents a scattering of artifacts of 25 pieces. They are all unique. Most of them are mined in anomalies. Detectors are used to search for artifacts. The number of anomalies studied and the power of the detector determine which artifacts will appear more often on the path of the main character. At first, you shouldn’t count on rare artifacts, but over time the chances will increase. After collecting all types of artifacts, the achievement "Seeker", which will increase respect for the main character from stalkers and bandits.

Artifacts and places of probable appearance in S.T.A.L.K.E.R.: Call of Pripyat:

  • Backwater. Dredger: jellyfish, night star, twist, gold fish.
  • Backwater. Burnt out farm: crystal, mom's beads, fire ball, eye.
  • Backwater. Caves under the burnt out farm: twist, fire ball, piece of meat, bubble, stone Flower.
  • Backwater. Old barge. Noah: compass.
  • Backwater. Marsh: blood stone, soul, bun, piece of meat, firefly.
  • Backwater. Anomaly "Cauldron": mom's beads, eye.
  • Backwater. Anomaly "Sosnodub": soul, bun, blood stone, piece of meat.
  • Backwater. Anomaly "Iron Forest": sparkler, battery, Moonlight, snowflake.
  • Backwater. Anomaly "Circus": mom's beads, fire ball, eye, flame.
  • Backwater. Anomaly "Claw": jellyfish, night star, stone Flower, gold fish, twist.
  • Backwater. Anomaly "Scar": flash, battery.
  • Neighborhoods of Jupiter. Cement factory: mom's beads.
  • Neighborhoods of Jupiter. Parking: Moonlight, dummy.
  • Neighborhoods of Jupiter. Career: bubble, soul.
  • Neighborhoods of Jupiter. Ventilation complex: heart of the oasis.
  • Neighborhoods of Jupiter. Anomaly "Plavni": blood stone, firefly.
  • Neighborhoods of Jupiter. Anomaly "Concrete bath": soul.
  • Neighborhoods of Jupiter. Anomaly "Bitumen": gravity, fire ball.
  • Neighborhoods of Jupiter. Anomaly "Ashes": eye, fire ball.
  • Jupiter. Utility yard (where tools for rough work are taken): battery.
  • Pripyat. Department store (where you get calibration tools): bubble, piece of meat, soul.
  • Pripyat. Roof of the Yubileiny KBO: snowflake, flash.
  • Pripyat. Old KBO: dummy, flash.
  • Pripyat. In the courtyard of the building between the department store and the hostel, where the Strelok signal appears: firefly.
  • Pripyat. School: jellyfish, gold fish.
  • Pripyat. Anomaly "Vulcan": flame, crystal.
  • Pripyat. Anomaly "Vine": firefly, soul.

Beard periodically issues orders to search for rare artifacts, paying a substantial premium for completion and timely delivery: eye, bubble, goldfish, snowflake, flame, gravel, dummy, bun, firefly. If he hesitates, he may cancel the order. Nothing bad will happen in this case. After some time, requests will be repeated, even for those artifacts that were not delivered on time. If possible, you should keep one copy of each “kolobok” and “piece of meat” for Garik. The stalker will definitely thank you in the future.

Description and characteristics of artifacts in S.T.A.L.K.E.R.: Call of Pripyat:

  1. Battery(power recovery +2, radiation +1, cost 4800+ RU): it is known that this artifact contains electrostatic elements, but science does not yet know under what conditions it is formed. It is valued for its ability to have a tonic effect on the human body. If exposed for too long, it depletes the body.
  2. Sparkler(electrical protection +3, radiation +1, cost 1600+ RU): a representative of electrostatic artifacts, named for its brightness. It has the ability to smooth out differences in electric field strength.
  3. Flash(electrical protection +6, radiation +2, cost 3200+ RU): an artifact of an electrostatic nature. Demonstrates an amazing ability to absorb electrical charges and subsequently dissipate them. Able to protect the human body from the effects of high-power and high-voltage electric currents.
  4. Inversion(radiation -3, cost 6400+ RU): a strangely shaped artifact that appears in places of increased gravitational activity. It is a kind of sponge that absorbs radioactive elements. To varying degrees, it successfully protects its wearer both from the effects of induced radiation and from radioactive particles that have already entered the body.
  5. Eye(wound healing +4, radiation +2, cost 9600+ RU): the artifact actually resembles the organ of vision in appearance; in case of injury, it accelerates the metabolic process, which promotes rapid healing of wounds. In addition, among experienced stalkers there is a belief that the “Eye” can bring good luck.
  6. Gravity(thermal protection +6, radiation +2, cost 9600+ RU): an artifact is formed during prolonged gravitational exposure to metal-containing substances. Capable of maintaining a small anti-gravity field around himself. Many stalkers use it to significantly reduce the weight of their backpack.
  7. Soul(health recovery +2, radiation +2, cost 4800+ RU): organic artifact with unique properties. In a yet unknown way, it increases the overall speed of recovery of the body after injuries of any nature, without accelerating the accumulation of toxins. Due to its pleasant appearance, it is of particular interest to collectors.
  8. gold fish(maximum weight +12 kg, radiation +3, cost 14400+ RU): the artifact forms in places of multiple interactions of gravitational fields. Generates a sphere of directed gravitational field around itself. It reduces the weight of the contents of the wearer’s backpack much more effectively than other artifacts of this kind, and therefore is in great demand among stalkers.
  9. Stone Flower(psi protection +3, radiation +1, cost 2400+ RU): the artifact is a stone similar in its characteristics to granites. Occurs within gravitational fields of enormous intensity. Capable of fully or partially protecting the owner’s mind from psionic influence.
  10. Kolobok(health recovery +4, radiation +2, cost 9600+ RU): a rather rare artifact that forms in areas of heavy chemical pollution. It is highly valued for its ability to “stimulate” the body so that it recovers in a matter of minutes from injuries of any severity. Scientists disseminate information about the artifact's effect on the owner's genetic material; however, there is no confirmation of this yet.
  11. Compass(thermal protection, chemical protection, psi protection, electrical protection +3, strength restoration +2, radiation +4): a rare artifact that has the ability to show breaks in anomalous fields. They say that with its help you can pass by the most complex anomalies without the slightest risk, but few people know how to handle it.
  12. Crystal(thermal protection +3, radiation +1, cost 1600+ RU): the artifact appears in anomalous zones under the influence of high temperatures. Actively absorbs excess heat from the space around it, while remaining cool to the touch.
  13. Blood of Stone(chemical protection +3, radiation +1, cost 1600+ RU): is a reddish formation of compressed and petrified remains of animals. It has the ability to partially neutralize chemicals harmful to humans.
  14. Hunk of meat(chemical protection +6, radiation +2, cost 3200+ RU): an artifact of organic nature. Consists of deformed tissues of animal origin. When it enters an area of ​​chemical contamination, it begins to “pull” chemicals from the air, converting them into a thick viscous mass.
  15. Moonlight(psi defense +6, radiation +2, cost 4800+ RU): This artifact of an electrostatic nature demonstrates the ability to resonate when exposed to psi waves. Over time, stalkers learned to adjust the “Moonlight” in such a way that it resonated in phase with the main source of radiation, thereby completely or significantly neutralizing the psi influence.
  16. Mom's beads(wound healing +2, radiation +1, cost 4800+ RU): Much about this artifact remains a mystery. However, it has been reliably established that the radiation generated by the pulsation of the thickenings of “Mom’s Beads” causes the blood in open wounds to clot very quickly.
  17. Jellyfish(radiation -2, cost 3200+ RU): an artifact of gravitational nature that has the ability to actively attract and absorb radioactive particles, thereby reducing the body’s exposure to radiation. Widely distributed in the Zone; outside its borders it is widely, although unofficially, used in the treatment of acute radiation sickness.
  18. Night star(maximum weight +4 kg, radiation +1, cost 4800+ RU): a luminous artifact capable of generating a gravitational field around itself, which locally reduces the impact of gravity. Widely used by stalkers to reduce the weight of cargo carried in a backpack.
  19. Fire ball(thermal protection +6, radiation +2, cost 3200+ RU): despite the name, which reflects the nature of this artifact, the “Fireball” can easily be held in your hands without fear of burns. It is valued for its ability to maintain a constant temperature of about +24 degrees Celsius in a small radius around itself, regardless of environmental conditions.
  20. Flame(wound healing +6, radiation +3, cost 14400+ RU): the artifact is formed in areas of thermal activity. It is characterized by intense infrared radiation, under the influence of which the process of blood clotting in open wounds is accelerated. Due to the great rarity of this artifact, its cost is extremely high.
  21. Bubble(radiation -4, cost 9600+ RU): the artifact is several hollow formations of an organic nature connected to each other. Releases a gaseous substance that can neutralize radioactive particles in the human body; No harmful effects of this substance have been identified. Due to its high efficiency, it is in great demand.
  22. Dummy(recovery +4, radiation +2, cost 9600+ RU): previously considered junk, devoid of any useful properties. However, some time ago it turned out that with constant contact with the human body, this artifact has a positive stimulating effect on the nervous system.
  23. Firefly(health restoration +6, radiation +3, cost 14400+ RU): a rare artifact works with fields inaccessible to science, accelerating the regeneration of tissues and organs of living beings, as well as normalizing metabolic processes. Capable of literally putting a seriously wounded person back on his feet before his eyes.
  24. Heart of the Oasis(recovery of health and strength, healing of wounds +2, saturation +1, radiation +4): an artifact from the center of the legendary Oasis. Apparently, it is a crystallized plant that has adopted the properties inherent in Oasis to have a beneficial effect on the body as a whole. Extremely radioactive, unlike the Oasis itself.
  25. Snowflake(power recovery +6, radiation +3, cost 14400+ RU): externally, the artifact is similar to the “Kolobok”; There is an opinion that this is the “Kolobok”, caught in a powerful electric field. Capable of dramatically increasing the muscle tone of the wearer.
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We invite you to familiarize yourself with the most important things on the topic: “where to find artifacts for a beard in Stalker Call of Pripyat” with a full description and recommendations.

