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

Enormous responsibility lies on the shoulders of an SBU officer and the protagonist of the game, a major who by chance became a stalker in the vastness of the Zone. He is given a clear task: to find the missing helicopters and find out the reasons for their crash.

His first steps with an old AKM and a small supply of food lead him to the outskirts of Zaton, where he immediately meets a lone stalker. From a conversation with him, the major learns about the nearest camp, where he can find out at least something about the missing helicopters.

Get to Skadovsk

In fact, it’s difficult to call this quest a task. Rather, this is a hint about where to turn for information and where you can replenish your food supplies and ammunition, fortunately, in the game “Stalker: Call of Pripyat” weapons are not such a rare occurrence. After Degtyarev gets to Skadovsk, you will need to find a bartender who will give you a key task.

Glow source on the Dredger

A group of stalkers came across a strange glow for the Zone on the Dredge, and you, as a new and impartial person, are asked to understand the situation and give your assessment of what is happening. The bartender warns in advance that a strong source of radiation has been spotted at the facility.

After the bartender’s warning that later in the game “Stalker: Call of Pripyat”, passing the Dredge will expose us to severe radiation, you should stock up on “Rad Anti-Rad” and first aid kits. Once you reach the glow, you will see several ways to get to the Dredge: through a pipe that is located behind the object, or along bridges located directly in front of the glow.

After you get to the captain's bridge, you will see that an artifact is hanging on the helm (it is the source of the strange glow). When leaving the Dredge, you will be met by a group of stalkers, and one of them will ask you to give him an artifact in order to heal a wounded comrade (in fact, this is a trick that he uses to lure out the item, so the only correct solution is to shoot him between the eyes and further brawl with the rest of the group).

Near the glow you can find Stalker's secrets. “Call of Pripyat” suggests that, in addition to deadly anomalies, there may be very useful things there. By moving circles on the water you can determine the location of a valuable artifact (the location changes with each release).

The reward for completing it is as follows: coordinates of the cache and 3,000 rubles.

Inaccessible container and stalker Snag

A stalker nicknamed Koryaga found some good swag, but an earthquake prevented him from taking it, which hid the artifact underground along with the Cossack, where it was kept. And on top of that, snork mutants have appeared in the area. The task is to pick up the swag and share it with Koryaga, but only the stalker himself decides whether to talk about the find to his employer or not.

“Call of Pripyat”: mission walkthrough

In order to get to the Zaporozhets, you need to penetrate the fault indicated on the map and then get out. Along the way, you will meet a few, but extremely dangerous and unpleasant snork creatures, which are best dealt with with a shotgun.

Once the container and you are in a safe place, you are faced with a dilemma: share the swag with Snag or keep it all for yourself. The artifacts in the container and your decision about what to do with the Snag will not affect the further passage of the game “Stalker: Call of Pripyat”, so you can do as you please.

If you decide to keep everything for yourself, then you need to take the container to the repairman, and for 500 rubles he will open it for you, otherwise, by sharing it with the stalker, you will receive options to choose from: a medical kit, a helmet or an artifact.

After you exit the rift near the “Claw” anomaly, you can find the secrets of the Stalker (“Call of Pripyat”) by combing the area with a detector in search of interesting and useful artifacts.

SKAT-5 crash site

One of your priority tasks is to search for fallen helicopters. SKAT-5 lies near the exit from the Krug VNZ tunnels, approximately in the middle of the Slough anomaly.

In order to safely get to the helicopter, it is better to use bolts (button 6), otherwise you will encounter unpleasant and dangerous anomalies. After you search the helicopter and the nearby crate, you will receive supplies and a key cutscene will also play.

On the way back in the game “Stalker: Call of Pripyat”, caches can be found on the Burnt Farm, in the main building. Where there are many anomalies, you need to climb the stairs, and in the far corner of the attic lies a rare “Vintar”.

SKAT-2 crash site

This is another priority target for the major in the Iron Forest location. Once you have reached the place, the only serious obstacle you will encounter is the local poltergeist.

The game “Stalker: Call of Pripyat” sent the major a very strong opponent, and in order to cope with the mutant poltergeist, it is necessary to aim not at flying objects, but at the monster itself - a bluish sphere, a little like an electric charge. It is better to fire closely: poltergeist touches do not affect health. The ideal weapon, as in the case of snorks, would be a shotgun.

Based on the information read from the on-board computer, we obtain maps of the area that can be deciphered by the local guide. With their help, he will create a new route and give you a significant discount on further “excursions” around the Zone.

Not far from the poltergeist’s habitat, you can find the secrets of the Stalker (“Call of Pripyat”) among numerous anomalies, where with the help of a detector it will be easy to detect very useful artifacts.

SKAT-3 crash site

The helicopter is located in the “Southern Plateau” location, which is not so easy to get to on your own, so we need to find a guide in the person of the stalker Noah, who lives on the Old Barge.

The game "Stalker: Call of Pripyat" suggests several ways to complete this mission. In the first case, you need to find old man Noah, who will take you to the plateau. In the second case, you can use the dangerous passage near the Southern Plateau in the “Circus” anomaly, where there is a small passage into the snork caves, bypassing which you will find yourself in place.

After inspecting the helicopter, you will receive evacuation coordinates that need to be checked for further successful developments.

In the game “Stalker: Call of Pripyat”, artifacts can be found by delving deep into the plateau and carefully working with the detector, after which you will discover a unique item that restores health and reduces background radiation.

Tools for rough work

Technician Cardan needs tools to work, with them he can improve armor, weapons and other equipment.

So, where are the tools in Stalker (Call of Pripyat)? We stock up on weapons, ammunition, first aid kits and move to the Sawmill location. Along the way you will meet crowds of enemies, and before you get to the main building, you will have to spend a good part of the ammunition. Then you need to climb the stairs to the second floor, where large supplies of first aid kits, bandages, rare cartridges and a set of tools for rough work await you.

Tools for fine work

For the same master Cardan, you need to find a set of tools for fine work. The set is located in the “Substation Workshop” location. In order to get to the workshops, you need to go through a group of mercenaries. There are two options for the development of events: you give them six or seven cans of stew, and they let you through, or you walk over their corpses. The tools are at the end of a very long room on boxes.

