Monsters in the stalker call of pripyat. Walkthrough STALKER: Call of Pripyat - Zaton, Jupiter, Pripyat and additional tasks

  • Date: 08.03.2020

Build author: 3vtiger, 3fallout3 (working with smart points)
Model authors: Gresnik13rs, 3fallout3, 3vtiger, ed_rez, Samber13, One_ShoT, Domestos (texture of the flesh) and others.

This pack contains some old developments on mutants, mainly for those who are generally far from independently adapting each model into the game. This pack will solve this problem for them.

Information:

  • The models were revised in MilkShape and, if necessary, smoothed.
  • Full reconfiguration in KFOR.
  • On top of the PYS mutants were added: Tark (own config), two mutants on the Deathclaw skeleton (Snakehead and Basilisk), the Librarian and five models of civilian zombies.
  • The textures were also revised, all without exception, sorted into folders, some were corrected, and unnecessary alpha channels were also removed.
  • Bumps have been added to all textures except for eyes, mouth and others.
  • Configs have been overhauled and a variety of visuals added for PYS mutants where their default config allowed it.
  • Tweaked the configs of the added mutants so that they can be defeated with the starting weapon. However, they are still very dangerous enemies, especially up close.
  • The cat and kink configs are also connected, but their models are missing. Made for those who want to add them themselves. I draw your attention to the fact that the configs will need to be edited, namely the lethality and damage thereof.
  • The relations of mutants to each other are edited by yourself, of course, new mutants have been added to the “game_relations.ltx” file.
  • Fixed old and created new squads.
  • New mutants have also been added to spawn in three open locations. Smarts have been fixed in such a way that the spawn logic has not changed. New mutants spawn randomly along with all the available PYS mutants, so there is a chance that you won't see the added mutants right away.
  • All new mutants and created squads are registered in the "Lord of the Zone" - you can see them in the game at any time.
  • Added sounds for the Librarian, Deathclaw, Yao Guy, Tark and Zombie. Checked for settings in sound files (comments).
  • The work on the pack is completed and no additions to it will be made. All manipulations for replacing mutant models or adding them are at your discretion.

Additional screenshots - .

Screen slideshow:

Bugs:

  • Since some models have more polygons than standard models and 2K textures, friezes are observed in certain places, especially when any scripted events occur and a large number of mobs are concentrated along the visibility radius. At this point, FPS may sag on weak machines.
  • For the test, the plot was completed before Cardan lost consciousness due to gauss - no crashes were found. When moving from locations, everything is also smooth. In the process of passing the story, the necessary edits of configs and spawn control were carried out.

Compatibility:

Compatibility with other mods has not been tested. Theoretically: weapon modifications, non-spawn mods and mutant configs can be combined without adaptation.

Representing almost entirely its fauna. Present in all parts of S.T.A.L.K.E.R. and are an integral part of the game universe.

Origin Classification

Mutants can be divided into two groups: those that appeared as a result of secret scientific experiments and mutated animals that lived in these territories before the appearance of the Zone. However, the belonging of certain mutants to a particular group is sometimes difficult to determine, so it is possible to distinguish a third group - mutants of unknown origin. It should also be noted that by the standards of the fauna of the rest of the world, the fauna of the Zone is scarce.

Mutated Animals

It is obvious that the Zone has killed most of the animal species on its territory, but some have been able to adapt to it, having characteristically evolved in a matter of years.

Of domestic animals, dogs and pigs survived. If for the first mutations were insignificant, then the pigs have changed beyond recognition. Both species turned out to be equally aggressive towards humans, but at the same time, in some situations, cowardice is inherent in them.

  • The type of dogs in the Zone got a name - blind dogs.
  • Pigs are flesh.

The surviving representatives of the wild fauna are: wolves, wild boars and jerboas.

The aggressiveness of the mutated wolves increased many times over, outwardly they began to look more like dogs, for which they received the name Pseudo-dog. Also, Chernobyl wolves have a subspecies - Psi-dog.

Boars have not undergone practically any changes, with the exception of a slightly increased size and second pairs of fangs and ears.

After adaptation to the conditions of the Zone, the size of jerboas more than doubled. Jerboas have become aggressive and carnivorous.

Of the wild fauna, the only birds of the Zone should be noted - the raven. Probably, this species of birds has not undergone any changes during the mutation of other animals. Ravens are not aggressive - this is the main difference from other living creatures inhabiting the Zone.

Appeared during the experiments

Before the appearance of the Zone, there was a network of secret scientific laboratories in the Chernobyl area. Among other things, they carried out genetic experiments, during which a number of new creatures were obtained,

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 stalkers 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

In 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 Plant. Go to the specified location and collect the necessary information about the location of the hidden path.