Game series “Stalker”. Game selection:
  • First minutes in the game:
  • Story Walkthrough:
  • Completing additional missions:
    1. Zaton, 2. Jupiter plant, 3. Pripyat.
  • Weapons, armor. Artifacts.
  • Location maps. Achievements. Cheats. Questions - answers.
  • Mods (fan modifications).

Pistols

Photo Name Caliber Accuracy Convenience Damage Speed Patr. Weight Price
Pmm 9×18 23 37 15 7 8 0,53 700
PB-1s 9×18 29 38 14 6 8 0,73 730
Fora-12 9×18 26 37 16 7 12 0,88
Volker-P9m 9×19 31 39 17 8 16 0,77 1280
Martha 9×19 24 35 17 7 15 1,07 1500
KhPSS-1m 9×19 22 35 18 6 15 1,07 1600
Cora-919 .45 ACP 22 35 21 6 7 1,14 1600
SIP-tM200 .45 ACP 27 36 21 7 12 0,73 3500
UDP Compact .45 ACP 29 34 20 7 12 0,79 3400
Black Hawk .45 ACP 30 32 24 6 8 1,75 3400

Shotguns

Photo Name Caliber Accuracy Convenience Damage Speed Patr. Weight Price
Sawed-off shotgun 12x76 4 30 24 37 2 1,99
Shotgun 12x76 28 18 25 37 2 3,19
Chaser 13 12x76 18 21 25 3 7 3,32 3000
SPSA 14 12x76 18 19 25 5 8 4,76 10000
Bumper 12x76 24 17 25 6 12 3,54 9000

Slot machines

Photo Name Caliber Accuracy Convenience Damage Speed Patr. Weight Price
Viper 5 9x19 16 31 17 23 30 2,64 6000
AKM-74/2U 5.45x39 13 26 14 22 30 2,86 4000
AKM-74/2 5.45x39 15 24 15 21 30 3,44 4000
AS-96/2 5.45x39 19 21 15 21 30 4,16 15000
IL 86 5.56x45 18 23 15 23 30 4,16
TRs-301 5.56x45 23 27 14 26 30 2,87
SGI-5k 5.56x45 25 19 16 22 30 4,66 8000
Grom-S14 9x39 21 21 19 22 20 3,67 20000
GP-37 5.56x45 24 25 15 24 30 3,76 20000
SA "Avalanche" 9x39 28 26 20 22 20 2,50 9500
FT-200M 5.56x45 28 23 15 25 30 4,76 18400

Sniper rifles

Photo Name Caliber Accuracy Convenience Damage Speed Patr. Weight Price
Vintar-VS 9x39 31 24 21 22 10 3,43 18000
SVDm-2 7.62x54 38 12 38 2 10 5,13 20000
SVUMk-2 7.62x54 33 24 25 3 10 4,63 15000
Gauss gun ACC 43 28 43 1 10 6,00 30000

Grenade launchers, machine guns

Photo Name Term. Email Chem. Glad. Psi. Hit Armor Weight Price
Leather coat 6 0 3 0 0 9 2 4,00 500
Jumpsuit “Zarya” 14 11 7 5 0 13 3 5,00 5000
Jumpsuit “Wind of Freedom” 15 14 8 5 0 19 3 4,00 6500
PS5-M “Univer. protection" 11 11 7 4 0 22 5 7,00 6500
Armored suit “Beryl-5M” 11 6 6 2 0 26 9 9,00 12500
Jumpsuit “Guardian of Freedom” 18 19 13 9 0 26 9 8,00 18500
PS3-9d “Armor of Debt” 11 11 7 3 0 33 18 15,00 25000
Armored suit “Bulat” 16 11 7 5 0 30 18 12,00 25000
Armored suit “Bulat” 19 22 24 12 26 19 5 10,00 25000
Body armor ChN-3a 17 16 9 7 0 27 9 40000
Exoskeleton 16 16 16 6 22 34 19 60000

Artifacts Hunting for artifacts

Artifacts are the most valuable items in the game's economy. It is for the sake of obtaining artifacts that hundreds of stalkers wander through the zone of radioactive contamination and climb into the most dangerous anomalies.

Single instances of artifacts can be found in secret caches, but most artifacts are found in anomalies. Moreover, if you extracted all the artifacts from one specific anomaly, then soon new artifacts will appear in this anomaly. Thus, anomalies are a renewable source of artifacts.

Artifacts are invisible to the human eye at a great distance; they appear only at a distance of one or two steps. Therefore, to search for artifacts it is necessary to use special detectors. You can remove or hide the detector by pressing the “O” key.

Found artifacts can be sold to other stalkers or to the buyer Borod (a merchant at the Skladovsk base). If you complete all of Beard's tasks, his reward for the artifacts will be much higher than the market value of the artifacts.

Artifacts can be used to strengthen your hero. Some types of armor have slots into which artifacts can be inserted. You can also improve the armor of technicians to make more connectors in them.

Inserted artifacts provide a wide variety of bonuses, but most of them are radioactive. In order to use artifacts normally, and not constantly use vodka or antidotes to remove radiation, you must first insert special anti-radiation artifacts, and then, on top of them, insert all other artifacts.

Artifact classification
S.T.A.L.K.E.R.: Call of Pripyat. Artifacts

Photo Name In what anomaly Property Glad. Price
Jellyfish Claw (Zaton) -2 radiation -2 4000
Inversion In the caves under the Burnt Farm (Zaton) -3 radiation -3 6000
Bubble Soda, Sosnodub, Plavni -4 radiation -4 12000
Mom's beads Cauldron, Frying, Ashes, Bitumen +2 healing +1 6000
Eye Frying +4 healing +2 12000
Flame Frying, Cauldron, Circus, Bitumen +6 healing +3 18000
Kolobok Soda, Plavni +4 health +2 12000
Firefly Concrete bath, Slough, Vine, Soda, Pine oak +6 health +3 18000
Soul Sosnodub, Soda, Plavni +2 recovery strength +2 6000
Battery Iron Forest, Electra +2 recovery strength +1 6000
Dummy Scar +4 recovery strength +2 12000
Snowflake Tripe, Electra +6 recovery strength +3 18000
Night star Springboard behind the Dredger (Zaton) +4 kg max. weight +1 6000
Gravity Bitumen +8 kg max. weight +2 12000
gold fish Springboard, Funnel +12 kg max. weight +3 18000
Blood of Stone Sosnodub, Funnel, Soda +3 chemical protection +1 2000
Hunk of meat Soda +6 chemical protection +2 4000
Sparkler Iron Forest, Tripe, Electra +3 el. protection +1 2000
Flash Iron Forest, Tripe, Electra +6 el. protection +2 4000
Crystal Frying, Cauldron +3 thermal protection +1 2000
Fire ball Circus +6 thermal protection +2 4000
Stone Flower Funnel, Carousel, Springboard, Claw +3 psi defense +1 3000
Moonlight Iron Forest, Electra +6 psi defense +2 6000
Changed steering wheel Jupiter, Dredger
(task Strange Phenomenon)
No +6 3000
Modified insulator Jupiter, northwest corner
(task Variable psi radiation)
No +6 3000
Compass You can get it from Noah on Beard's instructions - Compass. If you kill and search Noah, you will find 2 Compass. +3 thermo, chemical, electrical, psi protection, +2 recovery. strength +4 50000
Heart of the Oasis Jupiter, Ventilation shafts, Oasis (scientists' task - Oasis) +2 health, recovery, healing, +1 saturation +4 50000

Artifacts in S.T.A.L.K.E.R.: Call of Pripyat- these are mysterious formations with unique properties that randomly appear in anomalies after radioactive emissions.

