How to get around the minefield stalker call of pripyat. The worst copyist or what to do if you managed to get into a minefield. Check evacuation point "B2"

A huge responsibility lies on the shoulders of the SBU officer and the protagonist of the game, Major, who by chance became a stalker in the expanses of the Zone. He was given a clear task: to find the missing helicopters and find out the reasons for their fall.

The 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 you can at least find out something about the missing helicopters.

Get to Skadovsk

This quest, in fact, can hardly be called a task. Rather, this is a hint about where to go for information and where you can replenish your food and ammunition, since in the game "Stalker: Call of Pripyat" weapons are not such a rare case. After Degtyarev gets to Skadovsk, you will need to find a bartender who will give you a key task.

Glow source on Dredger

A group of stalkers stumbled upon a glow that is strange for the Zone on the Dredger, and you, as a new and impartial person, are asked to look into the situation and give your assessment of what is happening. The bartender warns in advance that a strong source of radiation has been noticed at the facility.

After the bartender's warning that in the future in the game "Stalker: Call of Pripyat" the passage of the Dredger will expose us to strong radiation, you should stock up on "Anti-Radium" and first-aid kits. When you get to the glow, you will see several ways to get to the Dredger: through the pipe, which is located behind the object, or through the 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 Dredger, a group of stalkers will meet you, 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 the item, so the only correct solution is to shoot him between the eyes and further brawl with the rest of the group).

Next to the glow, you can find the secrets of the Stalker. "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 passing is waiting for the following: the coordinates of the cache and 3000 rubles.

Inaccessible container and stalker Koryaga

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

"Call of Pripyat": the passage of the mission

In order to get to the Cossack, 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 creatures of the Snork, which are best dealt with by a shotgun.

Once the container and you are in a safe place, you are faced with a dilemma: share the swag with Koryaga or keep everything for yourself. The artifacts in the container and your decision on 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 repairmaster, and for 500 rubles he will open it for you, otherwise, by sharing with the stalker, you will get 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.

The crash site of SKAT-5

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

In order to safely get to the helicopter, it is better to use the 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 play.

On the way back to 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.

The crash site of SKAT-2

This is another priority target for the major in the Ironwood location. After you have reached the place, the only and serious obstacle that 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 that looks a bit 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.

According to the information read from the on-board computer, we get maps of the area that a local conductor can decipher. With their help, he will lay a new route and give you a significant discount on further "excursions" around the Zone.

Not far from the habitat of the poltergeist, you can find the secrets of the Stalker ("Call of Pripyat") among the numerous anomalies, where using the detector it will be easy to detect very useful artifacts.

The crash site of SKAT-3

The helicopter is located at 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" involves several ways to complete this mission. In the first case, you need to find the 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 to the snork caves, bypassing which you will find yourself on the spot.

After inspecting the helicopter, you will receive the coordinates of the evacuations that you need to check for further successful development of events.

In the game "Stalker: Call of Pripyat" artifacts can be found by going deeper into the plateau and carefully working with the detector, after which you will find unique item, restoring health and reducing background radiation.

Tools for rough work

Technician Cardan needs tools to work, with which 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 opponents, 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 you will find large stocks of first-aid kits, bandages, rare cartridges and a set of tools for rough work.

Tools for fine work

For the same Cardan master, you need to find a set of tools for fine workmanship. The set is located in the "Substation workshops" location. In order to get to the workshops, you need to go through a group of mercenaries. There are two scenarios: you give them six or seven cans of stew and they let you pass, or you walk over their corpses. The tools are at the end of a very long room on the 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 meet 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 it to the concessions, where the valuable prize is located on the concrete support.

"Jupiter"

Once you've reached the Jupiter, you can replenish your supplies from a technician or vendor 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 a helicopter is mined, and you can only get to the object along the fence. After you get to the helicopter, you need to pick up a black box near it, the information from which you will need to decrypt from a local technician.

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

The secrets of the Stalker ("Call of Pripyat") can not be discovered using the detector. It will help you find extremely useful artifacts and ammunition. In order to minimize the loss of health, 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 development events in the game "Stalker: Call of Pripyat".

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

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

The crash site of SKAT-2

One of the SKAT helicopters fell on the territory of the Jupiter plant. The road to the object 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 displays all the key locations and points of passage of the plant. Finding most of the required paperwork is easy, but administrative paperwork can be a problem.

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 further deep into the building and find the control room, where the administrative documents necessary to enter Pripyat lie.

In the game "Stalker: Call of Pripyat" weapons can be found behind the garages, on the territory of the factory. It will be a very powerful rifle and ammunition for it. The garages are guarded by bandits, after killing them 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 your way to Pripyat at the Jupiter plant, where it becomes clear from the documents that you can reach the target through secret tunnels under the building.

If you haven't found everything yet Required documents, then Azot will send you in search of them, but when you have the whole set, he will tell you that at least three fighters with a closed breathing system are needed for the journey.

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 with the Zulu there, who will help you gather like-minded people into one team.

The ideal traveling companion would be Wano, who would need to pay 5000 for the costume and then send him to the Zulu. Lieutenant Sokolov can be found in the scientists' bunker. There is also a costume for him, which you will get after completing the quest from Ozersky. We complete the task and also send Sokolov along with the suit to the Zulu.

The 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 to lose, and the opportunity to get out of this place will not be superfluous for him. We speak with him, we send him to the 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 area and entering the next zone through a reinforced concrete door, you will be met by a group of zombies, which you also need to eliminate (a shotgun to help) and get to the cherished stairs leading to Pripyat.

Sometimes the installed add-on "Overlord" for "Stalker: Call of Pripyat" may "not let" you go to the next location, so before going to the next area it is better to turn off the mod, and after that you can turn it on again.

Pripyat

After you have entered the daylight, you will be met 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 add-ons, the game "Stalker: Call of Pripyat" (mods for weapons or ammunition will definitely come in handy) goes much faster, but interest in the quests themselves is significantly lost, so it's better to modify your arsenal yourself.

In total, there are two places in Pripyat where you can find calibration tools - a department store and an old KBO. Inside the department store, a pack of dogs and jerboas awaits you, bypassing 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, having risen to the second floor, kill the burer, who guards the calibration kit. To modify weapons, you can give the tools to Azot or Cardan in Jupiter. Using special cheats for "Stalker: Call of Pripyat", you can get a powerful gauss gun as a result of modifications, which kills opponents from a great distance, leaving them no chance of survival.

After the quest "Radio Interference" is completed, where you need to get rid of the anomalous antenna, you can begin to complete your main task.

Cause of helicopter crash

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

After 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 crash.

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 in order for him to assemble a detachment that will help the remaining military evacuate. The major's goal is to protect Kovalsky and Strelok, and in addition, it is desirable to secure the entire group as a whole.

The road to the evacuation point will be teeming 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 which you will find yourself on the roof next to the rescue helicopters of the evacuation.

Codes for "Stalker: Call of Pripyat"

The developers as such did not provide codes in the game, and any dialed combination will not give you “omnipotence”. In order to survive in the world of Pripyat, you need a slightly different, tricky approach to passing. Therefore, you can use the following cheats on "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 you a daily ammo boost in your personal crate. Sleep for two or three hours, then take the ammunition from the box and sell it. Such an action can be performed indefinitely, well, or until the threshold of your greed is reached.

The following codes for "Stalker: Call of Pripyat" will allow you to strengthen your weapons. But you need to be careful with these combinations, because they have a mirror property - what has increased for you will also increase for the enemy. But in any case, it makes sense to try, and there everyone will decide for himself whether this is an acceptable option or not.

