Call of Pripyat arrival.  Encyclopedia of S.T.A.L.K.E.R: Call of Pripyat - Quests. P ripat: story missions

It is worth spending just a few minutes in Call of Pripyat to understand that this is a completely different game. And if you complete several quests, you can understand something else - the "other" S.T.A.L.K.E.R. far superior to the original. After all, exploring the Zone is a damn exciting experience.

Do you know how to get this achievement? Can't understand why Mityai is killed or simply not given a task to save him? Can't figure out the mystery of the Oasis? You have no idea that the ability to run fast will increase your chances in a duel with a chimera? You ask yourself the question - was it possible to save Topol's group from the controller? Then don't rush to turn the page.

  • Trouble near the "Jupiter"
  • Where there is a lot to run

Quests are tricky, non-linear and different

Welcome to the Side Game Quest Guide! In the previous games in the series, everything was simpler: the “take-found-kill-bring” algorithm worked flawlessly, but here you have to think - what a blatant unheard of! Tasks have become non-linear, confusing, intertwined with one another. In addition, you need to look for a solution to the problems yourself, the marker that was previously put on the map was not delivered.

We will talk about the most extraordinary, the most intricate and the most controversial missions, which can indirectly affect the plot of the game or affect several more similar tasks. I will not give advice on such quests as “Safe Place” or “Ejection”, their result always leads to one, and there is no non-linearity here. I want to warn you that the outcome of some tasks also depends on the character of the player. In other words, your choice may be very different from the choice of the author of these lines.

The dull everyday life of a stalker on Zaton

Although the location is starting, there is something to see. Super-powerful weapons and equipment are unlikely to be found, but there are heaps of interesting tasks. Life revolves around Skadovsk, and it is here that you will have to make important decisions. Of the special people, I would note the godfather Sultan, the merchant Sych and the bartender Beard. It is they who will spoil our nerves, issue quests and give rewards.

But we will not start with them. Stalker named Koryaga will issue a task "Inaccessible Stash". Everything is simple with him, but there is an interesting moment when we will share the swag. The container includes an improved Handicap 12, medical supplies, an improved AKM, the Soul artifact, and a steel helmet. We can take three of the first four things named or just one helmet - the choice is yours.

I personally preferred to take an artifact, a machine gun and medicines, since the helmet is mediocre, and we don’t need a gun. But there is a way to get absolutely everything: we simply inform Koryaga that we refuse to carry out his task, and we carry the box to Cardan - he will open it for a modest amount, and we will get everything.

There are also mutually exclusive quests on Zaton. For example, "Running": the local authority Sultan will ask you to accompany a detachment of robbers in order to eliminate and rob a group of stalkers. The first scenario: we agree and immediately go on the attack (however, after waiting for the night), we kill the stalkers and immediately receive a reward. I think the second method is more correct: we get a task from the Sultan, we tell Beard about the impending attack, we still go on the attack, but after waiting for the right moment, we shoot the attackers from the back.

It is interesting: in the second scenario, the reward given by Spartak (group leader) will depend on the number of robbers killed: if you killed only one, do not count on a serious fee.

If we supported the stalkers, then Beard will then issue a task "Deal"- you need to meet near the forestry with a group of Spartak (yes, the same one) and disrupt the bandits' deal to buy weapons. Naturally, if you previously supported the Sultan, then he will issue this task, however, then it will be necessary to protect the bandits.

It is important: the found PDA of Morgan can be sold to Sych, but I would not advise doing this yet. It may further affect the outcome of some other tasks. For example, if you give it to Shulga or Loki (on Yanov), you can get another quest. The likelihood that one of the leaders of the factions will accept the Rogue squad will also increase.

Technical cases

Two technicians known to us, Cardan and Azot, will issue the same tasks - to find three sets of tools. The catch is that you can look for them in many places. Here is the full list of places:

Tools for rough work:

    Backwater. Sawmill. In the attic of a dilapidated hut.

    Jupiter. In a closet in the attic of the building with anomalies, which is in the southwest of the Jupiter plant.

Tools for fine work:

    Backwater. Substation building. First, we complete the quest to deliver food to the mercenaries.

    Jupiter. Train. There's still an electrical anomaly running around.

Calibration tools:

    Pripyat. Store.

    Pripyat. The building of the old KBO. A burer is included with the instruments.

Two more interesting quests are connected with a stalker named Capercaillie. For completing a mission "The Disappearance of the Stalkers" we will get 10000 from Beard. Alas, this quest is linear - there is no way to save the Capercaillie.

During the next task, the mission is activated "Lair of Bloodsuckers". The quest is linear, but a Veles detector will be given for it. By the way, for completing these two quests we will get the achievement detective .

It is important: never lose the detector. If we do not fulfill the order of Owl and do not deliver three such detectors to scientists, at least one quest will remain blocked for us.

Of the other Zaton quests, I can also note "Strange Phenomenon". After we take the artifact, the stalker Vobla and two more fighters of his squad will wait for us near the exit. We will be asked to give the found thing: if we agree, we will be able to watch the scene of how this stalker gives the helm to Beard, and also receive a thousand rubles from Vobla. But it's better to refuse and feed the impudent ones with lead: kill Vobla right away, without waiting for the attack, and hide inside the dredger. Because of the cover, it will not be difficult to shoot the rest. By the way, the steering wheel can be given not only to Beard, but also to scientists on Jupiter, but the bartender will pay more.

It is interesting: There is an opinion that if the outcome of the events is peaceful, Vobla can subsequently issue several quests himself, but I was not able to confirm these rumors.

After completing the task with the detectors, we will be able to put an end to the eternal conflicts between Sultan and Beard. If we bring "compass" Beard - get an achievement your boyfriend , but if the Sultan - we will be rewarded authority . We can take two “compasses” from Mad Noah, however, it is not necessary to take the task from both seekers (Sultan and Beard) at once, otherwise one of them will fail.

Trouble near the "Jupiter"

Here we will not be bored. The range of individuals who give out quests is simply impressive: on Yanov there is a hunter St. John's wort, a technician Azot, "debtors" and "free"; in the bunker of scientists professors Herman and Ozersky; still in the south, somewhere, is a peaceful detachment of the Monolith. And everyone has their troubles and their problems. Ask where to start? And I propose to start with the main thing.

Among the vacationers on the "Yanova" we will find two stalkers who are discussing a plan for the release of a partner who was captured by the bandits. Nearby, the stalker Vano is grieving, who, due to growing interest, cannot repay the debt. If we complete both of these tasks in a peaceful way, we will receive a reward diplomat and more respect from other stalkers.

An almost solved mystery of the Oasis. It remains only to go to the other side,
cutting through the arches of the columns in places with flickering lights.

It is important: perhaps this is a bug, but if we first go to the checkpoint and pay back Vano, then the captured stalker Mitya will be killed and the task will fail. So first of all, we need to deal with rescuing the hostage, otherwise we will not see such a useful achievement.

In the task "Hostage" there are several interesting features. Firstly, when taking it, we can influence the size of the reward: if we immediately take the artifact, then at the end we will also get 5,000 rubles, but if we say a different phrase in the dialogue, we will not get anything at first, but only at the end of the artifact. Secondly, you can save Mityai without bloodshed or just shoot everyone. Thirdly, if we choose a peaceful solution, then we will have to pay another bandit later, when leaving the base. Well, the last of the ways is to insist on taking forceful measures in the initial dialogue. In this case, a detachment of stalkers-stormtroopers will be allocated to help us.

It is interesting: the bandit will take 5,000 rubles from you, but there is a way to avoid such a rip-off. Just leave for this task, having no more than 15,000 in your pockets, then the bandit will receive mere pennies, and will not present other claims.

Mission "Wano's Debt" also non-linear, but here everything is much simpler - we will pay the bandits or shoot them. Naturally, the first option is much better, because the achievement is more expensive.

The local technician Nitrogen will give us an unremarkable task - to search the cement plant and bring him parts for radio engineering. There is one caveat: if you bring him all the details at once, then he will make repairs and modifications at cost (like Cardan after two bottles of vodka), but if you bring the details separately (for example, they found one item, took it, and then found the rest) the discount will be less.

"Debt" vs. "Freedom"

Sooner or later, in the southwest of the Jupiter location, you will meet the Monolith squad. We need to get them accepted into one of the groups. But the trouble is that no one wants to take them under their wing just like that - the leaders of both clans do not trust us. The easiest way to become friends with one of the units is to sell the PDA Morgan or Tachenka, but then such a "delicious" achievement as balancer . We could just give up on this quest, but that's bad luck - if the Tramp does not join the group, we will not be able to get the achievement leader , and this is already unpleasant.

