Passage stalker call of pripyat. Walkthrough Call of Pripyat Stalker Call of Pripyat Helicopters

In this walkthrough, 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, you decide for yourself whether to complete 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, a phantom is raging with might and main, throwing various objects at you. 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 use this method to choose a 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 proposed options depend on what additional quests you have completed and which stalkers you have 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 the 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 towards the control point. 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 you will see an open elevator door. 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.

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Passage of the storyline Stalker Call of Pripyat

"Scat 5" - Investigate the crash site

Description: Investigate the crash site of the Skat-5 helicopter
Quest gives: --
Issue conditions: --
Reward: --
Walkthrough: One of the first story quests. Everything is simple here, we need to get to the helicopter, which is located inside the "Marsh" anomaly and search it. I don't think there will be any particular difficulty. The passage to the Anomaly is free, the main thing is not to run into hungry dogs or someone else. After searching the helicopter, it turns out that all the electronics inside have burned out and now you need to Find the cause of the burned out electronics. We'll find the reason by completing another quest, so we're done with that for now.
Tips: In the anomaly, use a bolt to build a road. Near the helicopter in the box you will find some provisions."Scat 2" - Explore the crash site

Description: Investigate the crash site of the Skat-2 helicopter
Quest gives: --
Issue conditions: --
Reward: --
Walkthrough: So We searched Skat-5, we run further, to the second helicopter, To the very edge of the map to the South-West, right next to the "Iron Forest" anomaly. A poltergeist flies near our target, so we move slowly, as it reacts to the movements of the GG. We kill the poltergeist and we can search the Helicopter. Another screensaver on the engine, in which Degtyarev (GG), discovers that the crew of this helicopter died in the air, but on-board computer managed to find maps of the area between Zaton and Jupiter. Tips:We search the corpses of the military lying nearby, collect cartridges, etc. If the poltergeist has noticed you, he will throw objects, hide behind corners and various shelters.

Area Maps: Find Stakeholders

Description: Find someone who will be interested in the cards you found
Quest gives: --
Issue conditions: Helicopter "Skat-2" found and inspected
Reward: Discount for moving between locations
Walkthrough: We go to the cargo ship "Skadovsk", we speak with a stalker named Pilot, we offer him to take the cards. He copies them to his PDA. Now we know that there is a short way between the Yanov station and Skadovsk. We gave away maps of the area and got the possibility of a cheap transition between locations. Tips: --

"Scat 3" - Investigate the crash site

Description: Investigate the crash site of the Skat-3 helicopter Quest gives: --Issue conditions: --Reward: Walkthrough: You can't just get to the third helicopter, so we'll go to Stalker Noah, who lives in his "ark", just south of the port cranes. In his ship, he keeps a tamed dog, Lassie. We talk to him, ask about the helicopters and agree that he will take us to the Plateau. We appear on a burned-out farm, there are a lot of "Frying" anomalies around, we follow which road Noah is taking, then we follow him. Don't forget the bolts! We reach the edge, push off and jump into the "Teleport". (Attention - accelerate well, otherwise you will have to jump again) We teleport near the "Circus" anomaly, and go to the Plateau. There is a snork lair near the target, so it's best to destroy them first before they do it to us). After that, we go to inspect the Skat-3 helicopter. We receive information that both engines failed in flight, and in the on-board computer we find a map with marks of evacuation points "B2", "B28", "B205" Tips: Staying in the Frying Anomaly for a long time will severely damage your suit.

Places of evacuation: Check point "B2"

Description:
Quest gives: --
Issue conditions: Skat-3 inspected
Reward: --
Walkthrough: We return to Skadovsk, we speak with Beard, who refutes the information about the appearance of the military here.

Places of evacuation: Check point "B205"

Description: In the map found by one of the helicopters, evacuation points were marked. You should check to see if the military has appeared there.
Quest gives: --
Issue conditions: --
Reward: --
Walkthrough: We are heading to the Volkhoa air defense system at the Jupiter Surroundings location. There are a lot of zombies in that area, so it's better to take a shotgun or other effective weapon. We go into the building, in one of the rooms we find a note from Sokolov on the table with the content: “An old sheet with a schedule of posts; four numbers are visible on the bottom:“ 1421 ”. with the helicopter crash proceeded to the evacuation point B205. For two days, the evacuation did not take place, further stay at the point is associated with an unjustified risk. Decided to leave the point and proceed to the mobile laboratory of the scientific expedition. The laboratory is located northeast of the evacuation point. " Code 1421 is still useful to us, we go down to the basement, to the closed door, enter the code. (although we don't actually need to enter the code). There will be a flock of jerboas downstairs, and a battle with Burrer will be in the big room. Try to dodge objects that he throws, and also hide behind large boxes. Then climb up the stairs and you will find yourself in a room closed from the inside with a small arsenal. There is also a rocket launcher and two shells for it. The task is completed, it remains to search point B28.

Investigate the crash site of the Skat-1 helicopter

Description: Investigate the crash site of the Skat-1 helicopter
Quest gives: --
Issue conditions: --
Reward: --
Walkthrough: Location around Jupiter. We go to the helipad. The passage is closed by a minefield. But the helicopter can be reached along the fence. We approach, inspect, pick up the Black Box and carry it to Azot on Yanov. He says that decryption can take about three hours, and the money will be a decent amount. So, we wait three hours, we approach Azot. We give him three thousand and listen to the received audio recording, which says that in the event of an accident, everyone should go to the B28 evacuation point.