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

  • For example, the item cam_relax_speed = 4 changes the speed of returning the sight to its original position for firing 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.
  • The parameter inv_weight = 1.5 changes the weight of your weapon, which is also very useful when running and other situations. Just do not set the value to zero, otherwise the weapon will simply disappear from the inventory.

Such simple cheats, although they do not give "omnipotence", but allow you to cope with some difficult situations that occur during the course of the game.

Passage of the main storyline

Skat-1: explore the crash site

Located on a helipad in the south of the vicinity of Jupiter. The passage closes the minefield, but you can pass either by throwing bolts forward (if there is no click, then it is empty), or along a concrete fence. Still, it’s better to heal and keep a first aid kit and a bandage ready, because. there are still a couple of mines next to the fence, you can hook it. After inspecting the helicopter, wild boars and flesh will run through the minefield. It is in your hands to help them not to run. Give the black box found in the helicopter to Nitrogen and wait three hours. He will decipher it, for which he will ask for 3,000 rubles (the amount may be less if you performed any tasks for Azot).

Skat-2: explore the crash site

The helicopter crashed in the lower left corner of the map. There are no difficulties with its research, except for the poltergeist. This is a kind of glow flying around the power plant. Follow the route and choose a place to shoot further away, but so that the monster is in sight. You need to move in his presence exclusively on your haunches, otherwise it will start throwing all sorts of garbage at you. After the start of shooting from a place, do not move, know yourself to shoot, sooner or later the monster will fall. Now you can walk freely here. Examine the helicopter and three corpses around. Show the map to the conductor in Skadovsk, now his services are much cheaper.

Skat-3: explore the crash site

After completing Noah's quest, go to the helicopter. Examine it. At the same time, you can clear the caves that are nearby - there are two corpses of the military. The third is located right next to the helicopter. Get the coordinates of the three evacuation points.

Skat-4: explore the crash site

The helicopter crashed onto the roof of the Jupiter plant shop. Hike there for the time being, you can postpone, so then at once to complete several quests. It is not difficult to find the entrance to the territory of the plant, the entrance to the workshops is also the southeast corner of the square building. Then there is nothing complicated - there is only one way, no branches.

Skat-5: explore the crash site

The helicopter fell into the swamp, where the Swamp anomaly was located, as well as many others. You can make your way from the west, jumping over narrow strips of water. There will be some toxic spots, but they won't do much damage. You can find a couple of artifacts (they are all the more convenient to look for here, since the location of the artifact is visible while it is on the water). Near the helicopter is a box with a small amount of supplies.

Skat squad: find the cause of burned out electronics

After inspecting all the helicopters, the quest will be finalized. There are two helicopters in total that were struck by an electrical impulse. The solution to the quest will come at the end of the game in the video, by itself, you don’t need to do anything.

Places of evacuation: B2

After inspecting Skat-3, talk to Beard, he will say that he did not see the military here.

Places of evacuation: B205

There are a lot of zombies around. This should not be a problem, so we will omit similarities. In the administrative building above the bunker, there is a note with a code to the door below, and a note from one of the military that he proceeded to point B28. The entrance to the armory behind bars is through the same bunker where a dozen jerboas and a burer are. On a small level of difficulty, the tactics of dealing with the burer are simple - get close to him as quickly as possible and hit him with a knife. He will twitch - do not let him move a single step, otherwise he will hit. On the high level difficulty, there is a chance that by the time you jump close to him, he will have time to kill you.

If you previously decoded the message from the black box from Skat-1, then this task will be canceled, but it's still worth going.

Places of evacuation: B28

This task will temporarily become inactive until the quest "The Way to Pripyat" is completed. Way to Pripyat

If you've been running around Jupiter, you can start to progress through the story. The receipt of this quest occurs in a dialogue with the Pilot - conductor at the Yanov station, after decoding the black box from Skat-1 or after reading the lieutenant's note at the B205 evacuation point. In any case, we need to go to the factory and collect all the documentation regarding a possible path through the underground passage.

There is only one enemy at the factory - dogs. Both blind and pseudo-dogs. Therefore, there is no need to be especially afraid. Looking at the map, we can distinguish 4 buildings (or groups of buildings) of interest to us:

A long building in the very north of the plant area. Approximately in the middle is a tall administrative building. There is an administrative document on the 4th floor, it goes through another quest, I recommend not to touch it if you are not equipped in the best way. We are interested in documents on the first floor next to the administrative building, as well as on the second floor on the left side of the building (next to the transition between buildings, the upper left corner of the entire factory complex).

A little to the south, along the workshops of the plant, there is a narrow long building. Here we are only interested in the notebook sheet on the second floor and the transition to the neighboring (administrative) building in the same place.

Now you can move to the workshops - a large square building in the center. Entrance from the southeast. Further through the basement to the balcony around the room, to the next room. There is a helicopter (Scat-4) and a note not far from it on the table. Next to the helicopter, there is a passage to the neighboring workshop, there, in the wheelhouse on the second floor, there is a blue magazine. All. Now the last point of the route: the rightmost-lowest building of all in the factory. There is a map of the overpass on the second floor.

NB! To the north of the building of the first department you will find a pit with several anomalies and a pipe in which there is a letter to Fang.

Take all this and show Azot. Give the remaining documents to the head of Duty or Freedom. Achieve the title of "Information Merchant"

Pripyat-1

The Zulu will outline the situation to you between drinks. I recommend assembling a full squad, i.е. besides Azoth and Zulu, there are three more. Vano, lieutenant Sokolov and the Rogue - the leader of the Monoliths whom you helped. Sitting at Yanov station.

Vano is ready to go, but he needs a suit. His suit is just right, but he pawned the Hawaiian for 5000. We give him five thousand and accompany him to the Zulu.

The next one is lieutenant Sokolov in the scientists' bunker. We speak with him, he agrees, but we need a jumpsuit. To get it, complete the quest "Anomalous Plant". We take you to the Zulu.

The tramp is also ready to go, and he has a suit - monolithic. We take you to the Zulu. You can buy a suit for yourself from Hawaiian and upgrade from Azot.

When you're ready, go to the Zulu and start the operation.

Inside are snorks and jerboas. The group is pretty good at shooting. Bypassing the anomalous field will reveal Wano. There is only one way, there is nowhere to get lost, besides, the comrades rush forward and do not wait for you - it is quite unpleasant if you need to change weapons, eat sausages or change an artifact in the slot.

You won't have any problems until you enter the big hall. The road rests on the door, which by no means wants to open just like that. next to it is a tower with a transformer at the top, but do not rush to start it. Examine the container area, reload the weapon. When you start, do not run down, shoot the Monoliths that appear from above. The way forward is still closed, but the control room is now available. Save in front of the door - when you open it, two snipers will appear in the large hall, and two more units of the monolith will jump out of the corridor you left earlier. Snipers will sit under the ceiling, one to the right of the gap in the roof, the second one is approximately above the door where you need to go. Carefully inspect the premises under the control room - there is a SEVA overalls.

Unknown weapon

Kovalsky after all the conversations will give the task - to help the military in an ambush on the monolith, which has an unknown, but very powerful weapon. We speak with the leader of the detachment, and move forward. We follow the military, three Monoliths will soon appear. After killing them, you need to go to search the bodies. But as soon as you get close to the corpses of fanatics, cannons will speak from all sides. The ambush was ambushed. At the very top of the building, on the edge of the roof, stands the commander of the monolith and prays. Gausska - with him. Remove it from there and finish off the remnants of the ambush. If you get involved in a positional war, a lot of the military will die, try throwing yourself at the enemy positions with a shotgun at the ready - it turns out much more efficiently. There are a couple of snipers on the roof - you can get them with something long-range.

