Secret object: "Jupiter Plant" on the outskirts of Pripyat (40 photos). Secret object: "Jupiter Plant" on the outskirts of Pripyat (40 photos) Jupiter: story missions

FULL WALKTHROUGH OF THE CALL OF PRIPYAT:

In STALKER: Call of Pripyat main character differs from the protagonists of previous parts, as he is an employee of the Security Service of Ukraine. In order to find the crash sites of five Ukrainian army helicopters, 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 that a map called Zaton has been dropped in the northeast.

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 follow 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 become aware of the location of Skadovsk, a local bar set up in a broken barge.

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

Initially, in order to bolster your financial situation, it makes sense to take on quests like Disappearance of Stalkers, Inaccessible Cache and Hit.

To find out about the latest rumors, buy food or sell unnecessary items, contact the bartender, nicknamed Beard. It is better to throw more valuable equipment to Sych, who 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 the Bear Detector from him, as it will make it easier for you to find artifacts. Finally, broken equipment can be restored by the mechanic Cardan, who sits not far from Sych.

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

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

After some time, the Release will begin, about which you will be immediately warned by radio. Whatever business is holding you back now, 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 swamps of acid, behind which lies the first of the helicopters you need. Without special equipment, don’t even think about getting into the quagmire - it’s better to just go around it.

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

Advice. Look in the area 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 clot 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. Having reached 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 fighting 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 you should avoid. There will also definitely be an artifact among them. After finishing the battle, get to the helicopter and examine it. Degtyarev will discover the card, after which you will receive a new task - to sell the card.

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).

Stalkers will tell you that this particular pinwheel has fallen onto a plateau that cannot be reached blindly. There is a secret path that only one person can lead you along - Noah.

Stalker Noah 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 agreeing on an escort, go to the plateau, and then, together with your guide, to the Burnt Farm anomaly. Noah will run along a special path between the anomalies and jump into the portal - repeat his actions exactly, without leaving the distance.

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

You'll eventually end up on the Southern Plateau and can explore the machine. There will be no corpses inside, so you will have to inspect the likely evacuation points.

Point "B2"

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

On this story missions at the Zaton location they end. The next stop is Jupiter, where the Pilot can accompany you.

Z aton: secondary tasks

Disappearance of stalkers

In the Skadovsk bar, talk to Capercaillie to receive this task. The man will ask you to find a missing comrade who was trying to stir up a nest of bloodsuckers. According to Capercaillie, it is these creatures that are to blame for the recent disappearances.

Get to the Sosnodub anomaly, where you will find the corpse of a bloodsucker. After this, the Capercaillie will contact you and ask you to follow him to the north. Near 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 it on equal terms. The battle with the bloodsucker will cause you a lot of trouble, since this creature often goes invisible.

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

Use stealth movement, otherwise you will wake them up, and then trouble will follow. In another room, go higher, then jump into the hole and overcome the tunnel. The capercaillie failed to find his comrade, and at this stage the task is interrupted.

Disappearance of stalkers (continued)

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

At the place in Skadovsk you will not find Capercaillie - Beard will tell you that he has gone to the port. In the south, near the cranes, you will come across a small building, inside which will be the body of both the Capercaillie and his comrade Danila.

Here you will also find a killer - doctor Tremor, who suffers from a kind of vampirism. He will repent of what he has done and kill himself. All you have to do is return to Beard and receive your reward.

Talk to the stalker nicknamed Koryaga, who lives in the Skadovsk bar. He will ask you to find the box he left in Zaporozhets 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 located. Inside the latter you will find the required container, but you won’t be able to get back out the usual way.

Go through the cave, where you will have to fight new snorks and avoid the anomaly. The exact path is this: go left from the car, 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 left, right and out. Return to your employer and receive your 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 an assignment only after you have purchased the weapon.

According to your assignment, you need to make a certain Snag shut up. Together with the new gun, show up in front of Koryaga, who will immediately say that this weapon is his.

Now return to Shustrom and tell him 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 Yanov station, which is located in the next location.

Theft

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

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

Now visit Polustanok, which is in the north. Here you will find some bandit and a defeated Snag. Talk to the first one to maintain neutrality, or kill him. The snag won't just tell 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) Cure Koryaga, for which he will voluntarily give you all the stolen goods.

3) Kill Koryaga and find out about the coordinates of the cache from his PDA.

Supplies

Find the mercenary nicknamed Tesak in the town of Tsekh substation. To complete the quest, you will have to distribute food to mercenaries in other workshops. Provisions must be obtained manually.

After exploring the crash site of Skat-2, Degtyarev will find maps. The protagonist will want to sell them, so you have to talk with 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 you will have to buy the information from Sych for two thousand. Then you can pick up the cylinders that are located on the Preobrazhensky Bridge.

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

Once you have obtained the substance, visit the bloodsuckers' nest again. On the way to the lair, get to the panel on the outside of the building and use the cylinders on it. After this, you have to defeat two mutants. Eventually the nest will be destroyed.

Hitting

The quest is given out 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 task you will have three decisions:

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

2) Help the Sultan and kill the stalkers.

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

Mercenary camp

Sych is interested in the plans for organizing mercenaries, and therefore he will pay for any information that you can provide him.

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

If you can't defeat them in open combat, you can come from behind using stealth. 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

Beard will tell you about a strange anomaly that 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 helm 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 a gopnik and be left with nothing, since he will not give you any reward. If you follow him, you will not 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 task 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 it.

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

Thin instruments lie in a place in the Substation Workshop, namely, near the box where the mercenaries are talking. The 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 his ex in every sense, since both comrades died. You will find the corpse of the first one near the town of Burnt Village, below and to the left.

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

The body of the second one 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 Sultan’s orders, will invite you to take a share in one ambitious enterprise. Your contribution is three Veles detectors, which need to be found and brought to researcher Novikov.

