Passing Stalker: Call Pripyat - Zaton, Jupiter, Pripyat and additional tasks. Secret object: "Yupiter plant" on the outskirts of Pripyat (40 photos) How to get to the helicopter at the Yupiter plant

In this passage, only the main scene part of the game will be considered. But you will probably have to fulfill at least part of additional tasks. In any case, you decide to perform additional tasks or not. I would like to add that by opening your PDA (P "key at any moment), you can choose one of the tasks received. After pressing the appropriate key, the purpose of the job will be shown on the mini-card, which will significantly facilitate your task of following to the destination and execution of the quest.

Having done a long way to fall the helicopter's fall, you will see that its remnants are located on the hill. How to get to this plateau, you are unknown.

Skat-3 on the southern plateau (not to get).

Explore the fall of the fall "Skat-5"

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

Safe path to Skat-5.

When you are next to it, walk around the circle until the "F" key has not appears on the screen to inspect the helicopter. Click on this key.

Explore the fall of the fall "Skat-2"

Move to the specified point. The helicopter will be located in the middle of the power plant. Here, it rages a phantom who throws in you various subjects. Quickly run up to the helicopter and inspect it the same as the previous one. You will find the area of \u200b\u200bthe area in which someone may be interested.

Explore the fall of the fall "Skat-1"

Select this task in your PDA (click on the "P" key), follow the marker on the mini card. You will find yourself on the barge. In order to enter inside, you will need to hide the weapon. To do this, press the "1", "2" or other key. Entering inside, find the conductor at the table in the center of the bar. During the dialogue with it, you can offer the area found in the Skat-2 helicopter. For this, he will provide you with a substantial discount. Tell me what you want to get to the station "Yanov". The transition will cost you 1000 coins (if you do not give cards, then this fee will be not lower than 2000).

After conversation with the conductor and a tech, leave the building and follow the place of the fall of the helicopter "Skat-1". And then 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 leaving it closer to the center. Save more often, reboot and choose this method a safe route without a single min. Reaching the helicopter, you will find a black box.

Explore the fall of the fall "Skat-4"

Check the task on your map, then move to the specified point. You need to go to the territory of an abandoned plant. Move between two buildings, turn right. All this time, the yellow marker must remain the right side of you. Next, you will need to find the entrance to the workshop. Inside the workshop on the right side will be a pit. Go there, go through the corridors and climb the stairs above. Go across the room in which documents are on the control panel. You can explore them, but you can just pass by. Get to the helicopter, kill pieces and inspect "Skat-4".

Tract the techman "Black Box" from the helicopter "Skat-1"

Return back to the Yanov station, the same way. Talk to the technory with whom we were talking when I got to the station for the first time. Transfer to that "black box". He will say that it will take a little time on his decryption, and she will be hidden. If you want to work out and save on decryption, you can find on an abandoned chemical plant Details for techi and tools (optional).

Learn how to get to the southern plateau, where the helicopter "Skat-3" fell

In the bars at the station "Yanov" or inside the barges on the raise, talk to the stalkers and ask if something about fallen helicopters is known. One of the stalkers will say that information on how to get to the southern plateau can be requested from Noah. Return to Zaton, go to Bartz, where it fell. Opening the doors, be careful, since Noah will immediately shoot in you (such a "precautions"). Hide the weapon, go to it and ask about fallen helicopters. When Noah will offer to go to the plateau, agree.

Once there, follow, how does Noah move, do the same way and jump down. Anomaly will take you to the southern plateau.

Explore the crash site "Skat-3"

Go to the helicopter and explore it. You will learn about the three points of evacuation, which, in fact, have to check.

Check the evacuation point "B2"

Go to the Skadovsk station, which is on the barge, and talk to the beard. Ask, whether the military appeared here. "Glorious as in a tank!"

Wait for black drawer decryption

With the help of the conductor, return to the station "Yanov", go to nitrogen and ask whether it has deciphered records in the "black box". If you have not fulfilled the task of searching for parts and tools for nitrogen, it will "heal" the price of 3000 rubles. If you fulfill at least one task and find spare parts inside the nearest abandoned building, then the price will be 1,800 rubles. Decide yourself. Deciphering the message, you will make sure that the evacuation point is one - "B28". Another task to inspect the third point of evacuation will be automatically canceled.

Path in Pripyat

You need to get into the pripe, because it is there that the Evacuation point "B28" is located. You can do this through the Jupiter plant. Follow there, as the marker shows on the mini card. Go the same way as they went to the helicopter "Skat-4". Approach the broken aircraft and pay attention to the doorway with the right side of it.

How to find a transport path in Pripyat.

Move through this opening and get to the desired room. Inspect the working log on the control panel. Learn the locations of the generator and the transport path.

In order to open the transport path, you need to start the generator. Go down, on the left side there is a truck. Behind him is the second cargo car. Follow the side of it and move through the barricades. Move to the building marked on the mini card, enter inside and climb the second floor. Here on the shelves at the specified point lies another log, which describes the launch of the generator.

Return back to the nitrogen to the Yanov station, let me know what the documents are referred to in the underground path to Pripyat. He will tell a person named Zulus, who will gladly go to Pripyat. Exit the station, go to the next building, hide the weapon and enter inside. Climb upstairs and talk to Zulus about everything. During the conversation, you find out that the hike requires a detachment of at least three people, as well as suits with a closed respiratory system. In the dialog box, you can tell Zulus the names of those who could go to Pripyat. The proposed options depend on which additional quests You have completed and what stalkers helped. In any case, one of the options will be hidden.

As for our passage of the game "Stalker Call of Pripyat", then 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 agreed to go to Pripyat, he needs to help. Vano will give you 5,000 rubles. They need to be returned to the gangsters that he took them. Vano himself make it afraid because it is confident that the bandits will require more money. Go there, return the money gangs in the amount of 7000 rubles (you will require interest), or destroy everyone. If you kill everyone, then when you pass the quest Vano will leave you money. Talk after that with Vano on how to go to Pripyat. He will agree, but will say that he needs to buy his costume with closed system breathing. It is required to give it 5000 rubles.