In the game "Stalker: Call of Pripyat" caches can be found on the way to the workshops, and to other locations. In this place you will come across a long pipe that runs through almost the entire Zaton. To get the cache, you need to find a fallen pillar next to the pipe, and climb along it to the ledges, where the valuable prize is located on a concrete support.

"Jupiter"

Once you have reached Jupiter, you can replenish your supplies from a technician or seller “behind bars” and begin your mission.

Crash of SKAT-1

It is necessary to explore the surroundings of the Jupiter plant and look for the fallen SKAT-1 helicopter.

The entrance to the site with the helicopter is mined, and access to the facility is only possible along the fence. After you get to the helicopter, you need to pick up a black box near it, the information from which will need to be decrypted from a local technician.

After the master decodes the message from the black box, you will find out that all the military headed to evacuation point B28, that is, the option with B208 automatically disappears.

The secrets of Stalker (“Call of Pripyat”) cannot be discovered using a detector. He will help you find extremely useful artifacts and ammunition. In order to minimize health losses, it is best to move carefully and use bolts to probe the area.

Check point B205

You need to visit the location of the Volkhov air defense system to check the evacuation point for further developments in the game “Stalker: Call of Pripyat”.

The special forces that used to guard the facility now consist solely of zombies. Having broken through to the main building, you need to find a lighted table with a note from Lieutenant Sokolov, which indicates the combination to the locked door (you will need it in order to get to Pripyat).

In the game “Stalker: Call of Pripyat”, money can be found by going down to the basement of “Volkhov”, where you will meet a serious opponent - the Burer, who is located in the large hall. After killing him, you can climb the stairs to the weapons room, where cabinets with ammunition and boxes with money are located.

SKAT-2 crash site

One of the SKAT helicopters fell on the territory of the Jupiter plant. The road to the site will be long and difficult.

You need to start from the northern entrance to the plant, gradually moving inward to the southern buildings. The map shows all the key locations and points of passage of the plant. Finding most of the necessary documents will not be difficult, but administrative documentation may pose problems.

In the main building of the plant, you need to climb the concrete stairs and get through the tunnel into the large hall, where SKAT-2 is located along with the watchman - Psi-Dog. After killing her and searching the helicopter, we go deeper into the building and find the control room, where the administrative documents necessary to enter Pripyat are located.

In the game "Stalker: Call of Pripyat" weapons can be found behind the garages, on the territory of the plant. This will be a very powerful rifle and ammunition for it. The garages are guarded by bandits, after killing whom you can get a bunch of first aid kits and ammunition in a secret place.

Point B28

The evacuation point will be available on the map only after you find the way to Pripyat at the Jupiter plant, where according to the documents it becomes clear that you can reach the goal through secret tunnels under the building.

If you have not yet found all the necessary documents, then Azoth will send you to search for them, but when you have the entire set, he will inform you that at least three soldiers with a closed respiratory protection system are needed for the trip.

It happens that Stalker “Call of Pripyat” version 1.0 does not show the location of the gathering of fighters near the station, so feel free to go to the nearby tower and talk to Zulu there, who will help you gather like-minded people into one team.

The ideal travel companion would be Wano, who would need to pay 5,000 for the suit and then send it to the Zulu. Lieutenant Sokolov can be found in the scientists' bunker. There is also a suit for him, which you will receive after completing the quest from Ozersky. We complete the task and also send Sokolov along with the suit to the Zulu.

A surviving Monolith named Tramp, who can be found north of the container warehouse, will agree to your adventure without any questions, since he has nothing much to lose, and the opportunity to get out of this place will not be superfluous for him. We talk to him, send him to Zulu, and the team is ready.

After you and your fellow travelers get into the tunnels, you will need to overcome a lot of anomalies and go through the barrier of the Monoliths. After clearing the territory and entering the next zone through a reinforced concrete door, you will be met by a group of zombies, which also need to be eliminated (a shotgun will help) and get to the treasured stairs leading to Pripyat.

Sometimes the installed “Overlord” add-on for “Stalker: Call of Pripyat” may “not allow” you to go to the next location, so before going to the next area it is better to disable the mod, and then you can turn it on again.

Pripyat

After you come out into the daylight, you will be greeted by Commander Kowalski. After talking with him, go to the laundry, where the military camp is located.

Calibration Tools

The sooner you modify your weapons, the easier it will be to complete further quests.

After installing the add-ons, the game “Stalker: Call of Pripyat” (mods for weapons or ammunition will definitely come in handy) goes through much faster, but interest in the quests themselves is significantly lost, so it’s better to modify your arsenal yourself.

There are only two places in Pripyat where you can find calibration tools - a department store and an old KBO. Inside the department store, a flock of dogs and jerboas awaits you, past which you can find a room with yellow glass, where the necessary tools lie on a box behind the door.

In the old KBO, you will need to overcome a number of anomalies and, going up to the second floor, kill the burer, who is guarding the calibration kit. To modify weapons, you can give tools to Azoth or Cardan in Jupiter. Using special cheats for “Stalker: Call of Pripyat”, you can, as a result of modifications, get a powerful gauss cannon that kills opponents from a great distance, leaving them no chance of survival.

After completing the “Radio Interference” quest, where you need to get rid of the anomalous antenna, you can begin your main task.

Cause of helicopter crashes

A technician at a military camp detected a strange signal near the laundry, it is necessary to check it and find out its origin.

Once you arrive at the point, it becomes clear that the signal is dynamic, and its source is constantly moving. Further, upon returning to the base and after repelling the attack of the “unknowns”, it will become clear that the signal was transmitted by the legendary stalker Strelok, from whom you can find out the reasons for the helicopter crashes.

Evacuation

This is the last quest in the game "Stalker". After you have received all the necessary information from Strelok, the military has the opportunity to evacuate you.

When the release is over, you need to talk with Kowalski so that he can assemble a detachment that will help the remaining military evacuate. The major's goal is to protect Kowalski and Strelok, and in addition, it is desirable to protect the entire group.

The road to the evacuation point will be swarming with crowds of enemies: Monoliths, zombies, mutants and other evil spirits. In the last minutes of the game, you or the medic will be attacked by a controller, after fighting with whom you will find yourself on the roof next to the rescue evacuation helicopters.

Codes for "Stalker: Call of Pripyat"

The developers did not provide any codes in the game, and any combination you type will not give you “omnipotence.” In order to survive in the world of Pripyat, you need a slightly different, cunning approach to passing. Therefore, you can use the following cheats for “Stalker: Call of Pripyat”.