When everything is ready, go and pick up the gauss gun. It, along with the spiritual leader, fell on the roof of the passage between the buildings. Take the weapon to the colonel at the base. Here you will meet Herman, who was seen at the scientific base and who was given the artifacts. He will repay you for your help with the Bubble artifact. Talk to the Colonel.

After your report, in which you will receive the task to hit the road to Jupiter or Zaton and talk with the technicians there about the weapon sample found, in the video you will be shown a communication session with the reconnaissance team. And they will give you a new job.

Take the weapon to Cardan at Zaton, since Garik now leads to Pripyat and back (only as a tram back and forth will not work - each walker costs 5000).

Cardan will faint from what he sees, and you will have free time to go for a walk (or sleep) until he comes to his senses. Talk to him again. He will take the useless gun from the inventory (what a waste to carry), but he will give a scratch card from the laboratory where he worked on this weapon. He needs any documentation.

The entrance to the laboratory is located in the corner of the Zatoni map, in the southwest. After entering, go down to the -1 floor, go down the corridor (there are 5 zombies), at the end of the corridor go down the stairs again. Here you will find a pseudo-giant - the monster is very strong. In fact, very strong. It makes no sense to shoot at him, I think, except from a pumped shotgun point-blank, but this is unlikely. The main measure of influence is hand grenades and grenades. He will not go to the landing, so you can safely retreat there if he throws himself at you. In my case, he walked back and forth, occasionally kicking the floor in a smart way. When his death is near, he will begin to crawl, but he will not stop kicking the floor. Habit, apparently.

When you fill it up, inspect the hall. A ventilation shaft leads to the next room. Enter the balcony via the stairs, climb over the collapsed part along the pipe on the right, then up the stairs twice, go to the other side of the room and go down one flight. Here it will be necessary to go quite a long distance along the same pipe near the wall. Carefully and slowly. Then on the stairs and into the ventilation. There are documents and a pass to the X8 laboratory. Return the documentation and the key card to Cardan, he will repair the gauss and sell you cartridges, however, self-made ones. They differ approximately like ordinary and armor-piercing weapons on any other weapon.

Missing recon group

Go to the place indicated on the map - you will find 4 corpses, about which Degtyarev will inform Kovalsky on the radio in the video. Get a new assignment.

The missing sentry

A sentry went missing in the department store area. At the scene of the incident, this sentry yells some kind of nonsense, and shoots into the void. Then he puts a bullet in his head. The reason for this behavior is immediately revealed - the controller. Killed from Gaussian very easily. We watch a video about the report to the colonel.

Laboratory X8

Go to the House of Life, marked on the map of Pripyat. Inside, there are a dozen zombies on the second floor, and on all the remaining floors there are Monoliths, with a total number of about 25 or more. They are located mainly in the outer or in the central corridors. On the last floor, start the generator. The elevator now has a power source and will be able to take us to the lab. On the penultimate floor - the fifth, the corpse of some poor fellow in a scientific suit. Pick up the PDA from the corpse.

So. You went down to the laboratory. We have four doors. Classroom, dining room, laboratory and access to elevators. We will go to the elevators last, and first of all we will go to the poltergeist. If you notice, it is he who throws all sorts of nasty things at us when we move. If you feel sorry for the costume - crawl on your haunches. We need to go to the lab. Go down the stairs and find yourself in a room with two stairs and an anomaly in the center. We're up the stairs. When you rise, five jerboas will rush at you from behind. Don't underestimate them, take out your shotgun and pour lead on them. Now once again up the stairs (climb carefully, the poltergeist senses a sharp horizontal movement very well), then aim and shoot the reptile. All. Now you can not crawl like a cockroach.

Return to the entrance to the laboratory. First, let's go to the dining room and clean everything there, both from food stocks and from all sorts of monsters.

On the way to the dining room there will be two snorks, a hole in the floor (we don't need to go there yet) and a path to the laboratory (a room where a jet of steam beats). We don't need to go there either. A child's cry can be heard in the dining room itself. In the men's room (In the dining room?! What an unexpected plot move!) the burer sits and cries from loneliness. Since he is alone, chisel him with a knife. You can eat if you are hungry. Don't forget to pick up your document.

Now let's go back to the entrance to the laboratory and go to the training part. There are two doors: an empty men's room and a reading room. It has a moving electra and a blue folder. We take the folder.

We go to the entrance, then to the laboratory. We have already roamed the stairs on the right (there is a hole under them, where there are jerboas and a few nishtyaks), let's go down.

In the room with some water and an aggression suppressor lies his performance characteristics. The jerboas will come running. In the next room (just where the jet of steam) there are tanks below, and under it are jerboas and all kinds of cartridges. There is a book on the control panel next to the tanks. Go further and see two elevators. There are stairs at the far end. Climb two floors and jump out into open doors. Prepare Gaussian - there are three burers. At the intermediate level, one shot is enough for one burer. In the room next to the red tank Sample Research Report. In the room on the second floor there is another notebook and medical supplies.

If you follow this order of research, then all the documents are collected, and you can return home.

Rise in the same elevator shaft one more floor and find yourself near the entrance to the laboratory. And you will see the controller. He needs 2 gauss rifle shots. Report the assignment to the colonel.

Monolith Cluster

The soldiers of this faction gather in the House of the Book. Kovalsky gives the task to clear the area. Lieutenant Sokolov and Vano will rush to help you. There are five Monoliths in the lobby of the building, two more in the next corridor. In the hall where the marker is, you need to quickly remove five who seem to be sitting in a trance, but if you hesitate, they will jump up and grab their weapons. After watching the video and go to the colonel.

one shot

The seed for the mission will be given by Garik when you pass by him. His story seems to be the same as that of Uncle Yar - he contacted the mercenaries and they now want to remove the witness. It is known that they will meet with the customer in the courtyard of the hostel. Talk to Kowalski and immediately go to the scene of the future incident. You will be given SVD and cartridges, but we hide it in our pocket and take out “out of wide trousers” (well, or wherever you have it) gauss. It will take about a dozen shots. Actually, there are two targets, but the rest will shoot at you, and from grenade launchers, and although they will not shoot very accurately, it will hurt.

So, first the mercenaries come, among them the main one is the one in the exoskeleton that walks around the yard around the perimeter. Nervous, I guess. Does it right. If I were in his place, I would also be nervous - under the gun of a Gaussian! The second side will come later (sometimes MUCH later), we wait until the bump in the green jumpsuit and our sentenced mercenary are opposite each other. Then, having prayed and preserved, we open fire. First we bring down, say, a mercenary, then a green one, and then everyone who moves or, God forbid, shoots, especially at you. When you're done, pick up the trophies you like, and from the corpse of a man in overalls - a red access card. If you already went to X8, saw a closed door there, right next to the entrance - this card unlocks it. There are weapons and supplies.