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

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

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

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

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

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

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

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

Pripyat-1

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

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

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

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

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

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

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

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

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

"Pripyat-1": Overpass

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

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

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

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

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

Yu peter: secondary tasks

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

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

Tools

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

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

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

Hostage

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

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

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

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

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

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

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

debts

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

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

In addition, you can intimidate 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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Detailed description:

The domestic pigs that found themselves in the Zone, like many other living organisms, underwent a strong mutation. Since the genes that control metabolic processes were affected, the phenotype of the animal changed dramatically. The mutated pig, which stalkers call "flesh" is one of the most obvious examples of the Zone's abuse of nature. These creatures developed a scaly-bone protective cover, the body's ability to regenerate significantly increased, and the nervous system became more complex. Like an ordinary pig, the "flesh" is omnivorous, therefore, being hungry, it may well attack a stalker.

Evolution

The pigs also underwent mutations, as did all other organisms in the Zone.
The new ecological situation is characterized by increased activity of new environmental factors, including numerous mutagenic factors.
Acting in a complex, physical, chemical, biological, and abnormal mutagenic factors lead to new types of mutations that affect all levels of organization of the hereditary material of organisms - DNA. Activity in different parts of the zone
Some factors vary, as a result we can observe a great variety
manifestations of the mutation process. One of the clearest examples is the “flesh” mutated domestic pig (Sus Domestica, hereinafter simply SD).
to say that the genetic information of a given organism was subject to significant
the influence of mutagens. Genes that control basic life processes have been affected and
metabolic pathways, from which the phenotype of the animal has changed greatly. existence itself
this mutant is a great miracle, since most mutations are fatal.
Here we can observe a whole ensemble of mutations that are not only not harmful,
on the contrary, they seem to be positive or neutral. But despite significant phenotypic
changes can still be judged on the affinity between the mutant and the progenitor.

Cover

Compacted and characterized by the presence of several additional layers
modified epidermis. On transverse microsections, an additional layer of cells is well distinguished. Strong thickening of the shiny layer and keratinizing, indicates an increased reproductive potential of epitheliocytes. Also on micrographs, undifferentiated epitheliocytes are clearly visible. This may explain the regenerative capabilities of the skin of these mutants. I would especially like to note that the structure of keratin - the main building protein - has noticeably changed - its mechanical parameters have increased. In the superficial layers, inclusions of bone tissue are clearly visible - a kind of plates. Their function is more protective.
The tissues on the limbs have also changed: gradually, the relatively soft tissue of the hooves is replaced by bone tissue. The cloven hoof is now represented by a single long bony growth that the mutant can use to attack.

Movement

New environmental conditions significantly affected the development of bone tissue in DM.
In connection with the change in the nature of movement and the way to finish off food, one can observe the correspondence of the structure and functions both in the skeleton and throughout the body. The bones have become thick and heavy, the bone marrow content has increased due to the constant regeneration of radiation-damaged cells - active red bone marrow is the most powerful source of blood stem cells. The structure of the skeleton also began to correspond to the new conditions of movement and hunting. However, the body weight is large enough for fast and long movement, so the “flesh” is often forced to rest. Muscle tissue, as one of the most resistant to mutagenic effects of radiation, has changed little. Perhaps the only thing that can be noted is an increased number of calcium channels on myocyte membranes, apparently this is associated with a more active way of life that requires frequent and high powerful loads on the muscles Ca2+ ions are known to be responsible for muscle contractions.
The skull of the animal has changed in the most interesting way. Immediately catches the eye
a sharply changed ratio of the brain and facial sections. The brain section has increased in size relative to the front part, which is typical for more highly developed forms of life.
Also, the shape, number, and arrangement of the teeth now bear more resemblance to primates than artiodactyls. The evolutionary significance of these changes still remains a mystery, since the structure of the oral apparatus and the nature of nutrition do not correspond to the obviously predatory lifestyle of the “flesh”.

Food

No visible changes in the anatomy of the digestive system were found. Although no
the stomach has become more plastic, as irregular nutrition and rare cases of prey have adapted the “flesh” stomach to irregular and often strong stretching - as a relatively weak creature in the zone, when eating prey, the “flesh” tries to get satiated faster until the smell
more terrible predators arrived (I have no idea what else besides bloodsuckers: o))
As in DM, the gastrointestinal tract (GIT) of the “flesh” has retained all the main sections:
preoral cavity, sweat cavity, pharynx, esophagus, stomach, small intestine,
large intestine, ass!: o) The mouth apparatus is typical for a ruminant - absent
"predatory" teeth, fangs are underdeveloped (or rather developed like in ruminants).
Regarding physiology, it should be noted that with a change in the nature of nutrition,
And some features in digestion. In connection with the transition to food of animal origin, P.'s enzyme systems have become more versatile. The internal environment of the gastrointestinal tract
became aggressive, the level of acidity in the stomach increased. Also developed a powerful detoxification apparatus in the liver - as an adaptive mechanism for the frequent use of carrion as food. The hidden genetic resources of P allow it to produce new enzymes for the breakdown of cadaverine and putrescine - cadaveric poisons (products of protein decomposition).

