Passage of STALKER: Call of Pripyat - Zaton, Jupiter, Pripyat and additional tasks. Walkthrough "Stalker: Call of Pripyat Unknown signal source

COMPLETE PASSAGE OF THE CALL OF PRIPYAT:

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

Z aton: story missions

From the very beginning, open the map to assess your location. On your PDA, you will find yourself dropped in the northeast of the map, which is called Zaton.

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

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

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

Initially, in order to reinforce financial situation, it makes sense to take quests like Disappearance of stalkers, Inaccessible stash and Run over.

To learn about the latest rumors, buy food or sell unnecessary things, contact the bartender, nicknamed the Beard. More valuable equipment is better off to Sych, which is located on the top floor of the barge.

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

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

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

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

Skat-5

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

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

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

Skat-2

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

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

Near the turntable you will find electrical anomalies that are worth avoiding. Also among them there will definitely be an artifact. After finishing the battle, get to the helicopter and explore it. Degtyarev will discover the map, after which you will receive a new task - to sell the map.

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

The stalkers will inform you that this particular spinner has fallen on a plateau that cannot be reached blindly. There is a secret path that only one person can lead you along - Noah.

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

After the escort agreement, go to the plateau, and then, together with the guide, to the Burnt Farm anomaly. Noah will run along a special path between anomalies and jump into the portal - repeat his steps exactly without turning off the distance.

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

As a result, you will find yourself on the Southern Plateau and you can explore the car. There will be no corpses inside, so you will have to look around for possible extraction points.

Point "B2"

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

On this story missions at the Zaton location ends. The next stop is Jupiter, where Pilot can escort you.

Z aton: secondary tasks

Disappearance of stalkers

In the bar "Skadovsk" talk to Glukhar to get this task. The man will ask you to find a missing comrade who tried to stir up a nest of bloodsuckers. According to Glukhar, it is these creatures that are responsible for the recent disappearances.

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

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

The first will be followed by the second, and now you will have to fight with him on an equal footing. The battle with the bloodsucker will give you a lot of trouble, as this creature often goes into invisibility.

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

Use covert movement, otherwise you will wake them up, and then the troubles will not be avoided. In another room, go higher, then jump into the hole and overcome the tunnel. Capercaillie failed to find a comrade, and at this stage the task is interrupted.

Disappearance of stalkers (continued)

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

On the spot in "Skadovsk" you will not find Glukhar - Beard will tell you that he went to the port. In the south, at the cranes, you will stumble upon a small building, inside of which will be both the body of Capercaillie and his friend Danila.

Here you will also find the killer - doctor Tremor, who suffers from such vampirism. He will repent of his deed and kill himself. You just have to return to the Beard and receive a reward.

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

Get to the point on the map and kill the snorks. Go around the gas station and go down to the bottom of the crevice where the car is. Inside the latter, you will find the required container, but getting back in the usual way will not work.

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

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

Reputation

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

On assignment, you need to force a certain Snag to shut up. Together with the new cannon, show yourself in front of Koryaga, who will immediately say that this weapon is his.

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

Theft

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

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

Now visit the Half Station, which is in the north. Here you will find some bandit and a defeated Koryaga. Talk to the first one to stay neutral, or kill him. A snag just won’t reveal to you where your swag is hidden.

As a result, you have three options:

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

2) Heal Koryaga, for which he will voluntarily give you everything stolen.

3) Kill Snag and learn about the coordinates of the cache from his PDA.

supplies

Find a mercenary named Cleaver in the Substation Workshop. To complete the quest, you will have to distribute food to mercenaries in other workshops. Provisions must be obtained manually.

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

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

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

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

Having acquired the substance, visit the nest of bloodsuckers again. On the way to the lair, get to the panel on the outside of the building and apply the cylinders to it. After that, you have to defeat two mutants. Eventually the nest will be destroyed.

Hitting

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

During the mission, you will have three choices:

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

2) Help the Sultan and kill the stalkers.

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

Mercenary Camp

Owl is interested in the plans of the organization of mercenaries, and therefore he will pay for any data that you can provide him.

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

If you can't take them out in open combat, you can sneak in from behind. A sniper will also help in this matter if you have enough money for it.

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

strange phenomenon

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

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

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

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

Deal

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

Tools

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

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

Thin tools lie in the place of the Substation Workshop, namely: by the box where the mercenaries are talking. Calibration tools are already in another location - Pripyat. There you must find a store and look into the basement.

Three comrades

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

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

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

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

Tempting Business

In the bar, Sych, when you complete all the orders of the Sultan, will offer you to join a share in one ambitious enterprise. Your contribution is three Veles detectors that you need to find and bring to researcher Novikov.

The first detector of this brand will be given to you for completing the task "Bloodsucker's Lair". The second and third are sold by Owl, but you can also just find them on the corpses of especially tough enemies.

Having received a gift, the scientist will improve all the devices, after which they will be called "Svarog". It is necessary to wait 24 hours, during which the couriers will deliver the goods to Sych.

Next, you must talk to Owl, who has no funds to pay, as Beard refuses to pay his share, despite the agreement. Now talk to the bartender himself, who will send you to hell, but at the same time he will give you one detector.

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

Dark dealings

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

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

The Sultan will offer you to ingratiate yourself with the bartender, as he only gives out detectors to trusted people. You will have to complete the Artifact Search quest.

During this quest, a lot of Beard workers will go for valuables, so you will have to visit each of them and take their detectors (by murder, ransom or contract).

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

A certain type, nicknamed Magpie, threw Gonta's squad, bringing her into the clutches of a chimera. The guys almost died, and now they demand retribution.

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

Visit the Quarry, where the wounded Sliver is located. The guy will talk about betrayal and expire. In the end, you must return to Flint and tell everyone that he betrayed Gonta's squad and left Sliver to die. You can transfer information to the two main factions (Debt and Freedom), as well as Gaunt.

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

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

Yu peter: story missions

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

Point "B205"

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

On the air defense system you have to fight with the dead, armed firearms. After the battle, inspect the house, where you can find information from Sokolov. From his documents it will become clear that he visited this place, and then went to the base of researchers.

