.d8888b. 88888888888 d8888 888 888 d8P 8888888888 8888888b. d88P Y88b 888 d88888 888 888 d8P 888 888 Y88b Y88b. 888 d88P888 888 888 d8P 888 888 888 "Y888b. 888 d88P 888 888 888d88K 8888888 888 d88P "Y88b. 888 d88P 888 888 8888888b 888 8888888P" "888 888 d88P 888 888 888 Y88b 888 888 T88b Y88b d88P 888 d8888888888 888 888 Y88b 888 888 T88b "Y8888P" 888 d88P 888 88888888 888 Y88b 8888888888 888 T88b ___ __ _ _ __ ____ ___ ___ _ ___ _ _ __ ___ / |__| | | / \ |___ |__] |__| | |__] \_/ |__| | \___ | | |___ |___ \__/ | | | \ | | | | | | ASCII Art courtesy of http://www.network-science.de/ascii/ vals_evil_twin@australiamail.com _____________________________ | STALKER:Call of Pripyat | | | | WALKTHROUGH/GUIDE v0.9 | | | | Val's Evil Twin | | | | (C) 23 DEC 2009 | |___________________________| ************************ UPDATED 20FEB2010 **************************** Mission Guides to Gauss Rifle and Svarog Detectors Circus Anomaly Fire Poltergeist ******************************************************************************* This Guide was made with the Russian Language version, v1.6.00, using Tagaziel's excellent English translation. It may differ in detail from other versions and from the English localisation when it is released in FEB 2010. The GUIDE includes a BEGINNERS WALKTHROUGH to help new stalkers quickly familiarise themselves with the controls, and a more detailed MISSIONS GUIDE type walkthrough, with many *SPOILERS*, that is still under construction. Sorry for all the bulleted lists, I hope it is still a pleasant read. Thanks Peetz for extensive contributions and editing,and also Dimitroff9001 for helping me out when I needed it most. If you liked the first two STALKERS, you are going to love this one! _______________________________________________________________________________ CONTENTS: _______________________________________________________________________________ 1.0 Overview 2.0 Controls 3.0 HUD & Inventory 4.0 Walkthrough Part I: Beginners Guide 5.0 Walkthrough Part II: Mission Guides 6.0 Hints & Tips 7.0 Weapons 8.0 Suits 9.0 NPCs 10.0 Mutants 11.0 Caches 12.0 Earning Money 12.0 Blowouts 13.0 Detectors 14.0 Anomalies 15.0 Artifacts 16.0 Achievements 17.0 Link between Items and Achievements/Rewards/Cash 18.0 Food, Alcohol & Drugs 19.0 Travel 20.0 Links 21.0 *SPOILERS* 22.0 MODS 23.0 Unpacking the Data Folder 24.0 Version History 25.0 Acknowledgements 26.0 Permissions Navigation: To find 'Weapons', for example, press CONTROL + F and enter '7.0'. _______________________________________________________________________________ 1.0 OVERVIEW _______________________________________________________________________________ This is a stand-alone game. There is no need to play Shadow of Chernobyl or Clear Sky first. The STALKER trilogy is now complete: Clear Sky was the prequel to Shadow of Chernobyl; and Call of Pripyat is the sequel, occurring shortly after SoC ended. With CoP the developers have added to the role play element, and the creepy survival/horror atmosphere of SoC is back. The Story: A military study of the Zone codenamed "Fairway" is launched with the aim of regaining control of the Chernobyl Nuclear Power Plant. All reconnaissance helicopters crash and the mission is a failure. You, as Agent Alexander Degtyarev, are sent into the Zone by the SBU (Ukrainian Secret Services) to determine the cause of the crashes. From the beginning of the game you already know the location of the crash sites but to get there you have to do some smaller quests and get some help from different characters of the game. As a military agent, you will be unable to join Duty or Freedom factions. The Zone around the CNPP is divided into 3 maps: Creek, Jupiter, and Pripyat. These are populated with various Stalkers, Military, Loners, Bandits, Monolith Scientists, Freedom and Duty faction members, supply caches, mutants and irradiated anomalies. You have a safe house and personal locker on each map. The game ends with Strelok attempting