You will be given the first detector of this brand for completing the “Lair of Bloodsuckers” task. The second and third are sold by Sych, but they can also be simply found on the corpses of especially tough enemies.

Having received the gift, the scientist will improve all the devices, after which they will be called “Svarog”. You must wait 24 hours, during which the couriers will deliver the goods to Sych.

Next, you must talk with Owl, who does not have the means to pay, since Beard refuses to pay his share, despite the agreement. Now talk to the bartender himself, who will send you to hell, but will give you one detector.

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

Dark Deeds

After completing the task Tempting Business and taking the side of Owl, talk with the Sultan. The bandit will decide to teach the bartender a lesson, but to do 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 invite you to gain the trust of the bartender, since he only gives out detectors to trusted people. You will have to complete the quest Search for an Artifact.

During this mission, many of Beard's workers will go after the treasure, 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 start receiving interest. Ten thousand will be given to you immediately, and then you will receive eight hundred per day.

A certain guy nicknamed Soroka abandoned Gonta’s squad, bringing her into the clutches of the chimera. The guys almost died, and now they demand retribution.

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

Visit the town of Quarry, where the wounded Sliver is located. The guy will talk about betrayal and give up the ghost. As a result, 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 (Duty and Freedom), as well as Gonta.

Gonta will invite 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 town of Izumrudnoye.

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 wounded, will be difficult, so be prepared.

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 the characteristic nickname Cass, as well as representatives of the two main factions - Freedom and Debt. Finally, on the lowest floor you will find a document on mutants and your own cache for things.

Point "B205"

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 will have to fight with the dead, armed firearms. After the battle, examine the house where you can find information from Sokolov. From his documents it will be clear that he visited this place and then headed to the explorers' base.

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

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

Go to the explorers' 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. As you approach, 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 them.

Explore the turntable and take the box with information about the crew. It's time to leave, but at this moment a horde of boars will attack you. Some of the wave will kill itself on the minefield, but you will have to deal with the rest personally.

Visit a mechanic named Azoth at the main base of the location and give him the black box to decipher. You'll have to wait three hours and also pay three thousand. From the data received, you will learn that the military decided to land at point “B28”, which is located far in Pripyat.

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

In the corner of Jupiter on the lower right you will find the required area, which can only be accessed through the main gate. Inside you will be attacked by a small pack of dogs, 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 “Latest Developments”. The “Otboynik” cannon is also located here. When you pick up the documents, you will be attacked by mercenaries.

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

The other 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 Strelok’s cache (one of the additional quests).

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

Then leave the room along the second floor to get into the hangar with the crashed Skat-4 helicopter. Inspect the car. Behind the iron barrier you will find a control room, from where flashing red lights are visible. Here is another document.

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

Pripyat-1

Hand over all the information found at the plant to mechanic Azot. He will go with you, since you will not be able to deal with the electrical wiring on your own. To protect Azoth, you will need a larger group, as well as special equipment.

First of all, buy yourself SEVA equipment, which costs twenty-five thousand. Next, go in search of a team, with which Zulu will help you (you will find him not far from Yanov).

During the negotiations, the good-natured stalker will give you a drink, after which you will pass out. The next morning 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, since ordinary artifact seekers will not be suitable here. By the way, you can limit yourself to one fighter, but then you will not receive achievements and HP bonuses during the task.

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

Talk to Ozersky, who, if you complete a number of tasks for him, will give the necessary equipment for Sokolov.

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

Vagabond 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 a shelter for his “awakened” team.

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

"Pripyat-1": Overpass

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

At the beginning of the tunnel, examine the machines 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 using the detector, and then go 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. All you have to do is deal with small group mutants, after which you can leave the dungeon.

Yu Peter: secondary tasks

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

You will have to use the water tower ladder to get to the roof and get behind the walls. All necessary materials you will find on each of the four floors.

Tools

Nitrogen requires tools in three copies that are already familiar to you. Find them to complete this task.

You will find crude instruments in the middle of Jupiter, specifically: on railway in a train carriage where an electrical anomaly flies.

Thin instruments are located near the town of 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 Old KBO.

Hostage

Stalker Mityai ended up in the hands of the Gopniks, and now they are threatening to kill him. To help out a friend, you need to either assemble a raid or pay a ransom.

The first option is proposed by 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 give the bandits the “Goldfish” artifact in exchange for Mitya. If you choose this option, you won't get away with just one gift. If you don’t have the artifact, you can pay fifteen thousand straight into the hands of the lads.

When Mitya is released, you will first have to take him outside from the enemy’s lair. You only paid their leader, so along the way you will be searched by his henchmen.

One of the bandits will ask for a certain percentage of your amount, respectively, than more money ends up in your hands, the more you will have to give.

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 will 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 only give you 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 to wear equipment good quality: the price of the armor should not be lower than twenty-five thousand, but the gun should be completely repaired and upgraded a couple of times. Only in this case will the gopniks 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 undead.

The zombies will not touch you if you secretly get to the house, as your partner will advise you to do. After this, mercenaries will suddenly descend on the point and they will have to be dealt with. In this case, you will need a sniper rifle.

Hunting

A mutant doc nicknamed St. John's Wort will ask you to eliminate the threat in the form of bloodsuckers that were seen in the Plavni zone.

Visit the point and get ready to fight three mutants. Their movement here is easy to control by following their tracks in the water, but to do this you will have to fight only in it.

Hunt No. 2

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

Get to the end of the railway, 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 operate from afar. Try to close the distance and attack them with a shotgun or a knife. They also like to snatch guns out of 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 weapon and a bit of luck.

The Chimera is one of the strongest mutants, so prepare yourself. You will have to fight the monster at night, since she 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 gain access you will have to complete previous faction quests.