Anomalies, found in abundance throughout the Zone, pose a direct danger to life. Despite this, they have become the main source of enrichment for stalkers, as they generate various artifacts. Artifacts have a mixed effect on the human body - some of the effects they cause are beneficial, but the flip side of this in most cases is the danger of radiation exposure. Artifacts should be selected in such a way that the resulting negative effect is neutralized and does not cause damage to health.

The game “Stalker: Call of Pripyat” presents a scattering of artifacts of 25 pieces. They are all unique. Most of them are mined in anomalies. Detectors are used to search for artifacts. The number of anomalies studied and the power of the detector determine which artifacts will appear more often on the path of the main character. At first, you shouldn’t count on rare artifacts, but over time the chances will increase. After collecting all types of artifacts, the achievement "Seeker", which will increase respect for the main character from stalkers and bandits.

Artifacts and places of probable appearance in S.T.A.L.K.E.R.: Call of Pripyat:

  • Backwater. Dredger: jellyfish, night star, twist, gold fish.
  • Backwater. Burnt out farm: crystal, mom's beads, fire ball, eye.
  • Backwater. Caves under the burnt out farm: twist, fire ball, piece of meat, bubble, stone Flower.
  • Backwater. Old barge. Noah: compass.
  • Backwater. Marsh: blood stone, soul, bun, piece of meat, firefly.
  • Backwater. Anomaly "Cauldron": mom's beads, eye.
  • Backwater. Anomaly "Sosnodub": soul, bun, blood stone, piece of meat.
  • Backwater. Anomaly "Iron Forest": sparkler, battery, Moonlight, snowflake.
  • Backwater. Anomaly "Circus": mom's beads, fire ball, eye, flame.
  • Backwater. Anomaly "Claw": jellyfish, night star, stone Flower, gold fish, twist.
  • Backwater. Anomaly "Scar": flash, battery.
  • Neighborhoods of Jupiter. Cement factory: mom's beads.
  • Neighborhoods of Jupiter. Parking: Moonlight, dummy.
  • Neighborhoods of Jupiter. Career: bubble, soul.
  • Neighborhoods of Jupiter. Ventilation complex: heart of the oasis.
  • Neighborhoods of Jupiter. Anomaly "Plavni": blood stone, firefly.
  • Neighborhoods of Jupiter. Anomaly "Concrete bath": soul.
  • Neighborhoods of Jupiter. Anomaly "Bitumen": gravity, fire ball.
  • Neighborhoods of Jupiter. Anomaly "Ashes": eye, fire ball.
  • Jupiter. Utility yard (where tools for rough work are taken): battery.
  • Pripyat. Department store (where you get calibration tools): bubble, piece of meat, soul.
  • Pripyat. Roof of the Yubileiny KBO: snowflake, flash.
  • Pripyat. Old KBO: dummy, flash.
  • Pripyat. In the courtyard of the building between the department store and the hostel, where the Strelok signal appears: firefly.
  • Pripyat. School: jellyfish, gold fish.
  • Pripyat. Anomaly "Vulcan": flame, crystal.
  • Pripyat. Anomaly "Vine": firefly, soul.

Beard periodically issues orders to search for rare artifacts, paying a substantial premium for completion and timely delivery: eye, bubble, goldfish, snowflake, flame, gravel, dummy, bun, firefly. If he hesitates, he may cancel the order. Nothing bad will happen in this case. After some time, requests will be repeated, even for those artifacts that were not delivered on time. If possible, you should keep one copy of each “kolobok” and “piece of meat” for Garik. The stalker will definitely thank you in the future.

Description and characteristics of artifacts in S.T.A.L.K.E.R.: Call of Pripyat:

  1. Battery(power recovery +2, radiation +1, cost 4800+ RU): it is known that this artifact contains electrostatic elements, but science does not yet know under what conditions it is formed. It is valued for its ability to have a tonic effect on the human body. If exposed for too long, it depletes the body.
  2. Sparkler(electrical protection +3, radiation +1, cost 1600+ RU): a representative of electrostatic artifacts, named for its brightness. It has the ability to smooth out differences in electric field strength.
  3. Flash(electrical protection +6, radiation +2, cost 3200+ RU): an artifact of an electrostatic nature. Demonstrates an amazing ability to absorb electrical charges and subsequently dissipate them. Able to protect the human body from the effects of high-power and high-voltage electric currents.
  4. Inversion(radiation -3, cost 6400+ RU): a strangely shaped artifact that appears in places of increased gravitational activity. It is a kind of sponge that absorbs radioactive elements. To varying degrees, it successfully protects its wearer both from the effects of induced radiation and from radioactive particles that have already entered the body.
  5. Eye(wound healing +4, radiation +2, cost 9600+ RU): the artifact actually resembles the organ of vision in appearance; in case of injury, it accelerates the metabolic process, which promotes rapid healing of wounds. In addition, among experienced stalkers there is a belief that the “Eye” can bring good luck.
  6. Gravity(thermal protection +6, radiation +2, cost 9600+ RU): an artifact is formed during prolonged gravitational exposure to metal-containing substances. Capable of maintaining a small anti-gravity field around himself. Many stalkers use it to significantly reduce the weight of their backpack.
  7. Soul(health recovery +2, radiation +2, cost 4800+ RU): organic artifact with unique properties. In a yet unknown way, it increases the overall speed of recovery of the body after injuries of any nature, without accelerating the accumulation of toxins. Due to its pleasant appearance, it is of particular interest to collectors.
  8. gold fish(maximum weight +12 kg, radiation +3, cost 14400+ RU): the artifact forms in places of multiple interactions of gravitational fields. Generates a sphere of directed gravitational field around itself. It reduces the weight of the contents of the wearer’s backpack much more effectively than other artifacts of this kind, and therefore is in great demand among stalkers.
  9. Stone Flower(psi protection +3, radiation +1, cost 2400+ RU): the artifact is a stone similar in its characteristics to granites. Occurs within gravitational fields of enormous intensity. Capable of fully or partially protecting the owner’s mind from psionic influence.
  10. Kolobok(health recovery +4, radiation +2, cost 9600+ RU): a rather rare artifact that forms in areas of heavy chemical pollution. It is highly valued for its ability to “stimulate” the body so that it recovers in a matter of minutes from injuries of any severity. Scientists disseminate information about the artifact's effect on the owner's genetic material; however, there is no confirmation of this yet.
  11. Compass(thermal protection, chemical protection, psi protection, electrical protection +3, strength restoration +2, radiation +4): a rare artifact that has the ability to show breaks in anomalous fields. They say that with its help you can pass by the most complex anomalies without the slightest risk, but few people know how to handle it.
  12. Crystal(thermal protection +3, radiation +1, cost 1600+ RU): the artifact appears in anomalous zones under the influence of high temperatures. Actively absorbs excess heat from the space around it, while remaining cool to the touch.
  13. Blood of Stone(chemical protection +3, radiation +1, cost 1600+ RU): is a reddish formation of compressed and petrified remains of animals. It has the ability to partially neutralize chemicals harmful to humans.
  14. Hunk of meat(chemical protection +6, radiation +2, cost 3200+ RU): an artifact of organic nature. Consists of deformed tissues of animal origin. When it enters an area of ​​chemical contamination, it begins to “pull” chemicals from the air, converting them into a thick viscous mass.
  15. Moonlight(psi defense +6, radiation +2, cost 4800+ RU): This artifact of an electrostatic nature demonstrates the ability to resonate when exposed to psi waves. Over time, stalkers learned to adjust the “Moonlight” in such a way that it resonated in phase with the main source of radiation, thereby completely or significantly neutralizing the psi influence.
  16. Mom's beads(wound healing +2, radiation +1, cost 4800+ RU): Much about this artifact remains a mystery. However, it has been reliably established that the radiation generated by the pulsation of the thickenings of “Mom’s Beads” causes the blood in open wounds to clot very quickly.
  17. Jellyfish(radiation -2, cost 3200+ RU): an artifact of gravitational nature that has the ability to actively attract and absorb radioactive particles, thereby reducing the body’s exposure to radiation. Widely distributed in the Zone; outside its borders it is widely, although unofficially, used in the treatment of acute radiation sickness.
  18. Night star(maximum weight +4 kg, radiation +1, cost 4800+ RU): a luminous artifact capable of generating a gravitational field around itself, which locally reduces the impact of gravity. Widely used by stalkers to reduce the weight of cargo carried in a backpack.
  19. Fire ball(thermal protection +6, radiation +2, cost 3200+ RU): despite the name, which reflects the nature of this artifact, the “Fireball” can easily be held in your hands without fear of burns. It is valued for its ability to maintain a constant temperature of about +24 degrees Celsius in a small radius around itself, regardless of environmental conditions.
  20. Flame(wound healing +6, radiation +3, cost 14400+ RU): the artifact is formed in areas of thermal activity. It is characterized by intense infrared radiation, under the influence of which the process of blood clotting in open wounds is accelerated. Due to the great rarity of this artifact, its cost is extremely high.
  21. Bubble(radiation -4, cost 9600+ RU): the artifact is several hollow formations of an organic nature connected to each other. Releases a gaseous substance that can neutralize radioactive particles in the human body; No harmful effects of this substance have been identified. Due to its high efficiency, it is in great demand.
  22. Dummy(recovery +4, radiation +2, cost 9600+ RU): previously considered junk, devoid of any useful properties. However, some time ago it turned out that with constant contact with the human body, this artifact has a positive stimulating effect on the nervous system.
  23. Firefly(health restoration +6, radiation +3, cost 14400+ RU): a rare artifact works with fields inaccessible to science, accelerating the regeneration of tissues and organs of living beings, as well as normalizing metabolic processes. Capable of literally putting a seriously wounded person back on his feet before his eyes.
  24. Heart of the Oasis(recovery of health and strength, healing of wounds +2, saturation +1, radiation +4): an artifact from the center of the legendary Oasis. Apparently, it is a crystallized plant that has adopted the properties inherent in Oasis to have a beneficial effect on the body as a whole. Extremely radioactive, unlike the Oasis itself.
  25. Snowflake(power recovery +6, radiation +3, cost 14400+ RU): externally, the artifact is similar to the “Kolobok”; There is an opinion that this is the “Kolobok”, caught in a powerful electric field. Capable of dramatically increasing the muscle tone of the wearer.
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Side quests are perhaps the most important component of the new add-on to Stalker. Almost every task is a small “main plot”. This article describes options for completing most side quests in all three locations, Zaton, the vicinity of the Jupiter plant, as well as Pripyat.