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

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

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

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

Examine the turntable and take the crate with information about the crew. It's time to leave, but at this moment a horde of boars will attack you. Part of the wave itself will be killed by the minefield, but you will have to deal with the rest yourself.

Visit the mechanic named Azot at the main base of the location and hand him the black box to decipher. We'll have to wait three hours, and still pay three thousand. From the received data, you will learn that the military decided to land at point "B28", which is located far in Pripyat.

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

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

Advice. The fourth floor of the above house contains a secret. In one of the rooms you will find information for the secondary quest "Recent Developments". There is also a cannon "Chipper". When you pick up the documents, you will be attacked by mercenaries.

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

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

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

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

Then leave the room on the second floor to get into the hangar with the crashed Skat-4 turntable. Examine the car. Behind the iron barrier you will find a cabin, from where flashing red highlights can be seen. Here is another document.

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

Pripyat-1

Give all the information found at the plant to Azot the mechanic. He will go with you, as you yourself will not be able to deal with the electrical wiring. To protect Azot, a larger group will be needed, as well as special equipment.

First of all, get yourself a Seva equipment, which costs twenty-five thousand. Next, go in search of a team, in which Zulu will help you (you will find him near Yanov).

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

You can only take three unique warriors with you, as ordinary artifact seekers will not work here. By the way, it is in your power to limit yourself to one fighter, but then you will not receive achievement and bonuses on HP during the task.

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

Talk to Ozersky, who, if you complete a series of assignments for him, will provide the necessary equipment for Sokolov.

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

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

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

"Pripyat-1": Overpass

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

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

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

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

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

Yu peter: secondary tasks

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

You'll have to use the stairs of the water tower to get to the roof and out of the walls. You will find all the necessary materials on each of the four floors.

Tools

Nitrogen needs tools in three copies already familiar to you. Find them to complete this task.

Rough tools you will find in the middle of Jupiter, and specifically: on the railway in the train car, where the electrical anomaly flies.

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

Hostage

Stalker Mityai ended up in the hands of gopniks, and now they are threatening to kill him. To rescue a comrade, you need to either collect a raid or pay a ransom.

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

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

You must present the artifact "Goldfish" to the bandits in exchange for Mityai. If you choose this opportunity, you will not get off with one gift. If you do not have an artifact, you can pay fifteen thousand immediately into the hands of the lads.

When Mityai is released, you will first have to lead him outside of the enemy's lair. You paid only their leader, so his henchmen will begin to search you along the way.

One of the bandits will ask for a certain percentage of your amount, respectively, the more money you have on hand, the more you will have to pay.

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

debts

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

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

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

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

Zombies will not touch you if you sneak up to the house, as your partner will advise you. After that, mercenaries will suddenly attack the point, with whom you have to deal with. In this case, you will need a sniper.

Hunting

The mutant dock, nicknamed St. John's wort, will ask you to eliminate the threat in the form of bloodsuckers, which were seen in the Plavni zone.

Visit the point and get ready to fight with three mutants. Their movement here is easy to control by footprints in the water, but for this you have to fight only in it.

Hunt #2

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

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

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

Night Hunt

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

Chimera is one of the strongest mutants, so get ready. You will have to fight the monster at night, as it leaves the lair only at this time of day.

Warehouse "Debt"

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

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

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

Look for the "Gingerbread Man", which is located in the town of Sosnodub, by the tree. Another gem can be found in most of the caustic anomalies.

Variable psi-radiation

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

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

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

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

Once again, Herman will need your help. Together with other stalkers, you have to carry out calculations in anomalies. Visit two stalkers in different places at will.

In Plavny you will have to fight waves of mutants, so it makes sense to grab more ammo. In the Ashes, the dead are waiting for you. Here and there it is necessary to fight off hordes of enemies for a certain time, until the comrades finish the measurements.

anomalous activity

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

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

Soon, an anomaly in the form of a bubble will open for you, from where the bodies of debtors will begin to pour. To find out what's wrong, pick up a PDA from the body and activate the recording.

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

Latest developments

Herman wants to get more information about the place "Zavod "Jupiter". You need to go there and get the documents.

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

After the quest with the study of the Plant, Herman will again need your support. Find new guards for his base to complete the task.

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

Oasis

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

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

Once in a new place with columns, you will find a strange anomaly. It is worth stepping forward a little here, as you will immediately be returned back.

Again, take a closer look at the columns that stand in four rows. The trick lies in them - it is necessary to go between specific columns, since this is a kind of labyrinth.

When you do right choice, then a bunch of light will appear above the opening - it will direct you to the desired columns. First you need to pass the first row, then the third, and then the fourth. The right path in the second will have to be searched at random.

After that, you will find yourself in another room, which is on global map displayed by a giant cistern to the right of the complex. This is the oasis. You just have to pick up the artifact and report to the scientists.

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

Ozersky needs to examine the place with anomalies for the changed flora. Visit the area below and to the right of the base of researchers.

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

Survivor "Monolith"

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

Fanatics of the Monolith are no longer suggestible by this structure, so they have now regained their sanity. You need to accommodate these people who cannot find shelter.

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

Visit Yanov and talk to the leaders of Duty or Freedom. Your offer will only be accepted by the leader with whose faction you have a high relationship.

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

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

The third stash is in the Factory. On the territory of the zone, look for a building with tanks, under which there is a pipe - your goal lies there.

P ripat: story missions

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

Kowalski will answer you that the turntables were shot down by fanatics with the help of a mysterious cannon - this is what you have to find in the first place.

Unknown weapon

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

Now you need to get a laser gun, which is wielded by a fanatic. He sits on the roof and sees the lowland perfectly, so you will have to hide among the corners and walls.

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

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

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

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

Advice. Visit the basement of the store, as there are calibration tools.

Unknown Weapon: Unraveling

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

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

Visit the designated location and enter the building with a pass from Cardan. Inside, you will find yourself in a spacious room where a pseudo-giant will attack you.

This heavyweight will have to drop a lot of ammunition, but you can immediately run to the stairs and climb up, as he will not get there.

In the room you will find a large variation of the gauss gun, as well as find the information needed by the mechanic. Before leaving, read about the secret laboratory X-8 and grab the pass. You just have to return the weapon to Cardan so that he restores it.