The colonel will say that he gives us the SVD, and he will also give cartridges for it. And a new task.

radio interference

The colonel's group won't last long here if there is no communication with the center. An evacuation must be requested urgently. But something is jamming the signal. One detachment has already gone to the indicated coordinates, but has not returned. Now it's our turn. By the way, we will find the guys who left before you, and there is a bomb on the body of one of them. We will be told that the source has finally been fixed - this Kindergarten. The entrance can be blown up, for this you have a bomb. There are two poltergeists inside. The marker points to a strange-looking structure. Put a heel of grenades next to it and it's fine. Through the hole in the floor, go down to the first floor, there are two refrigerators. In the right of them sits a doctor from the military - he hid well. Together with him you get to the base and watch a couple of videos.

Unknown

You don't even have to shoot in this mission. Just follow the coordinates of the signal, it will move, follow it and watch the cutscene. Then go to the base.

There's a cutscene again, then a conversation with Strelok. Give him the notes from the caches that you explored earlier (there are three in total). Get artifacts and the "Keeper of Secrets" achievement.

Wait for the end of the release.

Wait, watch the videos. Repair weapons and armor, put everything superfluous in the box. When you're ready (mentally and physically) for the final mission, talk to Kowalski.

After leaving the laundry building, zombies will meet you. They will come from all directions. After entering the arch of a multi-storey building, snorks will start attacking (for some reason they die from one or two shots), a little later, more snorks and jerboas. At this point, the screen will flicker and the task will appear to bring the doctor to life. Approach it and click. Then you will come out to the area where there are 2 helicopters, for some reason with the engines turned off and many, many Monoliths. Snipers on the roof, ordinary fighters all around. Be prepared that you won't be able to complete the mission the first time. If you get to the helicopters - good. Study the road, direction and order of attack of opponents. When you dig in near the monument, pseudo-dogs will also go into battle, and a new shift of snipers will come out on the roofs. Works: gauss for distant or heavily armored targets, shotgun for close combat, and underbarrel grenades for everything else. You can go through the mission several times, letting the Arrow die, for example, or the colonel. But the most interesting, of course, will be the finale, in which everyone is alive - lieutenant Sokolov, colonel, Strelok, you. It is difficult to achieve this even at a normal difficulty level, but if you don’t set yourself up that everything will work out right away, then it’s even interesting.

In the end, you will be asked if you want to stay or fly away with the squad. If you stay, it will be a freeplay where you can endlessly wait out emissions in a shelter, collect artifacts, kill monsters and perform Additional tasks. You choose.

And I say goodbye and hope to see you not in the next addon, but in a full-fledged sequel. All the best and happy gaming!

Passage of side quests

Mercenary Camp

Merchant Sych gives the task - to find out the plans of the mercenaries that settled in the southeast of Zaton. To do this, you need to steal from them any medium of information - paper or electronic.

There is only one carrier - a laptop. There are two options - to sneak and steal and kill everyone and also steal. The second one is easier, but not as interesting.

However, quiet and not noticeable can easily turn into a massacre, because. local stealth is terribly incomprehensible and you are sometimes noticed even through walls and other ceilings.

If you still decide to try, keep in mind that until the laptop is stolen, you should not be seen at all. Get to the fence on the east side. There is a gap in the farthest part of it. Enter the area and continue walking along the fence, then along the building. Do not rush to go around the corner - there is a sentry. Wait until he turns his back to you and stops. Now go along the embankment, go quietly. There will be concrete pillars ahead, a pipe above them. There is a ladder on one of the pillars. Wait until the guard goes to the other end of his route and climb inside. The pipe leads exactly to the table with the laptop, and if you have never been seen before, then you can grab the laptop, and most shortcut(and they are all approximately equal) to take their feet off the territory of the complex. If you quickly get out, they won't even start shooting at you.

There are other ways to get inside, but they are not so profitable. Under the building there is a network of pipes, you can make your way through them. They have several inputs and outputs, but all are far from the table where the laptop lies.

Tools

Cardan asks to bring him a set of tools.

The Rough Work Kit is in the attic of the northernmost building on the map (upper left corner). There are quite a lot of zombies roaming around. Try to move at a walk, with your weapon removed - they may not attack you. It still does not play a special role, because. Zombie is a pretty weak opponent.

You will find a tool for precise work in the south of the map - in the courtyard of the mercenaries. The main thing - do not swing the gun, moreover - do not get it in the presence of these guys, because they are shy, and if it suddenly itches unbearably in the holster area, then let it itch, otherwise they will shoot.

Three comrades

Cardan asks to find his friends with whom he quarreled and apologize to them.

You will find the Joker's remains to the south of the Sosnodub anomaly (southwest of the map).

The barge found its two meters in the catacombs to the west of Skadovsk. Bring the CCP of both figures to the inconsolable Cardan.

Inaccessible cache

A stalker named snag asks to bring him a container with swag ...

... which he hid the container in the Cossack, which, in turn, fell into the fault during the earthquake. The needle is in the egg, the egg is in the duck, the duck is in the hare, the hare is in shock. This box is needed combination lock extract, and Koryaga promised to divide the swag in half.

Unload to the max. For this, there is a box on the ship - it is yours, if you put something there, nothing will be lost. Leave yourself more ammo, five first-aid kits, a dozen bandages. Go to the point marked on the map, and get down. Inspect the Cossack, and move slowly towards the exit - you will have to look for it empirically. Snorks will appear from the darkness one by one, bringing them down is not so difficult if there is something to heal and bandage the wounds. When you bring the container to its owner, the division of property will begin.

Handicap and AK do not recommend taking. Their price is a penny. From the rest: a helmet, an artifact and a medical kit. You should not take a helmet, because. the stalker will agree to give only the helmet, and take the rest for himself. Take an artifact and a medkit. Although, of course, it's up to you to decide.

strange phenomenon

The beard asks to know what it is that glows so mysteriously on the dredger. The place is marked on the map. This is a small floating station. There is only one way inside along the ladder to the station, then up the stairs, where you need to jump from one piece of iron to another, because. at the bottom of the anomaly, then crawl under the pipe and climb up. Then through the hole in the wall down. Here you need to take to the right and crawl on your haunches to an anomaly that can be identified with a bolt. Then go towards the sand pile on the left. All. Rise to the second floor, then to the third, there hangs a modified steering wheel. There will be no more anomalies on the way, but save before leaving. At the exit, a stalker will meet you and tearfully ask you to give this artifact, supposedly to treat a friend. You decide.

If you give it back, upon arrival to Beard you will see how this boy hands over the art instead of you. And there is no comrade who can be cured only by an expensive and rare artifact. The beard will say that he does not intend to interfere in these matters, and the boy will also laugh in your face. After leaving Skadovsk, he and his two guys will turn into ordinary NPCs, and killing them will give you nothing but equipment - absolutely standard. Let's replay.

If you decide that in the Zone every man is for himself, and you are far from Mother Teresa, then the guy will remain where he is, but as soon as you take two steps, you will be surrounded, and it will be very difficult to fight back. Therefore, I recommend not to do these two steps, but immediately after the dialogue, kill the baby with a knife. Two more sat in a lonely booth in front-left and around the corner in front-right. Throw a grenade into the booth and immediately get a gun. Try to finish him off as quickly as possible. If it doesn't work out, try a pistol (I hope by this time you have already changed your regular PM to something else). The second stalker will first rush to run, but then he will return and try to kill you. Convince him not to. You can speak from the same pistol or any other weapon. Collect trophies, take the artifact to Beard. Quest submitted. Get the coordinates of the cache and 3000 rubles.

The path to the plateau

The Skat-3 helicopter crashed on the Southern Plateau, only a certain Noah, who lives on a barge, knows the way there. When you try to open the door, he will take it down with a shot. Lower your weapon, carefully approach it and speak. The guy is shifted to the whole sore head. After the cutscene, follow the route indicated by Noah, and at the end run up (default key) and jump. You will find yourself on a plateau, at the same height as the helicopter.