Backwater.

Strange phenomenon:

A strange glow was discovered on the dredger and Dyagterev will have to go there and check what is there and how. It turns out that the “changed steering wheel” of the ship is shining. It’s worth bringing it to Beard... At the exit of Dyagterev, the stalker Vobla is waiting, who tearfully asks to give the artifact to him, hiding behind noble intentions. There are several options here - you can give the artifact to him and he will run to sell it to Beard instead of us. And it will sell, which is typical! Or you can refuse and go about your business further. However, you won't be able to go far - there will be an ambush. Again Vobla asks to give him the artifact, but this time “in a bad way.” You can agree and everything will be as if they had given it away right away, or you can refuse and then Dyagterev will be shot almost point-blank... There is little chance of survival. Unless you manage to escape after they hit you with a butt on your helmet and then... hmm... well, they just kill you. Therefore, the best option would be to refuse Voble, shoot him and shoot his friends who came running. Having received the artifact, Beard will pay 3,000 rubles for it.

Tools

The mechanics at both locations will ask you to find tools for them, because... Only with their help can you make modifications to armor and weapons.

Here's the list.

A set of tools for rough work lies in the attic of the sawmill in Zaton. Be careful, there are a lot of zombies there!

The set of tools for fine work on Zaton has already been mentioned separately.

A set of tools for rough work in the vicinity of “Jupiter” - south of Yanov there is a carriage (under the bridge) along which the Electra anomaly rushes. There they lie.

A set of tools for fine work in the vicinity of Jupiter - one of the buildings at the Jupiter plant, attic. Beware of a lot of Elektra anomalies!

Two sets of calibration tools can be found in Pripyat. One is in the Department Store, basement. But there aren’t enough jerboas there. The second one is on the second floor of the old KBO. There are many Electra anomalies and a whole burer. It’s better to go at him with a shotgun or a knife.

Both techniques give special improvements after a full set of brought tools, for example, Cardan can modify the exoskeleton to the fourth generation, and it will be possible to run in it as if it were a regular suit.

An ordinary stalker.

Hit:

The boss of the bandits, Sultan, asks for help in a dirty matter. He wants to kill the stalkers on a nearby barge, the Shevchenko. The attack will take place at midnight. You can help him and attack the stalkers. Or we can tell the bartender Beard about this task, who will ask us to pretend that we are going to help the bandits, but in reality we will help the stalkers kill them. You can also walk to the targets of the robbery and inform them. In both cases there will be a reward. And also captured weapons that are better than the starting ones...

And yes, if you decide to support the stalkers, wait until the bandits walk in a chain, and then throw a grenade into the center of the chain. There will be few survivors.

Deal:

This task can only be taken at night. Moreover, if you don’t take it right away, then later it will be impossible to get it in any other way - it will automatically be considered failed.

Beard offers to help the stalkers. The point is that the bandits decided to buy weapons from someone, and this will naturally backfire on the stalkers. So we need to stop this disgrace... At night we meet with a detachment of stalkers near the forestry and eavesdrop on the conversation between the bandits and the stalker in the “Dolga” exoskeleton. Then you need to kill them all. Something sniper (like Vintorez) will come in handy, since among the enemies there is one “exoskeleton”. You can remove his PDA from the corpse of the “debt”, and at the same time find out that his name is Morgan. Sych will pay 4,000 rubles for it. As soon as we finish with the bandits, we need to talk to the leader of the stalker squad. He will give you 2500 rubles and send it to Beard, saying he will give you the main reward. Beard, having learned about the completion of the task, was generous with 3,500 rubles, saying that “everyone needs money, keep it.” During the quest you will be able to collect a bunch of weapons, but most are in terrible condition and the merchant will refuse to buy them. But there will be a lot of cartridges.

Magpie

Yes, we need to find this stalker Soroka. The task is given in Skadovsk, but it will not be possible to complete it immediately. When you arrive in the vicinity of Jupiter, go towards the Quarry, there under a giant saw-tooth device (I have no idea what it’s called) lies a dying stalker. After talking with him, we find out that he was betrayed. We leave the dying man alone and return to Yanov. Then everything is simple - talk to the stalker Flint, who is actually Magpie. According to unverified data, to be sure, it is worth completing the “Hunting the Chimera” task before this, because Flint will immediately begin to boast about his exploits, which will ultimately reveal himself as Magpie. We go to the head of Freedom, hand over Flint to him, then, upon returning to Skadovsk, we inform Gonta about the success of our mission. True, at this point the game crashed for me.

Inaccessible cache:

The stalker Koryaga is located in the Skadovska bar. He asks Dyagterev to help him. Bring a container of swag. He himself cannot do this, since the container, along with the car in which it was lying, fell into a crack in the ground, and there are a lot of snorks around. Snag is afraid of them more than anything in the world... Having reached the place and descended into the crack, the desired car is immediately visible . Carefully jump down along the ledges. We take out the container and, having wandered through the tunnels, find a way out. Nearby, by the way, there is a very interesting anomaly where you can find a couple of artifacts.

Oh, and about the task. Take the swag to Koryaga. He offers to split it, to be honest. The container contains:

Modified “Handicap”. - No need.

Medical kit (3 scientific first aid kits, three anti-radiation drugs and several bandages) - this is a good thing.

Modified AKM-74/2U - if your old machine gun is not satisfied, take it. It's not much better, but...

Artifact “Soul” – required

Helmet. – extra load

Snag will agree to give only two things, and will take the rest for himself.

Additional tasks in “Call of Pripyat”. Walkthroughs.

Additional tasks in “Call of Pripyat”. Walkthroughs.

What kind of secrets does the Zone keep...

Disappearance of stalkers:

The capercaillie says that people began to disappear, bloodsuckers are to blame. And recently the hunter Danila disappeared. The body was never found. We have to find out what happened.

Having arrived at the indicated place, Capercaillie will contact us. He found a lair of bloodsuckers and asks to meet with him. Having met, he says that he saw two bloodsuckers enter the building of the VNZ “CIRCLE”. We need to see what's there. Inside there is a fight with two bloodsuckers. Separately. Advice - try not to hurt your partner; in the worst case, switch from a machine gun to a dagger, because The “standard” AKS “lifts” very upward during bursts, which makes it difficult to hit the enemy. Going downstairs, we come across a lair of bloodsuckers. There are many of them here, but they are sleeping. Well. We quietly make our way past them to the exit. Getting up from your haunches is highly not recommended, otherwise everything could end too fatally. Capercaillie sends us to talk to Beard. but this is another task... And he himself asks to meet him at the “Skladsk”, but later. Arriving at the “Skladsk”, Capercaillie is not found there. We need to find out where he is. Beard probably knows this. Yes, Beard knows. The capercaillie left us a message that he was going to the port cranes. So you need to find him there. He is not found at the scene, but a suspicious “booth” with Danila’s corpse is discovered. We go inside and find Capercaillie and... Tremor, drinking his blood. The tremors are explained by his thirst for blood. Tells. how he hid it for so long and what he did about it. And then he puts a bullet in his head. Let's tell Beard about this. He, having learned what danger threatened the stalkers, will give out as much as 10,000 rubles. And you will receive the “Detective” achievement, that is, for solving a case, stalkers will regularly put first aid kits and other medicines in your personal box at Skadovsk. Thanks to them for this.