  • If you want to earn a lot of money, then you can use the following advice. In the process of passing you need to get the achievement “Mutant Hunter”. It gives a daily increase in ammo in your personal box. Sleep for two to three hours, then take the ammunition from the box and sell it. This action can be performed ad infinitum, or until the threshold of your greed is reached.

The following codes for “Stalker: Call of Pripyat” will allow you to strengthen your weapon. But you need to be careful with these combinations, because they have a mirror property - what has strengthened for you will also strengthen for your opponent. But in any case, it makes sense to try, and then everyone will decide for themselves whether this is an acceptable option or not.

You need to find a file in the game folders with the name of the weapon you are interested in and open it with a simple text editor. The meanings of each item are quite clear, and if difficulties arise, you can use any English translator.

  • For example, the cam_relax_speed = 4 item changes the speed at which the sight returns to its original shooting position after a shot. You can set the value to 0 and enjoy high-precision shooting.
  • Next, another useful cheat regarding the distance to the target is fire_distance = 200. Set it to 1000 - and the distance is no longer a problem.
  • Inv_weight = 1.5 changes the weight of your weapon, which is also very convenient when running and other situations. Just don’t set the value to zero, otherwise the weapon will simply disappear from the inventory.

Such simple cheats, although they do not give “omnipotence,” do allow you to cope with some difficult situations that arise during the game.

Introduction

So, we start the game in the role of SBU Major Alexander Degtyarev. We have an AKSU in our hands, an award PM proudly sticking out of the holster, and in the backpack there are some medicines, food and ammunition. Not much for a State Security agent. No automatic rifles with an intelligent target guidance system, body armor with life support functions or watches with a laser. But the command explained this by saying that we should not attract the attention of stalkers. Well, if we shouldn’t, then we won’t. Let's put a paper bag on our heads so that no one sees our military face, so hated by any stalker, and we hit the road - very secretly asking everyone about the fallen army helicopters. We immediately receive a ton of quests. We need to investigate the crash sites of five helicopters. The yellow arrow on the compass shows where you need to go. To get a more detailed idea of ​​the upcoming road, let's open the map (by default, the "p" key). Well, using the compass as a guide, we begin our journey. Literally in a minute we will meet a stalker on the way. Why not talk to him? Let's ask him where the nearest stalker camp is located. Having received a mark in the PDA, we are in no hurry to leave. After talking with the interlocutor a little more, we learn that one of the helicopters fell on a plateau in the southern part of Zaton. But according to the stalker, it’s hard to get there, although a certain Noah knows the way. Having received a new quest, we go to Noah. And at the same time you can look into the Skadovsk stalker camp. Along the way we will meet representatives of the local fauna - dogs. Apparently, they smelled the smell of sausage in our backpack and, cheerfully wagging their stumps of tails, rushed towards us. We immediately open fire on these impudent creatures, since the matter will not be limited to the sausage taken from us, and the dogs will definitely chop off our leg or arm. The Kalash's recoil is not weak, so it is better to shoot in short bursts, aiming for the dogs' heads. Have you taught ill-mannered Sharikov a lesson? Great, let's move on. In principle, it is not necessary to go to Skadovsk, since now we will not find anything interesting there for story quests. But if you need to earn some money, patch up your equipment, or just drink a glass or two of vodka, then we’ll stop for a while at the camp, after which we’ll go to Noah. The owner of the “ark” does not greet us very cordially, immediately opening fire with a shotgun. Thank God, he is not distinguished by accuracy, so we boldly enter the barge, hiding our weapons. Don't shoot at the dog! Noah will be very offended if his pet is killed.

Skat-3

After talking with Noah, we go with him to the plateau. The short video will show how Noah passes between anomalies, after which he jumps headfirst off a cliff (we are not in a hurry to twist our finger to our temple and drink to the repose of the stalker’s soul. We will soon understand why). If you do not remember the safe route between Zharki, then we check the road using bolts. One way or another, we reach the cliff and follow the example of our crazy friend, that is, we jump down, before crossing ourselves, just in case, and writing a letter home. Fortunately, there were no casualties or broken limbs: once we find ourselves in a spatial anomaly, we are teleported to the right place. Let's check our location on the map. That's right, there is a fallen helicopter very close by. Let's go to him and take a look. After the inspection, we become aware of several possible evacuation points for the helicopter crew that need to be checked. But we can wait a while with this. First, let's go to the crash site of the Skat-2 helicopter. It is now closest to us - in the southwest of Zaton, near the Iron Forest anomaly.

Skat-2

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

This is appropriate: on the way to “Skat-2” we will stumble upon the “Substation Workshop”, where the mercenaries have settled. In the backyard, on large wooden boxes, you will find the rough work tools that mechanics need to modify equipment. If you do not want to conflict with mercenaries, then hide your weapons and approach their main leader. He will ask you to bring food. By showing mercy and feeding the hungry, you will be able to safely move around the workshops. The set of tools can be sold to Cardan, a mechanic from Skadovsk. An electric poltergeist is hovering near the helicopter. It’s not difficult to kill him: we come close and shoot with a machine gun, not forgetting to dodge objects flying at us. After inspecting the helicopter, we find a map in the on-board computer and receive a quest to find people interested in it. The card can be given to the Pilot - the conductor from Skadovsk. For this, he will accompany you to Yanov for only a thousand rubles, instead of the standard three. After searching the corpses of the military, we go to the crash site of Skat-5.