Investigate the crash site of the Skat-4 helicopter

Description: Investigate the crash site of the Skat-4 helicopter
Quest gives: --
Issue conditions: --
Reward: --
Walkthrough: We go into the factory building through the southern gate, through the underground corridors we get into the hall, with a destroyed roof. A crashed helicopter will be hard not to notice. We look around, but we don’t find anything particularly valuable.

Way to Pripyat

Description: According to the records from the "black box" of one of the helicopters, the military should have gathered at the evacuation point "B28". It is located in Pripyat: so, in any case, say the maps found in another helicopter. We'll have to look for an opportunity to get there - you need to talk about it with the guide.
Quest gives: Pilot
Issue conditions: The black box of the Skat-4 helicopter was found and deciphered
Reward:
Walkthrough: The conductor does not know the way to Pripyat, and sends us to the Jupiter plant for documents. We go to the territory of the plant through the main entrance, turn right and go into the administrative building. In the room on the third floor we find a folder with an order. The documents found in the administrative shop speak of the evacuation of the production complex from the territory of the plant. Information about this should be sought in the laboratory building. There, on the third floor, there is a corridor-transition to another building, after it we turn left and find a notebook sheet on the shelf, in which we are talking about a certain product No. 62. Judging by the record from the laboratory shop, the evacuation was supposed to be carried out by the delivery department. Need to check this place out. We leave the building and move further from the entrance. In the next building on the first floor there will be a sheet with the deliveries of this very product. Now we go to the repair shop. We go around the main building and go through the southern gate, go down into small underground corridors and exit into the main building. There will be two Chernobyl dogs. On the table we find another document, which says that we need to go to the first department, where we find evidence that the underground path to Pripyat exists. In the shop of chemical compounds there should be information about the conservation of the underground overpass "Pripyat-1" with the help of some kind of gas. Therefore, we return the same way as we went to the repair shop. Those who are not yet tired of running around the abandoned factory in search of a document go further. The entrance to the underground overpass is behind the transport lock. You need to check this place, and look there for any information about the overpass. Finally, when we have collected all the documents, we go to the technician Azot on Yanov, where he will tell us about the underground passage to Pripyat.
Tips: Before leaving the factory, go to the third floor of the administrative building in order to take one more documents. They carry purely administrative information, but they are guarded by mercenaries whose leader on the PDA has some interesting information. Take all the documents found to the leader of the debtors, you can get the "Information Merchant" achievement. But bring administrative information to the camp of scientists. For it you will be paid 7000 + medicines, and for the PDA of the Black 2500.

Pripyat-1 + Check point "B28"

Description: Need to get to Pripyat
Quest gives: Pilot, Zulu, Azoth
Issue conditions: Completed the quest Way to Pripyat
Reward: --
Walkthrough: First you need to get a suit with a closed breathing system. The most convenient and fastest option is to buy it from the Hawaiian on Yanov. Azot could open the lock of the Pripyat-1 overpass, but he refuses to go to the territory of the Jupiter plant without guards and recommends taking a couple of fighters with him to the overpass. A Zulu has already joined the squad. He offers to send new fighters to him. The more quests you complete, the more characters you can take with you. The Zulu says you need at least three people to hike. With the sum, I got a maximum of 5 people: Vano, Tramp, Lieutenant Sokolov, Zulu, Azot. In the dialogue with the Zulu, there is also a branch that talks about Noah, but if you come to him on Zaton, he will not have a dialogue related to the trip to Pripyat. Maybe a patch will fix it. Let's start gathering the team. Every stalker will need a suit with a closed breathing system. First, let's go to Vano, although it makes no difference who we take first. We need to borrow 5000 for a suit, after which we take him to the Zulu. The Tramp has no problems with the costume, as he still has the old monolith costume. But Lieutenant Sokolov does not have a suit and will have to ask Ozersky. But as always, you won't get anything just like that. You need to complete the task and bring the scientists a sample of the anomalous plant at the edge of the quarry. When you bring it, you can go to the Zulu. By the way, if you have completed all the tasks of scientists before, then you will be assigned the rank - "Pioneer", and when you bring all three to the Zulu, you will have another achievement - "Leader" .When everyone is assembled, Nitrogen opens the door to Jupiter's subway. Further, the most important thing is to ensure that no one from your team dies. This underground passage will be remembered for a long time. All the way to the big hall, the Snorks will attack. Use the grenade launcher and use both weapon slots. Next, you will need to turn on the power to the door. Climbing the transformer up the stairs, turn on the power. Monoliths will run out from the side of the containers. The power is on, but the door is still locked. We need to go to the Control Room. When we go in, two snipers appear on opposite sides of the hall, and a few more Monoliths go from the side we came from. We press the lever, and we go to the opened door. Then we go along the corridor, shooting jerboas, zombies and snorks. It's impossible to get lost. We reach the stairs that lead up to the ventilation hatch, and here we are in Pripyat. After loading the location, we watch a short video on the engine, after which we appear in front of Kowalski.

Unknown weapon

Description: Find the weapon used by the Monoliths to shoot down the helicopter with the military.
Quest gives: Lieutenant Colonel Kovalsky.
Issue conditions: --
Reward: Gauss gun, yellow key card
Walkthrough: Together with Captain Tarasov we go to the hospital. We take places in the building and wait for the three Monoliths to go to the center of the courtyard. We quickly remove them, we go to search the bodies. At this moment, the rest of the Monoliths, who ambushed us, begin to attack. Our goal is to Kill the Monolith, on the edge of the roof of the five-story building, which stands with a gauss gun. After all the Fanatics are dead, we pick up the secret weapon and return to Kowalski. But the sample Gauss gun is damaged, you need to find a mechanic who would fix it. We go to Cardan on Zaton. When we tell him about product number 62, he passes out and it's tedious to wait until he comes to his senses :)

During the dialogue, we learn that Cardan used to work at the Jupiter plant, with this particular product. For repairs, he needs documentation, we get an old magnetic key card and go to the Iron Forest anomaly, there will be a coded door in the building nearby. This is where the keycard comes in handy. We go down to the test shop, there will be about 5 zombified stalkers in the corridor, we go down even lower, we get into a hall with a huge shield mounted on rails. Personally, it was in this place that I first met a pseudo-giant. He is rather clumsy, but it is very difficult to pierce him with bullets. Stock up on armor-piercing, shotgun and grenade launcher charges. But it's better if you take something heavier.