But there are other, less obvious ways to win the trust of the leaders without selling the found PDAs to anyone. First: get the achievement diplomat , and also make sure that you have an impeccable reputation (save, for example, a “debtor” with a first-aid kit or help fight off mutants). Secondly, ask to send people to guard the bunker of scientists - this can also play a role. Sooner or later, one of the leaders (naturally, the one you helped more) will become friendly to you and agree to accept the Tramp squad.

It is interesting: For the sake of curiosity, see how the "Monolithians" "Duty" and "Svoboda" are recruited. The latter will simply sit down by the fire and have a nice chat, explaining the main goals and tasks of the group. The recruiters of the “Debt” will line up the recruits and force them to take the oath.

The facial expression speaks for itself.

Now let's get into science. Professor Herman's first assignment is to investigate psi radiation. Sometimes he refuses to give him up, complaining that you have insufficient protection and the local situation will "put pressure on the brains." But it does not matter: it is worth getting a tactical helmet (for example, at the very top of the tank, at the cement plant), and everything will be resolved.

Trouble will overtake us after we find the source of radiation: the controller will attack Topol's group. If we save the group, we'll get more money from Herman, if not... In general, it's possible to save the stalkers, but the only way is to play ahead and kill the controller with a grenade launcher.

On a note: a grenade launcher and two grenades for it can be found on the Volkhov air defense system, going down to the basement and overcoming obstacles in the form of jerboas and a burer. By the way, it is best to harass the burer with ... a knife. One has only to get close to him and inflict a few blows - the dwarf is helpless before a melee attack.

Subsequent tasks from scientists will be less interesting. Of course, quest with measurements near the anomaly "Plavni" is not easy, but with an advanced shotgun and a full group of Topol, the execution of mutants will go smoothly. After completing four "scientific" quests, we will be given a reward Researcher .

It is important: if you completed the task of guarding the Poplar group and the detachment remained unscathed, turn in this quest to Herman, confirm Ozersky's hypothesis and return to the bunker after a while. Topol's team has changed - he himself is already in an exoskeleton, and his fighters are also not deprived: they received new suits, went for a promotion. If we talk to Topol, he will give us a set of medicines and, most importantly, a good Barrier helmet.

Surely many of you have found an unmanned reconnaissance aircraft with a blocked memory block. Azot will say that he gave it to a stalker named Sanka, but the location of the hiding places of the Strelka group will be reported immediately. The stalker himself and the memory block can be found dead in the tunnel near the cement plant. The unfortunate man wanted to open one of the hiding places, but, apparently, greed did not bring him to good ...

The ideal distance to shoot a chimera.

Poplar's group has noticeably changed. Not without our participation.

If we complete all the tasks of St. John's Wort, we will get the achievement mutant hunter . His assignments are predictable and not very interesting - except for one. We will need kill the chimera. We may have already eliminated a similar specimen with Gonta, but here the conditions have changed. A duel awaits us, and there is nowhere to wait for help. The Chimera must be searched for at night, we roughly know the location. But how do you calm her down?

First, I would advise going on a raid just before dawn. Agree, with good lighting, fighting a monster is much more comfortable. My tactic for this fight was simple: lure the monster out into the open (the road near the ventilation complex would do) and avoid close contact. The one who runs fast will survive here. Due to the fact that the chimera moves mainly like an overgrown grasshopper, you can run away from it for a considerable distance, aim and start firing from a machine gun. This is how we do the whole battle - we ran away, dodged jumps, fired a burst from a solid distance, and in the end the fat mutant will go to the next world.

On a note: when the chimera is at a decent distance, but sees you, it simply runs towards you. At this moment, you can get a fragmentation grenade and throw it at the feet of a running monster. If the first grenade did not bring the desired - repeat.

Where there is a lot to run

One of the Veles is hidden in this unremarkable place.

There are quests in the game that you can solve most of the game and run between locations in the process. Sometimes making the right decision is not easy. We all know about the massive mission "Find Magpie". So, it also has an element of non-linearity. If we immediately go and inform Gonta about it, we will receive a cash bonus and an achievement messenger of justice . However, after that, the rewards become unavailable. friend of freedom or friend of "Debt" .

At this moment, we will have to decide what to do: if we hand over the bastard Gonte, then it will be impossible to become a friend of either Duty or Freedom, but if we tell one of the leaders of the groups about him, achievements become inaccessible balancer and friend of stalkers . A very difficult choice, and it depends on your playing style, so I will not advise anything here.

This is strange: in the description of the "Messenger of Justice" achievement, it says that all the Magpie's swag goes into our personal box on the "Janova". However, as I noticed, no new things are added to the cache, although I have passed this place several times.

The quest about Veles detectors, which issues Sych. Everything would be fine, only these very detectors are an extremely rare thing in the Zone, and it is almost impossible to find it somewhere by chance. As I noticed, the frequency of its appearance depends on the level of difficulty of the game, as well as on the achievement wealthy client . Once I was lucky enough to buy "Veles" from Sych, playing on the "master" and not having this achievement, but this is very rare.

For those who do not want to rely on fortune, I present a list of places and ways where and how you can get Veles:

    perform a task Lair of bloodsuckers, and Beard will give you one detector;

    the second detector can be found in a cache in excavator cab in the village of Kopachi;

    the latter will be given to you by Herman for completing the task with measurements.

Then you just need to give all three detectors to Novikov and return to Sych, wait until the Veles are returned to him, and get the Svarog prototype from Beard. With such a detector, you can complete the quest "Anomalous Activity", where the reward for this will be the CCP of General Tachenok.

This is strange: perhaps this is a glitch in the game, but after talking with Sych, going to sleep (to speed up the waiting) is useless - you can sleep for days, but the detectors will not be brought to the merchant. But it is worth moving a few meters away from Skadovsk - the merchant himself will offer to come to him.

Whoever comes to us for the "Lynx" will receive from the "Lynx".

And finally, about one more tandem of tasks. In the hit parade for the most veiled and secretive quest, I would put missions in first place "Reputation" and "Theft".

Having bought some kind of weapon from Shustroy (at Skadovsk) (in my case it was a Lynx sniper rifle), move it to the desired cell (this is important!) And go outside. Then return to Skadovsk - Koryaga, already familiar to us, will demand to give him weapons. We do not do this, and then we talk with Shustry and also with Beard - he will direct us to the port cranes. There, the bandits will demand to give them weapons, but no bandit is afraid of the major of the SBU - after the dialogue, we quickly run away to a dilapidated hut, and further up the hill, and shoot the enemies from the same rifle.

We select the PDA and move to "Yanov". We go to bed for one hour, check our personal box - it's empty (this is the second quest starting). We go to Kostopravu, and then to the Zulus, we learn that Koryaga is at the stop. There he lies wounded, and a henchman of the Sultan will come out to meet you - it is better to kill him, since he has a PDA with him. The snag can be cured or killed. The first option is more humane, despite the fact that he also has a PDA. The cache with our things is located at the same half-station, in the hatch. True, I managed to transfer all the acquired goods in only four walks.



That's all for now. We hope that our small guide will be useful to you, and the Zone will become closer and clearer. See you soon!

Scientist man with glasses from the Scientist bunker.

Variable psi-radiation

After talking with Herman, you will learn about the existence of alternating psi-radiation. Agree to help.

Now you need to meet Topol, a free stalker who, along with his friends, set up a small camp right in front of the scientists' bunker. His task is to protect you during a sortie.

You can go to the place of the task with him (you will be automatically transferred to the place), or you can go alone. The desired wat tunnel is located in the northwestern part of the location. No matter how you get there, the result will be the same.

Talk to Topol again and offer to start the active phase of the quest. Inside the tunnel, you will be attacked by several zombified carcasses, but this will not be a serious problem. At the end of the tunnel, you will feel the psychic radiation. Further on, you will come across a Tesla anomaly and several Elektra anomalies. Under the boxes and on the shelves you can get hold of weapons and ammunition. In the back room on the floor you will find a suspicious writhing artifact "Altered insulator", which apparently was the source of alternating psi-radiation. Exit through the door that did not open from the back.