Find a stalker

A stalker named Magpie set up a group of another neutral - Gonta. Not only did they almost lose a comrade during the attack of the chimera, they also remained without the promised reward - Magpie disappeared from the scene, lay down somewhere and does not show up. The owl will sell you information for 1000 rubles that this Magpie is allegedly near Jupiter, but he probably called himself by a false name, and maybe even changed his form. The continuation of this quest - see Other people's merits.

Hitting

Bandyuki decided to run into stalkers and knock out some money. Sultan reports. We need to decide how to proceed. If in this conflict you decide to join the bandits, talk to Kastet, who is standing nearby. If to the stalkers, you need to inform Beard about the impending raid. Then he will ask you to go with the bandits and stab him in the back at the decisive moment. We choose a side. In both cases, you will receive pleasant prizes and discounts: if you join the stalkers, the Beard will give more money for artifacts, if you join the bandits, the goods will become cheaper in the store. The attitude of the parties towards you will not change, no one will shoot at the meeting.

Deal

This mission will be given by Beard after completing the previous one. It is necessary to follow the bandits and stop them from making a deal to buy a large batch of weapons. I recommend that you first sleep until the morning, and then take the task, otherwise it will fail. Immediately after receiving - we move to the specified area.

Talk to the chief and crawl follow the stalkers. Climb inside the round building, then watch the cutscene and attack the bandits and mercenaries. Talk to the chief again, then talk to the Beard.

Disappearance of stalkers

A hunter was sent to a place where a large number of bloodsuckers probably lives, who has not yet returned. We need to make every effort to find this hunter. Well, or what's left of it.

When you arrive at the place of investigation, Capercaillie will contact you and say that he has found something interesting. Run to new mark on the map. Everything is scripted, although quite interesting. In the battle with the bloodsucker, the main thing is not to let him go not only behind your back, but in general - to start bypassing you from the right or left. Imagine that you are standing with your back against a wall. It's just that a bloodsucker cannot be allowed to go behind this wall. The surest thing is to hide in a corner, after which the bloodsucker will start running along the same trajectory. It is not difficult to calculate it, to shoot the creature too. Claw strikes shouldn't really bother you if you have time to eat a first aid kit, although it depends on the level of difficulty.

In total, there are two bloodsuckers in the building - on the first floor in the hall to the left of the entrance and in the basement. Then follow the Capercaillie and keep up. Report what you see to Beard.

Owl for information will require 2000 rubles. We go to the bridge. North entrance. The passage through the bridge will be closed by anomalies standing in a continuous front. In such cases, climb up and move through the pipes. You need to find two keys - in the UAZ and in the Niva that fell from the bridge. After that, it will be possible to open the box in the truck. However, you need to inspect each car, you will find weapons, ammunition and first aid kits. There are no artifacts, you can not look. When you collect all this, go to the Beard, following the message you received. Talk to him there, and go to the cranes. Near the indicated place there is a hut, enter. Then you will understand everything yourself, I do not want to spoil. I will only tell you that you won’t have to shoot, so at the end of the dialogue, don’t tense up, trying to be the first to grab a weapon and shoot. Report to Beard, get a good amount of money and the title of "Detective".

Take the balloon, carry it to the ventilation shaft. Install and open the valve, then wait 45 seconds. You may see a couple of bloodsuckers running away from the ruined lair. Except them, all creatures are dead. If you don't believe me - go downstairs, just keep in mind - there is poison, you will need first-aid kits. Report to Beard about the destruction of the monster lair.

Mercenary Food

The commander of the mercenaries in the south-southwest of the map will ask you to bring food to the guys. You need 6 pieces of sausage and 6 canned food.

debts

Vano is a stalker of not entirely Russian nationality. And not even Ukrainian. Vano fell for the bait of bandits: he bought a jacket in installments, and now, consider it, he went bankrupt paying interest. You need to go and talk with the leader of the gang in order to stop this disgrace.

We go to the indicated address, at the entrance we say what issue we came for. Then we save. You can try all the options, but if you threaten with a weapon, the leader will ask for just 5000, which Vano gave you.

Vano will not thank you in any way, but it will be very useful to you when completing the quest in the future.

P.S.: if you kill the bandits, you will get 5000.

Hostage

Three stalkers did not share the swag with the bandits, but they dispersed, it seems, peacefully. However, they decided to take revenge, stole one of the group - Mitya, and now they demand a ransom. You can go and kill everyone, and it's better to start from the middle - go to the leader, fill him up and the environment, and then kill everyone who comes. Before talking with Mitya, save yourself - people can easily get stuck at the gate. When you reach the edge of the territory of the bandits, you can, together with Mitya, be transported to Yanov, or let him go himself, remaining to solve some of your questions. Either way, your reward will be gold fish- +12kg carrying weight.

Radio engineering

Nitrogen asks to bring any parts from the cement plant that are related to electronics. You can get to the factory by several stairs next to the building. At the very top is a cache with a useful tactical helmet! Use bolts to mark anomalies and avoid touching hanging tatters rooted in the ceiling. This is fluffy fluff. From the top floor to the penultimate one can only be reached through a hole in the floor next to the hot room. Carefully descend and explore every room on every floor. Then jump over the first floor on the broken stairs. In total, the extraction will be a package of capacitors and a package of transistors, three textolite bases, 2 cans of rosin and 2 coils of wire. Now bring him rough and fine instruments and you can improve almost for nothing.

Tools

Oddly enough, nitrogen also needs tools (and what, interestingly, did he work all the time before you arrived ?!)

The rough ones are at the end of the second car under the bridge just south of Yanov. In the carriages there is an anomaly that moves. The entrance to the wagon is from the roof, where you can climb by jumping from the bridge onto the diesel locomotive. Inside the cars, hide on the benches when the anomaly passes by.

Thin tools lie on the second floor of one of the buildings in the Jupiter factory. From the Bitum anomaly, go along the western road leading across the bridge (there will be bandits on the right) and resting directly on the courtyard with this building.

It's full of electrical anomalies, but the path is pretty easy to mark with bolts. The tools are at the very end, in the green cabinet. The exit is nearby, you don't need to go back the way you came.

Variable psi radiation

Professor Herman will ask you to find out the source of the psi-field in one tunnel. The stalkers of Topol's group agreed to cover your back from mutants. Talk to Poplar. You can leave immediately. Talk to him again before entering. In the Tunnel you will meet three zombies. After that, Poplar and the guys will remain to cover the entrance, and you will go deeper. At the entrance is a moving electr. It flies in a circle, but you can only pass it against the movement, because. if you go in a circle, then there is also an anomaly. In the next room stocks of first aid kits, ammunition and food. In the last artifact, more food, vodka, grenades, cartridges and AK. Save before opening the door. Stalkers feel bad, they were taken by the controller. If you hesitate, he will kill half, and zombify the rest, and you will have to kill them. When disassembling with the controller, never run out into open space. Always have cover close by. it only attacks within line of sight. Stand next to the column and the most armor-piercing ammo you have, shoot him in the head. It is quite possible that it will not be possible to save one stalker, because. after the appearance of the controller, it is the first to attack him. When the others come to their senses, talk to Poplar at the exit from the tunnel and head to the bunker.

Talk to Herman.

Anomaly Research

Herman after the incident with the tunnel will give you another task. Get the scanners from the technician. Bitumen, Concrete bath and an anomaly in the parking lot - you need to place scanners there.