We climb the stairs, then climb the top pipe through the hole into the ventilation shaft (remember the old friend Freeman) and climb out into the second hall. The necessary documents will lie on the table, and next to it - a sample of the product number 62. We get a yellow key card from the X8 Laboratory. Now you need to get out and return to Cardan on Skadovsk. We hand over the documents, wait until he breaks down, and at the same time repairs the Gaussian. At this time, you can sleep. We get up, pick up weapons and documentation and go to Lieutenant Colonel Kovalsky in Pripyat.
Tips: In the test shop on the shelves you will find cartridges for AK.

Missing recon group

Description: The reconnaissance group sent by Kowalski disappeared after a strange communication session. You need to find them and find out what happened.
Quest gives: Lieutenant Colonel Kovalsky
Issue conditions: Received a strange signal on the radio.
Reward: --
Walkthrough: We go to the goal: a little west of the hostel in Pripyat. In the clearing we find the dead bodies of the group.

Cluster "Monolith"

Description: It is necessary to destroy all the "monoliths" who have settled in the building. Their accumulations pose a threat to the military camp.
Quest gives: Lieutenant Colonel Kovalsky
Issue conditions:
Reward:
Walkthrough: We meet with Vano and Sokolov (if they reached Pripyat) near the monument "Friendship of Peoples" and go to clean up the "Books" store. We go inside, in a closed room the Monoliths will sit in a trance and talk to the monolith through a strange structure. We quickly kill the fanatics until they wake up and inspect the structure.
Tips: After everything, bring Vano and Sokolov to the base alive.

The missing sentry

Description: One of the soldiers disappeared from his post, you need to find him and find out the reason for the disappearance.
Quest gives: Lieutenant Colonel Kovalsky
Issue conditions: Missing team found
Reward:
Walkthrough: On the map we have a mark where to go, so we head to the deli. before reaching the right place, we hear screams and shots. The sentry shoots at someone. We approach him and he kills himself in a panic ..... In a few seconds we find out the reason - the controller took him by the brain. We kill the controller and contact Kovalsky by radio.
Tips: One or two shots from the Gauss cannon are enough to kill the controller.

one shot

Description:
Quest gives:
Issue conditions:
Reward: SVD + ammo
Walkthrough: Passing by Garik, he will tell you about the Mercenaries, whom he led to Pripyat, and about how they wanted to kill him. We go to Kowalski, we talk about the Mercenaries, and all the information you received earlier. And here we have 2 actions to choose from:

1) Remove the leader of the mercenaries, then they will be disorganized and will no longer be a problem. But then we will not know who was the customer. I suggest choosing the second option.

2) Remove both the customer and the mercenaries. Krilov takes us to the point, they give us SVD and cartridges, although I preferred to use a gauss. We are waiting for everyone to gather in front of the entrance. Main targets: the leader of the mercenaries "Jackal" and the customer "Serbin" in the suit of ecologists. Remove two targets. You can kill the rest if you have time before they run away.

We go to the corpses, search Serbin, take the Red key card from the X8 Laboratory. After that, we return to Kovalsky and report the situation.
Tips: It is better to complete the quest during the day or with a weapon that has an installed NVG.

Laboratory x8

Description: The information found points to the central laboratory under the index X8. There may be information about secret experiments conducted on the territory of the Zone.
Quest gives: --
Issue conditions: Documents found in the workshop with item No. 62
Reward: --
Walkthrough: We are heading to the Yubileiny KBO. We take as many cartridges, first-aid kits, etc. as possible in advance. The mission will not be easy. On the first floor we approach the elevator, it is de-energized, you need to turn on the generator. We go up the stairs. There are 26 living creatures on the indicator. In the course of moving to the upper floor, we kill crowds of zombies and monoliths. On the fifth floor, near the elevator door, you will find the PDA of the mercenary Barchuk, in which it is said that the generator is located on the sixth service floor. We start the generator, climb into the elevator and go down to the laboratory x8.

We go down, open the door with the access card. Right there, on the right, there will be a closed door with an inscription for unauthorized entry is prohibited. Here you will need a red key card. You open the door, inside there is an arsenal of weapons and medicines. We go into the classroom, on the path of an electrical anomaly, we go down the stairs, there is a blue notebook with notes about the experiment on the table. We take and return to the entrance. We go to the dining room, on the way you will meet two snorks - don't be scared, it's still early.

We go up the stairs one flight, we go into the dining room. A child is heard crying. In the men's room on the right you will find Burer, who lacks communication and cries from loneliness. During the fun, do not forget to follow the stamina, otherwise you will find yourself without a weapon. At the end of the room you will find research papers. Again we return to the entrance. We descend into the laboratory. But we do not turn left down, but go up the right stairs. A poltergeist will sit there, who has been zealously pestering us all this time, and there will also be an RP-74 machine gun. Now let's go down to the laboratory. Next to the mock-up of the Rainbow Aggression Suppressor, you will find another document on the shelf. Total 3.