If you have money, it is very cool. If there is no money, you can quickly fulfill the task of the uncle Yar, who is sitting in the next room. Together with him, you will pass inside the destroyed building, from which you need to shoot mercenaries. So, give Vano money and tell me that it is time to go to Zulus. Talk to Zulus. Now you can go to Pripyat immediately, as soon as it will break for yourself a suit with a closed respiratory system. On the other hand, you can gain several more people in the team.

Now about suit. You can buy overalls "Seva". The merchant at the "Yanov" it costs 35-38 thousand rubles. If you go to Zaton and order it at the guy named Chuster, which is located on the third tier of barges, then such a jumpsuit will be 30 thousand rubles. At the same time it will be necessary to give a deposit of 6000 rubles and wait a few days. On the second tier is the owl of the owl, which offers the same overalls "Seva" for 28,000 rubles. At the same time, it is not necessary to wait! Taking a jumpsuit, go back to Zulus and notify that it's time to go to Pripyat.

Underground transition to Pripyat

So, move along with the command through the dungeon, kill the mutants. To open the doors, you need to click on the specified panels. Soon you are tranquil into the locked door. You need to apply for it. Get out a little back and on the left side you will see the tower. Climb up and turn on the generator. Go down. Bandits appear. You can kill them, but you can proceed to another point while your comrades distract enemies. But be prepared for the fact that the bandits can kill Vano and Zulus. Go to the specified place, there is an entrance to the building. Enter there, climb the stairs and pull the lever on the control panel. Return to the door that is now open. Get to the end of the tunnel, killing opponents. Do not hurry, kill everyone gradually.

Unknown weapon

Arriving in Pripyat and watching a video, go to the captain and talk to him. Agree to go to the operation. Kill the first enemies, as suddenly it turns out that you are in the ambush. Send all opponents. The main goal is a monolith leader standing on the roof and shooting from an unknown weapon. Look at the screenshot below.

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

Name the corpses and find a weapon with an eye, if there is no such. Kill the leader, enter the building, from where the monolithic ran, and climb on the stairs to the second floor. Take fallen weapons. Return to Colonel Kovalsky and report everything. Try to get out of the room. You will stop the cat scene.

Missing interlock

By the way, the stalker named Garik came from Jupiter, who can now spend you back. It turns out, you do not have to spend time on trips from one location to another. Follow the checkpoint, you will see that the group of the military killed monolithic. Move to the specified place and wait for the arrival of the two-war boosters (if those with whom you came to Pripyat alive, then they will arrive). Sign in the house "House of Books" and kill enemies. Move along the corridors, open the door and overload everyone around the strange design. See the cat scene.

Unknown weapons: get information

Next, you need to find a technique that would deal with the found weapons. You can search for yourself, but you can immediately go to Kardanu, that in Skadovsk (Zaton location). Talk to him (technician on the second floor of the barge). If he suddenly be drunk, they just sleep off. You will get the key from the laboratory.

Product number 62.

Move in the left bottom corner of the charter map. The point where you need to follow is marked on the mini card. Enter a small building and go down the stairs. Open the door using the same key received from the cardan. Follow the one floor below, clean it from infected enemies, then on another staircase, move below. You will find yourself in the workshop with rails and monster. You can climb along the steps a little higher and shoot a monster of everything that you have. Effective in the fight against it will be grenades. And even the most powerful weapon will require 9-10 queues (or more).

By defeating the enemy, who, by the way, can not be killed at all, you need to rise in the very metal steps, and from there move even higher in the fire stairs. Catch over the top bridges to another wall, move aside control point. Do not descend down the stairs, and jump into ventilation mines. Scream at the end of the mine and from the dashboard Take the documentation you were looking for.

Return to Pripyat and talk to Colonel Kovalsky. Get a new task associated with the missing scout.

Disappeared

Go at the specified point to the grocery, where there was a clock. You will see the Military, who shot himself, after which the controller will immediately appear. It's easy to kill him. The main thing is to periodically hide from him so that you are not in the zone of his direct visibility. Try to shoot.

One shot

It is very important that you returned after the previous task in the laundry. Here Garik will speak with you, and you will learn about the story of two mercenaries. I warn for the reason that there is an option to go immediately into the x8 laboratory, but after that an error may appear: Colonel Kovalsky will generally refuse to talk to you (there will be no active key to start a conversation).

So, talking to Garik, go to the Colonel and report on the heard story. Make a choice, kill one enemy or try to deal with everyone at once. There is nothing unusual in the task.

Laboratory x8.

Enter the specified building and, which is very important, go to the door of the elevator. The task will be updated to the status "You must enable the generator." To do this, climb up, changing the staircase spans where the steps are broken. On the top floor, locate the room above the elevator and start the generator. You will interfere with the enemies placed on each floor - infected, monolithic, etc. When the generator is running, go back to the first floor, enter the opened elevator and click on the "F" button. You will fall into the x8 laboratory.

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

First document.

Attention! You will be prompted to leave the complex, or continue searching for documents. Do not pay attention to this trick, because you need to find all documents!

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

Second document.

Return to the door you discovered after descended on the elevator. Stand your back to the front door and roll back. Going along one steps, climb the steps in the far right corner. You will find yourself in the spacious lobby of the second floor. Find the third folder with the documents on one of the Tumb.

Third document.

The enemy will appear here - kill it or run away. Three folders with documents are found, but you need to find the same as much. Go back to the room where the second folder was found (placed a balloon). You need to go to the next room and climb the elevator mine where there is a staircase. Climb on two tiers above and see open door elevator. Jump from the distance to this opening, you will find yourself on the floor. Here will be three budgets. Kill them best with a knife, approaching close. Remember that ordinary rifles and automata are ineffective against them. In this room there will be one folder with documents, but do not rush to leave. Climb the stairs to another room and on the table will find the fifth folder with documents.