The missing sentry

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

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

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

Inside you will stumble upon a spacious, but tangled with small rooms room. You need to explore the whole maze and collect six packs of documents. If you find only one, it will affect the finale.

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

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

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

Talk to the commander of the military, who will inform you that he cannot get in touch with other groups. The cause of the interference needs to be determined.

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

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

Unknown

The evacuation is on hold as the military asks you to determine the exact reason for the destruction of the previous helicopters. You need to trace the signal that was found near the base.

You won't find anything on the supposed point, but then you will get new coordinates. As a result, it will become clear that someone is making his way to the military underground.

Run back to the base and wait.

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

The shooter will tell you that the reasons for the fall of the cars lie in the anomalies, where they got during the flight. They used outdated maps, as the traps had moved in the meantime.

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

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

When the turntables are in place, you will have to fight with the Monoliths. It is necessary to fight off all the waves of enemies (a gauss gun or a sniper will come in handy), after which you will finally be able to get into the helicopter.

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

N o t: secondary tasks

one shot

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

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

If the Zulu is still alive after your expedition, then you can meet him in Pripyat. At some time, he will contact you, being trapped.

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

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


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Pripyat is not only a key location in the game Stalker Call of Pripyat, on which a lot of interesting story quests are tied, but it is also the final one, where the story of Major Degtyarev and the mission entrusted to him by the leadership takes place. Many players who find themselves in the first outside the perimeter of the third game, the legendary trilogy, often have the question of how to get to Pripyat in the Stalker Call of Pripyat.

This is because the developers have built storyline in such a way that you cannot get to Pripyat in the usual way by moving through the transition between locations or with the help of a guide. In order to successfully make the transition to Pripyat, it is necessary to complete not only a number of interesting quests, but also to conduct a whole investigation related to the search for an underground route leading to the coveted location. The start of the search for the protagonist of the path leading to Pripyat will be an examination of the crash site of a helicopter with the code name Skat-1. You can find him on the helipad in the southern part of the game location.



Do not rush to go to the helicopter, the approaches to it will be mined, so actively use the bolts. You can determine the mine in front of you by ear, if you throw a bolt in front of you and hear a characteristic click, then this is a mine and is right in front of you. On board the helicopter you will find the "Black Box", which will contain encrypted information about the operation and the coordinates of the evacuation rally point. In order to get information, Degtyarev will have to go to Yanov to the technician Azot, who will help with decoding.



After successfully deciphering the box that you brought from Skat-1, it will become clear that the main character needs to go to Pripyat to the evacuation point with the code designation "B28", the mark will be highlighted on the map.



Without delay, we go to the conductor named Pilot, you can find him there on Yanov. After the conversation, it turns out that he does not know the exact route, but will give a tip to a secret underground passage to Pripyat, originating at the Jupiter plant.



According to him, the plant may have documentation and diagrams that can help in finding a passage. Therefore, further we begin to move to the plant, namely to its administrative building.



Going to the plant, you must remember that the main purpose of going to the plant is the documents, which will be indisputable evidence of the existence of secret tunnels leading to the city of Pripyat.

Entering the administrative building, you need to go up to the second floor, where after the rise, turn left (following the direction of the arrow on the minimap), find the folder with documents and pick it up.





Immediately at the end of the corridor, you need to turn left and moving to the very end of the room, on one of the shelves you will find a notebook sheet.



That's all, now you need to move towards the delivery department. The compass needle on the minimap will guide you exactly where you want to go. Following her clues, we must get into a small room, where we will find a folder with documents on the table.



After reading, we go to the repair shop. However, on the fourth floor of the delivery department in one of the offices you can find documents that will be useful to you in subsequent quests. However, remember after taking them you will be attacked by a group of mercenaries, so be careful.

The next step is to find the entrance to the factory and get inside. It will not be difficult to find it, focus on its western side.



After entering, we go to the stairs leading down, go down and through the opening in the wall we move in the direction of the arrow on the compass. On the way you will meet a small technical room in which another set of documents will be found.We pick it up, watch the cut-scene and go further, in the direction of the transport gateway and the first department of the plant. Once in a huge room with a broken roof, in its center we will see a fallen Skat-4 helicopter.



After examining it and the area around it, there will be a sheet of paper on one of the tables, you must also take it with you.After successfully inspecting the helicopter, we overcome the iron barrier to the right of it and penetrate the transport gateway. After walking a little, we will be able to see the control room, which by the way will be highlighted by a flashing red emergency beacon, which will not let you just pass by. We go up to the wheelhouse and find in it the magazine of the shop shift on duty, after reading them, we watch the cut-scene and move to the next object - the first department of the plant.



The building of the first department will be marked with a marker on the map, so it will not be difficult to find it.



Entering the building, you need to go up to the second floor and take the documents lying on one of the iron shelves.



Having studied the documents, it becomes clear that this is a passage scheme and an overpass to Pripyat exists, but it is filled with poisonous gas, and the opening of the gateway implies the presence of a working generator. But this operation requires competent technical training and for advice we go to the technician Azot on Yanov. Azot will tell us that he will not be able to go there himself and you will have to assemble a group of which, it will be necessary to overcome the overpass filled with gas and start the generator to open the gateway.



After the team is assembled (Zulu, Vano, Sokolov, Tramp), you will need to go to overpass-1 and, having overcome it, rise to the surface, coming to the surface already in Pripyat. Now you know how to get to Pripyat in the stalker call of Pripyat, but before the trip, do not forget to put on a suit with a closed breathing system, decently arm yourself, preferably with a shotgun, since there will be a lot of snorks in the dungeon. Try to go first and repel the attacks of monsters and eliminate ambushes, this will help save all the members of the group, which will have a positive effect on the ending of the game.


Dear users, if you find broken links leading to Yandex disk, a huge request to report this in the comments. We will try to restore them as soon as possible.

Description:
Sigerous Mod CoP 2.2 modification guide. This article discusses all aspects of the passage of this modification on the location: Jupiter, as well as maps of caches of these locations. (Author of the passage: Stalker77Alex)

Quests on Jupiter are divided into blocks:
1 Original quests + quests of original characters on Yanov, not affecting other quest chains
2 Quests for scientists
3 Quests of the Dawn
4 Mercenaries and SBU Quests

Original quests. Quests for the original characters on Yanov that do not affect the chains of other quests.