Be careful, there will be jerboas that can drive you into subtle anomalies. In a room with two large tanks on the control panel there will be a transfer order, and a little further - an anabiotic that allows you to survive the release. Now we go down, go into the right elevator shaft and go upstairs, when we see the open doors on the floor, jump over there. There will be three Burers in the hall. I don’t know what you will do with them if you don’t have a gauss gun. Because if that's the case, then you're here for the long haul.) Well, when you kill them - take away the two remaining documents. And two more antibiotics.

Now, as we arrived here, we return - by elevator. Oh yes, I almost forgot. Until you kill the controller, you will not leave there. As you get out, run to the laundry to Kovalenko for a face-to-face conversation. In total, you must have 6 documents from the laboratory x8 with you.

Tips: On the roof of the Yubileiny KBO, you can find two snowflake artifacts. (although there may be others)

radio interference

Description: Find and destroy the source of interference.
Quest gives: Kowalski
Issue conditions: Lab completed x8
Reward: --
Walkthrough: We go to the courtyard just south of the school, search the corpse of a soldier, take explosives with a timer. After that, we communicate with Kovalsky by radio, the Lieutenant Colonel says that they found the exact location of the signal - it comes from the kindergarten. We head there, install explosives on the door and quickly retreat to a safe distance.

After the explosion, we can already get inside. We rise to the second floor and go to the west wing. There will be a poltergeist. When we get to the west wing, we will see the installation, this is the source of interference. We get the task to destroy it. Throw a few f1 grenades in there.

After the destruction, we hear some knocking sound coming from below. You need to check the source of the sound. We open the refrigerator and find the missing military there, after that we go to talk with Kowalski

Unknown + Detachment "Skat": Find out the cause of the helicopter crash

Description: Kirilov detected a strange signal not far from the base. You need to check the source of the signal.
Quest gives: Kowalski
Issue conditions: Completed the quest Radio Interference
Reward:
Walkthrough: We go to the signal, south of the hostel. We arrive at the place, the signal starts to move - we run after it. It turns out that the signal came from underground. Now we need to return to the base. As soon as we are in place, we watch a video on the engine: a shooter comes to us, tells the general situation, as well as the reasons for the helicopter crash.

Evacuation

Description: The final mission to evacuate the train outside the Zone
Quest gives: Head of the SBU
Issue conditions: Cause of helicopter crash known
Reward:
Walkthrough: You need to wait out the ejection. At this time, you can talk with Strelok, give him the documents (if you have collected them). After the ejection, get in touch with the command and receive the task of evacuating the train. There is time until the next release.
First, you need to talk to Kowalski. The command is interested in the information that Strelok knows, so on the way to the helicopters, we should cover him. Then we advance through the city, teeming with enemies to the Prometheus monument - the evacuation point "B28". Make sure key characters don't get killed.

First, you will come across zombies on the road, then mutants, and near the cinema there is a whole roundup of Monoliths. On the way, it will still be necessary to bring the medic to his senses, it seems that the controller covered him quite well ... We are getting to the monument and we need to hold out at the helicopters. Crowds of Monoliths are running at us, snipers are shooting from the roofs. But we waited for the helicopters to take off. And here we have a choice: stay in the game in freeplay mode, or fly away with the military and watch the end of the game. It is generated depending on the number of completed quests, as well as how you completed them.

Congratulations, the game Stalker: Call of Pripyat is passed. But be sure there is still a lot of interesting things left in the Zone!

This article will describe all the quests. At the moment, not all quests are described here, but the article will be updated daily. Their tasks, descriptions, ways of passing, some screenshots, etc. The information may be incomplete and in places not entirely accurate, therefore, if you find errors and inaccurate information, or just want to improve the article, then unsubscribe in this thread:

The quest system has been completely changed, so that the passage will be slightly different from the Shadows of Chernobyl and Clear Sky. The walkthrough is divided into the Story and Additional parts, and you can get acquainted with the walkthroughs of the previous parts here:

Passage of the Storyline Stalker Call of Pripyat

"Scat 5" - Investigate the crash site

Description: Investigate the crash site of the Skat-5 helicopter
Quest gives:--
Issue conditions:--
Reward:--
Walkthrough: One of the first story quests. Everything is simple here, we need to get to the helicopter, which is located inside the "Marsh" anomaly and search it. I don't think there will be any particular difficulty. The passage to the Anomaly is free, the main thing is not to run into hungry dogs or someone else. After searching the helicopter, it turns out that all the electronics inside have burned out and now you need to Find the cause of the burned out electronics. We'll find the reason by completing another quest, so we're done with that for now.
Tips:In the anomaly, use a bolt to build a road. Near the helicopter in the box you will find some provisions.

"Scat 2" - Explore the crash site

Description: Investigate the crash site of the Skat-2 helicopter
Quest gives:--
Issue conditions:--
Reward:--
Walkthrough: So We searched Skat-5, we run further, to the second helicopter, To the very edge of the map to the South-West, right next to the "Iron Forest" anomaly. A poltergeist flies near our target, so we move slowly, as it reacts to the movements of the GG. We kill the poltergeist and we can search the Helicopter. Another screensaver on the engine, in which Degtyarev (GG), discovers that the crew of this helicopter died in the air, but on-board computer managed to find maps of the area between Zaton and Jupiter. Tips:We search the corpses of the military lying nearby, collect cartridges, etc. If the poltergeist has noticed you, he will throw objects, hide behind corners and various shelters.