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

Last document.

Go down, 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.

Radiopomehi

Move to the specified point and wait for the corpse of the integration commander. Take the explosive with the timer. A colonel will contact you, from which you learn that the source of radio interference is located in kindergarten. Go in his direction, the yellow marker marked the door to which you need to install explosives with a timer. So make, and then drop. After the explosion, go inside, move to the right garden of the kindergarten using several staircases. As a result, on the second tier, you will find a strange design similar to the one in the building "House of Books". Destroy her by throwing grenades or releasing several queues. Through the hole in the floor, where this design was stood, go down to the tier below and open the green freezer. You will free your doctor and automatically find yourself in the laundry room. Talk to Kovalsky.

Unknown signal source

Move to the specified point, wait for you to go to another place. Run into the hostel courtyard, then return to the base and watch the cat-scene.

Evacuation

Load the release, replenish the reserves and order Kowalsky to collect fighters. Just go to helicopters, hold positions before their arrival and decide for yourself, complete the game or continue its passage in free mode.

Neighborhood "Jupiter" - Second on the passage of location in S.T.A.L.K.E.R.: Call Pripyat. Just like Zone, located in the north of the zone. The central location object is the abandoned plant "Jupiter".

In the creation of location, real objects were used in the territory of the alienation zone.

Description

Places

Station "Yanov"

Cargo-passenger railway station. Located away from anomalies, a solid building railway station Provides good shelter from emissions. Therefore, the station has become the largest base of stalkers in these edges. The old waiting room is divided in half - one half belongs to the Liberty grouping, the other is "debt". Although the groupings will be entrited with each other, on Yanov, they respect neutrality, limited to offensive remarks to each other. In addition to members of the groupings and their managers in the area, there are constantly several free stalkers at the station, and bandits can be found. Both representatives of groupings and free stalkers provide a variety of services - mechanics, merchants, medic, conductor. In addition, the station has sleeping places and a personal box in the basement, and many local stalkers can offer the chief hero of those or other tasks.

One-story station in which stalkers live, has two pass-through outputs that are locked in the event of an attack on the station. The remaining stations are partially destroyed and not used by stalkers, with the exception of the high tower in which Stalker Zulus lives. In addition, in abandoned buildings around the station you can find several caches with weapons, cartridges and medicines.

It has a real prototype.

Gradire

A large industrial structure intended for evaporation of sea water in order to gain salt. Now the cooling is abandoned, and the spatial anomaly is located above it, in which the detachment of General Tachenko was pleased. Radio transmits of the squad members can be heard directly on the territory of the cooling territory, and with the help of the "Svarog" detector can be detected by the abnormal itself. In the vicinity of the facilities you can meet different mutants, but the structure itself is relatively safe. Grocery visits - part by-Quest Anomalous activity.

Bunker scientists

The location of scientists and their research. Despite the name, it is a whole above-ground construction delivered to the zone by helicopter. The bunker is well protected, equipped with a gateway, pass through which can be used only after its complete sealing. On the roof of the bunker, under the disguise network, are equipped with positions for observers and security.

Three scientists are inhabited in the bunker, as well as the stalker Garik hired for a variety of search works and the lieutenant falcons found by them. Scientists may give the chief hero of the task, as they do the opportunity to trade with one of the scientists, German. In addition, from the first visit to the bunker, the technician of scientists of Novikov offers its services for the repair of weapons and modifications of equipment.

The bunker guards the mercenar detachment under the leadership of the poplar. After finding the main character of the documents on the product No. 62, mercenaries will go to fight with him Jupiter, and Herman will offer to find new guard For bunker.

Kopachi

Perhaps you were looking for an article Kopachi (Quest)

Abandoned village from several partially buried in the land of the cozovs of houses. In the whole village roam the zombied, the surrounding hills have a high level of radiation infection. The Village is developing the same name Quest of Uncle Yara. According to this quest, a detachment of mercenaries comes to the village, destroyed by zombied, uncle Yar and the main hero. Other stalkers in the village do not enter due to the high level of radiation, although there are several caches in the village.

SPK "Volkhov"

The location of the anti-aircraft missile complex. Extensive underground caponor designed for shelter military equipment, conjugate with the underground technical premises over which the headquarters are located. They roam zombied around old SPR, and in the dungeons are full of tushkans and there is a border.

A visit to the "Volkhov" SPC - the necessary stage passing the main plot line "Zov Pripyati", because SPC is one of the evacuation points of the military, provided for by the "Farvater" operation, and has an index B205. It was here that Lieutenant Sokolov went. In the note left by him, among other things, contains the code from the castle in the dungeons, opening which you can get to the weapon room, where there are weapons and ammunition.

It has a real prototype.

Career

An abandoned place of development of a career way. Huge Career Funnel Thickets, and at the bottom, near the abandoned rotary excavator, formed a swamp with numerous anomalies. Among them, you can find a wounded stalker pinch, which will help to bring Flint's clean water and execute the quest for the search for Soroki. A variety of mutants live in a quarry, sometimes you can find a chimera.

KPP

Partially destroyed checkpoint, to the catastrophe providing access to the "Jupiter" plant. The checkpoint is one of the reference points of the gangsters. The leader of the first gang is a currency, acquaintance with whom assumes the execution of a personal quest loner Vano from the Yanov station.

The checkpoint is a constant point of bazing of bandits - even after the destruction of the gang under the leadership of the currency, the gangsters will regularly appear on this package, which can be held from time to time to skirmish with debt detachments, "freedom" or free stalkers passing by the CAT.