1. The first three sorties
After arriving at Yanov, you need to complete three sorties.
First- This is a sortie associated with the Morgan CCP, where it is necessary to recapture / protect the warehouse of Duty. We choose the side we will sympathize with (at our discretion, it will come in handy for us) and carry out an easy quest. We sell swag from the cache to the Hawaiian.
Second- sortie with Uncle Yar in Kopachi. Be sure to take the quest from Thunderboy (who sits under the Zulu tower) before the outing, the quest for Vintorez. There we wet hires, collect swag from them, take the PDA of the Monolith.

swag

Khabar: in the village of Kopachi you can find a lot of caches.
Firstly, this is a cache in the excavator (Veles is valuable for us)
Secondly, this is a cache under the iron sheet. We are looking for an iron sheet in the west of the village. There lies AS VAL. Along the fence on the western border of the location, not far from there, you can try to find a GPS guide.
Thirdly, a cache in the attic of one of the houses where Thunderstorm lies.

Third- night outing on the quest of Neon (Freedom trader) on the quest "Night snipers"
Know - one bandit fugitive is immortal until you reach the East Tunnel. When you go back to search all the snipers, immediately jump through the tree onto the excavator and take from the bag in the room Arrow #1 cache - medicines. Also in the immediate vicinity of the excavator lies the stalker Sliver. It is he who will help us uncover the betrayal of Magpie / Flint.

An interesting fact - three Strelok caches on Jupiter have a random swag. Regardless of which of the caches you take first, there will be medicines in it, ammunition in the second, and the SIG 550 Strelka assault rifle in the third

2. First walk (part 1)

The walker will be very intense, so I advise you to take the best equipment, upgrade your weapons if possible. We take quests:
The stalker Bear has a quest for Mityai (choose peaceful solution conflict, take an artifact)

  • We take the quest for the Bloodsuckers from St. John's wort
  • We take the quest for Radio Materials from Azot
  • At Gromoboy, we continue the quest for Vintorez.
  • Uncle Yar has a quest for the Camera

So let's get started. First, we move towards the Plavni anomaly. Looking for art. Then we go a little to the east, there are bloodsuckers on the St. John's wort quest. We take out. We go under the cement plant, from the place where the bloodsuckers were farmed on the water, we climb into the tunnel behind the Strelka cache. Then we go up to the Tsemzavod itself. We climb the stairs outside to the roof of the northern building, on the roof we take a cache with a Helmet and PSO (there is also a spawn point for Vintorez Gromoboy), we go down. There may be an artifact here, as well as two radio materials for Azot. Then even lower (do not remove the detector) - three more materials. Below are two more items. There are two more on the bottom floor. There must be 9 materials in total

Next - you can start searching the southern building. On the floor (a metal floor in the form of a grid) there can be a GPS, also below the pipe you can find a cache of the Monolith with cassettes for Gauss. It's time to start searching for Named Vintar, if not found yet. Spawn points can be found below.

Now we move to the Quarry. On the way to the diesel locomotive are SVD and cartridges for it. The Quarry may have GPS. If you didn’t take Strelok’s cache and didn’t talk to Sliver, go for it. Let's not forget art. Then you can go to the East Tunnel. On the ledge (right above the gate, above them) you can find a GPS. Use binoculars. Burers in the tunnel can be killed immediately (you need to enter the tunnel through the entrance to the left of the tracks. If you look south). Quest will still count. After killing the dwarfs, we go to Bitum, look for art.
Plant Jupiter
Combing the Jupiter Plant is a difficult task. But doable. We use the gate on the right to enter (the northwestern part of the plant). We turn left along the road. On the left side is a cellar. There is a secret. Next, you need to comb the hulls adjacent to the air bridge. There are two documents - a folder with an order and a notebook sheet. Further, through the entrance of the plant you can get to the Administrative building. We go up the stairs, and in one of the rooms we find documents. But do not rush to take them. Get ready. Take the stash with the Breaker in the table. After taking the documents, Hiring will appear, led by Black. Let's take it

PDA, flash drives, the leader has a G36. Under the northern stairs there is a cache with Storm.

Further, without leaving the building, on the ground floor, in the area of ​​the elevators and the southern stairs, looking south, there is a transition to another building. There - one more document - Schedule of deliveries. Now we go outside and move further through the plant. We shoot dogs. On the left side is an excavator. We approach him from behind and pick up the L85. Next, we go down to Strelka's cache, pick up random swag. We get out, we go to the case to the south. There, on the second floor, there is the most important document - the Scheme of the Pripyat-1 overpass. We leave, we go to the largest building in terms of area. As you enter - keep to the right, go down to the basement. Then we pass through the basement, climb the stairs, go along the walkways. We take the document "Paper with records". We go down the stairs to the next room. Psi-dogs will meet us there. Under the shelves there is a cache with AK74. You can take another document on the table. We examine the helicopter. GPS can be found nearby (see screenshot below)

We leave the factory.

2. First walk (part 2)

Leaving the factory, our first goal is to search the Concrete Bath anomaly. In order to do this without consequences, you need to leave the Jupiter plant and turn 180 degrees to the left and walk along the plant's fence outside. Then it will be possible to get to the very platform where the artifact lies.
Opposite the anomaly there are "Aggressive bandits". They just need to be eliminated. We are not going to the recruitment base yet, they will not let us through. Behind the garages and under the road you can find two caches with a SIG 550 and a Winchester.

Next, we go to the helipad - the place where the minefield does not allow to pass and where Skat-1 landed. Along the way, do not forget about the Uncle Yar quest. It is easy to go to the site on the right along the fence. We take away the black box from the helicopter. At the other end minefield where a concrete wall might appear GPS. After a wave of mutants who blew up the lion's share of the mines, with the click of a bolt, we check for the presence of mines and pick up the GPS.
Oasis

The oasis is actually easy to complete. The entrance to it is located near the platform near the railway. There is a building there. We pass, we bring down jerboas and zombies. We destroy the boards blocking the passage. Do not go down (although there is a spawn point for tools) but go straight.