Area Maps: Find Stakeholders

Description: Find someone who will be interested in the cards you found
Quest gives:--
Issue conditions: Helicopter "Skat-2" found and inspected
Reward: Discount for moving between locations
Walkthrough: We go to the cargo ship "Skadovsk", we speak with a stalker named Pilot, we offer him to take the cards. He copies them to his PDA. Now we know that there is a short way between the Yanov station and Skadovsk. We gave away maps of the area and got the possibility of a cheap transition between locations. Tips:--


"Scat 3" - Investigate the crash site

Description: Investigate the crash site of the Skat-3 helicopter Quest gives:--Issue conditions:--Reward:Walkthrough: You can't just get to the third helicopter, so we'll go to Stalker Noah, who lives in his "ark", just south of the port cranes. In his ship, he keeps a tamed dog, Lassie. We talk to him, ask about the helicopters and agree that he will take us to the Plateau. We appear on a burned-out farm, there are a lot of "Frying" anomalies around, we follow which road Noah is taking, then we follow him. Don't forget the bolts! We reach the edge, push off and jump into the "Teleport". (Attention - accelerate well, otherwise you will have to jump again) We teleport near the "Circus" anomaly, and go to the Plateau. There is a snork lair near the target, so it's best to destroy them first before they do it to us). After that, we go to inspect the Skat-3 helicopter. We receive information that both engines failed in flight, and in the on-board computer we find a map with marks of evacuation points "B2", "B28", "B205" Tips:Staying in the Frying Anomaly for a long time will severely damage your suit.

Places of evacuation: Check point "B2"

Description:
Quest gives:--
Issue conditions: Skat-3 inspected
Reward:--
Walkthrough: We return to Skadovsk, we speak with Beard, who refutes the information about the appearance of the military here.
Tips:--

Places of evacuation: Check point "B205"

Description: In the map found by one of the helicopters, evacuation points were marked. You should check to see if the military has appeared there.
Quest gives:--
Issue conditions:--
Reward:--
Walkthrough: We are heading to the Volkhoa air defense system at the Jupiter Surroundings location. There are a lot of zombies in that area, so it's better to take a shotgun or other effective weapon. We go into the building, in one of the rooms we find a note from Sokolov on the table with the content: “An old sheet with a schedule of posts; four numbers are visible on the bottom:“ 1421 ”. with the helicopter crash proceeded to the evacuation point B205. For two days, the evacuation did not take place, further stay at the point is associated with an unjustified risk. Decided to leave the point and proceed to the mobile laboratory of the scientific expedition. The laboratory is located northeast of the evacuation point. " Code 1421 is still useful to us, we go down to the basement, to the closed door, enter the code. (although we don't actually need to enter the code). There will be a flock of jerboas downstairs, and a battle with Burrer will be in the big room. Try to dodge objects that he throws, and also hide behind large boxes. Then climb up the stairs and you will find yourself in a room closed from the inside with a small arsenal. There is also a rocket launcher and two shells for it. The task is completed, it remains to search point B28.
Tips:

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

Description: Investigate the crash site of the Skat-1 helicopter
Quest gives:--
Issue conditions:--
Reward:--
Walkthrough: Location around Jupiter. We go to the helipad. The passage is closed by a minefield. But the helicopter can be reached along the fence. We approach, inspect, pick up the Black Box and carry it to Azot on Yanov. He says that decryption can take about three hours, and the money will be a decent amount. So, we wait three hours, we approach Azot. We give him three thousand and listen to the received audio recording, which says that in the event of an accident, everyone should go to the B28 evacuation point.
Tips:

Description: Investigate the crash site of the Skat-4 helicopter
Quest gives:--
Issue conditions:--
Reward:--
Walkthrough: We go into the factory building through the southern gate, through the underground corridors we get into the hall, with a destroyed roof. A crashed helicopter will be hard not to notice. We look around, but we don’t find anything particularly valuable.
Tips:



Way to Pripyat

Description: According to the records from the "black box" of one of the helicopters, the military should have gathered at the evacuation point "B28". It is located in Pripyat: so, in any case, say the maps found in another helicopter. We'll have to look for an opportunity to get there - you need to talk about it with the guide.
Quest gives: Pilot
Issue conditions: The black box of the Skat-4 helicopter was found and deciphered
Reward:
Walkthrough: The conductor does not know the way to Pripyat, and sends us to the Jupiter plant for documents. We go to the territory of the plant through the main entrance, turn right and go into the administrative building. In the room on the third floor we find a folder with an order. The documents found in the administrative shop speak of the evacuation of the production complex from the territory of the plant. Information about this should be sought in the laboratory building. There, on the third floor, there is a corridor-transition to another building, after it we turn left and find a notebook sheet on the shelf, in which we are talking about a certain product No. 62. Judging by the record from the laboratory shop, the evacuation was supposed to be carried out by the delivery department. Need to check this place out. We leave the building and move further from the entrance. In the next building on the first floor there will be a sheet with the deliveries of this very product. Now we go to the repair shop. We go around the main building and go through the southern gate, go down into small underground corridors and exit into the main building. There will be two Chernobyl dogs. On the table we find another document, which says that we need to go to the first department, where we find evidence that the underground path to Pripyat exists. In the shop of chemical compounds there should be information about the conservation of the underground overpass "Pripyat-1" with the help of some kind of gas. Therefore, we return the same way as we went to the repair shop. Those who are not yet tired of running around the abandoned factory in search of a document go further. The entrance to the underground overpass is behind the transport lock. You need to check this place, and look there for any information about the overpass. Finally, when we have collected all the documents, we go to the technician Azot on Yanov, where he will tell us about the underground passage to Pripyat.
Tips:Before leaving the factory, go to the third floor of the administrative building in order to take one more documents. They carry purely administrative information, but they are guarded by mercenaries whose leader on the PDA has some interesting information. Take all the documents found to the leader of the debtors, you can get the "Information Merchant" achievement. But bring administrative information to the camp of scientists. For it you will be paid 7000 + medicines, and for the PDA of the Black 2500.