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

Skat-5

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

Evacuation point "B2"

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

Evacuation point "B205"

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

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

There shouldn’t be any problems along the way, but an unpleasant surprise awaits us at the air defense system: a dozen or two zombies. They are slow and clumsy, so you can quickly deal with them if you behave correctly. Namely: do not get caught in the crossfire and take out the undead one by one, shooting in the head. After we calm the living dead forever, we go to the building marked on the map with a marker. Upon entering the building, we immediately turn right, then straight and left. In the room there is a table against the wall, and on it there is a note. Let's read it. It turns out that there was still one of the military men at the point, a certain Sokolov, who went to the scientists’ bunker. Well, great, we'll definitely check it out. In the meantime, we are in no hurry to leave. We have the opportunity to encircle a military warehouse, why not take advantage of it? But I warn you in advance, it won’t be entirely easy, so let’s save just in case. And so that you don’t regret the wasted time later, I’ll immediately say that there are interesting things in the warehouse: several Kalashnikovs, cartridges for them, grenades, several Makarovs and (attention!) an RPG with a couple of missiles. RPGs and missiles can be sold for five to six thousand to a merchant from Yanov. Are you happy with this prospect? Then we move out. We go outside and go down to the underground hangars. At the end of the hangar we see two doorways, we need to go to the right one. At the end of the corridor there is an iron door with a combination lock. The code is on Sokolov’s note, so we boldly open the door and enter, not forgetting to smile sarcastically. The corridor is littered with some kind of junk, but there is a niche in the wall. Let's go around the blockage. We watch our step, otherwise we will be left without toes and without beautiful army boots: the room is full of jerboas. We leave the niche and see another doorway. We are not in a hurry to run into the room, because the burer is waiting for us there. Quite a powerful mutant, so he needs to be taken seriously. If you have a shotgun, arm yourself with it. Well, as they say, with God! Forward! Finding ourselves face to face with the burer, we immediately shoot him in the face. As soon as he creates a telepathic shield around himself, we hide behind the boxes. A few seconds later we come out of cover and again shoot the vile dwarf in the no less vile face. We repeat the procedure several times. Well, did they send the burer to the next world, where the dwarf brothers and Snow White were already waiting for him? Great, now let's go to the warehouse. At the end of the room there is a room with a staircase leading up. We rise and voila - we are at a weapons depot. We take everything we need and leave. In passing, you can look into the scientists’ bunker and visit Sokolov. Yes, he is there, alive and well. For his note he will give us a first aid kit.

Skat-1

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

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

Well, we're almost there. Let's slow down. Do we see the "Mines" sign? Believe me, they exist and we don’t delude ourselves because they are not visible: the geniuses of military thought rolled mines under the asphalt, and now they detonate in some unimaginable way if you step on them. But there is a way out. We take out the bolt and throw it where we intend to go. If you hear a click, there is a mine ahead. If there is silence, it means the path is clear. We approach the bolt and throw it again. Thus, you can walk to the helicopter while keeping your arms and legs with you. After examining the helicopter, we find a black box. We are offered to take his equipment for decryption. There is nothing else interesting at the turntable, so you can leave. But we're not in a hurry. Do you see a crowd of pigs and wild boars? Don't waste ammo on them, just watch. Do you have popcorn with you? No? Okay, let's chop up the loaf and eat it while watching the pigs explode in the minefield. Hmmm, the special effects are a bit weak. And why the hell did the piglets come here? It’s a pity, of course, but what a lot of free stew! We'll roll up a couple of cans on the spot and hit the road, not forgetting to check the road with bolts, otherwise later they will make stew out of our scraps. Having passed the minefield, you can breathe easy and move on.

Black box from the Skat-1 helicopter

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

The path to Pripyat and "Skat-4"

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

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

The pilot advised us to start searching for documents from the administrative building (it is marked on the map with a marker), so let's look there first. We go up to the second floor and immediately turn left. Using the arrow on the compass, we find the documents. Now we are invited to explore the laboratory complex. Fortunately, it is marked on the map, and you don’t have to look for it. We don't even need to go outside. From the flight of stairs to the right there is a long corridor leading into the laboratory complex. We turn left and at the end of the room we find a notebook sheet on the shelf of an iron rack. Okay, great, now we need to investigate the shipping department of the plant. After swearing and mentioning whoever needs to be mentioned, we go to this very department.

The compass needle leads us to a small room where papers lie on the table. Let's read them. As you probably already guessed, we need to go somewhere else, namely to the repair shop of the plant. Well, it’s okay, we’re still on our way: very close there is a fallen helicopter that needs to be inspected.

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

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

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

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

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

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

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

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

"Pripyat-1"

After examining the documents, Azoth says that he can revive the generators, but he is not going to go to Jupiter alone and advises us to assemble a team of fighters. He also warns that the underground tunnel is filled with gas and we will need a suit with a closed breathing system. Such a suit can be bought from Hawaiian, a merchant from Yanov, for 25-35 thousand rubles (the price will depend on relations with the Svoboda group), or ordered from Shustroy, a dealer from Skadovsk, for 30 thousand rubles or more (this time the price depends on past transactions with Shustry: if you once set him up and did not buy the ordered item, he will raise the price for subsequent orders). One way or another, we get the suit. Well, now you can go to Zulu, who lives in a tower not far from Yanov. Azoth said that Zulu would help gather a detachment. Well, let's go. The Zulu guy is sociable and friendly, so he will immediately offer you a drink. Well, we actually don’t drink at work, but it’s somehow rude to refuse... Therefore, exhaling deeply, we swallow a full bottle of vodka in one gulp. During the conversation with our new friend, we will drink another half a box of vodka, so we can say goodbye to the liver right away. The SBU did not teach us how to properly whip vodka in buckets, and therefore by the end of the conversation we tune out, remembering that we promised the Zulu to assemble a detachment. The composition of the squad depends entirely on previously completed quests. You can invite only three to the squad, not counting Zulu himself. This is Vano - a Georgian from Yanov, Tramp - a former Monolith, and Sokolov - a military man from one of the fallen helicopters, who will go to Pripyat in any case. So let's start with it.

The first hesitant steps of the stalker Degtyarev across the vastness of the Zone. An old AKM, some supplies and a huge responsibility rests on the stalker’s shoulders. Where to begin? His inconstancy Chance sends you a lone stalker. It's worth talking to him, because he will tell you how to get to the nearest stalker camp and where to start searching for the fallen helicopter.

THE WAY TO THE PLATEAU: LEARN THE WAY FROM NOAH

SAFE PLACE: GET TO SKADOVSK

It’s hard to call this quest or task, but rather a hint - where to run to sit out, replenish supplies and get information. Hmm... it turns out that in addition to the opportunity to get drunk, you can also get a job here. It is with Skadovsk that the passage of the game Stalker Call of Pripyat in the Zaton location will be connected. There's a bartender behind the counter, it looks like he has a task for you.

STRANGE PHENOMENON: FINDING THE SOURCE OF GLOW ON THE DREDGE

Description: several stalkers noticed a glow on the Dredge that was unusual even for the Zone. As a newbie, you are asked to go see what's going on there. The bartender says there's quite a lot of radiation there.