Then all the way and to the right through the pipes. We go through the pipes until they “run out”. Then to the left. Before us will appear a hall with columns.

To unlock the passage and turn off the teleport, you must:
1. Pass five times straight through all five rows of columns as shown in the figure. You can start from left to right or right to left - the order of passages can be changed directly.

2. Then pass this hall strictly under the snowflakes. The teleport is unlocked, we take the artifact.
Mityai
On the instructions of Mityai's friends Torba and the Bear, Mityai's bandits must be rescued from captivity. The best option- take an artifact from Mityai's friends and kill the bandits. The fact is that this artifact is very useful. The easiest way to kill is from the inside - go to the very hillock, and from there start to take out the bandits. Or outside - with a sniper. We are not going to Yanov with Mitya.
We get two flash drives of the Bandits. You can also find a GPS guide by the fence at the western end of the sublocation. On the way to the Volkhov air defense system, we speak with the surviving Monolith led by the Tramp.
Point B205
We are approaching the Volkhov air defense system. We take out the zombies. We do not go down into the tunnel yet, we go into the building. There we take a note from Sokolov. And now you can go down. We open the door, we pass further. Through the holes in the wall we go around the heap of racks, take out the jerboas and the burer. We go upstairs and pick up a new weapon. RPG can be put in a box for now. On the way to Yanov, we hand over the Ozersky quest to the Oasis. You can give Garik the pieces of Meat and Gingerbread Man. Sokolov - his note. German - a quest for Administrative Documents. Now it's time for Yanov.


  • We hand over the quest for Mityai.
  • We hand over the materials and the black box to Azot
  • We hand over quests to St. John's wort
  • We hand over Vintar to Gromoboy
  • If you spoke with a Sliver on the Quarry, then we speak with Flint, then we hand it over to either Shulga or Loki, and subsequently to Gonta.
  • You can hand over documents from Jupiter or Shulge or Loki. There is another option - Sychu.
  • We sell unnecessary artifacts to the Hawaiian. It’s worth leaving only arts for weight (gravity and Gold fish)
  • We hand over the quest to Uncle Yar.
  • We are trying to attach the Monoliths to one of the groups by talking with the leaders of the clans.

3. St. John's wort quests
We carry out the remaining quests of St. John's wort:
1. Quest for 5 bloodsucker tentacles. Should have stayed with Zaton. We give, we get a reward. (in the assembly that Shkrek went through, the quest was not issued, perhaps this is due to a fix from makdm)
2. Quest for groups of snorks. I will not explain, they just need to be taken out.
3. Quest for the Chimera. We go to the ventilation complex at night and kill the Chimera.

4. Quest with Koryaga
One fine day, things disappear from our drawer. We interrogate St. John's wort, Bone-setter, then Zulu. At the half-station we kill the bandit. You can kill Koryaga. Can be kept alive. In any case, we will get things back.
4.2 Quests for Scientists
1. Variable Psi radiation
The first and very important task is "Variable psi-radiation from Herman" It should be performed only with a sniper. With Topol's group we go into the tunnel. There we take out jerboas and three zombies. Move on. In the room with anomalies, you can find a GPS guide.

Save before taking "Changed Insulator". When leaving the room where he was lying in the tunnel, the controller will appear. If you do not have time to remove it immediately, then Topol's group will start firing at us. Therefore, we use the Lynx to the fullest (if there is no sniper, then we go point-blank to it and extinguish it with a shotgun). We return to the bunker.
2. Arrangement of scanners
We take a quest from Herman to place three scanners. We arrange, then two more will be available. You need to pick them up from Novikov. The placement of scanners will allow you to display artifacts available in anomalies on the map.

3. Measurements with the Poplar group.
We take a shotgun - this is important - and a sniper. We go first to Plavni - it will be more difficult there. Our task. So that all members of Topol's group remain alive. We are waiting for the mutants to approach and demolish them. Then we go to Ashes. There you need to shoot Zombies approaching from the Diggers. I think even an automatic will suffice.
4. Ozersky's hypothesis
We speak with Ozersky about the activity of mutants during measurements. We get a scanner from him, go to Bitumen. We install a scanner there, we see the activity of mutants (snorks appeared) - we pick up the scanner. We carry the scanner to Ozersky, we receive a reward.
5. History of Debt
You can complete it even without taking the quest from Herman, if you have a Svarog detector. Svarog can be given out by either Beard on the Owl quest, or Poplar after completing all the quests related to his group. We go to the Cooling tower, climb up, get the detector. “Dead” debtors with weapons in excellent condition fall out of the anomaly. One of them has a PDA. You can give it to the leader of Duty or Freedom.
6. Protection for scientists
On the instructions of Herman, you need to find protection for the Scientists. There are several options - Duty, Freedom or stalkers led by Spartak from Zaton.
7. Novikov's quests to upgrade detectors.
7.1 Scanners of anomalies.
You just need to simply collect scanners for Novikov on Zaton from all the anomalies. Additional profit in the form of art on Zaton.
7.2 Special information
You need to find drawings for Novikov at the Cement Plant and the SAM. Screenshots to help.