With an abundance of electr in the parking lot, there is no problem - put an art on +6 to electricity protection and jump over with one long jump. It might not even hit. Place the scanner, collect artifacts and get out in the same way.

With a concrete bath, it's generally simple - Come up and put the scanner on the edge. You don't even have to go deep. Unless you need an artifact, which probably lies on a concrete threshold at the very end of the anomaly.

The most difficult - Bitumen. Wear art to protect against high temperatures and, marking the road with bolts, go to the center (a bush grows there). You also need to choose carefully. I entered the anomaly from the west, exited through frying in the north. Don't forget to collect artifacts since you're stuck here.

Now you can go report on the implementation of Herman.

You can take a quest from him to install two more scanners. Proceed similarly to the previous three fields of anomalies, and even better, get Svarog.

The last thing left to do for the scientist is to accompany the stalkers taking measurements. An invasion of zombies is expected (it is better to have something high-precision and long-range) and an attack by a pack of boars and flesh (shotgun “will do…”).

After taking the quest, talk to Ozersky, ask why all of a sudden there is such a guard for taking measurements.

It doesn't matter which area to choose first. During the study of the anomaly, zombies will trample from there from there. First, from the surviving building below, then to the right from behind the hill near the last building in the village. There will be several waves, which, even having a Kalash with optics, are easy to destroy before approaching the firing distance.

With floodplains near the cement plant is more difficult. Mutants are fast and come in groups of three. As a rule, in turn - from the southeast three wild boars, from the west - three flesh. With flesh it is easier, because. they are slower and die from a single point-blank shotgun blast (meaning the upgraded Deerslayer shotgun). Boars need 2 shots. One of my wild boars always managed to run to the stalkers, where he was shot dead. In no case should he be allowed to attack stalkers - they die from one blow. When everything is finished, talk to Topol, Herman and Ozersky. The latter will say that his hypothesis has been confirmed, but one more test is needed. Install the scanner in the center of Bitumen.

Hypothesis

The task is given by Ozersky after taking measurements. We have already been in the center of this anomaly, so it is not difficult to walk there again. After installing the scanner, snorks will begin to appear, moreover, the number of deaths in the anomalies will be much less than we would like. Shoot back with a shotgun - the most effective in this case. When the measurements are taken, pick up the scanner, get out and take it to Ozersky. Get award.

Latest developments

You need to find all the documents on the latest developments of Jupiter and bring them to Herman. They are supposedly located in the administrative building of the plant.

There is only one document, located clearly on the marker on the map on the top floor of the building. As soon as you take it, a group of mercenaries will appear led by Black - the guys guarding the camp of scientists. They will climb both stairs in groups of two or three, seven in all. When they all fall down, take the documents to Herman, at the same time take a quest from him to find a new security group.

anomalous activity

Based on the results obtained from the scanners, Herman can deduce that some strange anomalous activity is observed near the Cooling Tower, which is northwest of Yanov. Upon arrival, you will hear a constantly repeating signal for help, supposedly someone from somewhere cannot get out and for the second day without water. You can explore this area only with Svarog - an advanced scanner. It can be obtained on the quest from Owl.

As soon as you approach, an anomaly will work and six bodies of dead Dolgovtsy will fall out of the air. On one of them there will be a PDA telling about what happened to the founder of Debt. It, the PDA, can be profitably sold to various interested parties. Commander of Duty, Freedom, bartender, etc. I recommend Debt - they will become allies, and this will come in handy a little later in another quest.

Compass

After the quest with improved detectors, Beard invites you to search for the rare artifact- Compass. First stop is Noah, who might know something about this sort of thing.

Talk to Noah. He will give the Compass just like that.

Tempting business

Owl offers you a pleasant business. The case is simple, but extremely profitable. You need to find three Veles detectors, give them to the mechanic in the scientists' bunker in the vicinity of Jupiter. He modifies them, sends back Sych with guides.

Where to get detectors: from a certain moment Owl will start selling detectors himself. You will find one in the cab of an excavator in the village of Kopachi (near Jupiter), and if you are lucky, you can remove such a detector from the body of zombies - they almost always have a detector with them, but most often it is a Bear or Response.

After returning them to the mechanic, some time will pass, and Owl will send you a message. Go and find out that Beard does not seem to want to fulfill the terms of the contract. The beard says otherwise and gives you a detector that he will not buy back. Talk to Owl. He will offer to bend the Beard through the Sultan. You can at the same time demand a share of the profits on the spot - the further quest will not be lost, but you will receive 1500 money.

The Sultan offers to block supplies to Beard. Tell him that he is now waiting for the completion of the order for the Compass. The Sultan will tell you to carry the Compass to him.

Dark business

The quest starts after you give the Sultan the Compass. We need to find the two remaining detectors, thus depriving Beard of the supply of artifacts. Take a quest from him to find an artifact, and follow the stalkers who will also go looking for them. You can pick up detectors from their corpses.

Other people's merits

Flint at Yanov Station tells unprecedented stories, in which he assigns the main role to himself. You need to unmask him. Talk to him about cleaning up the lair of bloodsuckers and other "his" exploits.

Head to the quarry. There you will find a wounded stalker who, before dying, will tell you what and how. As soon as you enter Yanov, Flint will delight you new history from which it becomes clear that he is a bastard. Talk to him, he will send you far, after which he will delight you with another story, from which it will become clear that Flint is none other than Magpie, whom the guys in Skadovsk are looking for. Slept, smoker. Inform the head of the debtors (or Svobodovtsy) about Flint (get friendship with the group, because if the debt is already "green" go to Freedom and vice versa), and then run to Gonta, tell them that Magpie has been found. All three quests will be completed.

Hunting

St. John's wort in the basement of Yanov station will ask you to clear the lair of swamp bloodsuckers behind the cement plant. There are three bloodsuckers, and the most profitable tactic is grenades. Empirically, we establish the distance at which they see you, but do not attack, but trample along the border of their range. When you find such a place, throw five or six grenades there, it should be enough. I can also recommend a tree near their habitat. Climb on it, they will come running to you, make a circle and run away. In moments of running away (when their direction of movement does not change) they are easy to hit. This method is longer. I advise you to shoot single - there will be no more sense from long bursts, just spend the cartridges.

You can go collect your reward.

The next mission from St. John's Wort will be to clear the tunnel from unknown mutants. There are no unknown mutants at the indicated coordinates - only two byurers. Due to their number, the tactic called “burer carving” is changing to a more different one. At first, you can try to catch them by surprise, throw F1, and then shoot at them, occasionally peeking around the corner (without giving them time to aim at you with a gas cylinder or other heavy object). The presence of an underbarrel grenade launcher and ammunition for it helps a lot. Literally three or four shots and hello. When everything is ready, go for the reward (there is nothing else in the tunnel - you don't have to look).

Hunt for the Chimera

After St. John's wort mentions the events with the Chimera, talk to Gonta. He will offer to approach at three o'clock in the morning when the chimera is sleeping. At the indicated time, talk to him, and you will find yourself on a farm near Skadovsk. Chimera stands on the stage. Open fire and try not to get in her way. Jump to the side. Once she's dead, talk to Gonta to get across to Skadovsk. You can report on the completion of the quest to St. John's wort.