Lair of bloodsuckers:

We tell Beard about the discovered lair of bloodsuckers. Beard recognizes this as a serious threat and sends him in search of poison gas. Perhaps Sych knows something. Sych does have information, but he does not intend to share it for free. It costs 2000 rubles. Sych will tell you that nearby, at the bridge, a military convoy once stopped transporting gas cylinders. Find the convoy and the desired truck, in the back of which you will find a locked container with a gas cylinder inside. There is a document in the truck's cabin that will tell you where to look for the two keys that open the container.

1 key - key A - is located in the safe of the car lagging behind the column. Walk towards the forestry, the car has half fallen off the bridge, but is still holding on.

Key 2 - key B - is located in the safe of the car that fell into the gap in the bridge. Go in the opposite direction from the forestry.

Having obtained all the keys, open the container and take away the gas cylinder. Then you need to find the ventilation shaft. It is marked on the map. Then you need to install a gas cylinder in it, turn the valve and wait 40 seconds for the gas to take effect. During this time, two bloodsuckers will appear and that’s it. Or maybe none will appear. Then you can go to Beard and report on the completion of the task. As a reward we receive 5,000 rubles and a “Veles” detector.

Supplies:

A detachment of mercenaries has settled at the substation and is not letting anyone in. What a bullshit. However, there is a way to obtain permission to pass. The leader of the mercenaries, Tesak, asks to bring them food. 6 cans of canned food or sticks of sausage or loaves of bread is enough. We calmly enter the mercenary camp and, as soon as we go through the construction site and go to the place where the mercenaries are resting, we will find tools for rough work.

Area maps:

During the examination of the Skat-2 helicopter, you can find several maps of the area. You need to give them to someone, at a profit for yourself, of course. I remember at Skladsk there was a conductor named Pilot. Surely cards will interest him... The assumption was correct - cards interest him. As a reward for them, he will arrange a discount on his services. 1000 rubles for the transition from Yanov to Zaton is an excellent price, to be sure.

Mercenary camp:

Owl asks to visit the mercenary camp and look for any information there. Preferably, mercenary plans. They are well armed, so it’s worth taking things seriously, armed with something like a sniper “Surf”. When the entire “population” of the base, represented by mercenaries, went to the afterlife, you can look for information. To begin with, you can remove his PDA from Spine’s body. They'll probably pay for it. And during a short search, a laptop with plans will be discovered. Everything that is possible has been found. Now we need to show this to Sych. He will buy a PDA for 1000 rubles, and a laptop for 2000.

Three Veles detectors

After you clear the mercenary camp, Sych will give you the task of finding three Veles detectors and bringing them to the scientists’ base (the vicinity of Jupiter). They'll definitely give you one for clearing out the bloodsuckers' lair on Zaton. Find another one in Kopachi, in an excavator.

You can buy another one.

And one more can be obtained while completing a line of tasks for scientists.

One way or another, after collecting the detectors, take them to the scientists, and then go back to Zaton. Little problems will arise with Sych - he will refuse to share his property with the stalkers, hinting at a certain Sultan. We can intimidate Owl and help Beard, or we can try to respect the local gangster authority. One way or another, we will receive the next task...

Additional tasks in “Call of Pripyat”. Walkthroughs.

Additional tasks in “Call of Pripyat”. Walkthroughs.

"Compass"

Beard (and the Sultan too) needs this rare artifact. Noah, who lives on an old barge north of Skadovsk, has it. If you are on good terms with the stalkers, go to Noah and politely ask him for the artifact. Then, when you give it to Beard or the Sultan... go to Noah again and politely ask for the artifact. Now for personal use. The third time you will get the honorary status of an extortionist in his eyes and a bullet in the head, so I don’t recommend begging.

Or you can kill Noah right away. Although this option, in my opinion, is not the most optimal, but if you work for the Sultan...

Hunting the Chimera:

Gonta, having learned about the death of Danila and Capercaillie, will ask us to help him hunt the chimera. If we decide, we need to meet at 3 am. Then go to the “Emerald” and, catching the sleeping chimera by surprise, kill it. The chimera is somehow wrong, it barely resists even at “maximum”, so even a couple of bursts from an AK will be enough (if not less). Gonta will give you a SPSA-14 shotgun as a reward and send you to St. John's Wort for a cash reward. By informing him about the completion of the task, we will receive 2000 rubles.

Three comrades:

After drinking two bottles of vodka, Cardan will tell you that he came to Zaton with two comrades, but they quarreled and left. We need to find out where they are and what happened to them. The corpse of the Barge can be found by jumping into a hole in the ground, halfway between the burnt out farm and “Emerald”, after examining the dungeon. The Joker’s corpse, or rather his skeleton, can be found near the Sosnodub anomaly. In the bushes. We take away their PDAs from both of them and take them to Cardan. The task is completed, but there will be no reward.

Jupiter.

Hunting (for swamp bloodsuckers).

St. John's wort issued a task to destroy swamp bloodsuckers. If you have a shotgun, then they are easy prey for the hunter. We kill three bloodsuckers and return for a reward of 3,000 rubles. On the other hand, at “maximum”, out of excess caution, I spent a whole shot from a grenade launcher on them. But it was worth just upgrading the shotgun... And it’s better to fight against them separately, of course. They'll peck.

Hunting (Unknown mutants).

Stalkers discovered unknown mutants in the tunnels under Jupiter. need to get rid of the threat. The unknown mutants turn out to be a couple of Burers. If you try to shoot them, you might inadvertently die, and it’s difficult. But the knife performed well - it does not allow the burer to use his abilities, since he is forced to reflect the blows, and the burer himself only needs a couple of blows. The grenade launcher performed equally well at high difficulty levels.

As a reward, St. John's wort will give out 5,000 rubles collected by the stalkers.

Hunting (for a chimera, another one).

St. John's wort invites us to kill the only remaining of the two NOT random chimeras. We will not refuse and will take the quest.

We travel to the south of the map, wait for night (two or three hours after midnight will do). You can try to set up an ambush by going up the stairs to the top of the tank. But it won’t work, you need to go down and stand in the center of the site. The chimera will gallop from the eastern side. Prepare a “Chipper” or something like that, preferably a modified one, and preferably 50-60 rounds. She's just brutally resilient. And also a lot of first aid kits and bandages, and drink an energy drink before the fight - you will have to run around in circles quite a bit. The main thing is not to lose sight of the enemy, and this, given the chimera’s abnormal jumping ability, is difficult.

Once completed, you receive money (as usual) and Deerslayer's personal shotgun.

Additional tasks in “Call of Pripyat”. Walkthroughs.

Additional tasks in “Call of Pripyat”. Walkthroughs.

Backwater in all its glory.

Debts:

After talking at the Yanove station with the stalker Vano, we learn that he owes money to the bandits and they constantly demand interest on the debt. It would be nice if someone else took the money... If we agree, Vano will give 5000. They need to be given to the leader of the bandits. Arriving at the place and talking with Valet (the leader of the bandits), it becomes clear that he will continue to demand interest, and threats will not frighten him.

There are several options:

1) Give 7000 and part with the world.

2) Shoot everyone.

The second option is preferable if you are playing on a more or less low difficulty level, since you can pick up a good shotgun, “Opboynik”, from Jack’s corpse. But at the “veteran” level, they will hardly even let you get a machine gun.

One way or another, having solved the problem, we inform Vano about its solution. Here the quest is completed.

Kopachi:

On “Yanov” you can meet a member of the “Svoboda” group, Uncle Yar. He asks to accompany him to the village of Kopachi. In the village you need to follow Uncle Yar to a house with a good sniper position on the roof. And a crowd of zombies will roam around. Fortunately, they are not aggressive. Climbing into the attic of the house, we will see how the zombies engage in a shootout with the mercenaries who have come running. We carefully remove the mercenaries and talk to Yar. He will give out 6000 and tell you what happened. If you want to remove the equipment from the mercenaries, we also shoot at the zombies, but then we will have to fight against them as well.

Radio engineering:

Azot is interested in radio engineering and wants to get himself materials to work with it. It is very likely that they are at the cement plant. We go to the cement plant. You cannot enter from the central entrance, you need to go around and from the north side climb the stairs to the “container” (carefully, an “electra” anomaly) and jump into the hatch. Then we just carefully examine every corner of the factory. The result is:

Textolite base. x3

Packaging of capacitors.

A jar of rosin. x2

A coil of copper wire. x2

We attribute all this to Nitrogen. As a reward we receive a discount on his services.