7.3. Special tools.
At the request of Novikov, we find tools to upgrade the detectors.
8. Accompanying scientists

We take the quest from the scientists standing near the bunker. We escort them to the Ventilation Complex. We receive an award.
4.3 Quests of the Dawn
1. Base defense
Throughout the passage in all quests relating to the Dawn, we will be worried about mutants. In the first quest (it is issued automatically when you first approach the Dawn base), you need to repel the attack of the mutants. Take a shotgun - there will be a pseudo-giant. After completing the quest, you can join the "Dawn" grouping. This is what we will do.
Tip - immediately order the Dawn Exoskeleton from the Dawn merchant. It is he who will provide the maximum carry weight in the game.
2. Cleaning up the territory from mutants.
Description: Rassvetovtsy need territory to expand the group. We need to free her from the mutants.
Issued by: Jupiter, the leader of the Rassack Nazar. We advance along the mark on the map (to the stop) and shoot the snorks. We're back for the reward.
3. Cleaning up the area near the holes.
Issued by: Jupiter, the leader of the Rassack Nazar
Description: we advance along the marks on the map and shoot the mutants:
1. at a cement plant (snorks, chimera)
2. at the Jupiter plant (dogs, pseudo-dogs)
3. in the South (between the container warehouse and the heliport) - wild boars, flesh, controller
4. near the railway (jerboas, burer, 3 pseudo-giants)
5. near the air defense system "Volkhov" - snorks, pseudo-giant
We're back for the reward.
4. Clan priorities
Issued by the leader of the dawn Nazar. First, take the Armored Suits to the technician at the Scientists base to Novikov.
There are several options for passing - the longer you wait, the less you pay. Then take the armored suits from the technician. Next is the most difficult thing - you need to fill all five prepared caches
It is necessary to fill all five caches of the grouping, marked on the map, with the following components according to the list:
1) Weapon: AN-94 "Abakan" or Chaser-
2) One magazine for the corresponding weapon.
3) Veles class anomaly detector.
4) Armored suit ChN-3A.
5) Any first aid kit, any bandage.
6) The choice of anti-radiation drug or psychedelin.
We call the PDA signal. Check the first point marked in the route of the patrol group, then the second and third. We will escort Miguel to the base and inform Nazar about the results of the check.
5. Flowers of the Devil.
The quest is issued by the same Miguel from the previous quest - a scout. First, burn with the scientists in the Bunker. Then ask the leaders of the factions, St. John's wort, Kostoprav on Yanov. If the Kostoprav said that you need to look in thermal anomalies, we are looking for Zaton in an. Circus, in the Burnt Farm, and also on Jupiter in Ashes. Then we give the Flowers of the Devil to Miguel.
4.4 Mercenaries and SBU Quests
1. Interception
We use the flash drive from the SBU from the cache on Zaton, which was stale in the backpack. We follow the mark to the area of ​​the Jupiter plant. We take out all the mercenaries there. We escort the agent to Yanov. Now another agent is available at night, who will give us another task.
IMPORTANT!!! Be sure to pick up a PDA from one of the Hires with a password to enter the Mercenary base. You also need to remove either the Mercenary Exoskeleton or the Mercenary Suit from one of the mercenaries.
2. Agent on the helipad and Professor Tyagnibok.
At night we go to a meeting with the Agent. He will give us a task to search for Professor Tyagnibok, who disappeared in Pripyat, with his report.3
3. Joining the Mercenaries.
Attention at the base of mercenaries, the dress code is valid only in the overalls of hiring, we approach the goalkeeper (hiring Evil), we tell him the password - we go to the base. In advance, you need to buy the drug psychedelin from a doctor or scientists, or save it, when you collect swag from corpses, you need 5 cylinders.
Approach the hiring leader Molfar and take the quest - search for the missing squad.
The quest is completed in two stages: with the first group we go to the Jupiter plant, we don’t run far from the detachment, because the task will fail. We clean the perimeter, go up to the second floor, there will be a surprise waiting. We don’t bring down the controller on the first run, because then there will be no spawning of snorks. When the controller appears, we take our hands to our feet, and run headlong into the street. We get the task to talk with the leader of the hiring. We return, take the task for the second round, and here psychedelin will come in handy, we distribute it to the participants in the assault. At the factory, we clean the perimeter, about 10 zombies and three controllers. As you fill up 3 controllers, there will be a spawn of 3 snorks near the garage, and two at the exit from the factory. After shooting them, you will receive an invitation to chat with the leader, who will offer the GG to join the mercenaries.
4. Broken caravan.
On the way to the base, the mercenary caravan ran into a large pseudo-giant. They are now near the ventilation complex. They need help. We kill the giant, pick up the cargo and give it to Molfar.
5. Assassination attempt on Knave: Kill Knave
Molfar decided to break with his bosom enemy - Knave. You need to shoot him.
(in the assembly that Shkrek went through, the quest was not issued, since Jack died earlier)
6. Weak beacon: find a cache in the factory
The mercenaries had set up a cache on the grounds of the Jupiter Factory a long time ago. The one who installed - has long been dead. No one knows exactly where this cache is hidden. The GPS beacon signal on the cache is very weak. For it to work, you need to get close to it. The task is to comb the plant. There we find a hiding place - we can’t pick it up - we try to search it - it’s closed. We inform Molfar, we escort the detachment to the hiding place, we return to the base.

AT this passage only the main plot of the game will be considered. But for sure you will have to complete at least some of the additional tasks. In any case, it is up to you to decide whether to Additional tasks or not. I would like to add that by opening your PDA at any moment (key "P"), you can select one of the received tasks. After pressing the corresponding key, the objective of the quest will be shown on the mini-map, which will greatly facilitate your task of following to the destination and completing the quest.

Having traveled a long way to the crash site of the helicopter, you will see that its remains are located on a hill. How to get to this plateau, you do not know.

Skat-3 on the Southern Plateau (not accessible).

Investigate the crash site of Skat-5

Mark this place on the map, move to it. The helicopter will be located in the middle of a swamp with several anomalies. It is best to descend to the helicopter from the opposite side of the road.

Safe way to Skat-5.

When you are near him, walk in a circle until a prompt appears on the screen to press the "F" key to inspect the helicopter. Press this key.

Investigate the crash site of Skat-2

Move to the specified point. The helicopter will be located in the middle of the power plant. Here the phantom is raging with might and main, throwing at you various items. Quickly run up to the helicopter and inspect it in the same way as the previous one. You will find maps of the area in which someone may be interested.

Investigate the crash site of Skat-1

Select this task in your PDA (press the "P" key), follow the marker on the mini-map. You will be on a barge. In order to enter inside, you will need to hide the weapon. To do this, double-click on the "1", "2" or other keys. Once inside, find the guide at the table in the center of the bar. During a dialogue with him, you can offer maps of the area found in the Skat-2 helicopter. For this he will give you a substantial discount. Say you want to get to the Yanov station. The transition will cost you 1000 coins (if you do not give away cards, then this fee will be at least 2000).

After talking with the conductor and the techie, exit the building and follow the crash site of the Skat-1 helicopter. And there is a minefield everywhere:

Safe way to Skat-1.