Night hunting

After killing a chimera in the Zaton and turning in the quest, St. John's Wort will contact you by radio and say that he has tracked down another one. In a personal conversation, he will offer you to kill her for 10,000. We agree. The Chimera is located near the ventilation shafts to the south of the parking lot where we placed the scanner. Enter through the north gate and immediately climb onto a dilapidated wall, over which a piece of tin hangs. There is also a cache - it should be right behind you. At this point, the chimera only hooked me once, mostly it will jump around this brickwork. Your task is to shoot her with a shotgun, machine gun (single) or - most effective - with a grenade launcher. Choose the moments when she landed not too far, but not too close, and shoot. After a successful hunt, you can report the success to St. John's Wort.

Survivor Monolith

A detachment of Monoliths got out of control of the zone and now does not know where to go. You need to go talk to the inhabitants of Yanov, convince them to accept former opponents.

On Yanov, see for yourself who goes where - with whom you have better relationship, go to that. If you are friends with both Duty and Freedom, choose according to your taste. Shulga, for example, will agree to take the detachment under your wing under your responsibility. He will single out two fighters, you will take them to the Monoliths (the transition will be made according to the script, you don’t need to stamp your feet anywhere). There the officer of Duty will take the oath. Talk to the former commander of the Monolith, you can quickly get back to Yanov with him.

Adventures of Uncle Yar

Dadka Yar on Yanov will ask for help with one thing. We agree and get to the village of Kopachi. Do not be afraid of the zombies around you - put away your weapons and follow Yar with a step. In the attic of the house, take out the gun and help shoot the mercenaries. Most likely, following the mercenaries, you will also have to eliminate zombies, because. they will startle and open fire. The quest is finished, you will learn more from Yar. He will take you back to the station.

Oasis

Professor Ozersky will ask you to find out about the local legend - Oasis. As proof of the existence of this legend, he asks for some artifact from there.

The entrance is located to the west of the ventilation complex, where the Night Hunt quest takes place. First there will be zombies, then jerboas (quite a lot). As a result, you will come out into a large hall, where there are four rows of columns. You will recognize it easily, because you will go through it again and again. This is a puzzle. After a certain number of turns, several arches will light up. Your actions are as follows: we go into the hall, and we pass it along the perimeter (I had it counterclockwise) and return back to the corridor through which we entered the hall. We will hear the sound of the fourth teleporter turning on. Now we pass as you like, again we teleport to the entrance to the hall, but now we pass through all four teleports. The teleport is turned off and we are not thrown back, but let us into the Oasis.

Before taking the artifact from the tree, reload the weapon. The psi-dog is not difficult to fight: phantoms will attack you, while the psi-dog itself will try to stay away. Identify it and keep your eyes peeled. When you shoot, you can get out through the top.

Take the artifact to Ozersky and give it back as proof of the existence of the Oasis.

Scientists protection

The quest is given by Herman after bringing him documents from Jupiter. Go to the head of Duty/Freedom (what do you like best and with whom you have better relations) and talk about singling out people. The next time you come to Herman, take the reward.

anomalous plant

After starting the quest to gather a team to go to Pripyat, Sokolov will need a suit. Talk to Ozersky. He will ask in return to take a sample of anomalous vegetation at the edge of the quarry.

Noticed. With Svarog, walking to the center is not a problem. We take a plant, and we immediately see that the number of anomalies has increased dramatically. However, getting out with an uber-detector is just as easy. We take the plant and get an assurance to give Sokolov equipment on demand.

If all the quests for scientists have been completed before, get the title of Pathfinder.

Strelka group documents

You could come across these documents during your independent study of the Zone. For a full set of Arrows, a couple of artifacts will later fall off, and you will receive a rank. The first document is located under the cement plant in the tunnel - the entrance from the swamp.

The second document lies in the cab of a mining excavator in a quarry. You can get there from the tree behind the car.

The third and last document lies in a pipe in a pit under some industrial installations to the north of the building of the first department on the territory of the Jupiter plant.

Actually, now it's time to go to the crash site of the Skat-1 helicopter. According to the information we know, he collapsed on the Helipads, which is in the southern part of the location. Tighten the belts tighter and forward, on the road-road.

As soon as we approached the place, we will reduce the course. Do we see the Mines sign? Believe me, they are there and we are not flattered at all just because they are not visible: the talents of military thought have rolled mines under the asphalt, and now they detonate in some unrealistic way if they are stepped on. Although there is a way out.

Option 1.
We approach the first stick sticking out of the ground, did we get there safe and sound? So it worked. And so we move from stick to stick until we reach the helicopter.

Option 2.
We take out the bolt and throw it where we intend to go. If you hear a click, it means there is a mine in front. If silence means the path is clear. We approach the bolt and throw it again. Therefore, you can walk to the helicopter, keeping your arms and legs with you.

In the minefield we see a dead military man, apparently he was blown up by a mine, but for some reason he is damaged by mines after the explosion. We search and take everything that he has.

Well, safe and sound, they reached the helicopter on crash site Skat-1.



After examining the helicopter, we find a black box. We are offered to take his equipment for decryption. There is nothing more interesting at the turntable, and you can leave. Although we are not in a hurry. See the mass of pigs and wild boars?

Don't waste ammo on them, just watch. Do you have popcorn with you? Not? All right, let's chop up a loaf and eat it while watching the pigs explode in a minefield. M-yes, with effects it is rather weak. And why the hell did the pigs come here?

It’s a pity, of course, although, despite all of the above, what an amount of free stew! We roll up a couple of canned goods on the spot and set off on the road, remembering to check the road with bolts, otherwise later the stew will be made from our lumps.

Having avoided the minefield, it is possible to breathe serenely and move on.

Fields littered with deadly mines in North Korea, Pakistan, Vietnam, Iraq and many other countries are responsible for thousands of deaths every year. Even those mines that are decades old are also dangerous - they can explode at the slightest pressure. Read this article to learn how to safely get out of a minefield without setting off any of the mines.

Steps

Overview of the situation

    Look for signs indicating that there are mines nearby. Most of the mines are hidden, but if you know what to look for, you'll have a better chance of avoiding them. Do not lose your vigilance even for a second when you are in a minefield. Don't stop looking for the following signs:

    • Wire. They are not clearly visible, so you must look closely at the ground. The wires are usually thin enough to be almost impossible to see.
    • Signs of road repair. Including paved areas, new fill, road patches, ditches, excavations, etc. This may be a sign that mines have been planted nearby.
    • Signs or marks on trees, poles, racks. The armed forces that planted the mines could somehow mark the mined fields to protect their soldiers.
    • Animal corpses. Cattle and other animals are often blown up by mines.
    • Damaged vehicles. Abandoned cars, trucks and other vehicles may have already detonated the mine or be near it.
    • Suspicious objects in trees and bushes. Not all mines are buried and not all munitions that have not been cleared are on the ground.
    • Violations in previous trails or trails that end unexpectedly.
    • Wires that run from the side of the road. This may be a fuze tension wire that is partially buried.
    • Strange ground features or shapes that do not exist in nature. Vegetation growth may be weakened or discolored, rain may have partially washed away the cover, and vegetation cover may have sunk or cracked at the edges, or mine-covering materials may appear as mounds of dirt.
    • Civilians shun certain places or buildings. Local residents usually know where mines or unexploded ordnance are located. Interview the civilian population to determine the exact location.
    • Stop immediately. As soon as you realize that you are in danger, freeze. Don't take a step. Take some time to assess the situation and leave a rescue plan. Now your movements should be slow, careful and deliberate.