Walkthrough: If there is radiation, then you need to get hold of antiradin, and, you never know, first aid kits won’t be superfluous either. Having reached the place, you will see 2 ways to reach the object: along the bridges and through the pipe, which is connected to the Dredger from behind. If you go from behind, you will immediately find yourself on a staircase (there are pipes), along which you will get inside the ship. In the wheelhouse, instead of a steering wheel, there will be a strange artifact. When leaving the facility, a stalker will approach you and ask you for an artifact to cure a sick comrade (in fact, he just wants to sell the artifact to Beard). Therefore, it is best to immediately shoot him between the eyes, and then treat a couple of friends who hid nearby with lead.

Additionally: near the dredger, in addition to numerous anomalies, there may also be very useful artifacts. Some of them can be seen in moving circles on the water (artifacts during the passage of the game Stalker Call of Pripyat appear after each ejection, and the type and location of the artifact may be different)

Reward: 3000+cache coordinates

UNAVAILABLE CONTAINER: BRING SNAP CONTAINER

Description: Snag got some pretty good swag, but he was unlucky. An earthquake occurred and the swag hidden in the Cossacks went underground. And it’s still unclear where the snorks came from. In general, he was unable to take the swag; he asks that you take the swag and divide it fairly.

Walkthrough: to complete this task, you need to get to the fault indicated on the map, jump from stone to stone, go down, search the Cossack. After this there is a long way up. Most tunnels will lead you there, but on the way you will meet snorks, who are best calmed down by a shotgun. Get out near the Claw anomaly.

Now about submitting the assignment. Before handing over the container, decide whether you will share the contents with Koryaga, or hack it yourself (I recommend this option) (this will not greatly affect the story and additional passage of Stalker Call of Pripyat). To crack a container, you need to take it to a repairman, who will quickly get it for 500 rubles. You will be very pleased with the content.

If you want to share with Koryaga, save before submitting the task. When dividing, I recommend choosing a medical kit and either an artifact or a helmet.

Additionally: The Claw anomaly may contain artifacts, so it's time to work with the detector. If you cannot find an artifact and when searching you run into a wall, then it may be located higher: in a small cave with an anomaly at the entrance. To get into the cave, you need to climb onto the stone “claws” and jump from them into the adjacent (without anomalies) passage, which is connected to the one containing the anomaly and the artifact.

COLLISION

Description: The Sultan is a local bandit who is trying to maintain order in the Zone. He decided to “shake” the pockets of the stalkers, who settled on the Shevchenko ship nearby, a little. He asks you to help with extortion.

Walkthrough: There are two options: help the stalkers or the bandits. For the first solution, it would be nice to talk to Beard. Next, talk to Brass knuckles, and wait until midnight with him. Appearing near “Shevchenko”, go up to Kastet and say that you are ready to go. Having reached the scene of the skirmish, you will be faced with a choice of whom to shoot, stalkers or bandits....

Reward: With the help of bandits: 2100+ cache coordinates + task from the Sultan “Deal”
With the help of stalkers: 4 pcs. vodka, first aid kit 2 pcs., antiradin 5 pcs., bandage 4 pcs., cache coordinates + task from Beard “Deal”

DEAL: MEET WITH STALKERS NEAR THE FORESTRY

Description: Beard asks you to meet with friendly stalkers near the nearby forestry to prevent the purchase of weapons.

Walkthrough: Having reached the place, follow the route along with the stalkers. For the video to work, you need to enter the guardhouse, which is surrounded by your friends - stalkers. After a small scene, you need to eliminate the opponents, search the soldier of Duty, taking his PDA, collect weapons and, of course, receive a reward.

Reward: 2500, cache coordinates +3500 (given by Beard)

Additionally: Do not sell the Dolgovets PDA to Sych, but keep it until you complete the game Stalker Call of Pripyat at the Jupiter location).

DEAL: MEET WITH THE BANDITS NEAR THE FORESTRY

Description: The Sultan asks you to look after the transaction, which will take place near the forestry.

Walkthrough: Having arrived at the place, first talk to the bandits, then go inside the building with them (if the video does not start, then exit and re-enter the room). Unfortunately, Debt will begin to shoot at you, they say, you brought the tail. It is necessary to destroy both Debt and stalkers.

Reward: 5000, cache coordinates.

DISAPPEARANCE OF STALKERS

Description: The wood grouse told you that stalkers have recently begun to disappear without a trace. Recently, the corpse of one of them was found, completely drained of blood - this suggests the conclusion about bloodsuckers. The capercaillie sent the hunter Danilo in search of him, but he did not return. You need to explore a place near the Sosnodub location, and Capercaillie will explore another possible location.

Walkthrough: When you reach the place indicated on the map, the Capercaillie will report that he has found the creatures’ lair and will ask you to run there. But first, it’s better to look for artifacts in Sosnodub; the skeleton of one of the remaster’s friends may also lie here. In Sosnodub there will most likely be two artifacts, one in the anomalies below, and the other at the very top. To get there, you need to find a root along which you can walk and then consistently move to the top (if you find Kolobok at the top, then do not sell it - you will need it to complete Stalker Call of Pripyat at the Jupiter location (additional quest).

Next to the VNZ "Circle", in which there is a lair with bloodsuckers. Are you ready to shoot a little - then go ahead. As you progress through Stalker Call of Pripyat, at this site you will meet 2 bloodsuckers, against whom a shotgun is very effective. In the future, you need to follow the Capercaillie. To the right of the room with stalkers is a grate, behind it is the corpse of a stalker who may have an artifact.

After searching the corpses of the stalkers, the Capercaillie will open the door, you will walk along the corridor and... Just don’t shoot, the bloodsuckers are sleeping peacefully, the main thing is not to hurt them while you are there, then they will remain asleep. Then there are two options for the development of events: either run away with Capercaillie (more reasonable), or arrange a bloody meat grinder - not reasonable and very difficult, but cool...

So, a bloody meat grinder: go out to the middle of the stairs, throw a grenade, take out a weapon (a shotgun is very good) and, going up the stairs with your back, shoot the evil spirits. Having risen, you constantly run around the hall, shooting a few more, then again along the stairs, but this time down. Running up the stairs is convenient because the opponents are always ahead. Don't forget to use first aid kits.