To overcome the minefield, we advise you to move along the mesh fence on the right side, periodically moving away from it closer to the center. Save more often, reload and choose this method safe route without a single mine. When you get to the helicopter, you will find the Black Box.

Investigate the crash site of Skat-4

Mark the task on your map, then move to the indicated point. You need to get to the territory of an abandoned factory. Move between the two buildings, turn right. All this time, the yellow marker should remain on your right side. Next, you will need to find the entrance to the workshop. Inside the workshop on the right side there will be a pit. Go down there, go through the corridors and climb the stairs above. Go through the room where the documents are on the control panel. You can explore them, or you can just pass by. Get to the helicopter, kill the dogs and inspect the Skat-4.

Deliver the Black Box to the technician from the Skat-1 helicopter

Go back to Yanov station the same way. Talk to the techie you talked to when you first arrived at the station. Give him the Black Box. He will say that it will take a little time to decrypt it, and it will cost a lot. If you want to earn extra money and save money on decryption, you can find parts for a techie and tools (optional) at an abandoned chemical plant.

Find out how to get to the Southern Plateau, where the Skat-3 helicopter crashed

In the bars at the Yanov station or inside the barge on Zaton, talk to the stalkers and ask if they know anything about the crashed helicopters. One of the stalkers will say that information on how to get to the Southern Plateau can be obtained from Noah. Return to Zaton, go to the barge where Noah sat down. When opening the doors, be careful, because Noah will immediately shoot you (such are his "precautions"). Hide the weapon, approach it and ask about the fallen helicopters. When Noah offers to walk on the Plateau, agree.

Once there, watch Noah move, follow the same path and jump down. The anomaly will take you to the Southern Plateau.

Investigate the crash site of Skat-3

Go to the helicopter and examine it. You will learn about three evacuation points, which, in fact, will have to be checked.

Check evacuation point "B2"

Go to the Skadovsk station on the barge and talk to Beard. Ask if the military has been here. "Deaf as in a tank!"

Wait for the decryption of the Black Box

With the help of the conductor, return to the Yanov station, go to Azot and ask if he deciphered the entries in the Black Box. If you have not completed the task of finding parts and tools for Azot, then he will "beat" the price of 3000 rubles. If you complete at least one task and find spare parts inside the nearest abandoned building, then the price will be 1800 rubles. Decide for yourself. Having deciphered the message, you will make sure that there is only one evacuation point - "B28". Another task to inspect the third evacuation point will be automatically canceled.

Way to Pripyat

You need to get to Pripyat, because that is where the evacuation point "B28" is located. This can be done through the plant "Jupiter". Follow there, as the marker on the mini-map shows. Go the same way as you went to the Skat-4 helicopter. Approach the crashed aircraft and pay attention to the doorway on the right side of it.

How to find a transport route to Pripyat.

Move through this opening and get to the desired room. Look at the work log on the control panel. Find out the location of the generator and the transport route.

In order to open a transport path, you need to start the generator. Go downstairs, there is a truck on the left side. Behind him is a second truck. Follow the side of her and get over the barricades. Move to the building marked on the mini-map, go inside and go up to the second floor. Here, on the shelves at the specified point, there is another magazine that describes the start of the generator.

Go back to Azot at the Yanov station, report that you have found documents that talk about an underground path to Pripyat. He will prompt a man named Zulu, who will gladly go to Pripyat. Exit the station, go to the next building, hide the weapon and go inside. Go upstairs and talk to the Zulu about everything. During the conversation, you will find out that the campaign requires a squad of at least three people, as well as suits with a closed breathing system. In the dialog box, you will be able to tell the Zulu the names of those who could go to Pripyat. The options offered depend on the additional quests you did it and which stalkers you helped. In any case, one of the options would be Noah from Zaton.

As for our walkthrough of the game "Stalker Call of Pripyat", we will go to Pripyat in a team with Vano. Wano is a lone stalker standing at a table inside the Yanov station in the main hall, opposite the window with the merchant. In order for Vano to agree to go to Pripyat, he needs help. Vano will give you 5,000 rubles. They must be returned to the bandits from whom he borrowed them. Vano himself is afraid to do this, because he is sure that the bandits will demand more money. Go there, return the money to the bandits in the amount of 7,000 rubles (interest will be required), or destroy everyone. If you kill everyone, then when you turn in the quest, Vano will leave you money. After that, talk to Vano about going to Pripyat. He will agree, but will say that he needs to buy back his suit with a closed breathing system. It is required to give him 5000 rubles.

If you have money, then that's great. If there is no money, then you can quickly complete the task of Uncle Yar, who is sitting in the next room. Together with him, you will go inside the destroyed building, from which you will need to shoot the mercenaries. So, give Wano the money and let him know it's time to go to the Zulu. Talk to the Zulu. Now you can go to Pripyat as soon as you get a suit with a closed breathing system for yourself. On the other hand, you can recruit a few more people to the team.

Now about the costume. You can buy overalls "Seva". It costs 35-38 thousand rubles from a merchant at Yanov. If you go to Zaton and order it from a guy named Shustry, who is on the third tier of the barge, then such a jumpsuit will cost you 30 thousand rubles. In this case, you will need to give a deposit of 6,000 rubles and wait a few days. On the second tier is the merchant Sych, who offers the same Seva overalls for 28,000 rubles. And there is no need to wait! Taking the overalls, return to the Zulu and report that it's time to go to Pripyat.

Underpass in Pripyat

So, move along with the team through the dungeon, kill the mutants. To open the doors, you need to click on the indicated panels. Soon you will run into a locked door. You need to feed her. Step back a little and you will see a tower on the left side. Climb up and turn on the generator. Get down. Bandits appear. You can kill them, or you can proceed to another point while your comrades distract the enemies. But be prepared for the fact that the bandits can kill Wano and the Zulu. Go to the indicated place, there is an entrance inside the building. Enter there, go up the stairs and pull the lever on the control panel. Return to the door that is now open. Get to the end of the tunnel, killing opponents. Don't rush, kill everyone gradually.