      Give your buddies an alarm. As soon as you think you are in danger, make sure everyone knows about it so that they stop before someone detonates the explosive device. Shout "Freeze!" and tell no one to move. If you are the leader in this situation, you will have to instruct others on how to leave the field safely. Make sure everyone is in the same place because one wrong move can kill everyone.

      Don't pick anything. Many mines with a trap. You think you're picking up a helmet, a radio, or a military artifact, and then you notice that it's actually a mine. Even toys and food are used as bait. If you didn't drop it, then don't pick it up.

      Safe escape

      1. Get out of the mined area. If you suspect that you have entered a minefield or stepped into a mined area, either because you saw red flags or see a mine or a potential mine, or because a detonation has occurred, remain calm and carefully exit the danger zone, stepping on your own traces. If possible, don't turn around.

        • Look back as you walk, and slowly move your feet exactly where you have already stepped.
        • Walk until you are sure that you are out of danger, when, for example, you reach a road or other area that is often walked on.
        • Explore the land. If for some reason you are forced to advance or cannot see your footprints or escape route, then you need to search the ground for mines and gradually move forward. Gently explore the ground with your hands or feet, or use a knife or other object to gently explore the ground inch by inch.

          • Explore it from an angle, because mines usually explode from top-down pressure.
          • After you've checked out a small area, move on and continue exploring the land. The safest way to cross a minefield is to crawl very slowly on your stomach, not to cross.
        • Get help if you don't understand anything. If you are absolutely unsure where you have stepped before and are afraid to explore the ground, then do not risk it. Inches can be the difference between life and death. Call for help or ask people nearby to help you.

          • If you can use your cell phone yourself, call for help.
          • Do not use the two-way radio unless absolutely necessary. The signal from the radio can cause certain types of mines or uncleared mines to accidentally explode.
          • If you are unable to contact anyone, please wait. Don't jump in and try to explore your exit if you have no idea what you're doing.
          • Look for signs that the mine is about to explode. When you get out of the minefield, be vigilant to find that the mine is about to explode. Listen for unusual sounds. You may notice a slight click if the pressure plate has been pressed, or the contact pivot bar has been moved, or you can most likely hear the pop of the lid exploding. Also pay attention to how you feel. If you are very alert and step slowly, you will be able to feel the pull on the cord, for example.

            Throw yourself to the ground immediately if a detonation starts. The soldiers shout "get down!". If you notice even one sign of last step, or if someone nearby yells a warning that he has detonated a mine, then dash to the ground as quickly as possible. You will have no more than a second before the mine explodes, but if you use that second wisely, you will be able to avoid serious injury or death. Mines explode upwards, so the safest thing is on the ground.

            • If possible, fall backwards to shield the top from shrapnel as best as possible. While it's likely to land on another mine, the area directly behind you is the safest place to fall because you've just walked on it.
            • Don't try to outrun the explosion; projectiles are fired from the mine at thousands of pounds per second, and the victim radius - the distance from the mine at which you can get injured - reaches 100 feet or more.
            • Mark the place of danger and report it to the appropriate authorities. If you find a mine, help other people avoid it by marking its location. Where possible, use internationally recognized symbols or signs, or a general local warning. Make sure you are in safe territory before attempting to set an alert. Mark the place of danger and report it to the police, military unit or local sappers.

      Avoiding minefields

        Read more about landmines. Unexploded ordnance is a term that is used to refer to any kind of explosive projectile, such as bombs, grenades, artillery shells. They have been used, but not yet detonated, and retain their explosive potential. Landmines are sometimes considered a form of unexploded ordnance, and while mines gain the attention of most media outlets, all uncleared ordnance remains dangerous. In some parts of the world, unexploded ordnance, other than mines, poses the greatest danger.

        Learn the history of the region. Whenever you travel to an unfamiliar region, it is wise to review the history of that region to determine if there is a risk of landmines. Regions experiencing military conflict are very risky, but unexploded ordnance remains dangerous long after the cessation of hostilities.

        • In Vietnam, Cambodia and, for example, Laos, there are millions of mines and unexploded bombs, and even in Belgium, which has long been non-military, in the past few years, crews have cleared hundreds of tons of unexploded ordnance left over from WWI and WWII.
      1. Pay attention to warning signs. When you can't count on minefields being marked, you should definitely stay away from those that are. Internationally recognized symbols for minefields include a skull and crossbones and a red triangle. Signs are often, but not always, red and often read "MINES" or "DANGER".

        • Where there are no signs, impromptu warnings are often used, such as painted stones (red usually defines the boundaries of the minefield, while white indicates safe way through it), piles of stones, flags stuck in the ground, grass or ribbons that cordoned off the territory.
        • Many minefields do not have warning signs, so don't assume that their absence is a sign that the area is safe.
        • Find out locally. Warning signs don't last long. Over time, plants, animals, weather, and people remove or hide the signs. In some areas, metal signs are a valuable building material, and it is not uncommon to see a mine sign used, for example, to patch up a metal roof. Moreover, in many places warning signs are never installed. Locals, however, often know the general locations of mines and unexploded ordnance, so it's best to ask locals if the area is safe to live in, or better yet, get guidance when traveling to a potentially dangerous area.

          Don't stray off the beaten track. Except for active combat situations. If people regularly walk along the path, you can be sure that it is not mined. Off the trail, however, danger may lurk.

      • While most people are familiar with push mines that are triggered by a person stepping on them or a vehicle driving over them, there are many other different types of mines and detonation methods. Some are triggered by depressurization (when someone lifts an object over the mine), others use wires, vibration, or magnetic triggers.
      • When in doubt, stick to paved roads because mines cannot be buried under asphalt. Be aware that (mostly in active war zones) mines can be placed in potholes, or wire can be strung across the road to cause an explosion on the side of the road.
      • Mines can be made of metal, plastic, or wood, so a metal detector may not necessarily warn you of danger.
      • Land mines are found both in minefields and in mined regions. minefields- these are areas with clear boundaries - these boundaries are not always visible, however - where mines have been placed, often in high concentrations, usually for defensive purposes. Mined areas, however, do not have clear boundaries, and tend to cover more territory than a minefield. Mined areas have a low density of mines (mine here and there) and are typical of guerrilla techniques.

      Warnings

      • Never assume that a newly “cleared” area is safe. Removal of a mine is a complex and tricky process, and it is not uncommon for landmines to remain in an area that has officially been cleared. One of the main reasons for this is that mines that have been in the ground for a long time can sink significantly. However, during the yearly freeze-thaw cycle, frost sometimes rises up and pushes these deep-seated mines to the surface.
      • Do not throw rocks or attempt to shoot at a mine or unexploded ordnance. If there are more mines, detonating one of them will trigger a whole chain reaction of explosions.
      • Remember that mines don't work like they do in the movies - you won't hear a "click" or other warning signals before it activates. You can't outrun it, in particular the Bouncing Mine, which uses the primary charge to lift the mine out of the ground before detonating the second charge, which scatters metal balls or shrapnel in all directions. These particles travel faster than a rifle bullet and in different directions.
      • Do not use the two way radio when you are in a minefield. The signal from the radio can cause certain types of mines or uncleared mines to accidentally explode. If there are others in the minefield, move at least 300 meters away for radio contact. The signal from a mobile phone can also accidentally detonate an explosive device (insurgents and terrorists often use Cell phones for remote detonation of explosive devices, but these detonations require a signal).
      • Do not open or attempt to destroy mines or unexploded ordnance unless you are properly trained and equipped.
      • Don't drop or drag anything on the ground as you step back.
      • Never step into a minefield or mined area on purpose unless you are a properly trained and equipped deminer.