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

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

Find the “Kolobok”, which is located in the town of Sosnodub, near the tree. Another treasure 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 receive a unique quest from researcher Herman. It is necessary to provide assistance to Topol's group.

Get to your destination, where Topol and his squad are already waiting for you. Explore the tunnel, taking the artifact, and then get ready to fight with the controller. You must identify 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 German, when you help him and Topol, will ask you to pick up the scanners from Novikov, and then take them to the appropriate points.

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

And again, Herman will need your help. You and other stalkers will have to carry out calculations in the anomalies. Visit two stalkers in different places as desired.

In Plavni you will have to fight against waves of mutants, so it makes sense to grab more ammo. In the Ashes, the undead await you. Here and there you need to fight off hordes of enemies for a certain time until your comrades complete the measurements.

Abnormal 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 town of Gradirnya, be sure to take the Svarog detector with you (otherwise you will not find anything).

Soon you will see an anomaly in the form of a bubble, from which the bodies of debtors will begin to fall. To find out what's going on, pick up the PDA from the body and activate the recording.

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

Latest Developments

German wants to get more information about the town of the Jupiter Plant. You need to go there and get 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 to explore the Factory, Herman will again need your support. Find new guards for his base to complete the task.

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

Oasis

A researcher based on scientists with the surname Ozersky will decide to find the mythical Oasis. There is probably an inexhaustible source of clean 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 the mysterious place on your own. Follow the train 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 discover a strange anomaly. As soon as you step forward a little here, you will immediately be brought back.

Look again at the columns that stand in four rows. Therein lies the trick - you need to go between specific columns, since this is a kind of labyrinth.

When you make the right choice, there will be a clot of light above the opening - it is this that 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 found at random.

After this you will find yourself in another room, which is on global map displayed by a giant tank to the right of the complex. This is an oasis. All you have to do is pick up the artifact and report to the scientists.

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

Ozersky needs to inspect the place with anomalies for changed flora. Visit the area below and to the right of the explorers' base.

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

Survivor "Monolith"

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

Monolith fanatics are no longer influenced by this structure, so they have now regained their sanity. You need to find accommodation for these people who cannot find shelter.

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

Visit Yanov and talk to the leaders of Duty or Freedom. Only the leader with whose faction you have a high relationship will accept your proposal.

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

The first cache is located in the town of Cement Plant. 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 climb into the cabin of the car, use the tree standing on the rock.

The third cache is located at the Factory. On the territory of the zone, find a building with tanks under which there is a pipe - that’s where your goal lies.

P ripyat: story missions

The military will meet you outside, but you will easily get rid of suspicions, since, 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 tell you that the turntables were shot down by fanatics using a mysterious cannon - this is what you have to find first.

Unknown weapon

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

Now you need to get the laser cannon that the fanatic wields. He sits on the roof and has a clear view of the low ground, 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 take him down from below. After death, the fanatic will fall down, and you can get the cannon. Gauss gun.

Return with your find to the military commander. Kowalski will state that the weapon is damaged, but it can be restored. 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 of the upcoming Monolith ambush.

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

Advice. Visit the store's basement, as this is where the calibration tools are located.

Unknown Weapon: The Solution

Talk to Garik at the base so that he can take you to Zaton. In the first location, visit the bar technician nicknamed Cardan, with whom you are already familiar. Seeing the Gauss Cannon will cause him to 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 requires additional information about the development process, which you will find in the town of Iron Forest, in the testing workshop.

Visit the indicated location and enter the building using Cardan's pass. Inside, you will find yourself in a spacious room where a pseudo-giant will attack you.

You'll have to drop a lot of ammunition on this heavyweight, but you can immediately run to the stairs and climb up, since he won't get there.

In the room you will find a large variation of the gauss cannon, as well as the information the mechanic needs. Before you leave, read about secret laboratory X-8 and grab the pass. All you have to do is return the weapon to Cardan so that he can restore 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 a controller - kill him. During combat, use cover and look out periodically to reduce the chance of hypnosis.

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

Inside you will come across a spacious room, but confusing with small rooms. You need to explore the entire maze and collect six packs of documents. If you find only one, it will affect the ending.

  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: go 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 is in the room in front of the dining room. Use the hole in the floor and follow the tunnel to the boilers.
  4. You will find the fourth information in the laboratory. From the center, go into a half-flooded room with a strange apparatus in the middle. Find a table with a computer.
  5. The fifth information is located further than the laboratory. 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 take the stairs down, which will lead you into a room with a fire escape into a room with a machine gun.

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

Talk to the military commander, who will tell you that he cannot contact other groups. The cause of the interference must be determined.

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

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

Unknown

The evacuation has been suspended as the military asks you to establish the exact reason for the destruction of the previous helicopters. You need to trace a signal that was detected near the base.

You will not find anything at the intended point, but then you will receive new coordinates. As a result, it will become clear that someone is making his way to the military underground.

Run back to base and wait.

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

The shooter will tell you that the reasons for the cars falling lie in the anomalies where they ended up during the flight. They used outdated maps, since the traps had moved during that time.

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

After the release, Kowalski will finally give the go-ahead for helicopters to land. It's yours last mission. You need to get to the northern zone in the location near the cinema. During the journey, cover the Shooter, as he needs to save his life.

When the turntables are in place, you will have a battle with the Monoliths. You need to fight off all the waves of enemies (a gauss cannon or a sniper will come in handy), after which you can finally get into the helicopter.

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

P ripyat: secondary tasks

One shot

A warrior named Garik will be asked 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 leader. Go to the point and take a position. Here you will be given a sniper rifle, so the task will not be difficult.

If Zulu survived after your expedition, then you can meet him in Pripyat. At some time he will contact you, trapped.