Here a surprise awaits you - the whole Topol team will die in writhing. Someone will say through force that this is the influence of the controller. And in fact - from the side of the entrance to the tunnel there will be a terrible telepath with a pack of squealing jerboas. Try to shoot him as soon as possible while Poplar and the others resist the control. After you exit the tunnel, talk to Topol again. He will thank you with a tip to the cache and offer to return to the scientists. Herman will pay you 6000 RU and express his deep gratitude for saving Poplar and his team (and it was possible not to save them...). Before leaving, he will offer you one more task.

Anomaly Research (Part 1)

Herman has an assumption about the relationship between emissions and artifacts that appear after them. He will offer to arrange several scanners to take readings in various anomalous zones.

To do this, we take three anomalous activity scanners from Novikov's technician and head to any of the three anomalous zones marked on the map: "Bitumen", "Concrete bath" and the "Electr" cluster in the Stoyanka. After installation, return to Herman. The reward is not great, only 5000 RU.

Anomaly Research (Part 2)

After completing the first part of the study of anomalies, Herman will offer more, but only in an accompanying-guarding role. Although if you talk to him again, he may offer to place a couple more scanners in the anomalies as a reward for information about the artifacts appearing in them.

Don't forget to take these scanners from Novikov before leaving. Now talk to Poplar and offer to go to one of the two anomalies: "Ashes" or "Floodplains".

Let's start with the "Ashes" anomaly. Once in place, staunchly guard the stalkers making measurements. Zombified devils will trample from the side of the village "Kopachi"! Take them down on the steps. A sniper rifle or an assault rifle, but with optics, will not be superfluous here. Some of these zombies can be armed with RP-74 machine guns, so before leaving for another anomaly, be sure to grab a copy, and don't forget to put a scanner.

Now "Swim". As soon as you transfer here with Poplar's detachment, get ready for battle - zombies can already be waiting for you, about three. After a while, Boars and Flesh will start spawning from the nearby bushes. This is where a powerful weapon, such as the Breaker, comes in handy.

After measurements, install the last scanner and return with a report to Herman, who will reward you with 7000 RU and the Veles detector. You will also receive a new achievement "Scientist".

After some time, return to Poplar. He and his team will already be in new gear. It turns out that they have now become the scientific-operational research group "Iskra". In gratitude for the help, Topol will roll off a handful of medicines, including Anabiotic, and the Barrier helmet.

anomalous activity

Some time later Prof. Herman will tell you that he continues to record a strange anomaly to the north of the bunker. He proposes to study the phenomenon. But an ordinary detector will not work here, and therefore it is advised to make it a Svarog detector.
Thus, this quest becomes available for completion only if you have completed the Owl's task "Tempting Business", as a result of which you will receive the above detector.

Check out the map. The label should point to the Cooling Tower building in the north of the Jupiter location. As soon as you reach the indicated place, a signal will appear, in which a voice will ask for help. Pull out the Svarog detector and a portal from the Spatial Bubble anomaly will immediately open above your head. After a moment, five "Dolgov" corpses will fall out of the spatial hole. Here are those on! Surprise so surprise!

Looting has not been canceled! Search the corpses. On the corpse of General Tachenko you will find a PDA. It turns out that he is the founder of the Duty group himself. Oh how!!! Update task.

Tell Herman about what happened. Now it is necessary to give the PDA of the founder of "Debt" to interested parties.

This person may be one of the leaders of local groups or an information dealer from Zaton Sych. (see the tasks of the respective characters).

Latest developments

Another task of a bespectacled scientist. Herman needed technical documentation of the latest developments of the Jupiter plant and, accordingly, offers to take a walk to the administrative building of the latter.

This is the northernmost building. Based on the marker, go through the northern entrance to the factory area. Inside, go up to the fourth floor and from the nearest open room, take the "Administrative Document" from the table. Suddenly, 7 objects will appear on the radar. When you try to go back into the corridor, they will start shooting at you. Ambush!!!

In the room, in an overturned table, a shotgun "Bump" will be found. Shoot down the mercenaries. After searching the corpses, it later turns out that these are the same mercenaries who guarded the bunker of the Scientists. On Cherny's PDA, there will be an entry that says that no developments should fall into the hands of scientists. That's why they attacked us.

We return to Professor Herman. For the "Administrative document" he will pay 7000 RU and dump a bunch of medicines, and for the PDA of the "Black" mercenary, only 2500 RU.

Scientists protection

After completing the "Latest Developments" task, during which it turned out for what purpose Cherny's mercenaries were guarding the scientists, and were later killed, the scientists were left without cover.

After talking with Professor Herman, we have the opportunity to find protection for them.

Topol will refuse, citing the fact that he prefers research and measurements, and that he does not want to die from a mercenary's bullet.

You can try to talk to the leaders of "Debt" and "Freedom". Both will gladly agree to send fighters to protect the bunker.

There is a third option! Remember the hungry mercenaries from the Zaton location? So they can also be identified for the role of protecting scientists. To do this, you need to talk with their leader Tesak.

(it's funny, but Cleaver, like the Black himself, is in the Zone with one goal ...)

But there is a fourth option - the Spartak team from the Shevchenko / Zaton ship.
Spartak will say that there are a lot of punks around, and there is enough work here until the "Deal" task (Beard / Sultan) is completed, and then he will gladly agree to guard the camp, which he will be indescribably happy about later.

Regardless of the choice, Professor German will thank you with 4000 RU money and a pack of various medicines.

.
Lieutenant Colonel Shulga: , .
Loki: , .
Tramp: .
shooter: .

List of quests at the Pripyat location Colonel Kowalski: .
Zulu: .

Repeatable quests

ejection

Who to get the quest from: automatically over time

Conditions for receiving: No

Performance: Ejection: find cover

At certain intervals, radioactive releases occur in the exclusion zone. When we hear a message about an imminent release via radio, we immediately forget about all our current affairs and begin to seek shelter in order to wait out a local natural disaster.

Let's look at the map. We have a new task "Ejection: find cover". We select this task as active and run to this point. Having reached the shelter, we sit and wait until the release is over. The end of the release will also be reported by radio on the stalker frequency.

The release can be waited out without shelter, in an open area, if you use the Anabiotic drug (can only be bought in the scientists' bunker). After use, we faint for a couple of hours, and get up when the release has already passed. After surviving three ejections in this way, you can get the achievement "Marked by the Zone" and are not afraid of the ejection at all.

Reward: no.

special order

Who to get the quest from: Nimble (merchant in Skladovsk)

Conditions for receiving: No

Performance:

At the base of stalkers on the third floor, the courier Nimble sits alone. You can order any weapon or armor from him. To order, you need to pay only a part of the amount as a deposit.

Special Order: Pending Delivery

After placing an order, you will have to wait for some time until it is delivered. At this time, you can walk around the zone and collect the remaining payment amount, or you can go to bed and quickly skip a few game hours.

Special order: pick up item

If such an inscription appeared, then you need to return to Shustrom within a few hours and pay for the order. If we do not make it in time, then Shustroy's attitude towards us will deteriorate, and the next time the order will cost much more.

Reward: ordered item.

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

Who to get the quest from:

Conditions for receiving: No

Performance:

Bartender Beard, after several tasks, has the opportunity to constantly complete the same quest, but each time you need to look for a new type of artifact.

Artifacts to order: find the artifact "(random type)"

To find an artifact, you need to study the area very well. It is necessary to remember in which anomaly what type of artifacts appear. If you don’t remember yourself, you can use special location cards for this.

Having received the task, we quickly go to the anomaly, where such artifacts appear. We need to hurry, because we have competitors - other stalkers. They can bring the artifact to Beard before us, then the task will fail. When someone finds an artifact before us, it appears on the map. You can talk to this stalker and buy an artifact from him, but you will have to pay for this by giving up your best weapon.

Reward: artifact price

Backwater. Additional missions

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

Who to get the quest from: Capercaillie (Skladovsk)

Conditions for receiving: No

Description: Capercaillie asked for help in search of the missing hunter, who was looking for the lair of bloodsuckers. Judging by the available information, it is the bloodsuckers who are involved in all the recent disappearances of stalkers.

Performance:

Disappearance of stalkers: find the missing hunter

We go to the goal in the Sosnodub Anomaly. On the spot we find only a dead bloodsucker. But at this time Capercaillie gets in touch and asks to follow him. We go to a new goal in the north.

Together with Glukhar we go to the “VNZ “Circle” zone, we enter the building where the bloodsucker was seen. Inside we go down to the underground floor, there in the right side room we find a bloodsucker. You can immediately throw a grenade at him. After attacking the first, a second bloodsucker appears. It will already have to be killed with firearms, and this is difficult, since the monster is in stealth mode most of the time.