Concrete-mixing plant

Abandoned workshops and office facilities of a concrete plant. Immediately before an accident, the plant changed the profile of the activity on the radio engineering, on it were carried out in conjunction with the Jupiter plant, so now you can find various radio engineering materials that need a nitrogen technique. The main building of the plant is a multi-storey, the only way To go through it - go down through the LAZ in the attic and power all the floors from top to bottom. Inside the plant there are quite a few anomalies, sometimes artifacts are found. Next to the plant is a tower on which free stalkers, bandits or representatives of the Liberty grouping are on duty. They are often closed by zombied, entering into a collision with squads of stalkers at the top.

Warehouse container

The platform with containers stored on it, left here since the first accident. Between containers broke their camp Bandits under the leadership of Shishak. They keep in captivity alone Mitya, which strongly owed bandits.

Plant "Jupiter"

Abandoned plants of the radio electronics plant. The territory of the plant is extensive, individual aisles between the housings are separated by the satellites of barbed wire. In addition to a huge square building of assembly shops, the plant includes a multi-storey administrative body consisting of two sections connected by an air transition, as well as a variety of utility and technical premises. The plant is uninhabited and enjoys evil fame from the stalkers - no detachments enter the departure of its territory. Nevertheless, the plant itself is quite safe - a little anomalies, and only blind dogs, pseudoops and two sobbing psy-dogs are found from mutants.

As it turns out during the passage of the game, the main purpose of the plant was the design and assembly of a certain "product number 62" - small arms of a huge punch strength, and all the rest of the company served for disguise. For secret delivery of the components of weapons and shipment of finished instances, a huge underground overpass, connecting the plant with the city of Pripyat, was used. After the accident and the rush evacuation of the staff and the finished samples of products No. 62, the overpass was blocked and filled with poisonous gas.

The main character repeatedly visits the plant as the main story quest game is fulfilled. In one of the factory shops, breaking the roof, the helicopter "Skat-4" rests, broken down when attempting to perform the Farvater operation. Next the main character Returns here after establishing the cause of the fall of "Skata-1". In the premises and shops of the plant, he must find several documents that shed light on the evacuation method in Pripyat. After the fate of the overpass will be installed, the chief hero will need to collect a detachment for a breakthrough in Pripyat and return to the plant. In addition, the administrative building of the plant lies the documentation for the product No. 62, which must be mined in Quest German. After the main character takes the documentation, a detachment of mercenaries, previously guarded the bunker of scientists, led by black.

It has a real prototype.

Ventilation complex

The complex of structures, connected by underground tunnels with a half-one. Inside the complex is a legendary oasis, enter which you can only solve the puzzle in the tunnels leading from the half-hour. Finding the Artifact The heart of the oasis is the task of the corresponding side quest for scientists.

In the dungeons in abundance there are carcasses, and in the premises of the stationery there are zombied. On the surface near the ventilation complex across the quest Night hunting at night, you can meet a chimera.

Helipad

Concreted platform for takeoff and landing of helicopters. Before the first accident was well guarded, as they testify abandoned directly on the armored personnel carrier site. All approaches to the site are mined, to overcome the minefield, oriented on the sound of the bolt drop, or bypassing it closely to the fence. A visit to the helicopter area is part of the main quest of the game, because it was there who made a hard landing of Skat-1 helicopter, the inspection of which the main character should do.

Unconsidible places

  • Fouls
  • Bridge over w / d
  • Western tunnel
  • Eastern tunnel
  • Southern Tunnel
  • Swamp

Settlement of location

Characters

  • Nitrogen - technician at the station "Yanov".
  • Tramp is a former monolithic shelter with a detachment near the container warehouse.
  • Lieutenant Bunchuk
  • Valts is the leader of the gangsters on the checkpoint.
  • Vano.
  • Havaena - Merchant at the station "Yanov".
  • Lieutenant Gavrilenko
  • Garik - Stalker, hired to work for scientists.
  • Professors Herman and Ozersky - scientists who are engaged in collecting data on the zone.
  • Uncle Yar is a free stalker at the Yanov station.
  • Lieutenant Zakharchuk
  • St. John's wort - a hunter for mutants at the Yanov station.
  • Colonel Kosmach.
  • Loki is the leader of the advanced detachment of freedom.
  • Novikov - technician in the bunker of scientists.
  • General Tachenko
  • Flint, he is forty
  • Major
(19 votes)

Pripyat is not only a key location in the game Stalker Call of Pripyat on which the mass of interesting story quests is tied, but is the final, where the history of Major Degtyarev and the mission, which is entrusted to him by leadership. Many players who have found themselves in the first perimeter of the third game, the legendary trilogy, often arises the question of how to get to Pripyat in the stalker.

This is due to the fact that the developers built scene line In such a way that in the pripa, it is impossible to get to the usual way moving through the transition between locations or using the conductor. In order to successfully make a transition to Pripyat, it is necessary to perform not only a number of interesting quests, but also to conduct an entire investigation into the search for the underground route of the leading to the cherished location. The start in search of the main hero of the path of the lead in Pripyat will be the examination of the wreck of the helicopter with the code name of Skat-1. It is possible to find it on the helicopter platform in the southern part of the game location.



Do not hurry to go to the helicopter, the approaches to it will be mined, so actively use the bolts. You can determine a rear in front of yourself by ear, if you throw a bolt in front of you, you will hear a characteristic click, then this is mine and stay right in front of you. On board the helicopter, you will find a "black box", in which the encrypted information about the operation and the coordinates of the evacuation point of the collection will be. In order to receive information, Degtyarev has to go on Yanov to nitrogen technique, which will help with decoding.



After successfully deciphering the box, which you brought from Skata-1 will be clear that the main character needs to be sent to Pripyat to the dot evacuation with the code designation "B28", the mark will be highlighted on the map.



Without postponing in a long box, we go to the conductor named Lotsman, it is possible to find it there in Yanov. After the conversation, it turns out that he does not know the exact route, but will give a tip on the secret underground passage in the Jupiter originating on the plant.