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

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


Like if it was useful

IN this walkthrough only the main ones will be considered plot part games. But you will probably have to complete at least some of the additional tasks. In any case, you decide for yourself whether to carry out Additional tasks or not. I would like to add that by opening your PDA at any moment (key “P”), you can select one of the received tasks. After pressing the appropriate key, the quest goal will be shown on the mini-map, which will greatly facilitate your task of following the destination and completing the quest.

Having traveled a long way to the crash site of the helicopter, you will see that its remains are located on a hill. You don't know how to get to this plateau.

"Scat-3" on the Southern Plateau (not accessible).

Explore the crash site of Skat-5

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

Safe way to "Scat-5".

When you're near it, walk around in a circle until the screen prompts you to press the "F" key to inspect the helicopter. Press this key.

Explore the crash site of Skat-2

Move to the indicated point. The helicopter will be located in the middle of the power plant. A phantom is raging here with all its might, throwing at you various items. Quickly run up to the helicopter and inspect it in the same way as the previous one. You will find maps of the area that some may be interested in.

Explore the crash site of "Skat-1"

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

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

Safe path to Skat-1.

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

Explore the crash site of "Skat-4"

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

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

Return back to Yanov station the same way. Talk to the technician you talked to when you first arrived at the station. Give him the Black Box. He will say that it will take a little time to decipher it, and it will not be cheap. If you want to earn extra money and save money on decryption, you can find parts for a technician and tools (optional) in an abandoned chemical plant.

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

In the bars at the Yanov station or inside the barge on Zaton, talk to the stalkers and ask if they know anything about the fallen helicopters. One of the stalkers will say that information on how to get to the Southern Plateau can be obtained from Noah. Return to Zaton, go to the barge where Noah is holed up. When opening doors, be careful, because Noah will immediately shoot at you (such are his “precautions”). Hide your weapon, approach him and ask about the fallen helicopters. When Noah suggests walking to the Plateau, agree.

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

Explore the crash site of "Skat-3"

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

Check evacuation point "B2"

Go to the Skadovsk station, which is on the barge, and talk to Beard. Ask if the military has appeared here. “It’s as quiet as a tank!”

Wait for the Black Box to be decrypted

With the help of the guide, return to the Yanov station, go to Azot and ask if he deciphered the records in the Black Box. If you have not completed the task of finding parts and tools for Azot, then he will charge a price of 3,000 rubles. If you complete at least one task and find spare parts inside the nearest abandoned building, the price will already be 1800 rubles. Decide for yourself. Having deciphered the message, you will be convinced that there is only one evacuation point - “B28”. Another mission to inspect the third evacuation point will be automatically cancelled.

Path to Pripyat

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

How to find a transport route to Pripyat.

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

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

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

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

If you have money, that's great. If you don’t have money, then you can quickly complete the task of Uncle Yar, who is sitting in the next room. Together with him you will go inside the destroyed building, from which you will need to shoot the mercenaries. So, give Wano the money and tell him it’s time to go to the Zulu. Talk to Zulu. Now you can go to Pripyat as soon as you get yourself a suit with a closed breathing system. On the other hand, you can add a few more people to your team.

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

Underground passage to Pripyat

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

Unknown weapon

Having arrived in Pripyat and watched the video, go to the captain and talk to him. Agree to go for the operation. Kill the first enemies when you suddenly find yourself in an ambush. Kill all opponents. The main target is the leader of the Monolith, standing on the roof and shooting from an unknown weapon. See the screenshot below.

Kill the Monolith leader and get an unknown weapon.

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

Missing reconnaissance group

By the way, a stalker named Garik came from Jupiter, who can now guide you back. It turns out that you don’t have to waste time going from one location to another. Follow the checkpoint, you will see that a group of military men was killed by the Monoliths. Move to the indicated place and wait for help from two military personnel to arrive (if those with whom you came to Pripyat are alive, then they will arrive). Go inside the House of Books building and kill the enemies. Move along the corridors, open the door and kill everyone around the strange structure. Watch the cutscene.

Unknown weapon: get information

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

Product No. 62

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

Having defeated the enemy, whom, by the way, you don’t have to kill at all, you need to climb those same metal steps, and from there move even higher along the fire escape. Cross the upper bridges to another wall, move towards the control point. Do not go down the stairs, but jump into the ventilation shaft. Climb to the end of the shaft and dashboard take the documentation you were looking for.

Return to Pripyat and talk to Colonel Kowalski. Receive a new task related to the missing scout.

The missing sentry

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

One shot

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

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

Laboratory X8

Enter the indicated building and, very importantly, go to the elevator doors. The task will update to the status “Generator needs to be turned on”. To do this, go upstairs, changing flights of stairs where the steps break off. On the top floor, find the room above the elevator shaft and start the generator. You will be disturbed by enemies located on each floor - infected, Monoliths, etc. When the generator is started, go back down to the first floor, enter the opened elevator and press the “F” button. You will be taken to laboratory X8.

Go down and open the door. From here you can go in different directions, but you need to go into the passage ahead that leads down. Keep left and find another flight of stairs. Follow below, go along the corridor and you will find yourself in a spacious hall where you can go down into the “pool”. Do this, and on one of the tables with a computer, find the first folder with documents.

First document.

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

There is a doorway next to the corridor through which you came here. Go there (there is still a huge cylinder in this room). If there is a cylinder, then you are moving in the right direction. Go down the steps below; along one of the walls there is a closet with shelves. Go past him and take the second folder with documents from the dashboard.

Second document.

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

Third document.