After the victory, we follow the Glukhar, through the elevator shaft we jump even lower. In the room we find three corpses of stalkers killed by bloodsuckers. We search them, collect ammunition.

We enter the next room, there are several monsters in it at once, but they are all sleeping. It's not worth waking up the monsters, so we move in a crouch, without touching the enemies, we crawl forward.

After passing the room, we go upstairs, jump into the pit, we find ourselves in a through tunnel near the swamps. Capercaillie never found Danila, whom he was looking for. He leaves, promising to contact us later. And we have the opportunity to tell the stalkers about the found lair of bloodsuckers.

Reward: access to the next task.

Disappearance of stalkers (2)
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: A day after the first part of the task

Conditions for receiving: completed the task "The Disappearance of Stalkers"

Description: There were no traces of Danila the hunter in the building. However, Capercaillie seems to be puzzled by what was found inside the VZ; he asks to meet him later - he wants to find out some details.

Performance:

Disappearance of stalkers: will meet with Capercaillie later

We receive a signal from Capercaillie. We go to Skladovsk, but we do not find this stalker there. We ask Beard, he reports that Capercaillie is waiting in the south near the port cranes.

We arrive at the place, inspect a small house near giant cranes. Inside the building we find the corpse of Danila, a little further we see the doctor Tremor, standing over the corpse of the Capercaillie. Listen to Tremor. He talks about his disease, similar to vampirism. He repents of everything and therefore kills himself before our eyes.

We return to the Beard, we tell that Tremor was to blame for the disappearance of the stalkers, and not the bloodsuckers.

Reward: achievement "Sleuth", 10,000 and the coordinates of two caches.

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

Who to get the quest from: Snag (stalker at the table in Skladovsk)

Conditions for receiving: No

Description: Snag left a container with swag in Zaporozhets, but during a recent earthquake, the car fell into the ground.

Performance:

We approach the gas station, shoot the crawling snorks. Behind the building we go down into the rift to the very bottom. In the Zaporozhets car we find a box with habr. It will not work to get back along the cliffs, so we go up through the dark caves, avoiding anomalies and shooting snorks.

The exact path to the exit from the labyrinth: From Zaporozhets we go to the left cave, turn left again. On the way to the left we will see a high window on the left, we pass by it. Further on the way near the white stone there will be a second such window lower, we jump into it. After that, we go straight (to the right of another white stone), into a cave that goes up steeply. We turn left through the cave, then right, so we get to the surface.

Reward: Snag allows you to pick up any item from the found box: weapon "Fora", medical kit, improved AKM / 2U, artifact "Soul", army steel Helmet.

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

Who to get the quest from: Nimble (courier on the third floor of Skladovsk)

Conditions for receiving: buy any weapon from Shustroy

Description: You need to find Snag and make him bite his tongue.

Performance:

We take the purchased weapons in hand. We pass by the stalker Koryagi, he says that this is his stolen weapon. We return to Shustrom to find out the truth. Nimble denies everything and asks to find Koryaga in order to punish the liar. Snag runs away from Skladovsk. We will be able to find him only in the next location at the Yanov station, having completed the “Theft” task.

Reward: next quest Theft.

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

Who to get the quest from: personal box on Yanov

Conditions for receiving: quest "Reputation" at the stage "Find Snag". You need to leave at least one thing in a personal box in the basement of Yanov Station. Returning after a while, we find that things are gone

Description: Find out who might have stolen your stuff.

Performance:

We ask stalkers about the loss. Only a doctor will tell us that he recently saw a strange stalker Koryaga. We learn that Koryaga went towards the Zulu tower.

We go to the Zulu, we ask him. He says that he recently drove off a couple of bandits from his tower with shots, then they fled north towards the Half Station.

At the Half Station we find an unknown bandit and a wounded Koryaga lying down. We communicate with the bandit. It depends on our answer whether it will be hostile or neutral. We talk with Koryaga. Just like that, he is not going to tell where our things are. There are three options below.

Option 1). We are looking for a hiding place. Behind the building on the Half-station on the ground we find a hatch with an open lid, go down and find a safe where our stolen things and things of the Snag lie. During this time Koryaga dies.

Option 2). We treat Koryaga with a first-aid kit. He thanks us and shows us a cache of stolen items.

Option 3). We kill Koryaga. We find a PDA on his body. In the messages we find the location of the cache

Reward: our lost things, a random item from Driftwood's drawer.

supplies
STALKER: Call of Pripyat. Walkthrough

Who to get the quest from: Cleaver (mercenary at the entrance to the Substation Workshops)

Conditions for receiving: No

Description: It is necessary to take the collected supplies to the mercenaries located in the workshops of the substation.

Performance:

Supplies: deliver food to the mercenaries

Food can be bought in Skladovsk from the Bartender. You can kill zombified stalkers in the northwest zone and collect food from them.

Reward: open access to the Substation Workshop area. Inside in the yard behind the house on the boxes you can find tools for fine work.

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

Who to get the quest from: task "Scat-2"

Conditions for receiving: No

Description: after examining the Skat-2 helicopter, we find a map of the area in the on-board computer. We need to find those who are interested in it.

Performance:

You can find out from almost any stalker that a stalker-guide nicknamed Pilot is interested in the cards. We go to the Skladovsk base, find the Pilot in the bar on the first floor, give him the card, get a discount on his services.

Reward: discount - a trip from Zaton to Jupiter costs not 3000, but only 1000 rubles.

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

Who to get the quest from: Capercaillie, Beard (merchant in Skladovsk)

Conditions for receiving: Lair of bloodsuckers discovered (quest Disappearance of stalkers completed)

Description: It is necessary to tell Beard about the lair of bloodsuckers, discovered under the VNZ "Circle": he knows what to do for the safety of stalkers.

Performance:

Bloodsucker Lair: Tell Beard

After discovering the lair, we go to Beard at the Skadovsk base. The beard proposes to clean up the lair not manually, but with the help of poison gas. We learn the location from Sych - a merchant on the second floor. For information you need to pay 2000 rubles.

Bloodsucker Lair: Find Poison Gas

We learn that gas cylinders can be found on the bridge to them. Preobrazhensky (southeast of Zaton). On the bridge we go from north to south, we inspect all the military vehicles on the way. We avoid anomalies, of which there are a lot.

We find a box in the back of the truck, but two keys are needed to open it. In the cab of the truck we find "Decree No. 423", the text of which indicates where the keys are.

Key "A" is found at the beginning of the bridge in the trunk of the car. Key "B" is in the car that fell off the bridge. We go down to it along the wreckage of the bridge. We return to the box, open it, pick up the cylinders.

Bloodsucker Lair: find the ventilation shaft

We return to the VNZ, where we found the lair. On the road we approach the panel, use the cylinders, turn the valve. After that, two invisible bloodsuckers will attack us, we kill them. In a few minutes the gas will be pumped into the lair. We return to the Beard, pick up the award.

Reward: anomaly detector "Veles", cache coordinates, 5000 rubles.

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

Who to get the quest from: Sultan (stalker bandit in Skladovsk)

Conditions for receiving: No

Description: A group of stalkers decided to become a gang and rob their own stalkers. It is necessary to decide what to do: to take part in the raid, to warn the stalkers, or not to interfere?

Performance:

Hitting: decide what to do

We speak with the Sultan, we receive information about the impending attack of bandits on stalkers. (To prevent an attack, we tell the stalker Capercaillie or Beard about this).

Hitting: join the ranks of the robbers

We speak with the assistant Brass Knuckles, wait for midnight and go to the barge of T. Shevchenko.

Arrival: wait for the appointed time

Once in place, we can choose who to support in the shootout: bandits or stalkers. It depends on our choice what the next quest will be, and how all stalkers and bandits will treat us in general.

Reward: 1) for helping the bandits: we get 2100 rubles, the coordinates of the cache, the next quest is the Deal (with the Sultan).

2) for helping stalkers: a set of medicines, coordinates of the cache, the next quest - Deal (with a Beard).

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

Who to get the quest from: Owl (merchant in Skladovsk)

Conditions for receiving: No

Description: Owl promised to pay well for any data carrier found in the mercenary camp at the waste processing station. He is interested in the plans of the mercenaries.

Performance:

Mercenary Camp: Retrieve any information found

We go to the waste processing station in the south-west of Zaton. A gang of ten people took refuge in the building. The enemies are very dangerous, so you need to sneak up behind the building unnoticed and fight in close combat, using a good machine gun and grenades, and constantly hiding around the corners. Or you can save money, order a sniper rifle from Nimble, and shoot enemies from afar with a rifle.