Oasis

Scientists on Jupiter will give you the task of finding the legendary Oasis - something that has a positive effect on humans. Interviewing stalkers, unlike regular quests, will not yield anything. Well, okay – we’ll find it ourselves. First, let's go here:

Additional tasks in “Call of Pripyat”. Walkthroughs.

Additional tasks in “Call of Pripyat”. Walkthroughs.

Here comes Oasis. The dotted line marks the “underground” section of the path.

The place where the dotted line begins is the entrance to the ventilation shafts. There are a lot of jerboas there and not a lot of zombies. We go into the building, go “deeper”, turning left, and then there is the entrance to the mines. Further, after wandering a little through the tunnels, we come to a nondescript room, which is the last obstacle before finding the Oasis. It is quite difficult for me personally to describe the passage of this obstacle in words, because no matter how hard I tried, I could not understand the algorithm (and I did not understand how to pass it myself). Here are the comments from eyewitnesses:

...you have to run around the perimeter of this room either clockwise or counterclockwise (I don’t remember which way I ran). After running around the entire room and passing through the “electric rain”, run again (along the perimeter, not straight) to the second passage with the anomaly. You will be thrown towards the first exit again, but another section of the room will light up. Run around the perimeter again, again into the passage. And so three times, it seems. As a result, after the next such race, you will be able to walk along that ill-fated corridor and find yourself in an oasis (it is located directly under the round thing, if you look at the map, but you cannot climb there from above)

We receive a task from scientists. we go to the end of the railway from Yanov, there is a building to the left of the tunnel, we enter there and kill the zombies, we follow the jerboas and run to where they are running from. And let's sweat it out. We get lost a little and come out to a hall with columns. We just go through them a couple of times, waiting until the stars light up. When there are stars, we go into the passages indicated by them and find the Oasis. We tear off his heart, kill two psi-dogs and return to the scientists.

In a word, everything is complicated.

After the game is automatically saved, we go to the “Oasis”, take the artifact and escape from the wrath of the angry pseudo-dogs up the stairs. That's it, you can go to the scientists and give them the artifact.

Notes from Strelok.

In the very north-west of the outskirts of Jupiter, you can find a fallen reconnaissance module, from which you can extract a black box with Strelok’s notes. But you won’t be able to read them so easily, you need to take the box to Azot on Yanov, this is the only way to make the information readable.

Well, let's take it. Nitrogen will ask us for money for repairs, we agree. In case you get a discount - only 1000 rubles. You can return for the module in a couple of hours after you give it to Azoth.

Psi radiation

When you already have good equipment, at least better than standard, at the scientist’s base you will be asked to study something strange and anomalous, located in a distant tunnel in the northern part of the location. You will be sent there with a group of mercenaries. The "Strange and Anomalous" turns out to be a useless artifact and is guarded by a bunch of zombies. But at the exit from the tunnel you will be greeted by a controller. If you can’t kill him quickly, shoot at your former partners, they will very quickly turn against you under the influence of the controller. You can kill quickly... well, that's even better. And the scientists will reward you well.

Measurements

Once again, scientists need our help. This time you need to a) install some gizmos in the most active anomalies, which, after emissions, will notify you of the presence of artifacts there and b) accompany a group of stalkers taking measurements of the activity of the anomalies. The first part of the task is somewhat easier. Come, deliver... But there are difficulties with covering a group of stalkers. They measure for a long time and with feeling. If hordes of zombies attack you near Kopachi (as usual, take a sniper and shoot one at a time), then in the swamps you will appear right in the middle of a horde of mutants, which can already kill at least one of the trusted ones. Considering the constant attacks of flesh and boars, it is better not to go there without a good shotgun, otherwise you will destroy the group, and it is not a fact that you will remain alive.

Additional tasks in “Call of Pripyat”. Walkthroughs.

Additional tasks in “Call of Pripyat”. Walkthroughs.

The mercenaries are so harsh that they do not even ask for mercy before dying.

Measurements, episode two

Apparently, devices for measuring anomalous activity somehow have a bad effect on mutants; they become very angry when they sense these very devices. And they grow dumb. We were given the task (by scientists, who else?) to install a specially configured device in the very center of the “Bitumen” anomaly (I remind you, there are quite a lot of “Zharok” there) and wait until it measures the results. During the experiment, crowds of snorks will attack us, but any careless step threatens to end up in an anomaly. However, this can be used for your own purposes by positioning yourself in relation to the snorks so that the trajectory of their jumps runs right through the anomalies. This greatly simplifies the task.

Measurements, episode three

Now we need to explore a generally unknown anomaly, which is located near the Cooling Tower. Without completing the task of finding three “Veles” and “Svarog” in your hands, you don’t even have to get down to business. But if you have “Svarog” - go to the Cooling Tower and enjoy. Then search the corpses. The chief debtor's PDA can be given to Sych if you have nothing better to do, to "Dolgovtsy" if you want to win their favor, or to "Svoboda" if you want to win their favor and see "Duty" ridiculed.

Latest Developments

Scientists ask you to find certain documents located at the Jupiter plant. Let's go to the factory and find it. It would seem nothing complicated? Not at all. After you find the documents, a squad of mercenaries will attack you. The leader is armed (at least I was) with a G37 and wears an exoskeleton. After his death, you can take the PDA from his corpse and take it to the scientists.

Interesting: mercenaries swear in the most natural way during battle. Not veiledly, as sometimes happens with bandits, but for real. It's worth just listening.

They, having received the documents and PDA, will ask you to find new security for them (if you come to them after a couple of hours). The “Dolgovtsy” are perfect for this task, you just need to talk to their leader. “Svoboda”, apparently, can also be equipped to protect scientists, but I’m not sure that the scientists themselves will be delighted with the Svoboda members.

Where to install the Monolith

Ex-Monolithians, who are located in the north-west of the vicinity of “Jupiter”, although on Yanov. Waiting out the emissions in an open area is not the most pleasant thing a stalker can expect in his life, so let's help them. They can be assigned to "Freedom" or "Duty" by talking with the commanders of these groups, but you need to earn their respect. Help Uncle Yar clear Kopachi of mercenaries, help Azot with radio equipment, help St. John's Wort with his animals, and finally, give one of them the chief debtor's PDA, received at the Cooling Tower. And then the Monoliths will be able to be installed there.

Ransom

At the Yanov station, several stalkers are arguing about what to do with their friend, who was captured by bandits. Shall we help them? Why not?

It’s just that it’s not really easy to help. When we go to the bandits, we, of course, can give them the artifact and they will give us the captive Mityai. But then, when we leave the bandit camp with him, we will be unobtrusively offered to give a little more. Preferably in monetary terms. You can give it and they will let you go in peace. You can try to shoot, but in this case you can say goodbye to Mityai, no one will feel sorry for him.

You can try to shoot everyone right away, but will Mityai remain alive?

Pripyat.

One shot

The leader of the mercenaries and a certain “customer” meet in the courtyard of the hostel. Our task is to remove both of them with a sniper rifle. Doesn't remind you of anything?

Gauss is highly recommended for this mission, because even with SVD you will have to take into account such an important thing as “ballistics”. With it in “Call of Pripyat” things are more than good, and if you aim at a mercenary’s head from the same SVD, then, most likely, the bullet will fly off along a completely realistic trajectory in an unknown direction, and you will simply scare away the targets. Therefore, we safely hide the SVD, take out the Gauss, forget about ballistics and shoot.

Just don't shoot the first target right away, wait until the second one arrives and when they start talking.

This Gauss is a cheating thing, needless to say...

Additional tasks in “Call of Pripyat”. Walkthroughs.

Additional tasks in “Call of Pripyat”. Walkthroughs.

Call of Pripyat? Hm…

Afterword.

If you have any suggestions or additions to the guide, write them in the comments, because... I don’t mind the energy for additions.

The “Seeker” achievement in S.T.A.L.K.E.R.: Call of Pripyat unlocks after finding 23 artifacts. Artifacts are mysterious formations with unique properties that appear in places of anomalies after emissions. Emissions in the Zone occur once or twice a day. The location of old artifacts in the anomalies changes. All artifacts in S.T.A.L.K.E.R.: Call of Pripyat are generated by thermal, chemical, electrical, radiation, organic and gravitational anomalies. Each anomaly generates a family of two or three artifacts of a similar type, which differ in appearance and the strength of their impact on the host’s body.

The impact can be both positive and negative. Most often it is negative, since radiation negatively affects the protagonist’s body. Therefore, it is necessary to select artifacts in such a way that the resulting negative effect is smoothed out and does not cause damage to health. For example, the negative effect of two Goldfish (radiation +6) is offset by the positive properties of two Bubbles (radiation -8) and there is still room for an Eye (radiation +2). The number of simultaneously used artifacts in a suit is limited by special cells. You can add additional slots for artifacts at Skadovsk from a technician or at Yanov using modifications that require tools for fine work and calibration.