Unknown weapon

After arriving in Pripyat and watching the video, go to the captain and talk to him. Agree to go for surgery. Kill the first enemies, as suddenly it turns out that you were ambushed. Kill all opponents. The main target is the leader of the Monolith, standing on the roof and firing from an unknown weapon. See the screenshot below.

Kill the leader of the Monolith and get an unknown weapon.

Search the corpses and find a weapon with a scope, if there is none. Kill the leader, enter the building from which the Monoliths ran out, and go up the stairs to the second floor. Take away dropped weapon. Return to Colonel Kowalski and report everything. Try to leave the room. A cutscene will stop you.

Missing recon group

By the way, a stalker named Garik came from Jupiter, who can now lead you back. It turns out that you do not have to spend time on trips from one location to another. Follow the checkpoint, you will see that the group of soldiers was killed by the Monoliths. Move to the indicated place and wait for the arrival of help from two military men (if those with whom you came to Pripyat are alive, then they will arrive). Enter the Book House building and kill the enemies. Move along the corridors, open the door and kill everyone around the strange structure. Watch the cut-scene.

Unknown weapon: get information

Next, you need to find a technician who would deal with the weapons found. You can search on your own, or you can immediately go to Cardan, which is in Skadovsk (Zaton location). Talk to him (technician on the second floor of the barge). If he suddenly gets drunk, then just sleep. You will receive a lab key.

Item No. 62

Move to the lower left corner of the Zaton map. The point to follow is marked on the mini-map. Enter the small building and go down the stairs. Open the door using the same key received from Cardan. Follow one floor below, clear it of infected enemies, and then move down the other stairs. You will find yourself in a workshop with rails and a monster. You can climb the stairs a little higher and shoot the monster with everything you have. Grenades will be effective in the fight against him. And so even the most powerful weapon will require 9-10 bursts (or even more).

Having defeated the enemy, which, by the way, you can not kill at all, you need to climb those same metal steps, and from there move even higher up the fire escape. Climb over the upper bridges to another wall, move to the side checkpoint. Do not go down the stairs, but jump into the ventilation shaft. Climb to the end of the shaft and take the documentation you were looking for from the dashboard.

Return to Pripyat and talk to Colonel Kovalsky. Get a new quest related to the missing scout.

The missing sentry

Follow the indicated point to the grocery store, where the sentry was. You will see a military man who has shot himself, after which the controller will immediately appear. Killing him is easy enough. The main thing is to periodically hide from him so that you are not in his line of sight. Try to shoot in the head.

one shot

It is VERY IMPORTANT that you return from the previous laundry assignment. Here Garik will speak to you, and you will learn the story of two mercenaries. We warn you for the reason that there is an option to go directly to the X8 laboratory, but after that an error may appear: Colonel Kovalsky will refuse to talk to you at all (there will be no active key to start a conversation).

So, after talking with Garik, go to the colonel and report on the story you heard. Make a choice, kill one enemy or try to deal with all at once. There is nothing unusual about the assignment.

Laboratory X8

Enter the indicated building and, very importantly, approach the elevator doors. The task will be updated to the status "It is necessary to turn on the generator." To do this, go upstairs, changing flights of stairs where the steps break off. On the last floor, find a room above the elevator shaft and start the generator. You will be hindered by enemies located on each floor - infected, monoliths, etc. When the generator is started, go back to the first floor, enter the opened elevator and press the "F" button. You will be taken to the laboratory X8.

Go down and open the door. From here you can go in different directions, but you need to go to the passage ahead, leading down. Keep left and find another flight of stairs. Follow below, go along the corridor and find yourself in a spacious hall where you can go down to the "pool". So do it, and on one of the tables with a computer, find the first folder with documents.

First document.

Attention! You will be asked to leave the complex, or continue searching for documents. Ignore this trick, because you need to find ALL documents!

There is a doorway near the corridor you came here through. Go there (there is still a huge balloon in this room). If there is a balloon, then you are moving in the right direction. Go down the stairs below, along one of the walls there is a cabinet with shelves. Go past it and take the second folder with documents from the dashboard.

Second document.

Go back to the door you opened after you went down the elevator. Stand with your back to the front door and turn right. After going down one set of stairs, go up the steps in the far right corner. You will find yourself in a spacious hall on the second floor. Find the third folder with documents on one of the cabinets.

Third document.

An enemy will appear here - kill him or run away. Three folders with documents were found, but the same number needs to be found. Go back to the room where you found the second folder (the balloon is placed). You need to go into the next room and climb into the elevator shaft, where there is a ladder. Climb two tiers higher and see open door elevator. Jump from a distance into this opening, you will find yourself on the floor. There will be three burrers here. It is best to kill them with a knife, approaching closely. Remember that conventional rifles and machine guns are ineffective against them. There will be one folder with documents in this room, but do not rush to leave. Climb the stairs to another room and on the table you will find the fifth folder with documents.

It remains to find the last folder. Return to the elevator shaft, go upstairs and jump into the cabin through the hole above. Exit to the corridor, go to the front door to the laboratory. Stand with your back to this door, go left, open the door leading to the classroom (see picture):

Last document.

Climb down, quickly grab the blue folder from the table and leave the lab. Go back to the colonel and talk to him. Get a new assignment.

radio interference

Move to the indicated point and search the corpse of the commander of the reconnaissance group. Take the explosive with the timer. You will be contacted by the colonel, from whom you will learn that the source of radio interference is located in the kindergarten. Go in his direction, the door is marked with a yellow marker, on which you need to install explosives with a timer. Do so, and then run away. After the explosion, go inside, move to the right wing of the garden, using several flights of stairs. As a result, on the second tier you will find a strange structure similar to the one seen in the Book House building. Destroy it by throwing a grenade or firing a few bursts. Through the hole in the floor where this structure stood, go down to the tier below and open the green freezer. You will free the doctor and automatically find yourself in the laundry room. Talk to Kowalski.

Unknown signal source

Move to the specified point, wait until you are ordered to go to another place. Run to the dorm courtyard, then return to the base and watch the cut-scene.

Evacuation

Wait out the blowout, resupply, and order Kowalski to gather the fighters. Fight your way to the helicopters, hold positions until they arrive, and decide for yourself whether to complete the game or continue through it in free roam.