According to him, the factory may have documentation and schemes that can help in search of a pass. Therefore, you begin to move to the plant, namely to its administrative building.



Going to the plant, it is necessary to remember that the main goal of the plant to the plant are documents that will be indisputable proof of the existence of secret tunnels leading to the city of Pripyat.

Going to the administrative building, you need to rise to the second floor, where after the lift, turn the left (following in the direction of the arrow on the ministry), we find the folder with the documents and take it.





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



Everything is here, now it is necessary to move towards the delivery department. The asientation will be an arrow of a compass on a minimarite, which will definitely lead to you at the desired point. Following her prompts, we must get into a small room, where we will find a folder with documents on the table.



After reading, we go to the repair shop. However, on the fourth floor of the delivery department in one of the guests you can find documents that will come in handy in subsequent quests. However, remember after their takes to attack the group of mercenaries, so be careful.

The next step is to find the entry into the plant and penetration inside. It will not be difficult to find it, focus on his western side.



After the entrance we go to the ladder leading down, go down and move through the opening in the wall in the direction of the arrow on the compass. On the way you will meet a small technical room in which another set of documents will be found.We take, look at the cat-scene and then go further, in the direction of the transport gateway and the first department of the plant. Finding into a huge room with a barn roof, in its center we will see the dropped helicopter of Skat-4.



After its inspection and territory around him on one of the tables there will be a sheet of paper, it is also necessary to pick up with you.After a successful inspection of the helicopter, overcoming the iron barrier to the right of it, and penetrate the transport gateway. Passing a little, we will be able to see the logging, which, by the way, will be highlighted by flashing a red emergency beacon, which will not let you just pass by. We climb into a wheelhouse and find a log of on duty changing shop, after reading them we look at the cat scene and move to the next object - the first department of the plant.



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



Entering the building must be climbing the second floor and take documents lying on one of the iron racks.



Having studied the documents to become clear that this is the passage scheme and the overpass in pripyment exists, but it is filled with poisonous gas, and the opening of the gateway involves the presence of a working generator. But this operation requires competent technical training and for advice we go to the Nitesta technique on Yanov. Nitrogen informs us that it will not be able to go there and you will have to collect a group of which will need to overpaid the overpass filled with gas and start the generator to open the gateway.



After the team is collected (Zulus, Vano, Sokolov, Tramp), you will need to go to the overpass-1 and overcoming it to climb to the surface going to the surface already in Pripyat. Now you know how to get to Pripyat in the stalker call of Pripyat, however, before going around, do not forget to wear a suit with a closed breathing system, it is preferably armed with a shotgun because there will be many snarks in the dungeon. Try to go first and reflect the attacks of monsters and eliminate ambushes, it will help to keep all the members of the group, which will have a positive effect on the ending of the game.


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Description:
Modification guide Sigerous mod. COP 2.2. This article discusses all aspects of the passage of this modification on the location: Jupiter, as well as the cards of the location data caches. (Passage author: STALKER77Alex)

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

Original quests. Quests of original characters on Yanov, not affecting the chains of other quests.

1. The first three bars
After arrival at Yanov, it is necessary to perform three bars.
First - This is a catch-up associated with Morgan PDA, where you need to beat off / protect the debt warehouse. Choose the side that we will sympathize (on our discretion, it will be useful to us) and perform an easy quest. We sell a habar from Cain in Hawaiitz.
Second - Sharger with Uncle Yar in Kopach. Be sure to take the quest before the quale from Ghouts (which is sitting under the Zulus Tower) Quest on the vintacesis. There I will wash with hires, we collect a habar with them, take the CCP of Monolithica.

Khabar

Khabar: In the village of Kopach, you can find a lot of caches.
First, it is a cache in the excavator (there is a valuable veins for us)
Secondly, this is a cache under the iron sheet. We are looking for an iron sheet in the west of the village. There is the AS shaft. Along the fence on the western border of location, near there, you can try to find a GPS conductor.
Third, the cache in the attic of one of the houses where the thunderstorm lies.

Third- Night balancing in Quest Neon (Freedom Trader) in Quest "Night Snipers"
Know - one gangster-fugitive is immortal until you reach the eastern tunnel. When you return back to search for all snipers, jump through the tree immediately to the excavator and take from the bag in the room a cache arrow №1 - medicines. Also in close proximity to the excavator lies the stalker pinch. It is he who will help us to reveal the betrayal of Sorooks / Flint.

An interesting fact - Three Tycheake Arrow on Jupiter have a random hubar. No matter which of the caches take the first, there will be medicines in it, in the second - ammunition, but in the third - automatic machine SIG 550 arrow

2. The first walker (part 1)

Walker will be very saturated, so I advise you to take the best gear, make an upgrade of weapons if possible. Take quests:
At Stalker Bear Quest on Mitya (choose a peaceful decision of the conflict, take artifact)

  • At the Zverkoy, we take a quest for bloodsuckers
  • Nitrogen take a quest for radio materials
  • Goloboi continues the quest for the vintraza.
  • At the uncle Yar Quest on the camera

So, proceed. First we move towards the ambulance anomaly. We are looking for art. Then we go a little east, there are blood circulation in Quest of the Zverkoy. We endure. We go under the cement plant, from the place where the bloodsucks were filled with water, we climb the tunnel for the cache of the arrow. Next we rise to the cement itself. We climb the stairs outside to the roof of the northern body, we take a cache with a helmet and PSO on the roof (also there is a point of spawn of Goloboi vomorus), descend below. Here can be an artifact, as well as two radio materials for nitrogen. Then even lower (I do not remove the detector) - three more material. Below two more material. On the lowest floor two more. In the amount should be 9 materials

Next - you can proceed to the search of the southern corps. On the floor (metal floor in the form of a grid) can be GPS, also at the bottom under the pipe you can find a monolith cache with cassettes for Gauss. It's time to proceed with the search for the name Vintar, if not yet found. Spawn points will find below.