The probability of finding rare artifacts in the Zone increases after; in anomalies, Goldfish, Flame, Firefly, Snowflake and Bubble begin to appear more often. Detectors help find artifacts, and exoskeletons and overalls help protect against the negative influence of the environment while scanning anomalies. The best detectors “Veles” and “Svarog” can be obtained during the passage of the main plot. The exoskeleton can be ordered at any time from Shustroy for 60,000 rubles or bought from Sych for 45,000 rubles at “Skadovsk” in Zaton after receiving the “” achievement; you can also find the exoskeleton for sale from the Hawaiian in Yanov after receiving the “” or “” achievements.

Artifacts are the main source of income for stalkers. Beard from Skadovsk is the only artifact dealer in Zaton, the vicinity of Jupiter and Pripyat. He also issues orders for their search and delivery. The reward depends on the rarity of the artifact; it can reach 24,000 rubles per piece. If you take the order, but do not complete it, free stalkers Kuvalda and Greben will appear on Zaton, who will complete the task for Beard for Degtyarev. No one forbids taking advantage of the opportunity and ransoming or taking away the found artifacts from the mercenaries, and then giving them to Beard for a reward.

Artifacts in "Stalker: Call of Pripyat":

Compass, Heart of the Oasis, Changed helm, Changed insulator, Anomalous plant - are not included in the list of required artifacts. If you give the Heart of the Oasis to the scientists from the bunker in the Vicinity of Jupiter, the rare artifact will affect the ending of the game.

ViewNameLocationEffectPrice
Night star Backwater Neighborhood of Jupiter: Anomaly "Bitumen".Max. weight +4 kg., Radiation +16000RU
Gravity Backwater: Dredger; Neighborhood of Jupiter: Anomaly "Bitumen".Max. weight +8 kg., Radiation +212000RU
gold fish Backwater: Dredger, Claw Anomaly; Pripyat: School.Max. weight +12 kg., Radiation +318000RU
Mom's beads Backwater Neighborhood of Jupiter: Cement factory.Wound healing +2, Radiation +16000RU
Eye Backwater: Burnt Farm, Anomaly “Cauldron”, Anomaly “Circus”; Neighborhood of Jupiter: Anomaly “Ashes”, Anomaly “Bitumen”.Wound healing +4, Radiation +212000RU
Flame Backwater: Anomaly "Circus"; Pripyat: Anomaly "Vulcan".Wound healing +6, Radiation +318000RU
Soul Backwater: Swamp, Anomaly "Sosnodub"; Neighborhood of Jupiter Pripyat: Department Store, Vine Anomaly.Health recovery +2, Radiation +26000RU
Kolobok Backwater: Swamp, Sosnodub Anomaly.Health recovery +4, Radiation +212000RU
Firefly Backwater: Swamp; Neighborhood of Jupiter: Anomaly "Floats"; Pripyat: In the courtyard of the building between the Department Store and the Dorm, Anomaly "Vine".Health recovery +6, Radiation +318000RU
Battery Backwater: Anomaly “Iron Forest”, Anomaly “Scar”; Neighborhood of Jupiter: Utility yard, Parking lot.Recuperation +2, Radiation +16000RU
Dummy Neighborhood of Jupiter: Parking; Pripyat: Old KBO.Recuperation +4, Radiation +212000RU
Snowflake Backwater: Anomaly "Iron Forest"; Pripyat: Roof of the Yubileiny KBO.Regeneration +6, Radiation +318000RU
Jellyfish Backwater: Dredger, Claw Anomaly; Pripyat: School.Radiation -24000RU
Inversion Backwater: Dredger, Claw Anomaly, Caves under the burnt out farm.Radiation -38000RU
Bubble Backwater: Caves under a burnt farm; Neighborhood of Jupiter: Quarry, Concrete Bath Anomaly; Pripyat: Department store.Radiation -412000RU
Crystal Backwater: Burnt out farm; Pripyat: Anomaly "Vulcan".Thermal Protection +3, Radiation +12000RU
Fire ball Backwater: Burnt out farm, Cave under the burnt out farm, Anomaly “Circus”; Neighborhood of Jupiter: Anomaly “Bitumen”, Anomaly “Ashes”.Thermal Protection +6, Radiation +24000RU
Blood of Stone Backwater: Swamp, Anomaly "Sosnodub"; Neighborhood of Jupiter: Anomaly "Plavni".Chemical protection +3, Radiation +12000RU
Hunk of meat Backwater: Caves under the burnt out farm, Swamp, Sosnodub Anomaly; Pripyat: Department store.Chemical protection +6, Radiation +24000RU
Stone Flower Backwater: Caves under the burnt out farm, “Claw” Anomaly.Psi Defense +3, Radiation +13000RU
Moonlight Backwater: Anomaly "Iron Forest"; Neighborhood of Jupiter: Parking lot.Psi Defense +6, Radiation +26000RU
Sparkler Backwater: Iron Forest anomaly.Electrical Defense +3, Radiation +12000RU
Flash Backwater: Scar Anomaly, Iron Forest Anomaly; Pripyat: Roof of the Yubileiny KBO, Old KBO.Electrical Defense +6, Radiation +24000RU
Compass Backwater: Noah's old barge (the "Compass" task is given by Beard during the resolution of the conflict between and).Thermal Defense +3, Chemical Defense +3, Psi Defense +3, Electrical Defense +3, Recuperation +2, Radiation +410000RU
Heart of the Oasis Neighborhoods of Jupiter: Ventilation complex (given by Professor Ozersky from the scientists’ bunker).Health recovery +2, Strength recovery +2, Wound healing +2, Saturation +1, Radiation +47000RU

The influence of the Heart of Oasis on the ending of “Stalker: Call of Pripyat”

Stories about the Oasis ceased to be legends: more and more often in conversations of stalkers those who were able to find the way to this secret anomaly were mentioned. The flow of searchers does not dry out, which the bandits continue to take advantage of. Newcomers fall for the offer to show the way to the Oasis, but the matter usually ends in robbery somewhere away from the stalker paths.

1. Near the stone behind the bush there is an under-barrel grenade launcher “Koster”, 3 VOG-25 grenades for it and a PSO-1m optical sight.

2. Hidden between a bush and a thin tree are 2 energy drinks, 2 first aid kits, 180 Kalashnikov rounds and 180 NATO rounds.

3. (he and 4 are outside the map) Under the wooden structure there is a first aid kit, a bandage and 2 RGD-5 hand grenades.

4. Hidden in the bush (directly in line with the picture) were 3 energy drinks, 2 first aid kits, 120 rounds of Kalashnikov ammunition and 2 portions of “Barvinok” tablets.

(Attention! Energy drinks tend to roll and hide from the secretion site!)

5. Under the tree, an SVD-2m sniper rifle and 10 rounds of 7.62x54 7N1 mm cartridges await you.

6. Sasha Gray is “basking” under a small Christmas tree, 120 members to her

7. Climb around the tractor, inside - 2 bandages and a first aid kit.

8. On the tree near the dredger there is a first aid kit and 2 radio protectors. Be afraid of radiation. Get it out with bullets.

9. Go down to the water, under the structure there are 150 rounds of 9x18 mm and 100 rounds of 9x19 mm.

10. Go up the stairs in the burnt house, then take the Vintar-VS sniper rifle.

11. Near the stone behind the tree there is a Viper 5 SMG, 150 rounds of 9x19 mm ammunition for it and two RGD-5.

12. We climb onto the pipe, on the supporting structure, without flying off the pipe, we take 3 bandages, bottles of vodka and 2 energy drinks.

13. Behind the bush, where the pipe goes underground - 2 first aid kits and 3 bandages.

14. In the house under the table there is bread, sausage, 2 bottles of vodka, 2 energy drinks and canned food.

15. Under the house there is a TRs-301 assault rifle, 120 NATO rounds and a bandage.

16. Entrance to the tunnel, and at the end - an antidote, 2 first aid kits, 2 bandages, 2 anabiotics.

17. There are 2 first aid kits and 3 F1 grenades near the stone.

18. There are 2 canned goods in the back of the truck. The car itself is radioactive.

19. There will be some old cars in the building, inside one of them is an AKM-742, plus 180 rounds of ammunition for it.

20. Climb up the stairs into the attic, on the left there will be a SPSA-14 shotgun and 20 charges of shot.

21. Look for an atom-shaped mark. Nearby there will be 3 army first aid kits and 10 charges for the Gauss cannon.

22. In the cab of the truck – 150 rounds of 9x19 mm ammunition and a “Marta” pistol.

23. On the boat there is an Il-86 assault rifle and 120 NATO rounds of ammunition in a visible place.

24. Under the seat of the car there is a first aid kit and 120 rounds of Kalashnikov ammunition. It’s a little difficult to get, but it’s possible!