After the victory, we examine the bodies of all the mercenaries, two of them have PDAs that need to be picked up. We enter the building, on the top floor near the southern wall we find the laptop of mercenaries. We refer all information to Sych.

Reward: for a PDA - 1000 rubles apiece, for a laptop - 2000 rubles.

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

Who to get the quest from: Beard (bartender in Skladovsk)

Conditions for receiving: No

Description: A particularly strange glow was noticed on the dredger. Beard asks to find its source.

Performance:

Strange phenomenon: find the source of the glow on the dredger

I'm going to the dredger. We pass along the board of the ship, go around the anomalies, go down the stairs inside. In the captain's cockpit, instead of the steering wheel, there is an artifact "Changed Steering Wheel", we take it.

We leave the ship. Immediately at the exit we are met by a stalker bandit. He says that he has long wanted to get this artifact in order to cure a friend.

Option 1. We give the artifact to the stalker bandit. We get nothing (If we follow the bandit, we will see that he deceived us. He will take the artifact to Beard and simply get money for it).

Option 2. We leave the artifact to ourselves. After that, the bandit will attack us, a couple more bandits will come out from around the corner. After the victory, we hand over the Artifact to the Beard.

Reward: 3000 rubles, the coordinates of the cache.

Deal (with Beard)
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Beard (bartender in Skladovsk)

Conditions for receiving: Help the stalkers on Shevchenko's barge

Description: Meet the stalkers near the forestry, and help them stop the deal between the bandits and the arms dealer.

Performance:

Deal: meet with stalkers near the forestry

We just get to the goal, unite with the stalkers.

Deal: eavesdrop on the conversation

We pass into the building ahead. We sit and listen to the voices in the neighboring building. Dolgovets and the bandits agree on the supply of weapons.

Deal: prevent the purchase of weapons

We run out after the stalkers, shoot the bandits. We search the body of the murdered debtor Morgan in the exoskeleton, we take away his PDA.

Reward: We speak with the leader of the group of stalkers, we get 2500 rubles, the coordinates of the cache. We return to the Beard, we get another 3,500 rubles.

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

Who to get the quest from: Cardan (technician in Skladovsk)

Conditions for receiving: No

Description: Kordan asked for three sets of tools: for rough work, for fine work, plus a set for calibration. The technician will pay for the tool and, in addition, be able to provide more complex weapon or body armor upgrades.

Performance:

Tools for rough work - Zaton, northwest corner, in the attic of the northern house.

Fine Work Tools - Zaton, Substation Workshops, on a crate next to a group of mercenaries.

Calibration tools - Pripyat, in the basement of the Department Store building.

Reward: access to all Cardan upgrades, "Master of Combat Systems" achievement.

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

Who to get the quest from: Cardan (technician in Skladovsk)

Conditions for receiving: Sultan's quests completed

Description: Cardan asked to convey his apologies to his comrades - stalkers Barge and Joker. After a quarrel, the guys left in an unknown direction.

Performance:

Three comrades: learn about the fate of the Barge and the Joker

Joker's corpse lies near the Sosnodub zone, to the south of it, in a clearing in front of large stones.

Barge's corpse is found southwest of the Burnt Village, underground. We go down underground along any crack. At the bottom we go to a large cave under a crack in the form of the letter V, from this cave we go to the northern dead end.

We collect their PDA from the corpses, bring it to Cardan.

Reward: change in the ending of the game about Cardan.

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

Who to get the quest from: Owl (merchant in Skladovsk)

Conditions for receiving: Sultan's quests completed

Description: Trader Sych offered to participate in one profitable business. To do this, you need to find three Veles detectors, take them to the scientists' bunker and give them to Novikov.

Performance:

Tempting Business: bring three Veles detectors to Novikov

One Veles can be obtained as a reward for the Bloodsucker Lair quest. Two more detectors will have to be bought from Sych, or removed from the bodies of especially wealthy enemies, such as mercenaries. We take three detectors to Novikov in the camp of scientists at the location of the Jupiter Plant.

Tempting Business: wait for Owl to receive detectors

The scientist improves the detectors and calls them "Svarog" detectors. Now you need to wait about a day for Novikov's messengers to return the improved detectors to Sych.

Tempting Business: Convince Broda to follow the deal

We come to Sych. The merchant informs us that he has no money due to the fact that Beard does not pay his share for the use of detectors.

We approach Beard. He gives us the Svarog detector, but he is not going to give the money, and sends us back to Sych.

Tempting Business: demand a share from Owl

Owl invites us to contact the Sultan to deal with the Beard. You can agree to help, or you can demand your money right now, since the agreement was with Sych, and not with the Bartender.

Option 1). We demand our share of the deal, we get 1,500 rubles. We remain on good terms with Beard.

Option 2). We approach the Sultan - we get the quest "Dark Business".

Reward: Detector "Svarog", 1500 rubles or a new quest.

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

Who to get the quest from: Sultan (bandit leader in Skladovsk)

Conditions for receiving: The quest "Tempting Business" is in progress

Description: Work for the Sultan, make Beard pay interest.

Performance:

The Sultan offers to learn about the last tasks of the Beard. We approach and get a task to search for the Compass artifact. The task is completed very quickly, you just need to go to the hermit Noah and pick up the artifact. After that, access to Beard's permanent quests - "Search for an Artifact" will open.

We return to the Sultan. He tells the next part of the plan: you need to work for Beard in order to get detectors from him, which he distributes to his stalkers.

We take the task “Search for an artifact” from the Beard, we wait until other stalkers also start looking for this artifact. Marks on the location of rival stalkers will appear on the map. We need to take all the improved detectors from all the stalkers. You can negotiate with the stalkers and offer a ransom, or kill them.

With the detectors we return to the Sultan. Now Sultan and I receive interest from each transaction from Beard.

Reward: 10,000 rubles, coordinates of the hiding place, interest from Beard (800 rubles per day), two Svarog detectors.

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

Who to get the quest from: Beard (merchant in Skladovsk)

Conditions for receiving: Completed "Tempting Business"

Description: There are always enough customers for a rare artifact. It should be found.

Performance:

Compass: find Noah and find out where you can get this rare artifact

We go to the hermit Noah. We learn that the artifact does not need to be looked for, Noah has already found it. He gives us the artifact just like that. We attribute the "Compass" to Boroda.

Reward: 10,000 rubles, the coordinates of the cache, (for completing all the tasks of the Beard, we get the achievement "Your Boyfriend").

In Search of the Magpie (Retribution, Alien Merit)
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from:

Conditions for receiving: No

Description: A stalker named Soroka set Gonta's group under attack by a chimera. The guys are asked to find a pallet.

Performance:

In Search of Magpies: Find a Stalker

The task can be received immediately, but it can only be completed in the next location. Owl can tell about Magpie. We give him 1000 rubles, for this we learn that Soroka now lives at the Yanov station under a different name.

On Yanov in the bar at the table we see a stalker-braggart named Flint. This is the former Magpie, but evidence is needed to capture him.

At the Jupiter location, we go to the Quarry zone with a large circular bucket. In the quarry we find a wounded stalker Sliver. He talks about who betrayed him, and then dies. We get a new task "Retribution: Avenge the Sliver".

Other people's merit: deal with Flint

I'm going to Yanov. We hear from Flint a story about how he got an artifact in a quarry. We ask him and find out that it was he who framed both the Gonta team and the stalker Sliver.

The facts obtained can be reported to: 1) the leader of Duty, 2) the leader of Freedom, 3) the stalker Gonta in Skladovsk. The improvement of relations with one of the groups, and the subsequent receipt of the achievement, depends on who you tell first. After that, in any case, you can tell Gonta.

Looking for the Magpie: Report to Gonta

We return to Zaton, tell Gonta about the found stalker. (For some, when turning in the quest to Gonta, the game crashes on version 1.6.00).

Reward: 1000 rubles, "Messenger for Justice" achievement.

Hunt for the Chimera
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Gonta (stalker in the first-aid post of Skladovsk)

Conditions for receiving: Completed the quest "Night Hunt" (on Yanov)

Description: It is necessary to meet with Gonta before dawn, so that together with his group go hunting for a chimera.

Performance:

Chimera Hunt: Meet Gonta at the bar at 3am

In Skladovsk, we use the bed in the basement to sleep until the right time. At three o'clock in the morning we meet with Gonta in a bar in Skadovsk. Together with him we move to the Emerald zone.