Now we move on a quarry. On the path on the diesel locomotive lie and the cartridges for it. Career can be GPS. If you did not take a cache arrow and did not talk with a sinner - dare. Do not forget about art. After you can go to the eastern tunnel. On the ledge (right above the gate, above them) you can find GPS. Use binoculars. Buards in the tunnel can be immediately killed (you need to go to the tunnel through the entrance to the left of the paths. If you look south). The quest is still countable. After killing dwarves, we go on the bitumen, looking for art.
Plant Jupiter
Speak the Jupiter plant - the task is complex. But performing. We use to enter the goal on the right (North-West part of the plant). Turn the left on the way. On the left side - the basement. There is a cache. Next, you need to play the housings adjacent to the air bridge. There are two documents - a folder with order and Tetrad sheet. Further, through the passage of the plant you can get an administrative building. We climb the stairs, and in one of the rooms we find documents. But do not hurry to take them. Get ready. Take a pinch with a bump in the table. After the capture of documents will appear hires led by black. Take it

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

Next, without leaving the body, on the first floor, in the area of \u200b\u200bthe elevators and the southern staircase, looking in the southern side there is a transition to another case. There is another document - delivery schedule. Now we go out on the street and move on the factory. Shoot dogs. On the left side is an excavator. We come to him from behind and take L85. Next, go down to the cache arrow, taking a random hubar. We get out, we go to the case south. There, on the second floor there is an essential document - an overpass scheme Pripyat-1. We go out, go to the largest housing in the area. How to enter - hold on to the right, go down to the basement. Then we go through the basement, ride the stairs, we go on the walking. Take the document "Paper with Records". Let's go down the stairs to the next room. There will meet us psi-dogs. Under racks there is a cache with AK74. On the table you can take another document. Survey the helicopter. Nearby you can find GPS (see screen below)

Let's leave the plant.

2. The first walker (part 2)

Coming out from the factory, our first goal is to search an anomalia concrete bath. To do without consequences, you need to exit the Jupiter from the factory to turn 180 degrees to the left side and go along the fence of the plant outside. Then it will be possible to get on the very darling where the artifact lies.
Opposite the anomaly there are "aggressive bandyuki". They need to simply eliminate them. Do not go to the base of hires, they will not miss us. During the garages and under the road, you can find two cache with Sig 550 and Winchester.

Next, we go to the helicopter platform - the place where the mine field does not allow and where Skat-1 landed. On the way, do not forget about the quest Uncle Yar. Go to the site is easy to right on the fence. Take a black box from a helicopter. At the other edge of the mine field, where the concrete wall may appear GPS. After the wave of mutants, blowing the lion's part, with the help of a bolt's click, check the presence of mines and take GPS.
Oasis

The oasis is actually simple in passage. The entrance to it is located in the area of \u200b\u200bthe platform from the railway. There is a building. We pass, Tuskhanov and Zombarey rolle. We destroy the boards, blocking passage. Do not go down down (although there is a point of sleep tools) and go straight.

Then until the stop and right through the pipes. On the pipes we go until they "do not run out." Then left. Around us will appear with columns.

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

2. Categorize this room is strictly under snowflakes. Teleport is unlocked, taking the artifact.
Mityai.
On the instructions of friends, Mitya Tube and the Bear must be rescued from captivity of Mitya's gangsters. The best way - Take an artifact from friends Mitya and kill the gangsters. The fact is that this artifact is very useful. Catch the easiest of all from the inside - to go to the bug himself, and from there begin to endure the gangsters. Or outside - from sniper. On Janov with a Mitya, do not go.
We get two flash drives of gangsters. And also at the fence on the western tip of the subspace you can find a GPS conductor. On the way to the "Volkhov" SPK, we speak with the surviving monolith led by a vagabol.
Point b205.
We are approaching the "Volkhov" SPK. We end up zombied. In the tunnel, we still do not go down, go to the building. Take a note of Sokolov there. But now you can go down. Open the door, go further. Through holes in the wall, we go around the rag of racks, we endure tushkans and the bud. Climb upstairs and take a new weapon. RPG while you can postpone in the box. On the way to Janov we hand over the Ozersky quest for the oasis. Garica can be given a bit of meat and bun. Sokolov - his note. Herman - Quest to administrative documents. Now it's time to Yanov.


  • We rent a quest on Mitya.
  • Rent materials and black bin nitrogen
  • We rent quests by a beast
  • Renting Vintar Golobouyu
  • If they talked with a pinch on a career, we speak with Flint, then we pass it or Schulge or Loki, and subsequently - Gonz.
  • You can pass documents from Jupiter or Schulge or Loki. There is an option else - Ochich.
  • For sale unnecessary artifacts Hawaiitz. Leaving only the arts on the weight (gravi and goldfish)
  • We hand over the quest Uncle Yar.
  • We try to attach monolithpers to one of the groupings by talking with the leaders of the clans.

3. Diggers of the Zverboy
Perform the remaining quests from the Zverboy:
1.Best for 5 proven of bloodsuckers. Should have stayed from Zasta. We give, we get a reward. (In the assembly that Shkrek's quest was not issued, perhaps this is due to the fix from MAKDM)
2. Light on groups of snarles. I will not explain, they just need to be taken out.
3.Best on the chimera. We go to the ventilation complex at night and kill the chimera.

4. Quest with Corrugation
One day, things are disappeared from the box. I am interviewing the Hypericum, Kostoporva, then Zulus. I kill the gangster on the machine. You can kill a snag. You can leave alive. In any case, we get things back.
4.2 Quests of scientists
1. Variable PSI radiation
The first and very important task is the "Variable Psi-radiation from Herman" to perform it only having a sniper. With a poplar group we go to the tunnel. There we endure tushkanov and three zombies. Go ahead. In the room with anomalies you can find a GPS conductor.