An enemy will appear here - kill him or run away. Three folders with documents have been found, but as many more need to be found. Go back to the room where you found the second folder (the cylinder is located). You need to go into the next room and climb into the elevator shaft, where there is a staircase. Climb two tiers higher and you will see open door elevator Jump from a distance into this opening, you will find yourself on the floor. There will be three burrers here. It is best to kill them with a knife, approaching closely. Remember that ordinary rifles and machine guns are ineffective against them. There will be one folder with documents in this room, but don’t rush to leave. Go up the stairs to another room and on the table you will find a fifth folder with documents.

All that's left is to find the last folder. Return to the elevator shaft, go up and jump into the cabin through the hole at the top. Exit into the corridor, go to the entrance door to the laboratory. Stand with your back to this door, go left, open the door leading to the classroom (see picture):

Last document.

Go downstairs, quickly grab the blue folder from the table and leave the laboratory. Go back to the colonel and talk to him. Get a new task.

Radio interference

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

Unknown signal source

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

Evacuation

Wait out the release, replenish supplies and order Kowalski to gather fighters. Make your way to the helicopters, hold positions until they arrive and decide for yourself whether to complete the game or continue playing it in free mode.

Neighborhoods of Jupiter- the second most completed location in S.T.A.L.K.E.R.: Call of Pripyat. Just like Zaton, it is located in the north of the Zone. The central object of the location is the abandoned Jupiter plant.

In creating the location, real objects located on the territory of the Exclusion Zone were used.

Description

Places

Yanov station

Freight and passenger railway station. Situated away from anomalies, durable building railway station provides good cover from Emissions. Therefore, the station became the largest stalker base in these parts. The old waiting room is divided in half - one half belongs to the “Freedom” group, the other to “Duty”. Although the groups are at enmity with each other, on Yanov they maintain neutrality, limiting themselves to insulting remarks addressed to each other. In addition to members of groups and their leaders in this area, there are always several free stalkers at the station, and bandits can also enter. Both representatives of groups and free stalkers provide a variety of services - mechanics, merchants, medics, guides. In addition, the station has sleeping places and a personal box in the basement, and many local stalkers can offer the main character certain tasks.

The one-story station room, where the stalkers live, has two through exits, which are locked in the event of an attack on the station. The remaining premises of the station are partially destroyed and are not used by stalkers, with the exception of the high tower in which the Zulu stalker lives. In addition, in abandoned buildings around the station you can find several caches of weapons, ammunition and medicine.

Has a real prototype.

cooling tower

A large industrial structure designed to evaporate seawater to produce salt. Now the cooling tower is abandoned, and above it is located spatial anomaly, which the detachment of General Tachenko fell into. Radio transmissions from squad members can be heard directly on the territory of the cooling tower, and with the help of the Svarog detector, the anomaly itself can be detected. In the vicinity of the structure you can meet various mutants, but the structure itself is relatively safe. Visit to the cooling tower – part side quest Abnormal activity.

Scientists Bunker

The place where scientists are based and conduct their research. Despite the name, it is an entirely above-ground structure, delivered to the Zone by helicopter. The bunker is well protected, equipped with a gateway, which can be passed through only after it is completely sealed. On the roof of the bunker, under a camouflage network, there are positions for observers and guards.

The bunker is inhabited by three scientists, as well as the stalker Garik, hired by them for various search work, and Lieutenant Sokolov, whom he found. Scientists can give the main character tasks, upon completion of which the opportunity to trade with one of the scientists, Herman, opens up. In addition, from the very first visit to the bunker, the scientist’s technician Novikov offers his services for repairing weapons and modifying equipment.

The bunker is guarded by a detachment of mercenaries led by Topol. After the main character finds documents for product No. 62, the mercenaries will go to fight him at the Jupiter plant, and Herman will offer to find new security for the bunker.

Kopachi

Perhaps you were looking for the article Kopachi (quest)

An abandoned village of several partially buried shells of houses. Zombified people roam throughout the village, and the surrounding hills have a high level of radiation contamination. Uncle Yar's quest of the same name is developing on the territory of the village. On this quest, a detachment of mercenaries comes to the village, destroyed by the zombies, Uncle Yar and the main character. Other stalkers do not enter the village because high level radiation, although there are several caches in the village.

SAM "Volkhov"

The location of the anti-aircraft missile system. An extensive underground caponier designed for shelter military equipment, is connected to the underground technical premises, above which the headquarters building is located. Zombified people roam around the old air defense system, and the dungeons are full of jerboas and there is a burer.

A visit to the Volkhov air defense missile system is a necessary stage in completing the main storyline of “Call of Pripyat”, because The air defense missile system is one of the military evacuation points provided for by Operation Fairway and has the index B205. It was here that Lieutenant Sokolov went. The note he left, among other things, contains the code to the lock in the dungeons, opening which you can get to the weapons room, where there are weapons and ammunition.

Has a real prototype.

Career

An abandoned quarry mining site. The huge crater of the quarry is overgrown, and at the bottom, near the abandoned rotary excavator, a swamp has formed with numerous anomalies. Among them you can find the wounded stalker Sliver, who will help bring Flint to light and complete the quest to find Magpie. Various mutants live in the quarry; sometimes you can meet a chimera here.

checkpoint

A partially destroyed checkpoint that provided access to the Jupiter plant before the disaster. The checkpoint is one of the bandits' strongholds. The leader of the first gang is Jack, meeting whom involves completing personal quest Vano singles from Yanov station.

The checkpoint is a permanent base for bandits - even after the destruction of the gang led by Valet, bandits will regularly appear at this sublocation, who can from time to time engage in skirmishes with detachments of “Duty”, “Freedom” or free stalkers passing by the checkpoint.