In the destroyed pioneer camp, we are looking for a wounded monster. Chimera sits on an open stage. We imperceptibly approach closer and attack it.

We approach Gonta to complete the task. We return to St. John's wort to receive a reward.

Reward: Shotgun SPSA-14, 2000 rubles, achievement "Friend of stalkers".

Jupiter plant. Additional missions

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

Who to get the quest from: Nitrogen (technician on Yanov)

Conditions for receiving: No

Description: Nitrogen needs materials for radio engineering. According to him, it makes sense to look for them at the cement plant.

Performance:

Radio engineering: get materials for Nitrogen

We go to the cement plant in the northeast. We can’t enter the building itself, we climb the stairs of the water tower, from it we climb onto the roof of the plant, we jump into the hatch. Inside, on each floor, we inspect all the tables and shelves so as not to miss anything.

4th floor: a box of transistors, a coil of copper wire.

3rd floor: textolite base 2 pcs., a can of rosin.

2nd floor: packaging of capacitors, coil of copper wire.

1st floor: Textolite base, a can of rosin.

Reward: Nitrogen's price cuts for repairs and modifications.

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

Who to get the quest from: Nitrogen (technician on Yanov)

Conditions for receiving: No

Description: Nitrogen asked for three sets of tools: for rough work, for fine work, plus a set for calibration. The master will not only pay for the tool, but will also be able to provide more serious upgrades to weapons or body armor.

Performance:

Tools: bring tools to Nitrogen

Tools for rough work - Jupiter, the center of the location, inside the train with electricity. We jump into the train from the north bridge, we pass through the cars, dodging the electr in time to the side.

Tools for fine work - Jupiter, in the building west of the Jupiter factory. Let's go to the attic.

Calibration tools - Pripyat, in the Old KBO building on the third floor.

Reward: access to all modifications from Azot, the achievement "Master of High Technologies".

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

Who to get the quest from: Bear (stalker in exoskeleton on Yanov)

Conditions for receiving: No

Description: Free the stalker named Mityai, who was taken hostage by the bandits.

Performance:

Hostage: free Mityai

The bear offers to gather a detachment of stalkers and rush to the bandits' base, and his ally Torba wants to pay the gopniks a ransom in the form of the "Goldfish" artifact. Which plan to choose is up to us.

Option 1). You need to clear the base of the bandits. The task is difficult, even with the support of a group of stalkers.

Option 2). We decide to give the "Goldfish". We go to the Container Dump. At the entrance we communicate with the guards, we pass to the leader. The bandit asks either to give the artifact (the cost is 6,000 rubles), or to pay 15,000 rubles. It will be cheaper to give the artifact. For this, the ringleader releases Mityai. Together with him we leave the base of the bandits.

Hostage: take Mityai out of the bandit camp

We pass through the labyrinth of containers. In one narrow lane we are stopped by an ordinary bandit. We paid only the leader, now the ordinary bandits also want to get something.

Option 2 a). If we agree with the bandit, he will take a certain percentage of our amount. The less money we have on hand, the cheaper the ransom will be.

Option 2 b). If we answer with rudeness, then for the first time the bandit will endure it, but will demand a larger percentage of the money. The second time he will start shooting at us, all the other bandits will also attack.

At the exit from the base, we can talk with the released Mitya and, together with him, be transported to Yanov. And you can leave it, and later come to Yanov on foot.

Reward: 5000 rubles, the artifact "Goldfish", 2 coordinates of the cache, friendship with the Bear and Bag. If everything was done peacefully, then we get the achievement "Diplomat".

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

Who to get the quest from: Vano (Georgian stalker at Yanov station)

Conditions for receiving: No

Description: Wano owes money to the bandits for the costume and can't pay it back because the interest is rising too fast. He asks to deal with this problem.

Performance:

Debts: take money to bandits

After the conversation, Vano gives us 5,000 rubles so that we transfer this debt to the bandits. You need to take a few thousand more of your money with you, or powerful weapons and armor.

We arrive at the base of the bandits. We speak with the guards, we pass to the leader Jack. The boss of the bandits demands not only 5,000 rubles, but also 2,000 more, as accrued interest.

Option 1). If we have a good weapon (intact assault rifle with a few upgrades) and armor (worth at least 25,000), we can threaten the bandit. Then 5000 will be enough.

Option 2). If there is nothing to scare the enemy, then you will have to fulfill his requirements. We pay 7000 rubles.

Option 3). If you don’t want to pay at all, and you think that you can shoot more than a dozen bandits, then you can answer “It will be cheaper to shoot you.” You can survive only with good equipment.

Reward: friendship with Vano (+ money saved).

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

Who to get the quest from: Uncle Yar (stalker in the corridor on Yanov)

Conditions for receiving: No

Description: It seems that Uncle Yar expected the appearance of mercenaries. It is necessary to destroy them.

Performance:

Kopachi: Destroy Mercenaries

Together with Uncle we move to the Kopachi zone. Zombified people walk around, but if you don't touch them, they won't attack. We go into the ruined house, we settle down on the roof. Yar starts shooting at the mercenaries coming down the mountain. We need to help him, and cover from the rear in time if the mercenaries manage to get closer.

Reward: 6000 rubles, the coordinates of the cache.

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

Who to get the quest from:

Conditions for receiving: No

Description: In Plavny, behind the cement plant, they saw a flock of swamp bloodsuckers. Local stalkers ask her to destroy.

Performance:

Hunt: Destroy a pack of swamp bloodsuckers

We go to the northern swamp near the Plavni anomaly. Three bloodsuckers live here. In order to better notice invisible enemies, we stand in the water, follow the splashes of water. Of the weapons, it is best to use a shotgun.

Reward: 3000 rubles, coordinates of three caches.

Hunting (2)
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: St. John's wort (stalker in the basement on Yanov)

Conditions for receiving: Swamp bloodsuckers destroyed

Description: A group of stalkers have discovered strange mutants in the tunnels north of the Jupiter plant. It is necessary to check this place and destroy the mutants.

Performance:

Hunt: Destroy unknown mutants

We go to the railway dead end. We enter the building to the left of the road, we pass several rooms. In a large dark hangar we find two burrers. They pick up nearby objects with telekinesis and throw them at us. Throwing grenades is dangerous, enemies can pick them up with telekinesis and throw them back at us. Also, with the help of telekinesis, they can snatch firearms from our hands, they will have to quickly pick them up from the floor. It is best to destroy burrers with a knife, run up close and beat to death.

Reward: 5000 rubles, coordinates of three caches.

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

Who to get the quest from: St. John's wort (stalker in the basement on Yanov)

Conditions for receiving: Completed previous 2 quests

Description: Chimera - nocturnal predator; where its daytime nest is located is unknown. It is necessary to kill her at night when she goes hunting to the ventilation complex.

Performance:

Night Hunt: Destroy the Chimera

To complete the task you need a good, powerful weapon and a large supply of ammunition. It is best to take an assault rifle with military ammo.

We arrive at the place, waiting for the onset of night. At midnight, a chimera will appear. She will run fast and jump high like crazy.

Reward: 10000, shotgun "Predator"

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

Who to get the quest from: Lieutenant Colonel Shulga (leader of Duty), Loki (leader of Freedom)

Conditions for receiving: Bring Morgan's PDA to Lieutenant Colonel Shulga or Loki (the PDA can be obtained by completing the "Deal" quest at the Zaton in Forestry)

Description: Help "Duty" to recapture the warehouse with weapons from "Freedom".

Performance:

With the detachment of "Debt" we go to the warehouse near the station "Yanov". Inside the building we kill the fighters of "Freedom". (If we give the CCP to the leader of Liberty, we will fight in this battle on the side of Liberty).

Reward: all items found in the warehouse, a good relationship with the selected grouping.

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

Who to get the quest from: Garik (stalker in the scientists' bunker)

Conditions for receiving: No

Description: Garik would like to complete the contract with scientists, but for this he needs the artifacts "Chunk of Meat" and "Gingerbread Man". You need to bring him these artifacts.

Performance:

Contract with scientists: bring Garik artifacts "Chunk of Meat" and "Gingerbread Man"

"Chunk of Meat" can be found in many Acid Anomalies.

"Gingerbread Man" can be found in the Sosnodub anomaly at the top of the web tree.

Reward: 6000 rubles, coordinates of two caches.

Variable psi-radiation
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Herman (scientist in the bunker)

Conditions for receiving: The presence of a helmet with Psi-resistance (can be found on the roof of the cement plant)

Description: Will join Poplar's squad to go to the tunnel with variable psi radiation. As agreed, in the process of searching for the sample needed by the scientist, the stalkers will guard the tunnel.