Pripyat-1 + Check point "B28"

Description: Need to get to Pripyat
Quest gives: Pilot, Zulu, Azoth
Issue conditions: Completed the quest Way to Pripyat
Reward:--
Walkthrough:

The Zulu says you need at least three people to hike. With the sum, I got a maximum of 5 people: Vano, Tramp, Lieutenant Sokolov, Zulu, Azot. In the dialogue with the Zulu, there is also a branch that talks about Noah, but if you come to him on Zaton, he will not have a dialogue related to the trip to Pripyat. Maybe a patch will fix it. Let's start gathering the team. Every stalker will need a suit with a closed breathing system. First, let's go to Vano, although it makes no difference who we take first. We need to borrow 5000 for a suit, after which we take him to the Zulu. The Tramp has no problems with the costume, as he still has the old monolith costume.

But Lieutenant Sokolov does not have a suit and will have to ask Ozersky. But as always, you won't get anything just like that. You need to complete the task and bring the scientists a sample of the anomalous plant at the edge of the quarry. When you bring it, you can go to the Zulu.

By the way, if before that you have completed all the tasks of scientists, then you will be assigned the rank - "Pioneer", and when you bring all three to the Zulu, you will have another achievement - "Leader". When everything is assembled, Azot opens the door to Jupiter's subway . Further, the most important thing is to ensure that no one from your team dies. This underground passage will be remembered for a long time. All the way to the big hall, the Snorks will attack. Use the grenade launcher and use both weapon slots. Next, you will need to turn on the power to the door. Climbing the transformer up the stairs, turn on the power. Monoliths will run out from the side of the containers. The power is on, but the door is still locked. You need to go to the control room.

When we enter, two snipers appear on opposite sides of the hall, and several more Monoliths are coming from the side we came from. We press the lever, and we go to the opened door. Then we go along the corridor, shooting jerboas, zombies and snorks. It's impossible to get lost. We reach the stairs that lead up to the ventilation hatch, and here we are in Pripyat. After loading the location, we watch a short video on the engine, after which we appear in front of Kowalski.
Tips:


Unknown weapon

Description: Find the weapon used by the Monoliths to shoot down the helicopter with the military.
Quest gives: Lieutenant Colonel Kovalsky.
Issue conditions:--
Reward: Gauss gun, yellow key card
Walkthrough: Together with Captain Tarasov we go to the hospital. We take places in the building and wait for the three Monoliths to go to the center of the courtyard. We quickly remove them, we go to search the bodies. At this moment, the rest of the Monoliths, who ambushed us, begin to attack. Our goal is to Kill the Monolith, on the edge of the roof of the five-story building, which stands with a gauss gun. After all the Fanatics are dead, we pick up the secret weapon and return to Kowalski. But the sample Gauss gun is damaged, you need to find a mechanic who would fix it. We go to Cardan on Zaton. When we tell him about product number 62, he passes out and it's tedious to wait until he comes to his senses :)

During the dialogue, we learn that Cardan used to work at the Jupiter plant, with this particular product. For repairs, he needs documentation, we get an old magnetic key card and go to the Iron Forest anomaly, there will be a coded door in the building nearby. This is where the keycard comes in handy. We go down to the test shop, there will be about 5 zombified stalkers in the corridor, we go down even lower, we get into a hall with a huge shield mounted on rails. Personally, it was in this place that I first met a pseudo-giant. He is rather clumsy, but it is very difficult to pierce him with bullets. Stock up on armor-piercing, shotgun and grenade launcher charges. But it's better if you take something heavier.

We climb the stairs, then climb the top pipe through the hole into the ventilation shaft (remember the old friend Freeman) and climb out into the second hall. The necessary documents will lie on the table, and next to it - a sample of the product number 62. We get a yellow key card from the X8 Laboratory. Now you need to get out and return to Cardan on Skadovsk. We hand over the documents, wait until he breaks down, and at the same time repairs the Gaussian. At this time, you can sleep. We get up, pick up weapons and documentation and go to Lieutenant Colonel Kovalsky in Pripyat.
Tips:In the test shop on the shelves you will find cartridges for AK.

Missing recon group

Description: The reconnaissance group sent by Kowalski disappeared after a strange communication session. You need to find them and find out what happened.
Quest gives: Lieutenant Colonel Kovalsky
Issue conditions: Received a strange signal on the radio.
Reward:--
Walkthrough: We go to the goal: a little west of the hostel in Pripyat. In the clearing we find the dead bodies of the group.
Tips:

Cluster "Monolith"

Description: It is necessary to destroy all the "monoliths" who have settled in the building. Their accumulations pose a threat to the military camp.
Quest gives: Lieutenant Colonel Kovalsky
Issue conditions:
Reward:
Walkthrough: We meet with Vano and Sokolov (if they reached Pripyat) near the monument "Friendship of Peoples" and go to clean up the "Books" store. We go inside, in a closed room the Monoliths will sit in a trance and talk to the monolith through a strange structure. We quickly kill the fanatics until they wake up and inspect the structure.
Tips:After everything, bring Vano and Sokolov to the base alive.