Concrete-mixing plant

Abandoned workshops and office premises of a concrete plant. Immediately before the accident, the plant changed its activity profile to radio engineering; work was carried out there jointly with the Jupiter plant, so now here you can find various radio engineering materials that Azot technicians need. The main building of the plant is multi-story, the only way to get through it is to go down through the hole in the attic and pass all the floors from top to bottom. There are quite a few anomalies inside the plant, and sometimes there are artifacts. Next to the plant there is a tower manned by free stalkers, bandits or representatives of the Svoboda group. Zombified people often climb onto it, clashing with squads of stalkers at the top.

Container warehouse

A site with containers stored on it, left here since the time of the first accident. Bandits led by Shishak set up their camp between the containers. They are holding captive the lonely Mityai, who is heavily in debt to the bandits.

Jupiter plant

Abandoned buildings of a radio electronics plant. The plant's territory is vast, with individual passages between buildings separated by coils of barbed wire. In addition to the huge square building of the assembly shops, the plant includes a multi-storey administrative building, consisting of two sections connected by an air passage, as well as various utility and technical rooms. The plant is uninhabited and has a bad reputation among stalkers - no troops go deep into its territory. However, the plant itself is quite safe - there are few anomalies, and the only mutants found are blind dogs, pseudo-dogs and two scripted psi-dogs.

As it turns out during the course of the game, the main purpose of the plant was the design and assembly of a certain “product No. 62” - small arms of enormous penetrating power, and all other activities of the enterprise served for camouflage. For the secret delivery of weapon components and the shipment of finished copies, a huge underground overpass was used connecting the plant with the city of Pripyat. After the accident and the hasty evacuation of personnel and finished samples of products No. 62, the overpass was blocked and filled with poisonous gas.

The main character visits the plant multiple times as he completes the game's main story quest. In one of the workshops of the plant, the Skat-4 helicopter, which crashed during an attempt to carry out Operation Fairway, rests after breaking through the roof. The next time the main character returns here after establishing the cause of the fall of Stingray-1. In the premises and workshops of the plant, he must find several documents that shed light on the method of evacuation to Pripyat. After the fate of the overpass has been established, the main character will need to assemble a detachment to break through to Pripyat and return to the plant again. In addition, in the administrative building of the plant there is documentation for product No. 62, which must be obtained on Herman’s quest. After the main character takes the documentation, he will be attacked by a detachment of mercenaries who previously guarded the scientists’ bunker, led by Black.

Has a real prototype.

Ventilation complex

A complex of structures connected by underground tunnels to a stop. Inside the complex there is the legendary Oasis, which can only be entered by solving a puzzle in the tunnels leading from the stop. Finding the Heart of the Oasis artifact is the task of the corresponding side quest for scientists.

Jerboas are found in abundance in the dungeons, and zombified ones are found in the premises of the stop. On the surface near the ventilation complex during the Night Hunt quest at night you can meet a chimera.

Helipad

Concrete area for helicopter take-off and landing. Before the first accident, it was well guarded, as evidenced by the armored personnel carriers abandoned right on the site. All approaches to the site are mined; you can overcome the minefield by following the sound of a bolt falling, or by going around it close to the fence. A visit to the helipad is part of the main quest of the game, because it was there that the Skat-1 helicopter made a hard landing, which the main character must inspect.

Insignificant places

  • Stop station
  • Bridge over the railway
  • Western tunnel
  • Eastern tunnel
  • South tunnel
  • Swamps

Settling the location

Characters

  • Azot is a technician at the Yanov station.
  • The tramp is a former Monolith member, hiding with a squad near a container warehouse.
  • Lieutenant Bunchuk
  • Valet is the leader of the bandits at the checkpoint.
  • Vano
  • The Hawaiian is a merchant at the Yanov station.
  • Lieutenant Gavrilenko
  • Garik is a stalker who has hired himself to work for scientists.
  • Professors German and Ozersky are scientists collecting data about the Zone.
  • Uncle Yar is a free stalker at the Yanov station.
  • Lieutenant Zakharchuk
  • St. John's wort is a mutant hunter at the Yanov station.
  • Colonel Kosmach
  • Loki is the leader of Freedom's vanguard.
  • Novikov is a technician in the scientists' bunker.
  • General Tachenko
  • Flint, aka Soroka
  • Major

Description:
Modification guide for Sigerous Mod CoP 2.2. This article discusses all aspects of passing this modification on the location: Jupiter, and also presents maps of caches of these locations. (Author of the walkthrough: Stalker77Alex)

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

Original quests. Quests of original characters on Yanov, which do not affect the chain of other quests.

1.The first three sorties
After arriving at Yanov, you must complete three sorties.
First- This is an outing associated with Morgan's PDA, where it is necessary to recapture/defend the Debt warehouse. We choose the side we will sympathize with (at our discretion, it will be useful to us) and complete an easy quest. We sell swag from the cache to the Hawaiian.
Second- an outing with Uncle Yar to Kopachi. Be sure to take the quest for Vintorez from Thunderbolt (who sits under the Zulu tower) before the outing. There we kill the hirelings, collect swag from them, and take the Monolith’s PDA.

Swag

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

Third- a night foray on the quest of Neon (Freedom Trader) for the quest “Night Snipers”
Know that one fugitive bandit is immortal until you reach the Eastern Tunnel. When you go back to search all the snipers, immediately jump over the tree onto the excavator and take Strelka No. 1’s cache from the bag in the room - medicines. Also in close proximity to the excavator lies the stalker Sliver. It is he who will help us uncover the betrayal of Magpie/Flint.