Performance:

We meet with Topol's group, together we enter the tunnel. Alone we pass into the premises of the tunnel. In the room with the anomaly, there is a cache under the container. At the end of the path we take the artifact "Changed Insulator".

(There may be a game glitch here. Do not leave the room until the psi-radiation icon is as red as possible, otherwise the controller will not appear).

After the roar of the controller, we exit through the doors back into the tunnel. You need to quickly shoot the controller before he starts to control other stalkers. After the victory, we return to the scientists, hand over the artifact.

Reward: 6000 rubles.

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

Who to get the quest from: Herman (scientist in the bunker)

Conditions for receiving: Completed the task "Variable Psi Radiation"

Description: Obtain scanners from Novikov to be placed in anomalies. Herman wants to collect statistics on the appearance of artifacts, so he will have to place the scanner right in the center of some anomalies.

Performance:

We go to Novikov, we take 3 scanners of anomalous activity from him. We walk around the map, put the scanners at the indicated points inside the anomalous zones.

After this task, we can always approach Novikov and find out in which anomaly what new artifacts appeared (in anomalies they are born again and again, they can be collected indefinitely).

Reward: 5000 rubles, information about the birth of artifacts.

Anomaly Research (2)
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Herman (scientist in the bunker)

Conditions for receiving: Completed the task "Investigation of anomalies"

Description: Help stalkers take measurements.

Performance:

Anomaly Research: Cover for Stalkers

A group of two stalkers must take measurements in two anomalies: Plavni and Ashes. Where to go in the first place - we choose ourselves.

Smooth. Here you will have to shoot back from flocks of wild boars and denser for a long time. All this happens on the shore of the swamp, where visibility is poor. It is better to take a quick-firing shotgun and more ammo with you. Nothing really threatens you, but stalkers can be easily killed. You need to constantly run around and distract all the enemies to yourself.

Ashes. Stalkers will scan the fiery anomaly in the north, and zombified enemies will attack from the Kopachi from the south. It is best to go on this mission with a sniper rifle.

Reward: 7000 rubles, detector "Veles", achievement "Researcher".

Abnormal Activity (Debt Story)
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Herman (scientist in the bunker)

Conditions for receiving:

Description: Scientists' scanners have registered anomalous activity north of the bunker. It is necessary to explore the area with a perfect detector.

Performance:

Abnormal activity: scan the area with an improved scanner

The goal of the task is located in the zone Cooling tower (industrial reservoir for cooling water). But if we just come to this zone, we will not see anything, we will only hear the radio message for help.

To complete this quest, we must have the best detector with us - "Svarog" (given only for completing scientists' quests). We arrive at the Cooling Tower, take out the Svarog detector, and find the Spatial Bubble anomaly. The corpses of several Duty fighters fly out of the bubble and fall onto the sloping surface of the cooling tower. We climb up, search the bodies, find a PDA at General Tkachenko, listen to the recording.

The history of "Debt": to transfer the CPC of the founder of "Debt" to interested parties

The found PDA can be given: 1) to the leader of Duty, 2) to the leader of Freedom, 3) to sell to Sych in Skladovsk. From the one to whom you give the CCP, the improvement of relations with one of the groups, and the subsequent receipt of the achievement, depends.

Reward: Grom-S14 weapons, cartridges, charges for an underbarrel grenade launcher, 4,000 rubles, the trust of the chosen group.

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

Who to get the quest from: Herman (scientist in the bunker)

Conditions for receiving: Completed previous scientific assignments

Description: Herman is interested in the latest developments of the Jupiter plant. It is necessary to find the documentation in the administrative building of the plant.

Performance:

Recent developments: find documents at the Jupiter plant

We go to the plant "Jupiter", we enter the northern administrative building. We rise to the fourth floor, in the first room on the left we take administrative documents. Nearby in the overturned table we find the "Bump" and cartridges for it.

When we take the documents, mercenaries will immediately attack us. We shoot enemies on the landing. We take the CCP from the leader of the mercenaries. We take the found document to the scientists in the bunker.

Reward: 7000 rubles, a set of medicines.

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

Who to get the quest from: Herman (scientist in the bunker)

Conditions for receiving: Completed the task "Recent Developments"

Description: The scientists' bunker was left unguarded. It is necessary to select a group of reliable people to protect them.

Performance:

Protecting scientists: find reliable people

Option 1). We agree on protection with the leader of the "Debt" on Yanov.

Option 2). We return to Zaton, we are looking for a detachment of stalkers led by Spartak.

Reward: 4000 rubles, a set of medicines.

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

Who to get the quest from: Ozersky (scientist in the bunker)

Conditions for receiving: No

Description: Ozersky, a scientist from the bunker, asked to try to find the legendary Oasis. According to rumors, there should be a reservoir with healing water. However, no one knows for sure whether this place really exists.

Performance:

Oasis: check the veracity of the legend

Where the oasis is located is not indicated on the game map. You'll have to search on your own. We follow the railroad to the south. Before the southern railway dead end, turn left into a small building, go down to the underground room. We shoot back from several jerboas. We go east through the pipes towards the Ventilation Complex.

We enter a hall with many columns. If we go through the hall, then along the corridor we will return here again. This is an anomaly-teleport that will constantly return us to the beginning.

We examine the room, we see that there are four rows of columns. To go further, you need to pass only between certain columns. First, we pass several times just at random. After that, a small glow in the air will appear in some openings. The glow tells you which specific arches to go through. The glow will appear in the first, third and fourth row of columns. In the second row, you will need to guess the correct path yourself. We just run through the luminous openings and in turn through all the openings of the second row. So let's get out of the vicious circle.

In the next room we fall into a large cistern (it can be seen on the global map in the form of a smiling smiley), this is where the oasis is located. We take the artifact "Heart of the Oasis" from the tree. We take the artifact to scientists. Artifact can be returned or kept.

Reward: 7000 rubles or the artifact "Heart of the Oasis". (It's better to keep the artifact for yourself. 7000 can be earned anywhere else, and you won't find such a useful artifact anywhere else).

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

Who to get the quest from: Ozersky (scientist in the bunker)

Conditions for receiving:

Description: Ozersky has another interesting hypothesis.

Performance:

Hypothesis: install the scanner in the center of the collapse

We install the scanner in the designated place. We will be attacked by snorks. There will be about ten of them, but they will come out gradually. You will have to defend right in the center of the anomaly, so it is better to endure the blows of enemies than to dodge them and fall into dangerous traps. After the end of the analysis, we take away the scanner, we return to the scientists.

Reward: 3000 rubles.

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

Who to get the quest from: Ozersky (scientist in the bunker)

Conditions for receiving: Completed previous science assignments

Description: You need to explore the anomalous zone and bring a sample of mutated vegetation.

Performance:

Anomalous Plant: Obtain a Vegetation Sample

We go to the area in the southeast of the bunker of scientists. There are many dangerous acid anomalies here, so we move carefully to the top of the hill. You can buy pills from scientists that temporarily increase acid resistance, then the task will be noticeably simplified. Take the Flower in the center of the anomaly. (Achievement "Pioneer"). We return to the scientists, give the flower, get a reward.

Reward: 3000 rubles, costume for Sokolov.

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

Who to get the quest from: Tramp (southwest of the location, south of the bridge)

Conditions for receiving: No

Description: A detachment of "monoliths", formerly fanatical fighters, got out of obsessive suggestion. Now these people are looking for shelter from emissions and monsters. It is necessary to agree with the inhabitants of the station "Yanov" so that the "monoliths" can hide there.

Performance:

Survivor "Monolith": talk to the inhabitants of the "Yanov" about shelter

In the southwestern part of the location we find a detachment of Monoliths. These people came out from under the zombie radiation of the monolith and now they do not pose a threat. We speak with their leader - the Tramp. The detachment wants to settle the detachment on Yanov, and for this you need to get permission from "Debt" or "Freedom".

We return to Yanov. We tell about the Monoliths to one of the leaders: 1) the leader of "Debt", 2) the leader of "Freedom". The leader will agree to accept the detachment only if he trusts us (to do this, you must complete the task "Anomalous Activity" and "History of Duty"). The improvement of relations with one of the groups, and the subsequent receipt of the achievement, depends on the one to whom you tell about the Monoliths.

Survivor "Monolith": take a detachment of recruiters to the detachment of "monoliths"

We take a small detachment of the selected group, with them we go to the Monolith detachment. Monoliths take the oath and go to the stalkers at the base.