Another option for completing this mission was also found: after going down the small stairs into the hall with the bloodsuckers, press your back against the wall, wake up the first of the bloodsuckers with a headshot and... just shoot back. The first mass attack will be the hardest, then they will just run down the corridor and will be a relatively easy target.

After jumping into the pit, run in the direction opposite to the direction of the Capercaillie's run - you will find first aid kits, bandages and a drug that allows you to survive the ejection. If the meat grinder was successful, then in the passage of Stalker Call of Pripyat there will be one less task, although you will receive a reward for it.

After exiting, you can go to Beard. After some time, a message will come to the PDA about a meeting with the Capercaillie, but he is not on the ship... The beard will tell you that you can find the Capercaillie near the port cranes - it’s a pity it will be too late. Having arrived at the place, you should look for the Capercaillie not under the crane itself, but in a house nearby (20-40 meters away). In the annex you will find Danila’s corpse, and in the house itself - a dead Capercaillie and Doctor Tremor standing next to a knife. Tremor will shoot himself, so there's no need to waste ammo, but you can listen to him... Search Tremor's corpse and you'll find a decent supply of medicine. Next to Beard for the reward.

Reward: 5000+Veles detector+coordinates of the cache (immediately after killing the bloodsuckers)+10000+coordinates of 2 caches (after the death of the doctor) - if you go through the option killed everyone came as a hero) +10000+coordinates of 2 caches

5000+Veles+ additional quest to kill bloodsuckers

Also, for solving this difficult case, first aid kits and medical supplies will be added to your box in Skadovsk, which will help you complete the game Stalker Call of Pripyat.

SEARCH THE FALL PLACE - SKAT 5

One of the helicopters fell right near the exit from the tunnels from the Krug VNZ in the middle of the Swamp anomaly. To get to the helicopter you need to use bolts (button 6) to avoid getting into anomalies. When you reach the helicopter, you can search it (a video clip should start). Near the helicopter you will find boxes with supplies. Also in the Swamp anomaly you can find several artifacts.

There is a cache in one of the buildings (see photo). In my case, Vintar was lying there. To get to it, you need to go into the house itself (exactly where there are a lot of anomalies), along the charred stairs to the remains of the attic and there you will find this wonderful weapon.

LAIR OF BLOODSUCKERS

The beard will ask you to deal with the bloodsuckers. To do this, you need to find a gas that can be released into the ventilation system. Sych (the merchant on the second floor) knows where to find gas, and he will demand 2,000 rubles for information. According to his data, the gas must be in an abandoned military convoy, which was stuck on a bridge near Lesnichestvo. To take gas, you must do the following:
- get through the anomalies on the bridge to the first UAZ, in the trunk of which there is a box with documents and key 1.
- get to the beginning of the column, jump onto the lower span of the bridge and get to another UAZ, which contains key 2 and documents.
- climb into the ZIL standing in the middle of the column and open the box with gas.

Next, you need to get to the Krug VNZ, install the balloon in the installation and wait about a minute: you won’t be bored: 2 bloodsuckers will be happy to keep you company. After everything, you need to report to Beard about the completed task and receive a reward. You can sell the documents found in the motorcade to Sych.

MERCENARY CAMP

Description: Owl asks you to bring him any information found in the mercenary camp.

Walkthrough: The camp is located at a waste processing station, which can be reached via a bridge with military equipment (where it was necessary to look for gas for bloodsuckers). Next will be the mercenary camp itself. The main entrance is closed, so it is better to go around to the left, along the fence, to the fallen section. There are about 10 well-armed mercenaries on the base. It’s better not to go into the main entrance, but to remove several enemies from afar and enter from another entrance (for example, one level lower to the right of the main one). A good option would be to shoot the enemy in front of the stairs along which they will go down. You need to take a PDA from two mercenaries and on the 3rd floor (follow the icons on the minimap) take a laptop. A significant amount of ammunition can be found on the shelves in the building.

Reward: 1000*2(for PDA)+2000(for laptop)

Additionally: if during the passage of Stalker Call of Pripyat you can find and sell 10 objects of information, you will receive the “Information Merchant” achievement, which will provide significant discounts on your purchase of information.

SEARCH THE FALL SITE: SKAT 2

You need to get to the Iron Forest location.

The only enemy in the location is a poltergeist. To kill this creature, you need to shoot not at flying objects, but at the poltergeist itself - a blue sphere similar to an electric charge. It is better to shoot closely: contact with a poltergeist will not lead to loss of health. A shotgun is best for shooting. The on-board computer contained maps of the area, which must be shown to the local guide. With their help, he will be able to lead “excursions” along a new, safer route, so there are significant discounts for you.

Additionally: There are anomalies nearby - pick up a detector and go in search of adventure....

SEARCH THE FALL SITE: SKAT 3

Description: Slope 3 is located on the southern plateau, to which there is no easy way. According to numerous rumors, a certain Noah, who lives on the Old Barge, knows how to get there.

The passage of the game Stalker Call of Pripyat in this task can have several options.
Option 1. You need to find Noah, whose location is indicated on the map. To get inside, you need to use the door on the side of the ship - be prepared for a shotgun blast from the character: he is a little crazy. He will tell you that there is a snork hole on the plateau and you will have to greatly reduce their population - but you won’t get used to it. Having agreed that he would guide you, you will find yourself in the Burnt Farm. In the video you will see how to run and jump. But.. Don’t rush - take out the detector, look for the artifact and then, be sure to accelerate, jump into the anomaly. Unfortunately, Noah will no longer be with you - so somehow deal with the snorks on your own.

Option 2. Between the Southern Plateau and the Circus anomaly there is a small passage leading to a cave with snorkels, after passing through which you will find yourself on the southern plateau.

Having reached the helicopter, you may not meet snorks, search it - get directions to evacuation points that will need to be visited for further passage of Stalker Call of Pripyat.

EVACUATION POINTS: CHECK POINT B2

Description: Judging by the data found on the helicopter, you need to check the evacuation point, which is located on Skadovsk.

Approach Beard and ask about the military.

