The STALKER: Call of Pripyat exception – a story mod where players take on the role of an experienced assassin named Thomas who must eliminate a specific group of foreign stalkers. This guide details how to complete all available quests and adds practical tips for the game.
Other walkthroughs of mods for STALKER
Customer
You appear at the edge of the location next to the customer waiting in the upper floor of an unfinished building. Go up the stairs and talk to him.
After the conversation two quests appear in the task log at once, but one stays active almost until the end. Prioritize tasks marked with a map marker.
Scientists Bunker
From the meeting point with Slow, take the road south to reach the scientist base. As you approach the bunker door the task updates. Turn around, talk to Bury, then go to Sakharov to continue the quest.
From the scientist you can buy medicines, anomaly and artifact detectors, and a Geiger counter. It is wise to save money to buy an anomaly detector as it can save your life in dangerous locations. The artifact detector helps extract resources and earn money. Scientific kits are useful because anomalies bring negative effects to the main character.
After speaking with Sakharov a tip points toward the merchant. Do not rush, as there are no extra money making tasks. Hunt monsters and sell their parts to the scientist for profit.
Dealer
Sidorovich waits in a small village near the center of the location. Following the road you will pass two checkpoints and then a pack of dogs. You may choose to kill them. To bypass, turn left before the gas station, walk past the large tanks, and exit on the other side.
In the village caches can be found in attics and rooftops. This mod makes such searches a quiet challenge; caches become interactive only after their coordinates are found. The practical loot is typically food or drink, which Sidorovich does not buy and will sit in the backpack until an overload occurs.
Intelligence Service
The merchant is willing to help and will ask about the stalker group Thomas seeks, while setting some work in motion. The goal is to remove the bandit leader in a nearby village. Follow the marker, watch a short cutscene, then search the dead bandit’s cache.
Note: clearing the village now triggers a mission failure, but the plot remains intact. After some mandatory tasks, the next mission unlocks with an automatic weapon and a shotgun as rewards. It is recommended not to engage the bandits yet.
For completing the task, a reward of 3000 dollars is granted.
No sound. Where can Camp Freedom be found?
The next quest requires quiet work for Freedom and Scientists. Sidorovich states he lacks weapon modules and the main character must clear the bandit camp without noise, requiring a 9mm muffler.
The Freedom camp lies in the lower central map behind a large production site inhabited by zombies. It can be bypassed or cleared depending on the player’s approach.
Talk to Silva at the base. He mentions an artifact that can be observed in a nearby tunnel, leading to the quest Teleport.
Teleport
In the marked area mutated cats guard the tracks. They can be neutralized by climbing on the railcars for a safe approach.
Reaching the artifact proves difficult. The main character’s thoughts appear on screen suggesting a return to the scientists.
Choosing a shortcut to the bunker instead of the road leads to kinks and wild boars. They can be killed to provide resources for the scientists.
Sakharov suggests contacting the associate professor. He waits in the next room. After receiving the device, return to the anomaly in the tunnel to continue the quest.
Install the scanner next to the teleport and prepare for enemies. A shotgun will appear at the start—pick it up and wait.
Three trials bring a pseudo-dog teleport and a snorkel encounter. Eliminate the threat and the anomaly disappears. After securing the artifact, mercenaries appear. Save to avoid replaying, as the hero may wobble after the cutscene.
Defeating opponents allows the player to take their weapons, though repairs are not possible due to poor condition. A PDA is taken from one foe. Return to Svobodovite and exchange the artifact for a silencer. The reward includes dollars, a silencer, an UMP45, and .45 ACP cartridges.
Wormhole
After several tasks, the bandit leader can be targeted. The silencer is often unnecessary since enemies spot the main character from long distances. A sleeping bag from Sidorovich or a long wait may be needed to pass unnoticed.
The goal is to eliminate about ten enemies. Do not hide behind wooden shelters; enemies shoot accurately. Use trees and walls for cover and save often to avoid losses.
Examining corpses reveals some caches with coordinates for future use. When ready, return to Sidorovich for the next task.
Sidorovich’s flair
Activation requires a rest. If the main character refuses to sleep, drugs or vodka can raise fatigue temporarily.
The task is straightforward: go to the marked point, place a garbage container, and approach the hill. When the stalker nears the briefcase, one can kill him or greet the merchant first.
Reward includes 7000 dollars and useful information about the stalker group.
Survivor
The player must speak with the Wolf and the newcomer and follow the latter to the bloodsucker site. This quest marks the transition to Agroprom after the second talk with Sidorovich.
New information. What to do with debtors
On arriving at Agroprom, a small trio of debtors is confronted. Lower weapons and calmly approach the commander. An agreement is not possible, so the three are eliminated after the conversation.
Meanwhile, a PDA message signals another stalker group waiting northwest of the location. The ferret explains the plan and provides coordinates to the Mole. It is advised to follow the road and avoid the military base where snipers operate. Several military checkpoints are encountered along the way.
Hostages
Arriving at the Mole’s base, the entrance to the tunnels is marked. The red dot shows the transition, and the dungeon entrance lies slightly to the north.
Ammunition and medicine should be ample, as the journey into the dungeons is long and filled with mutants from rats to burers.
Enter the snorkel-dug passage, then climb to the ledge on the left. A manhole nearby can be used to climb up in a crouch if necessary.
Inside, the player faces jerboas and snorkels. Do not rush; move to the mine’s right side to find a spacious extension with two milling machines. An anomaly detector may reveal a rare mineral artifact in the room’s center.
Progress through the passage leads to a snorkel pack in the next room and a rightward tunnel. On reaching the stairs, dwarves appear. The main route goes up the stairs, but artifacts can be found to the right by exploring anomalies.
On the upper shelves there are first aid kits and shotgun and machine gun ammo. Rarity means bringing extra ammo is wise.
A flock of jerboas awaits in the next room. Enter through a grate, kill the burer, and descend the stairs where rodents reside.
The long corridor reveals a vertical staircase to higher levels. Inspect anomalies for artifacts. Saving time is possible by going to the top floor and entering an opening that leads to an electrical fault, where another artifact lies at the start.
After finishing, return downstairs and do not enter the leech room; go left. Snorks appear on the left, but can be ignored while moving to the spiral staircase.
On the top floor the hero faces more rodents. Ammunition may run low, so a knife may be used. Caches exist along the route, but loot is often limited to food and drinks.
When the Duty base is reached, aid the stalkers against the remaining foes. If ammo is scarce, borrow weapons from fallen foes. After clearing the area, speak with Gray on the first floor and then with the Mole on the third floor to continue.
The mission continues with a broader battle near a nearby base. The area is crowded with enemies, so flank them from the right and methodically reduce forces.
As usual, natural cover like trees and concrete is best. Do not overrely on hiding spots. After defeating foes, talk to a foreign journalist and inspect a local merchant’s goods, which appear after resting with a sleeping bag.
To the landfill
To move to another map from the military base, travel east along the road. A thick fog blankets the area and a military checkpoint stands at the intersection. Head to the hangar and descend to talk to the bartender in the basement.
More updates will follow soon.
Other guides
Source removed