Reward:“Duty” suit PS5-M “Universal Protection” or “Freedom” suit.

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

Who to get the quest from: drone (northwest of the Jupiter location, north of the Ashes anomaly)

Conditions for receiving: No

Description: -.

Performance:

We find the surviving memory module and carry its equipment - Azot to the Yanov station, or Novikov to the scientists' bunker. Azot will unlock the module in 3 hours and will charge 1,000 rubles for it with a discount, and without it - 3,000 rubles. Novikov, on the other hand, will do it faster - in just an hour, but he will already charge 2,000 rubles for it.

(If you give the module to Azot, after that all the caches will be robbed by the bandit Senka, only notes will remain. But near the last cache we will find the dead Senka with all the loot).

The coordinates of three radio beacons in the vicinity of "Jupiter" were preserved in the module's memory, all of them are caches of the Strelka group.

Reward: information for the "Keeper of Secrets" achievement.

Locations of all three Strelka caches:

1) Cement plant in the northeast. To the north of the plant near the swamp we find the entrance to the tunnel, we go inside, we find a cache in a box. Inside, among other things, there is a document "Note from the Arrow to the Ghost."

2) Quarry south of Yanov. To get to the upper floors of the giant excavator, we climb a tree on top of a cliff, jump over from it. In the cockpit we find a cache in the form of a backpack. Inside the document is "Note to the Arrow".

3) Plant "Jupiter". In the courtyard of the plant we find a small building with tanks. We go down into the recess below them, on the wall in the pipe we find a cache. Inside the document is "Note to Arrow Fang".

We pass the notes found in the caches to Strelka before the last mission.

Reward: achievement "Keeper of Secrets", three first-aid kits, Flame artifact, Firefly artifact.

Pripyat. Additional missions

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

Who to get the quest from: Garik (one of the military in the Laundry)

Conditions for receiving: No

Description: We must wait for the appearance of the customer's people and eliminate their leader. Without it, the mercenaries will not be able to detect the laboratory.

Performance:

When you arrive at the territory of the Laundry, Garik will turn to you and inform you that he barely took his feet from the mercenaries who talked about meeting with the customer on the territory of the hostel.

We approach Kovalsky, we talk about the planned meeting, he suggests either removing the performers, or removing the customer and performers (it is better to kill everyone).

We go to the courtyard of the hostel. The military give us the SVD. We wait a few minutes for the targets to appear. Mercenaries will appear first, then customers. We need to destroy a couple of people who will talk near the main entrance. The rest of the mercenaries themselves will scatter after the shots. After the shootout, we search the dead, we find a red key card.

Reward: key card from X8 (facilitates the passage of the X8 laboratory).

RP-74 Zulu
S.T.A.L.K.E.R.: Call of Pripyat. Walkthrough

Who to get the quest from: Zulu (guide to Pripyat)

Conditions for receiving: Zulu survived the overpass

Description: Help a Zulu fight off a pack of snorks.

Performance:

The Zulu will leave the detachment at the moment when the first meeting with the military takes place in Pripyat. After some time, we receive a signal for help from the Zulus. He fights off a pack of snorks in the yard near the school. (If we do not have time to help, then he will die). Destroy the Snorks, save the Zulu.

The Zulu will come to the Laundry at the military base. We talk with him there, we get his nominal machine gun as a reward. After that, the Zulu will return to Yanov.

Reward: machine gun RP-74 Zulu.

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Plot: 1. Zaton, 2. Jupiter Plant, 3. Pripyat.
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COMPLETE PASSAGE OF THE CALL OF PRIPYAT:

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

Z aton: story missions

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

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

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

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

Initially, in order to reinforce your financial situation, it makes sense to take quests like the Disappearance of stalkers, an inaccessible cache and a collision.

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

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

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

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

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

Skat-5

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

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

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

Skat-2

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

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

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

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

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

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

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

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

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

Point "B2"

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

This completes the story missions at the Zaton location. The next stop is Jupiter, where Pilot can escort you.

Z aton: secondary tasks

Disappearance of stalkers

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

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

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

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

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

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

Disappearance of stalkers (continued)

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

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

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

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

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

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

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

Reputation

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

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

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

Theft

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

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

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

As a result, you have three options:

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

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

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

supplies

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

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

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

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

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

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

Hitting

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

During the mission, you will have three choices:

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

2) Help the Sultan and kill the stalkers.

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

Mercenary Camp

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

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

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

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

strange phenomenon

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

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

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

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

Deal

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

Tools

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

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

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

Three comrades

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

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

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

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

Tempting Business

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

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

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

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

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

Dark dealings

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

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

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

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

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

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

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

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

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

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

Yu peter: story missions

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

Point "B205"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Pripyat-1

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

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

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

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

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

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

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

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

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

"Pripyat-1": Overpass

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

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

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

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

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

Yu peter: secondary tasks

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

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

Tools

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

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

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

Hostage

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

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

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

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

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

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

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

debts

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

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

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

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

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

Hunting

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

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

Hunt #2

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

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

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

Night Hunt

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

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

Warehouse "Debt"

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

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

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

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

Variable psi-radiation

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

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

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

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

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

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

anomalous activity

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

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

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

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

Latest developments

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

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

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

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

Oasis

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

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

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

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

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

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

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

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

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

Survivor "Monolith"

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

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

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

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

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

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

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

P ripat: story missions

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

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

Unknown weapon

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

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

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

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

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

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

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

Unknown Weapon: Unraveling

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

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

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

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

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

The missing sentry

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

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

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

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

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

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

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

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

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

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

Unknown

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

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

Run back to the base and wait.

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

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

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

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

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

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

N o t: secondary tasks

one shot

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

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

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

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

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


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Unlike previous games, S.T.A.L.K.E.R. Call of Pripyat almost every quest can be completed in several ways. The further outcome of the plot, as well as the set of the following quests and achievements, depends on the choice of the side and the method of solving the task. From the very beginning of the game on Skadovsk, the Hitting quest is available, which is issued by the Sultan. It can be done in three ways. The location of Degtyarev to one of the groups in the next task Deal depends on the choice of the side of the conflict. These quests can be completed on the side of stalkers, bandits or merchants. In any case, to facilitate the passage, it is better to order a powerful melee weapon from Nimble, such as the Carabiner, Frazier or Breaker.

1. STALKERS. After the Sultan offers to intercept the cargo ship Shevchenko from the stalkers, you need to contact Beard. He will warn Spartak that an attack is being prepared on them and will offer Degtyarev to follow the bandits and help the stalkers on the spot. After successfully repulsing the attack, Spartak will give out a set of first-aid kits and a tip on the cache. If you talk to Beard, he will say that the bandits are planning a deal near the forestry. He will offer to follow the bandits and prevent them along with other stalkers. In the forestry, the bandits order weapons from the debtor Morgan. You need to kill everyone and take them from the CCP merchant. The total reward for the Deal will be 6,000 rubles and a tip on the cache. If Degtyarev gave preference to stalkers, then he can get the achievement Your Boyfriend, and Spartak's detachment can be hired to guard the scientists' bunker.

2. BANDITS. If you agree to the conditions of the Sultan and capture Shevchenko along with the bandits, then the leader will give from 1600 to 3000 rubles, depending on the losses among the bandits, and a tip on the hiding place. The Sultan will again offer to work and escort the gang to a deal with the merchant Morgan. This time the stalkers will be enemies and you need to deal with them and the debtor. Degtyarev will receive Morgan's PDA, 5000 rubles and a tip on the cache from the bandits. In this case, you can get the achievement Prestige.

3. MERCHANTS. If you ignore the request of the Sultan and wait for the bandits to leave for the cargo ship, or go to Shevchenko with the bandits and immediately return to Skadovsk, then by morning the task will be canceled. Owl will notice that Degtyarev does not give preference to either stalkers or bandits and will offer to guard Morgan near the forestry. In the Deal quest, you have to protect the merchant from bandits and stalkers, for which Morgan will give 6,000 rubles, and his PDA can be obtained later in the vicinity of Jupiter. When choosing the side of the merchants, Degtyarev will receive the minimum reward for the Deal and will not receive anything for the Rush. The passage of the last task will become much more difficult, but it will be possible to meet the mercenary Grif, the most difficult to find character in S.T.A.L.K.E.R. Call of Pripyat.

Video Completing quests Hit and Deal on the side of stalkers and bandits | S.T.A.L.K.E.R. Call of Pripyat Canal Dimaster