The missing sentry

Description: One of the soldiers disappeared from his post, you need to find him and find out the reason for the disappearance.
Quest gives: Lieutenant Colonel Kovalsky
Issue conditions: Missing team found
Reward:
Walkthrough: On the map we have a mark where to go, so we head to the deli. before reaching the right place, we hear screams and shots. The sentry shoots at someone. We approach him and he kills himself in a panic ..... In a few seconds we find out the reason - the controller took him by the brain. We kill the controller and contact Kovalsky by radio.
Tips:One or two shots from the Gauss cannon are enough to kill the controller.

one shot

Description:
Quest gives:
Issue conditions:
Reward: SVD + ammo
Walkthrough: Passing by Garik, he will tell you about the Mercenaries, whom he led to Pripyat, and about how they wanted to kill him. We go to Kowalski, we talk about the Mercenaries, and all the information you received earlier. And here we have 2 actions to choose from:

1) Remove the leader of the mercenaries, then they will be disorganized and will no longer be a problem. But then we will not know who was the customer. I suggest choosing the second option.

2) Remove both the customer and the mercenaries. Krilov takes us to the point, they give us SVD and cartridges, although I preferred to use a gauss. We are waiting for everyone to gather in front of the entrance. Main targets: the leader of the mercenaries "Jackal" and the customer "Serbin" in the suit of ecologists. Remove two targets. You can kill the rest if you have time before they run away.

We go to the corpses, search Serbin, take the Red key card from the X8 Laboratory. After that, we return to Kovalsky and report the situation.
Tips:It is better to complete the quest during the day or with a weapon that has an installed NVG.

Stalker Call of Pripyat walkthrough

Laboratory x8

Description: The information found points to the central laboratory under the index X8. There may be information about secret experiments conducted on the territory of the Zone.
Quest gives:--
Issue conditions: Documents found in the workshop with item No. 62
Reward:--
Walkthrough: We are heading to the Yubileiny KBO. We take as many cartridges, first-aid kits, etc. as possible in advance. The mission will not be easy. On the first floor we approach the elevator, it is de-energized, you need to turn on the generator. We go up the stairs. There are 26 living creatures on the indicator. In the course of moving to the upper floor, we kill crowds of zombies and monoliths. On the fifth floor, near the elevator door, you will find the PDA of the mercenary Barchuk, in which it is said that the generator is located on the sixth service floor. We start the generator, climb into the elevator and go down to the laboratory x8.

We go down, open the door with the access card. Right there, on the right, there will be a closed door with an inscription for unauthorized entry is prohibited. Here you will need a red key card. You open the door, inside there is an arsenal of weapons and medicines. We go into the classroom, on the path of an electrical anomaly, we go down the stairs, there is a blue notebook with notes about the experiment on the table. We take and return to the entrance. We go to the dining room, on the way you will meet two snorks - don't be scared, it's still early.

We go up the stairs one flight, we go into the dining room. A child is heard crying. In the men's room on the right you will find Burer, who lacks communication and cries from loneliness. During the fun, do not forget to follow the stamina, otherwise you will find yourself without a weapon. At the end of the room you will find research papers. Again we return to the entrance. We descend into the laboratory. But we do not turn left down, but go up the right stairs. A poltergeist will sit there, who has been zealously pestering us all this time, and there will also be an RP-74 machine gun. Now let's go down to the laboratory. Next to the mock-up of the Rainbow Aggression Suppressor, you will find another document on the shelf. Total 3. (http://www.website)

Be careful, there will be jerboas that can drive you into subtle anomalies. In a room with two large tanks on the control panel there will be a transfer order, and a little further - an anabiotic that allows you to survive the release. Now we go down, go into the right elevator shaft and go upstairs, when we see the open doors on the floor, jump over there. There will be three Burers in the hall. I don’t know what you will do with them if you don’t have a gauss gun. Because if that's the case, then you're here for the long haul.) Well, when you kill them - take away the two remaining documents. And two more antibiotics.

Now, as we arrived here, we return - by elevator. Oh yes, I almost forgot. Until you kill the controller, you will not leave there. As you get out, run to the laundry to Kovalenko for a face-to-face conversation. In total, you must have 6 documents from the laboratory x8 with you.
Tips:On the roof of the Yubileiny KBO, you can find two snowflake artifacts. (although there may be others)


radio interference

Description: Find and destroy the source of interference.
Quest gives: Kowalski
Issue conditions: Lab completed x8
Reward:--
Walkthrough: We go to the courtyard just south of the school, search the corpse of a soldier, take explosives with a timer. After that, we communicate with Kovalsky by radio, the Lieutenant Colonel says that they found the exact location of the signal - it comes from the kindergarten. We head there, install explosives on the door and quickly retreat to a safe distance.

After the explosion, we can already get inside. We rise to the second floor and go to the west wing. There will be a poltergeist. When we get to the west wing, we will see the installation, this is the source of interference. We get the task to destroy it. Throw a few f1 grenades in there.

After the destruction, we hear some knocking sound coming from below. You need to check the source of the sound. We open the refrigerator and find the missing military there, after that we go to talk with Kowalski
Tips:

Unknown + Detachment "Skat": Find out the cause of the helicopter crash

Description: Kirilov detected a strange signal not far from the base. You need to check the source of the signal.
Quest gives: Kowalski
Issue conditions: Completed the quest Radio Interference
Reward:
Walkthrough: We go to the signal, south of the hostel. We arrive at the place, the signal starts to move - we run after it. It turns out that the signal came from underground. Now we need to return to the base. As soon as we are in place, we watch a video on the engine: a shooter comes to us, tells the general situation, as well as the reasons for the helicopter crash.
Tips:


Evacuation

Description: The final mission to evacuate the train outside the Zone
Quest gives: Head of the SBU
Issue conditions: Cause of helicopter crash known
Reward:
Walkthrough: You need to wait out the ejection. At this time, you can talk with Strelok, give him the documents (if you have collected them). After the ejection, get in touch with the command and receive the task of evacuating the train. There is time until the next release.
First, you need to talk to Kowalski. The command is interested in the information that Strelok knows, so on the way to the helicopters, we should cover him. Then we advance through the city, teeming with enemies to the Prometheus monument - the evacuation point "B28". Make sure key characters don't get killed.