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

2. First walk (part 1)

The walk will be very intense, so I advise you to take the best equipment and upgrade your weapons if possible. Take quests:
Stalker Bear has a quest for Mitya (choose a peaceful solution to the conflict, take the artifact)

  • From St. John's wort we take the quest for Bloodsuckers
  • From Azoth we take the quest for Radio Materials
  • At Thunderbolt we continue the quest for Vintorez.
  • Uncle Yar has a quest for the Camera

So let's get started. First we move towards the Plavni anomaly. We are looking for art. Then we go a little east, there are bloodsuckers on the St. John's wort quest. We take it out. We go under the cement plant, from the place where the bloodsuckers were farmed by water, we climb into the tunnel behind Strelok’s hiding place. Next we go up to the Tsemzavod itself. We go up the stairs outside to the roof of the northern building, on the roof we take a cache with a Helmet and a PSO (there is also the spawn point of Vintorez Thunderbolt), we go down below. There may be an artifact here, as well as two radio materials for Azoth. Then even lower (we don’t remove the detector) - three more materials. Below are two more materials. There are two more on the lowest floor. There should be a total of 9 materials

Next, you can begin searching the southern building. There may be a GPS on the floor (metal floor in the form of a grid), and below under the pipe you can find a Monolith cache with cassettes for Gauss. It's time to start searching for the Named Vintar, if it hasn't been found yet. You can find the spawn points below.

Now we move to the Quarry. Along the way, there are SVD and cartridges for it on the locomotive. The Career may have GPS. If you didn’t take Strelok’s cache and didn’t talk to Sliver, go for it. Don't forget about the arts. Afterwards you can go to the Eastern Tunnel. On the ledge (directly above the gate, above it) you can find a GPS. Use binoculars. The Burers in the tunnel can be killed immediately (you need to enter the tunnel through the entrance to the left of the tracks. If you look south). The quest will still count. After killing the dwarfs, we go to Bitumen and look for art.
Jupiter Plant
Combing the Jupiter Plant is a difficult task. But doable. We use the gate on the right to enter (northwestern part of the plant). We turn left along the road. On the left side is a basement. There's a hiding place there. Next you need to comb the hulls adjacent to the air bridge. There are two documents - the Folder with the order and the Notebook Sheet. Further, through the entrance of the plant you can get to the Administrative building. We go up the stairs and find documents in one of the rooms. But don't rush to take them. Get ready. Take the stash with the Breaker in the table. After taking the documents, Hires led by Black will appear. Let's take it

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

Further, without leaving the building, on the first floor, in the area of ​​the elevators and the southern staircase, looking south, there is a transition to another building. There is another document - the Delivery Schedule. Now we go out into the street and move further through the plant. We shoot the dogs. There is an excavator on the left side. We approach him from behind and take the L85. Next, we go down to Strelok’s hiding place and pick up random swag. We get out and go to the building to the south. There, on the second floor there is an important document - the Pripyat-1 overpass diagram. We leave and go to the largest building by area. As you enter, keep to the right and go down to the basement. Then we walk through the basement, go up the stairs, and walk along the walkway. Take the document “Papers with records”. We go down the stairs to the next room. Psi-dogs will meet us there. Under the shelves there is a cache with an AK74. You can take another document on the table. Let's examine the helicopter. You can find a GPS nearby (see screenshot below)

We leave the factory.

2. First walk (part 2)

After leaving the factory, our first goal is to search the Concrete Bath anomaly. To do this without consequences, you need to leave the Jupiter plant, turn 180 degrees to the left and walk along the fence of the plant outside. Then it will be possible to get to the very platform where the artifact lies.
Opposite the anomaly there are “Aggressive Bandits”. They just need to be eliminated. We’re not going to the hiring base yet, they won’t let us through. Behind the garages and under the road you can find two caches with a SIG 550 and a Winchester.

Next we go to the helipad - the place where the minefield does not allow passage and where Skat-1 landed. Along the way, don’t forget about Uncle Yar’s quest. It’s easy to get to the site from the right along the fence. We take the black box from the helicopter. At the other edge minefield, where the concrete wall can appear GPS. After a wave of mutants who have blown up the lion's share of the mines, click the bolt to check for the presence of mines and take away the GPS.
Oasis

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

Then all the way and to the right along the pipes. We walk along the pipes until they “run out.” Then left. A hall with columns will appear before us.

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

2.Then go through this hall strictly under snowflakes. The teleport is unlocked, we take the artifact.
Mityai
On the instructions of Mityai's friends Torba and Bear, it is necessary to rescue Mityai's bandits from captivity. The best option- take the artifact from Mityai’s friends and kill the bandits. The fact is that this artifact will be very useful. The easiest way to kill from the inside is to go to the mound itself, and from there start taking out the bandits. Or from the outside - with a sniper rifle. We are not going to Yanov with Mityai.
We will receive two Bandit flash drives. You can also find a GPS guide near the fence at the western end of the sublocation. On the way to the Volkhov air defense system, we speak with the surviving Monolith led by the Tramp.
Point B205
We approach the Volkhov air defense system. We take out the zombies. We don’t go down into the tunnel yet, we go into the building. There we take Sokolov’s note. But now you can go down. We open the door and move on. Through the holes in the wall we go around the pile of shelves, take out the jerboas and the burer. We go upstairs and pick up a new weapon. RPGs can be put in a drawer for now. On the way to Yanov, we hand over the quest to Oasis to Ozersky. You can give Garik the pieces of Meat and Kolobok. Sokolov - his note. German - quest for Administrative Documents. Now it's time for Yanov.


  • We hand in the quest for Mitya.
  • We hand over the materials and the black box to Azot
  • Handing over quests to St. John's wort
  • We rent out Vintar to Thunderbolt
  • If you talked to Sliver at the Quarry, then we talk to Flint, then we hand him over to either Shulga or Loki, and then to Gonta.
  • You can submit documents from Jupiter or Shulga or Loki. There is another option - Sychu.
  • We sell unnecessary artifacts to the Hawaiian. It's worth leaving only the art worth its weight (Gravy and Goldfish)
  • We hand over the quest to Uncle Yar.
  • We are trying to assign the Monoliths to one of the groups by talking with the clan leaders.