Save before taking a "changed insulator". When leaving the room, where he lay in the tunnel will appear the controller. If you do not have time to remove it right away, then the poplar group will start to fill us. Therefore, we use lynx on full (if there is no sniper, then we go to the stopping to it and the gary of the shot). Return to the bunker.
2. Setting scanners
We take from German Kest to the arrangement of three scanners. We set up, two more will be available. You need to take them from Novikov. The arrangement of the scanners will display the artifacts available in the anomalies.

3. Measures with a poplar group.
Take a shotgun - this is important - and sniper. We go first to smoothies - it will be more difficult there. Our task. So that all members of the poplar group are alive. We are waiting for the approach of mutants and demolish them. Then we go to the ashes. There you need to shoot the zombies approaching from the sides. I think there is enough even a machine gun.
4. Ozersky hypothesis
We speak with Ozersky about the activity of mutants during measurements. We get a scanner from it, we go on bitumen. We set the scanner there, we see the activity of mutants (snarles appeared) - we take the scanner. We carry the lake scanner, we get a reward.
5. Long history
You can do even without picking a quest from German if there is a welsh detector. Svarog can give either a beard across the Quest of Owy, or a poplar after the fulfillment of all quests associated with the SS of his group. We go to the cooling edge, we climb up, get the detector. From the anomaly drop out "dead" debtings with weapons with excellent condition. One of them is a PDA. You can give it to the leader of debt or freedom.
6. Security for scientists
On the instructions of Herman, it is necessary to find security for scientists. Several options are debt, freedom or stalkers led by Spartacus from Zatka.
7. Quests Novikova on the modernization of detectors.
7.1 Anomalies scanners.
You just need to assemble scanners for Novikov on the back of all anomalies. Additional profits in the form of arts on the takon.
7.2 Special information
It is necessary to find drawings for Novikov at the cement plant and the SPC. Screenshots to help.

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

Take the quest from scientists that are close to the bunker. Accompany them to the Turkish complex. We get a reward.
4.3 Quests of Dawn
1. Protection of the base
Throughout the passage in all quests concerning dawn, mutants will be worried. In the first quest (it is issued automatically at the first approach to the dawn base) you need to beat off the attack of mutants. Take a shotgun - there will be a pseudogagant. After completing the quest, you can join the grouping "Dawn". We will do it.
Tip - Immediately order an "Exoskeleton of Dawn" at the dawn trader. It is he who will provide the maximum portable weight in the game.
2. Stripping the territory from mutants.
Description: Dawywaves need a territory for expanding the grouping. It is necessary to free it from mutants.
Issues: Jupiter, the leader of the Tsvetovtsev Nazar. We put forward on the label on the map (on the stationery) and shoot snarks. Returning for the award.
3. Stripping the territory near Nor.
Issues: Jupiter, the leader of the Tsvetovtsev Nazar
Description: We put forward on the labels on the map and shoot mutants:
1. on cement factory (snarles, chimer)
2. At the factory, Jupiter (dogs, pseudoops)
3. In the south (between the warehouse of containers and the helicopter platform) - boars, flesh, controller
4. Near the railway (tushkany, burer, 3 pseudogigant)
5. Near the SPR "Volkhov" - Snarks, pseudogagant
Returning for the award.
4. Clan priorities
Gives the leader of the dawn Nazar. First, take the armored vessels on the basis of scientists Novikov.
There are several options for passing - the longer we are waiting for the less pay. Then take bronorons with the technique. Next is the most difficult - you need to fill out all five prepared scrolls
It is necessary to fill all five grouping schemes marked on the map, the following components on the list:
1) Weapons: An-94 "Abakan" or Chaser-
2) One store to the appropriate weapon.
3) Detector of the Anomalies class "Veles".
4) Branches of CN-3A.
5) Any first aid kit, any bandage.
6) to choose an anti-radiation drug or Psychantnel.
Start on the PD signal. Check the first point marked in the path of the patrol group, then the second and third. Sach Miguel to the base and let's notify Nazu on the results of the inspection.
5. Devil flowers.
It gives the quest that Miguel from the previous quest - scout. First, wander with scientists in the bunker. Then ask the Yanov leaders of the groups, Hypericum, Kostoprava. If Kostoprav said that it is necessary to look for in thermal anomalies, we are looking for a takon in An. Circus, in the burnt farm, as well as on Jupiter in the ash region. Then let the devil flowers Miguel.
4.4 Quests of mercenaries and SBU
1. Intercept
We use a flash drive sealing in a backpack from the SBU from the cache on the takon. We go on a label to the area of \u200b\u200bthe plant Jupiter. There we endure all the mercenaries. Accompany to Yanov agent. Now another agent is available at night, which will give us another task.
IMPORTANT!!! Be sure to choose the PDA from one of the hires with the password to enter the database of the mercenaries. You also need to remove from one of the mercenaries or an exoskeleton of the mercenary, or a mercenary costume.
2. Agent at the helicopter platform and professor Tañagnibok.
We go to a meeting with the agent. He will give us a task to find the professor of missing in Pripyaty, with his report.3
3. Entry into mercenaries.
Attention on the basis of the mercenaries is the dress-entrance code only in the commisse of hires, approach the goalkeeper (hiring evil), tell him the password - we go to the database. You need to buy a drug Psychedeline in advance with a physician or scientists, or save it when you collect a habar with corpses you need 5 cylinders.
Come to the leader of hires Molfar and take the quest - search for the missing squad.
The quest is held in two coming: with the first group we go to the Yupiter plant, far from the detachment we do not run off, because there will be a failure of the tasks. Clean the perimeter, rise to the second floor, there will be a surprise. The first approach of the controller does not roll because there will be no spawn snorkens. When the controller appears, we take your hands to your feet, and running his head into the street. We get a task to talk to the leader of the hires. We return, we take the task on the second round, Psychedeline is useful here, we give it to the participants of the assault. At the factory, clean the perimeter, about 10 zombies and three controllers. How to wind 3 controllers, there will be a spawn of snarks 3 pcs near the garage, and two at the exit from the factory. Relaying them, get an invitation to communicate with the leader who will offer the GH to enter into mercenaries.
4. Broken caravan.
On the way to the base, the caravan of mercenaries was lying around on a large pseudogigant. They are now near the ventilation complex. They need help. We kill the giant, take the cargo and give it to the Molofar.
5. Attempt on the valve: kill the currency
Molfar decided to blow up with his dusty enemy - currency. You need to shoot it.
(In the assembly, which was passed by Shkrek Quest was not issued, as the currency died earlier)
6. Weak lighthouse: find a cache in the plant
The mercenaries have long established a cache on the territory of the Jupiter plant. The one who installed - has long been killed. Where exactly hidden this cache nobody knows. GPS lighthouse signal on the cache is very weak. So that he worked should get closer to him. Task - Speak factory. There we find a cache - not to pick it up - we are trying to search - closed. We inform the Molofar, we welcome the detachment to the cache, we return to the base.