First, you will come across zombies on the road, then mutants, and near the cinema there is a whole roundup of Monoliths. On the way, it will still be necessary to bring the medic to his senses, it seems that the controller covered him quite well ... We are getting to the monument and we need to hold out at the helicopters. Crowds of Monoliths are running at us, snipers are shooting from the roofs. But we waited for the helicopters to take off. And here we have a choice: stay in the game in freeplay mode, or fly away with the military and watch the end of the game.

It is generated depending on the number of completed quests, as well as how you completed them. Congratulations, the game Stalker: Call of Pripyat is passed. But be sure there is still a lot of interesting things left in the Zone!

You need to find a way to the ghost town of Pripyat. Asking the guide Pilot, he does not know the road to Pripyat, and besides, he does not burn with the desire to personally reveal this route. But despite all of the above, he tells us that an underground tunnel from the Jupiter plant leads to Pripyat and recommends looking for certain documents testifying to this. To look for all sorts of documents, we are no longer addicted to the past games "STALKER", as a result of this, we fearlessly hit the road.

Note: in case you have already paid attention, we have not yet examined the crash site of the Skat-4 helicopter, which crashed on the territory of the plant. We are given the opportunity to do this at the moment, along with looking for documents about the underground tunnel, and we do not need to walk around the "Jupiter" twice.



The pilot recommended starting the search for documents from the administrative building (it is marked on the map with a marker), as a result of this, we will first look there. We rise to the 2nd floor and immediately turn left. Focusing on the arrow on the compass, we find the documents.

Also, if interested, you can search for documents in neighboring buildings. In them you will find some other less important documents.



Now we are going to examine the laboratory complex. Fortunately, it is marked on the map, and you do not need to look for it. We don't even need to go outside. From the flight of stairs to the right leads a long corridor leading to the laboratory complex. We turn left and at the end of the room we find a notebook sheet on a shelf of a steel rack. Well, very well, now we need to study the delivery department of the plant. Cursing and remembering who is due, we go to this very department.

The compass needle leads us to a not very large room, where papers lie on the table. Let's read them. As you probably already guessed, we need to go somewhere else, and specifically to the repair shop of the plant. Well, it’s okay, we don’t care on the way: there is a fallen helicopter that needs to be examined quite close.

Way to Pripyat - documents on Jupiter Way to Pripyat - documents on Jupiter


This is in place: in the delivery department on the fourth floor, in the first room on the left, there are administrative documents that will be needed for subsequent quests. Right there in an overturned table with a bedside table you will find a "Chipper" with cartridges. After you take the documents, mercenaries will attack you, as a result of this, be careful. Take away the PDA from the leader of the Black mercenaries, who is waiting for you on the first floor, among other things, he will be needed in the future.



The entrance to the plant is located on the west side. We go inside. On the right we look down the stairs, we go down. See the hole in the wall on the left? We follow there. We pass through the corridors and move on. Fortunately, there are landmarks on the compass, and we will not get lost. On the way, we go into a not very large office, where there are papers with notes on an iron table. Let's watch a short video. Very well, we no longer need to go to the repair shop, but despite all of the above, we need to check the transport gateway and the 1st department of the plant. Although we are not in a hurry to run away: we have not yet explored the helicopter. As a result, we move on. In a large room with a dilapidated roof, we find Skat-4. Let's explore it.

This is in place: to the right of a rather large greenish machine, there are iron tables against the wall, and on one of them there is a piece of paper. Let's take it.

Have you researched a helicopter? Now you can check the transport gateway. We pass through a small room behind a steel fence to the right of the turntable and find ourselves in the subsequent building of the plant. Having passed a little forward, we see the control room. It is brightly lit by a flashing reddish lamp, so we will not miss it. In it we find the magazine of the shift on duty and again we watch a small video. Well, now you can leave the factory and check the 1st department. We leave for fresh air and move to the northeast of the plant. The 1st department is marked with a marker, so when you get lost, then orient yourself on the map. The documents are on the second floor on a metal shelf.



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

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. You can postpone the trip there for the time being, in order to complete several quests at once. 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 is 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 a high difficulty level, 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 rather 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 overall.

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 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'll give you a new job.

Take the weapon to Cardan at Zaton, since Garik now drives to Pripyat and back (only it won’t work to ride a tram back and forth - 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. Go to the balcony by the stairs, get 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 top 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 you will see two elevators. There are stairs at the far end. Climb two floors and jump out through the 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 along 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 is a 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 complete 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 a laptop, and if you have never been seen before, then you can grab a laptop and take the shortest path (and they are all approximately equal) to take your feet out 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 weapons removed - they may not attack you. It still does not play a special role, because. zombies are pretty weak opponents.

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. It is necessary to extract this box with a combination lock, 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. Climb to the second floor, then to the third, there is a modified steering wheel hanging there. 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 standing 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 supposedly 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 you 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 a 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, therefore, at the end of the dialogue, do not 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 on an installment plan, 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. In any case, you will be rewarded with a Goldfish - +12kg carry 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 coarse and fine tools 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 car 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 look for the rarest artifact - the 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 point, 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 please you with a new story, from which it will become 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 a 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.