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

4. Quest with Snag
One fine day, things disappear from our drawer. We interview St. John's wort, Chiropractor, then Zulu. At the stop, we kill the bandit. You can kill Snag. You can leave him alive. In any case, we will get things back.
4.2 Scientist Quests
1. Variable Psi radiation
The first and very important task is “Alternating psi radiation from Herman.” It should only be completed with a sniper rifle. With Topol's group we go into the tunnel. There we take out jerboas and three zombies. Go ahead. In the room with anomalies you can find a GPS guide.

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

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

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

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

A fascinating photo tour of a long-abandoned plant called "Jupiter", which is located on the outskirts of Pripyat in the Chernobyl exclusion zone. It was at this secret facility that the most modern military computers and specialized “Black Boxes” were produced at that time. Let's look further.

Among the dense forests on the outskirts of Pripyat, surrounded by a high, previously impregnable fence, is the legendary Jupiter plant. Officially, rollers of tape transport mechanisms for household tape recorders and other similar small parts were produced here, but in most workshops completely different products were produced. A more serious perimeter security system than required for an ordinary plant, the enormous scale of the plant and the weightless mystery that seemed to surround it tormented many curious people with guesses.
In conditions of the strictest secrecy, on the territory of Jupiter they were engaged in the development and assembly of military computers and “Black Boxes”, calling the released units with the mysterious prefix “Product No.” Even now, it is not reliably known about all the manufactured units that came off the assembly line. It is known that many of the products were used for military submarines, fighter aircraft, and even in the space industry.
The size of the plant's territory is impressive and comparable to an entire city microdistrict. If the majority of the population of Pripyat was employed at the Chernobyl nuclear power plant, then the remaining majority worked here.
After the disaster, the plant turned out to be one of those places that was a pity to abandon, so it was decided to carry out complete decontamination of the territory, after which production resumed. Jupiter functioned until the production of electricity at the Chernobyl Nuclear Power Plant was finally stopped - the station was the main source for ensuring large-scale production. Afterwards, the territory of the plant was given over to Spetsatom. In the former workshops, they began testing robotics for the Shelter object, and also equipped dosimetry laboratories. About 7 years ago, Spetsatom also lost interest in the plant and simply moved out of the territory it occupied. Currently, "Jupiter" is completely abandoned and is being plundered. Because The plant was abandoned not so long ago; many Soviet machines, instruments and household items can still be found in the premises. In this review we will take a walk through the territory of one of the most mysterious and previously secret places zones.

Checkpoint "Jupiter". A fragment of the fence is visible in the photograph. Previously, the perimeter was impregnable, the concrete fence was completely covered with various alarm systems, as well as barbed wire.

The building on the left is the dining room, on the right is the ABK (administrative and economic complex), as well as the SSIR (special engineering work service).

Transition between buildings.

Let's examine the administrative building - the tallest building on the territory.



Checkpoint.
Looking ahead, I want to say that we were very limited in time and the inspection had to be done very hastily.





Inside the corridors there are many Soviet pennants and posters calling for work and conscience.

Photographs of famous musicians hang on the partition.

Warehouse with various radio components.

Soviet watch.

Although the plant was abandoned not so long ago, in many rooms the floor is literally littered with new garbage.

Elevator hall. For some reason, the openings to the two nearest elevators were sealed with metal sheets.

Let's go up to the roof. Remains of the ventilation system on that floor.



The Chernobyl Nuclear Power Plant is about 4 km from here.

Just a little bit (~350 meters) to the nearest 16 floors in Pripyat.







Building of administrative and administrative department and SSiR. Behind him is a huge experienced corps. Note the hole in the roof - a concrete truss has collapsed inside the building. It's hard to imagine how this could happen. The structures are relatively new. Later I will show this place from the inside.

It is gradually getting dark outside, and you need to hurry - at night, looters begin their work on the territory. It is unrealistic to inspect everything in one evening, so we move on from inspecting the administrative buildings to the workshops.

Workshops of pilot plant No. 3.

The lower level is flooded with rainwater.



Let's move on to the largest and main workshop of the plant - No. 1.

The dimensions are impressive.

The internal volume of the building is divided into several parts by longitudinal partitions. Each of them underwent a separate production process. Thus, ordinary workers had no idea about the production process in another part of the building.

We move along the street to the next part of the workshop.

The foreman's closet.



A small room in the middle of the workshop. The room is made of corrugated sheets.

Let's move on to the third part.

Glazed room.

However, we were never destined to get into the basements - they turned out to be flooded.

Extraneous sounds were heard somewhere in the area. We did not check their sources and, in order to avoid problems at the end of the hike, decided to leave the territory. The further march-throw turned out to be difficult. Wandering around in search of the path along which we entered the city, we got lost and almost reached the Southwestern checkpoint of Pripyat. From the side of the gatehouse there were mechanical sounds of something spinning. Rumor has it that the security guards have stationary thermal imagers. In the daytime, we would never have poked our noses in here, but now it was too late to check, and we simply turned on the “moose” mode. Noisily and hastily making our way through the thickets and tree branches trying to hit us right in the face, we came close to the city border. Pripyat has an uneven perimeter on all sides. Somewhere the city is surrounded by a barbed wire fence, somewhere there is simply a patrolled dirt road, but we, as always, were lucky - in our case the perimeter consisted of a fence and an artificial ditch with water behind it.
Somewhere behind, from the direction of the checkpoint, a rustling sound was heard. There is no time to search for a workaround. Let's jump! Not everyone was lucky though, and two of us got our feet wet. We make a final half-hour rush without stopping and in the end we find ourselves on the railway we already know, and by midnight we are already in a familiar station house near the Buryakovka platform, where we spent the night.

Billiards