25. There will be a table, in the table there is a Black Hawk pistol and 150 rounds of 45-caliber ammunition for it.

26. Radioactive car again. In the cabin - 90 rounds of 9x39 SP-5 mm for Vintar, 120 rounds of NATO.

27. There will be a tree whose crown develops in two, and between the crowns there are two bandages, a radioprotector, periwinkle and two antidotes.

28. Enter the building. There will be blue army first aid kits hanging out somewhere – that’s where the secret lies. There are also 10 cartridges for Gauss, you need to both shoot and turn around.

29. Under the stairs there are 100 rounds of 45 caliber and 18 rounds of Vintar.

30. Between the stones there are 3 bandages and 2 antirads.

31. Between the cabin and the body of the car there is a compartment where there is an M203 under-barrel grenade launcher and 3 M203 grenades for it.

32. Climb under the stone, there is a SIP-t M200 pistol, 150 rounds of 45 caliber ammunition for it, 3 energy drinks, 3 first aid kits, 3 bandages, 2 antiradicals, 2 canned food.

33. Difficult secret. First, climb onto the stinking tank, jump from it to the roof of the gas station, and then rummage around and find the “Zarya” overalls and a bottle of vodka.

34. First, kill and bribe the mercenaries with food. Then go to the roof of the building, where there are a lot of shelves. Look under the canopy where the main crowd of mercenaries sat - there we have 2 army first aid kits, 3 bandages, Periwinkle and “Hercules”.

The Stalker series of games has captured the minds of gamers around the world. And even if it doesn’t shine with its graphical component, it does have an atmospheric, open world and variety. You can play any of the three parts for hours, tens of hours - and always be extremely far from completing it completely. There are a huge number of topics regarding these games that can be discussed endlessly, but now we will talk about subjects that interest a lot of people. These are artifacts. Stalker offers you access to dozens of such objects, but finding them will not be so easy. If you still have no idea what it is, then this article will tell you in detail about this phenomenon. So what are the artifacts? "Stalker" is a game in which any discovery can be extremely important for the survival of your character, so you should approach this issue extremely carefully.

In many computer games, there are objects that have special powers - these are artifacts. “Stalker” also has artifacts in the game world, but they are slightly different from those that people are used to seeing in other computer games. Here these are objects whose origin is completely unknown. They can form in radiation zones under its terrifying influence, or they can appear in completely different ways that are unknown to absolutely no one. However, no matter how the artifact is formed, it represents a goal for any gamer and non-player character, as it allows you to gain certain powers. When you activate it, it begins to have an effect on your body. Until the activation process is completed, you will not be able to find out exactly what effect this or that item will begin to have on you. By the way, it is worth noting that it can also be negative. This is just a general description; later in the article much more will be said about various game artifacts. "Stalker" does not suffer from their shortage.

What are they needed for?

In the game "Stalker: Clear Sky" artifacts can be useful to you in any form, be they negative or positive. The fact is that these items are the main goal of lone stalkers - they hunt for artifacts in order to earn money in this way. Many people come to the Zone precisely because traveling through it, although extremely life-threatening, promises enormous wealth if you can successfully find and sell artifacts in the anomalies. Considering the fact that initially you begin the passage as a lone stalker, you should also think about searching for these items in your free time from completing story tasks. In the Stalker game, artifacts can really become an excellent source of income for you, as well as a good boost, if you treat them carefully and use only those that will benefit you.

Origin of artifacts

In the game "Stalker: Call" artifacts can be very diverse, but how are they perceived directly in the game world? It is believed that artifacts are formed in anomalies, and this happens due to a certain kind of influence to which the remains of living beings, plants and various objects that find themselves in the very center of the anomaly are exposed. Naturally, no one can confirm this, so there is no single point of view. In addition, it is not even clear why such a process occurs - is the finished artifact an object that the anomaly worked on, that is, is it the fruit of her creativity, or is it just a random object that was simply processed and is its kind of waste? There are various legends among stalkers and other people regarding what actually happens in the anomalies, but no one can tell you anything specifically. Also, hardly anyone knows where to find artifacts in Stalker, because if they knew this, they would have gotten them themselves a long time ago. So if you want to get your hands on this or that artifact, go looking for it.

Search for artifacts

If you want to know where to find artifacts in Stalker, then you can only give one tip - look for anomalies. In the first parts of the game, artifacts are located close to the anomaly that formed them, and they can be easily seen even with the naked eye. The search is also simplified by the fact that artifacts are illuminated with a light glow, and sometimes they can even move in space. As you can see, in this case, searching for an artifact is not so difficult, and it cannot be said that it is dangerous. However, with the release of the Clear Sky part, everything changed a lot. Firstly, artifacts are no longer visible to the naked eye - to detect them you need to use a special device called a detector. When you use the detector near an artifact's location, it will be highlighted on the screen. However, that's not all. Secondly, the location of the artifacts has changed - now you will not be able to find them near the anomalies, you will have to go straight inside the anomalies, which is much more dangerous. This is exactly how the search in the game “Stalker: Pure” was complicated. Artifacts, however, have not lost their popularity, in part because their cost and effectiveness have increased along with changes in gameplay.

Artifact Properties

Many gamers focus on the question: “Where are the artifacts?” Stalker: Call of Pripyat is a game where you're better off focusing on other questions, such as "What do they give?" The properties of artifacts are a very interesting topic that you should study thoroughly before you go to the nearest anomaly in search of this or that item. The fact is that they all have positive and negative properties, which are similar in those artifacts that are produced by the same type of anomaly. For example, if you find an item near a “crater”, you can understand that this artifact, when activated, will increase your protection from shocks and explosions. This is a very useful property, but you should remember that in parallel with this, such an artifact will be extremely radioactive, which will cause you damage of a completely different kind. And if you take for consideration the artifact from the “rusty hair” anomaly, then, on the contrary, it cleanses your body of radiation - but at the same time, if your character is wounded, he will bleed much more heavily. It is worth noting that the more powerful the item, the stronger its impact, but this applies not only to positive, but also to negative effects. So in the game “Stalker: Shadow of Chernobyl” artifacts should be used wisely.

Tactical Approach

So, if you find an artifact, you can activate and use it, not just sell it. Activation is extremely simple - you have five slots in your suit that can be used to place the artifacts you find there. Once an artifact is in one of these slots, it is activated, and its positive and negative properties begin to affect your character. These five slots are present only in the first game - in the remaining parts it all depends on your costume - there can be one slot, or there can be more. But their maximum number does not exceed five. It is worth noting that you can activate several artifacts at once. And this is where you can get creative. If you place your artifacts wisely, you will eventually be able to compensate for the negative effects of items, making their effect much more useful for your character. Naturally, this is not as easy to do as we would like - you will have to spend a lot of time searching and selecting the necessary artifacts, but the result is worth the time spent.

Unactivated Artifact

Many gamers are afraid to go searching for artifacts because they think that their negative effects may expose their hero to too much danger while they return to sell the item they found. But you don't have to worry: unless you intend to use the artifact for yourself. After all, to use it, you need to activate it. While it is simply in your inventory, it is inactive, so no effects will apply. Until you activate it yourself, you will not receive any positive or negative properties of this artifact, so you can safely deliver it to the merchant and sell it.

Creating Anomalies

It was originally planned that with the help of artifacts it would be possible to create your own anomalies for further use. However, in the end, the developers decided that this feature was not needed in a single-player game, so they cut it out completely. But it remained in multiplayer mode. What is the essence of this function? If you find an artifact and activate it, then you can perform a very interesting operation. Take the activated artifact in your hands and immediately throw it to the ground. In a few seconds, a miracle will happen - a new anomaly of the same type in which the item was found will appear in place of the artifact.

Funnel artifacts

So, you have learned all the basic information about what the artifacts are in the Stalker series of games. Now it's time to look at some examples. To begin with, it’s worth taking the most common anomaly - the “funnel”. Here you can find Gravity, Inversion and even Goldfish. All these artifacts have the same properties - a positive one reduces damage from cutting weapons by 2-5 percent, but at the same time increases damage from radiation by five percent.

Artifacts of "Frying"

The next three artifacts belong to the “Frying” anomaly - a Drop and a Crystal. Each of them reduces your character's stamina by 18 percent, but also increases his radiation defense by 10, 20, or even 30 percent.

Other artifacts

Naturally, there are far more than two anomalies, but there is no point in listing all the artifacts. It's just worth noting that one anomaly may have reduced bleeding but increased burn damage, while another may have increased stamina combined with increased electricity damage. So you should carefully look at the properties of artifacts and try to use them in combination so that the positive conditions of one artifact overlap the negative conditions of another - this is quite possible.

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