Nervous system

Anatomically, the nervous system has not changed much, but its physiology has acquired a somewhat different appearance from the previous one. In anatomical terms, a slight increase in the subcortical nuclei of the gray matter of the cerebral hemispheres can be noted. Now the relative volume of the brain has become larger, and the anatomical structure is more perfect, that is, phylogenetically closer to relatively more evolutionarily advanced species. But the main changes can be noted at the cellular level: the shape of neurons has changed little, but the number of nerve processes of dendrites has increased (and most importantly (!) There are two axons - there is always one axon !!! ) It is logical to assume that such changes contribute to an increase in the "conductivity" of the nervous system. On the encephalograms of experimental specimens of the "flesh", there are signs of increased activity in the frontal lobes of the brain, in the centers responsible for thinking and communication (Speech centers are located in the frontal lobe of the brain, and since thinking also occurs verbally, the frontal lobe is also responsible for it).
It can be assumed that the “intellectual” level of animals has also changed, as far as we can talk about intelligence in domestic pigs: o) Several new reflexes have arisen, which affected the behavior of these animals. The rate of production of conditioned reflexes has also increased, which means a high “adaptation” of the nervous system to new environmental conditions, and the ability to learn. Behavioral reactions became much more diverse, which changed the ethological structure of the "flesh" population in the zone.
There is also increased brain activity in the centers of vision and hearing. Like all wild animals in the "flesh" they are also actively working.
It is interesting that …………… (later I will clarify) - the structure responsible for synchronizing the movements of the eyeballs is absent in the "flesh". The "flesh" can now rotate its eyes independently, like a chameleon. Or rather, one eye. The second eye gradually decreases in size, and at first glance it is reduced, but in fact this phenomenon is called "morpho-functional regression" - the body achieves biological progress through simplification (reduction or complete atrophy for example) of the structure. A typical example is the liver fluke (flatworm ), almost the weight of the volume of the body is occupied by the genitals, and he does not need the digestive system, it is reduced. Biological progress is ensured by the rapid rate of reproduction. So let's get back to the "flesh". She has one eye deformed. In fact, he is in the process of transformation. There is a simplification of the structure, gradually, along the edges of the retina, structural and functional units of the facets of a frequent eye appear, which we can observe in insects. The significance of this "acquisition" is great:
such (faceted) eyes capture polarized light. This means that the animal does not need to see the sun in order to orient itself in space. This navigation mechanism can still be
watch bees - they can always find their way home even in cloudy or foggy conditions. Since one of the habitats of the "flesh" is fog, this new type of eye allows it to use its advantage for orientation. The other eye is no less interesting there that now rotates independently, which allows you to survey the surroundings and simultaneously move in a given direction.

Opening

The circumstances of the case. From the protocol of examination of the corpse, compiled on 23.04.96. senior researcher... surname illegible knows the following: “R *** V.V. On 08/14/1960 the creature's corpse was in the zone for quite a long time before its discovery... The corpse lies on its left side, the right forelimb is stretched forward, the left one is on the ground, the right hind limb is bent at the knee joint. No visible signs of violent death were found on the corpse.” From the anatomical map issued by the Research Institute (No. not specified) in the name of Rodin VV, it is known... ...no other information was received by the time the corpse was examined.
External examination .... (there is no other clothing on the corpse: o) The corpse (individual) of the male, correct
(as for a pig) physique, moderate nutrition, body length 187cm. The skin outside the cadaveric spots is grayish-brown, cold to the touch. Cadaveric spots on the muzzle, neck, abdomen, inner thighs, on the shins are island-shaped blue-violet, on the back the cadaveric spots are more diffuse. In the iliac region, spots of a dirty green color are determined. When pressed with a finger, cadaveric spots do not turn pale. Muscle rigor is almost completely absent in all muscle groups. The head is ..... shaped, the hairline is dark brown in color, the length of the bristles in the withers area is up to 10cm. The eyeballs are elastic, there is a slight exophthalmos, the pupils are 0.5 cm. The cartilage and bones of the snout are intact to the touch. The openings of the nose and ears are free, clean. The mouth is closed. The mucous membrane of the vestibule of the mouth is cyanotic, shiny. The tongue protrudes beyond the line of the teeth. The visible teeth of the upper jaw are natural and intact. On the lower jaw, the first two teeth on the left are missing, the holes are overgrown. A yellow-brown mucous liquid is secreted from the mouth. There are no lesions on the skin of the neck. The chest is cylindrical, the abdomen is above the level of the costal arches. The external genital organs are formed correctly, according to the male type, there is no discharge from the urethra, brown parchment spots on the anterior surface of the scrotum. The opening of the anus is stained with feces. The bones of the limbs are intact to the touch. Injuries: an oval abrasion 0.3x0.4 cm in size is noted above the handle of the sternum, the crust above it is dry, protrudes above the level of the skin. No other damage was found.