REPUTATION

Description: Buying weapons from Shustroy will greatly help you in completing Stalker Call of Pripyat, because you can buy the most powerful weapons and ammunition from him. For example, you can buy an exoskeleton at the beginning of the game and increase your chances in the fight against opponents. It is better to save before purchasing. Then order the equipment you need, make a deposit, and wait a day (you can sleep on a bed nearby). When the delivery notification arrives, pick up the order, pay the remaining amount and rate the order. If you don’t like it, you can reboot and order again (the weapon model may be different). After another purchase of a weapon from Nimble, Snag will pester you with a statement that, they say, this is his weapon and it is better to give it back in an amicable way.

In fact, Koryaga is simply trying to deceive you. The best answer would be a refusal. If you go to Shustrom, he will tell you that these are not the first dishonest demands of Koryaga, and that something needs to be resolved about this. Beard will tell you that Snag is waiting for you near the port cranes. But... There will be no snags there, but only a gang of bandits demanding money from you. We'll have to eliminate them all. The fight will not be easy, so first aid kits and ammo are recommended. You will no longer find Snag in this location.

This unpleasant character will appear at Yanov station, but will pretend that he did not recognize you, how...

After you receive the achievement “Messenger of Justice” (see Walkthrough of Stalker Call of Pripyat location Jupiter), things will be added to your box on Yanov that will mysteriously disappear. A local doctor will help you understand what is happening and will recommend that you go to the stalker on a tower nearby. You will learn from him that Koryaga (and it was he) headed to the Stop Station. Having reached the place, you will see an interesting situation: Snag is lying on the floor, and the Sultan bandit is hanging over him. What to do with it - decide for yourself. In any case, you will receive information about the cache - either from the living Koryaga, or from the PDA, which you find when searching his corpse.

If you are having problems with Walkthrough of the game Stalker Call of Pripyat, you can always use our advice and information to take action. We describe in detail the steps that need to be taken to completely complete the game. S.T.A.L.K.E.R.: Call of Pripyat. In the most difficult places we add pictures that can help you. Walkthrough Call of Pripyat read on our website.

Follow the glow, pick up the steering wheel and take it to Beard. Talk to Vobla outside Beard's hideout, you can give the artifact or you can leave it. Deal with the ambush, hand over the artifact, or try to kill strong stalkers. The artifact can be sold to Beard.

Tools

There are mechanics at two locations. You can take a task from them to obtain tools. There is the first set (Zaton) in the sawmill attic. Not far from Jupiter, go south from Yanov and you will find a carriage right under the bridge. There is Electra inside, and tools nearby. At the Jupiter plant, there is another set in the attic of one of the buildings. There is a fourth set right in Pripyat under a department store. Move to the KBO and find some more tools on the second tier. Cardan will be able to make you a 4th generation exoskeleton, which will have virtually no negative qualities.

Hitting

The task is taken from the Sultan. Choose; we help the Sultan kill the stalkers, or we tell Beard about the evil intentions of the Sultan. In the second case, you will help the stalkers.

Deal

You can get this quest at night. Try to take it right away, otherwise you won’t be able to do it later. Beard will ask you to help the stalkers. You must stop the bandits from acquiring weapons. Meet the stalkers at the forestry station at night, eavesdrop on the conversation between the bandits and the man in the exoskeleton. After that, kill everyone. Take, for example, Vintorez to pierce the exoskeleton. You can search the stalker's corpse, you will find a PDA in it. There is a name in the CCP - Morgan. Owl, if you tell him his name, will give you 4000 rubles. Having killed the enemies, we speak with the leader of the stalkers, he will give a reward and direct him to Beard. Take the reward from Beard.

Magpie

You need to find Soroka, and the quest itself is taken in Skadovsk. Go to Jupiter, follow to the Quarry, where you will find a dying stalker. After talking with him, go to Yanov. Find Flint, he is Magpie. If you complete the task with the Chimera, Flint will brag that he did it, and it will be clear that he is, in fact, Magpie. Go to the leader of Freedom, hand over Flint to him, and in Skadovsk inform Gonta about the completion of the mission.

Inaccessible cache

Inside the bar at the Skadovsk location you can meet Koryaga. Talk and receive a task - to give the swag to Koryaga. The car is in a ravine with snorkels. Go there, go down and pick up the container. Kill the enemies and climb up through the dungeons. Give Koryaga this swag, divide it equally with him. You can choose two things.

Disappearance of stalkers

The task is taken from Capercaillie. People are disappearing, it's all because of bloodsuckers. The last missing person was a hunter named Danil. Follow the marker, talk to Capercaillie on the radio, and learn about the lair of the bloodsuckers. Go there, meet the Capercaillie, you need to go to the CIRCLE. Kill the bloodsuckers inside, don't shoot your partner. Even use a knife. Go lower and you'll come across a lair. Walk carefully past the sleeping enemies, crouching down. Get out, go to Beard, take another task, where you will have to go to Skladsk. Go there, there is no Capercaillie. Find out his location from Beard. The capercaillie went to the port, to the cranes. Go there, find Danila's corpse. Enter the booth, you will see Capercaillie and his partner, who will drink Danila’s blood. Tremor will shoot himself. Return to Beard and receive your reward and the Detective skill. In Skadovsk, now for each investigation you will receive first aid kits directly in your box.

Lair of bloodsuckers

We tell Beard about the lair of bloodsuckers, he will ask you to find the gas. Go to Sych, give him money and find out information. Near the bridge there was a military convoy of gas vehicles. We go there, look for a truck with a cylinder in a container. Get into the cabin, take the documents and find out about the keys. Key A is inside the car's safe. Go to the forestry, the car will hang over the edge of the bridge. Key B is in the safe of the other car that fell down. Walk from the forestry in the other direction to get to the car. Having obtained two keys, open the container and take the gas. Find the ventilation on the map, place a gas cylinder there and turn the valve. Wait about a minute, kill the enemies, then go to Beard and report the mission completed.

Supplies

Go to the substation where the mercenaries are located. You can get permission from Tesak. Find 6 canned goods or sticks of sausage or bread for him. Now go to the mercenaries’ camp, past the construction site and you will find yourself in the place where they are resting. There are tools for mechanics here.

Area maps

Examine Skat-2 and find cards. In Skladsk you can give the cards to the Pilot. He will reduce the cost of his services. For example, for 1000 rubles you can get from Yanov to Zaton.

Mercenary camp

Owl gives you a task - you need to visit the mercenaries and collect information about their plans. Take Surf with you and send all the inhabitants of the camp to the next world. Take the PDA from the Ridge and find the laptop with the mercenary plans. Go to Sych, give the PDA and laptop for money.