Fascinating photoechnicism on a long abandoned plant called "Jupiter", which is located on the outskirts of Pripyat in the Chernobyl alienation zone. It was on this secret object that the most modern military computers and specialized "black boxes" were performed at that time. We look later.

Among the dense forests on the outskirts of Pripyat, the legendary plant Jupiter is located on the outskirts of Pripyati, the legendary plant Jupiter is located. Officially, there were rollers of tape mechanisms for household tape recorders and other similar small details, but in most workshops, completely different products were performed. A more serious perimeter protection system than was required for a conventional plant, the huge scale of the plant and the weightless mystery, as if the surrounding him, tormented by their curious things.
In the conditions of strictest secrecy in the territory of Jupiter, they were engaged in the development and assembly of military computers and "black boxes" of the referred to the aggregates of the mysterious prefix "Product No.". Even at present, it is not reliably known about all manufactured aggregates that came from the conveyor. It is known that many of the products were used for military submarines, fighters, and even in the space industry.
The size of the plant is impressive and comparable to a whole urban microdistrict. If most of the population of Pripyati was involved on the Chernobyl, then the remaining most worked here.
After the catastrophe, the plant turned out to be one of those places that sorry to quit, so it was decided to carry out complete deactivation of the territory, after which production resumed. Jupiter functioned until the electricity generation was finally stopped for the Chernobyl, the station was the main source to ensure large-scale production. After the territory of the plant was given to the ownership of "Specatom". In the former workshops, they took up the test of robotics for the shelter object, and also equipped dosimetric laboratories. Approximately 7 years ago, "Specatat" also lost interest in the plant and simply moved from the territory. Currently, "Jupiter" is completely broken and cleared. Because The plant was left not so long ago, in the premises still you can find a lot of Soviet machines, devices and household items. In this review, we walk through the territory of one of the most mysterious and previously secret seats of the zone.

PPP "Jupiter". The photo shows a fragment of the fence. Previously, the perimeter was impregnable, the concrete fence was completely cooled by various system of alarm systems, as well as barbed wire.

The building on the left is a dining room, on the right - ABC (administratively - economic complex), as well as the SIR (service of special engineering works).

Transition between housings.

We will examine the ABK case - the highest building on the territory.



Passing.
I want to say that we were very limited in time and the inspection had to do very hastily.





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

On the partition hang photos of famous musicians.

Warehouse with various radio components.

Soviet clock.

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

Elevator hall. Operactions in two neighboring elevators for some reason were embroidered with metal sheets.

We rise to the roof. Remains of the ventilation system on the floor.



Beach from here is about 4 km away.

Completely slightly (meters ~ 350) to the nearest 16th stores in Pripyat.







Building ABK and CIR. Behind him a huge experienced building. Pay attention to the hole in the roof - a concrete farm collapsed inside the building. It is difficult to imagine how it could happen. Constructions are relatively new. Later I will show this place from the inside.

On the street gradually darkens, and you need to sweep up - the marauders begin on the territory at night. It is unrealistic to inspect everything in one evening, so we turn with the inspection of administrative buildings to the workshops.

The workshop of the experienced plant number 3.

The lower level is flooded with rainwater.



We turn to the largest and main shop of the plant - №1.

Dimensions are impressive.

The inner volume of the building is divided by longitudinal partitions into several parts. Each of them passed a separate production process. Thus, ordinary workers did not have the idea of \u200b\u200bthe production process in another part of the building.

Go down the street to the next part of the workshop.

Camorka Brigadier.



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

Go to the third part.

Swimming room.

However, it was not destined to get into the basements - they were flooded.

Somewhere on the territory of outside sounds were heard. Their sources we did not check and, in order to avoid problems at the end of the campaign, decided to leave the territory. Further march - the throw was not easy. Wandering in search of the journey through which we entered the city, we drank and almost went to the southwestern gearbox Pripyat. From the climbing side, the mechanical sounds of something spinning were distributed. It is rumored that in service with protection there are stationary thermal imagers. In the daytime, we would never join here, but now it was too late, and we simply turned on the "Elk" mode. Noise and hastily sneaking through thickets and, knitting directly in the face, tree branches, we came close to the border of the city. Prompt from all sides has an uneven perimeter. Somewhere the city is observed by a fence from barbed wire, somewhere that the patrolled dirt road is passed, well, and, as always, lucky - in our case, the perimeter was a fence and artificial ditch with water behind him.
Somewhere behind, a rustle was heard from the CPC. There is no time for circumstances. Jump! Lucky is not all, and two of us, knocked legs. We make the final half-hour throw without a privalov and in the end we turn out to be an already familiar railway, and by midnight already in a sign of the station house near the Buryakovka platform, where we have joined.