Three Veles detectors

After clearing the camp, you will receive a task from Sych related to the search for 3 Veles detectors. They will need to be found and given to scientists at the Jupiter base. You get one detector after clearing a camp with bloodsuckers. The second detector is located in Kopachi on an excavator. The third detector can be obtained by completing simple tasks for scientists. Having collected them, hand over the detectors to the scientists and return to Zaton. The owl will refuse to share and will tell about the Sultan. Or intimidate Owl by helping Beard. You can just leave. In any case, a new quest.

Compass

Beard and Sultan are looking for a rare artifact that Noah has on an old barge just north of Skadovsk. If you are friends with stalkers, go to Noah and just ask for the artifact. Give it to Beard or Sultan, return to Noah again and ask for another artifact. If you ask for another one, you will get a bullet in the forehead. If you are looking for an artifact for the Sultan, you can simply kill Noah.

Hunting the Chimera

Having learned about the death of Danila and Capercaillie, Gonta will give you a task related to the hunt for the Chimera. Having agreed, go to Emerald at 3 am, the chimera will rest. Kill her with two bursts from the AK-47. Receive a SPAS shotgun from Gonta as a reward, and money from St. John's Wort.

Three comrades

Take the task from Cardan, who will tell you about his two friends who came with him to Zaton. Jump into the hole in the ground about halfway from the burnt out farm to Izumrudny. In the dungeon, find the corpse of Barge. Near the Sosnodub anomaly, in the bushes you can find the corpse of the Joker. They both have a PDA - take it and give it to Cardan. There will be no reward.

Jupiter. Hunting for swamp bloodsuckers

You can get this mission from St. John's wort. If you have a shotgun, then kill the bloodsuckers with ease. After killing three enemies, return for your reward.

Hunting for unknown mutants

Under Jupiter there is a new species of mutants. These are the Burers. Use a knife or a rocket launcher to fight them. Receive a reward of 5000 rubles from St. John's wort.

Hunting for a chimera, another one

You can take a task from St. John's wort to kill another chimera. Don't refuse, take it, follow the map to the south and wait until night falls. Around 2 or 3 o'clock in the morning. Set up an ambush on the tank, to which the stairs lead. If the chimera doesn't come out, climb down and stand in the center of the area. The chimera will run towards you. A very tenacious creature, be vigilant, stock up on first aid kits and drink an energy drink at the beginning of the battle. Take the money and his shotgun from St. John's Wort.

Debts

Find Vano at Yanov station, find out about his debt to the bandits and that they demand interest from him. Agree, receive 5000 rubles from Vano, give them to the leader named Valet. Either kill everyone or pay interest for Vano. It’s better to choose the first option so as not to waste money and get a Bumper. Having dealt with all the questions, complete the quest with Vano.

Kopachi

On Yanov, find Uncle Yar, who is a member of Freedom. He asks you to accompany him to Kopachi, where there is a house with a sniper rifle. Kill zombies and deal with mercenaries. Receive a reward from Yar.

Radio engineering

Find Azot, who is passionate about radio engineering. He asks you to find various parts for him. Go to the cement plant, the main gate is closed, go around the plant and use the stairs on the northern part to climb onto the container with Electra. Jump into the hatch and examine the plant. You can find 3 textolite bases, 2 rosin, 2 coils of copper wire. Go to Azoth, get a discount from him.

Oasis

The task is taken from scientists right on Jupiter. You need to find some kind of Oasis that influences a person in a positive way. You don’t even have to try asking stalkers for Oasis. Go further, kill the enemies near the ventilation, enter the building, move forward, turn left and find the entrance to the mine. Follow through the tunnels, you will find yourself in a small room, this is the last point. Run around the perimeter, go through the electric rain, run around the perimeter to another passage where there is an anomaly. Once again you will find yourself at the first exit, another section will turn on. Run around the perimeter three times. Go through the corridor to the Oasis below the round slab. Take the quest from the scientists, follow the railway from Yanov and a building will be visible on the left side of the tunnel. Enter there, go to where the jerboas are climbing from. Follow the pipe, you will find yourself in a hall with columns, the “stars” will shine. Go through the passages and you will find the Oasis. Take the heart, kill the dogs and run to the scientists. After saving, go to the Oasis, pick up the artifact and run away by climbing up the stairs. Go to the scientists, give them the artifact.

Strelok's Notes

Go northwest from Jupiter and find the fallen scout module. Inside there is a black box from Strelok. Impossible to read. Take the box to Azoth in Yanov, who will decipher the code. Pay him money, take a walk and come back. Take the module, marks appear on the map with Strelok’s places where supplies and weapons are stored.

Psi radiation

Scientists at their base give a new task. Go to the far northern tunnel with the mercenaries, deal with the zombies around the artifact and take it. When you go back, you will meet the controller. Kill the mercenaries and give the artifact to the scientists.

Measurements

Scientists need help. You need to place devices inside the anomalies. These devices will notify you every time new artifacts appear in the anomalies. Next, accompany the stalkers who will take measurements of anomalies. Measurements take a long time, be vigilant and protect your allies. It's best to use a shotgun.

Measurements. Part 2

Scientists have found that the devices that you place inside the anomalies have a negative effect on the monsters and they become even more furious. You need to place the device in the Bitumen anomaly. Then wait for the measurement to take place. Meanwhile, fight off the snorks. You can try to lure snorks inside this anomaly.

Latest Developments

We need to find documents on Jupiter. Go there and find it, it's not difficult. Mercenaries will attack you. Kill everyone, take the main PDA and hand it over to the scientists along with the documents. Help the scientists with new security - ask Dolgovtsev for this service. Talk to their main and all.

Where to install the Monolith

Former Monolithians from the northwestern part of Jupiter want to get to Yanov. You can assign them either to the Duty group or to Freedom. To do this, communicate with their bosses. But before that, gain their trust - help Uncle Yar in Kopachi, Azot with radio equipment, St. John's Wort, and then give someone the PDA of a dead debtor, which was obtained at the Cooling Tower.

Pripyat. One shot

In the dormitory courtyard there is the leader of the mercenaries and the customer. Kill both of them with the SVD sniper rifle, or, best of all, use the Gauss Rifle.

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

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

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

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

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

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

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

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

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

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

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

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