an explanation of events in the three games. You then have a choice between helicopter extraction from Pripyat, or continuing the game in free-roam mode. Features: > No bugs! > Flashdrives are no longer needed; toolkits are used for modifications. > Hand grenades no longer homed in on my butt (Novice). > NPC fights: NPC v NPC; NPC v mutants; Mutants v Mutants. > Mutants now have circling as well as frontal attack. > An 'Achievements' stat. > Locations are now labeled on the PDA map. > You can heal NPCs. > Game engine is once again X-ray, v1.6 > Impressive weather effects, blowouts and day/night cycle. > Improved RPG elements, including 'sleep' function. > Stealth is improved through use of the Noise & Visibility meters in the HUD. > New monsters: Tushkanah(Rats), Chimera and Burer. > Water is rarely irradiated, compared to CS. > After completing all missions, you can continue the game in freeplay mode. > 100 Tutorial hints on the Load screen. eg HINT#10 "To see details of your current mission, press TAB." > Many of the locations are photo-realistic and based on real places: Pripyat, Yanov train station, the Jupiter factory and Kopachi village. Roads, buildings and playgrounds have authentic Soviet/Ukrainian architecture. > Dx11.0 is supported, though graphics still look great on my C2D E8400 with NVIDIA 8800GT card. FPS was fine except for the basement of the X8 lab. > Caches can be accessed even before you are given the co-ordinates. _______________________________________________________________________________ 2.0 CONTROLS _______________________________________________________________________________ You'll immediately notice that STALKER games have a whole heap of controls, so I should mention them first. The basic controls you find in FPS/RPG games still apply but the are a few advanced controls. These aren't ALL the controls, just the ones I felt were important. *See the game's options menu for the complete list.* ADVANCED CONTROLS: > W + X = Run > W + X + SPACE = Long running jump. > LSHFT + LCTRL ie Crouch + Squat = Low Crouch. This is useful for reaching cramped areas and hard-to-access caches. BASIC CONTROLS: > Pause/Break Key = PAUSE > N Night Vision > Y Change ammo > V Change grenade > 6 Bolts > O Detector > 0 Change fire mode between Full, Semi auto and Single mode. > P for PDA > I for Inventory > Mouse Wheel to change weapon > F5 quick Save > F9 Quick Load > SPC Jump > ESC Main Menu > L Torch/Light > F Talk, Pick up, open doors. > X Run > R Mouse for iron sights > R Reload. Also if a weapon jams, press R to reload. > TAB Current Mission heading and sub-heading. > F12 Screenshot. Stored at C:\Docs&Settings\All Users\Documents\Stalker CoP for me. Peetz's game made a new entry at C:\users\public\docume~1\stalke~1.-\ Both screenshots and saves go in there. _______________________________________________________________________________ 3.0 HUD & INVENTORY _______________________________________________________________________________ Upper Left of Screen: --------------------- Time of Day. Compass. Blue = North Blue bar=stealth aid! Shows your visibility to nearby NPCs. Green bar=Stealth aid! Sound level indicates approaching NPCs/mutants, and your own noisiness reloading or crashing into bushes. Mini-map: Yellow arrow is primary mission Grey arrow is secondary mission White dots are bodies you can mug Lower Left of Screen: --------------------- Four hotkeys allow you to heal with medipacks, eat, take anti-rad meds or drink Vodka for radiation sickness, bandage to stop bleeding, or whatever you select. Lower Right of Screen: ---------------------- Symbols in green, yellow or red indicate severity of damage/wear. Symbols include bleeding, hunger, radiation, damage to suit/helmet, weapon; and weight limit. Important Health and Stamina bars here, check them often. Center of screen: ----------------- The usual arcade crosshair. If you are a real Stalker, R mouse gives you iron sights. INVENTORY: ----------- Many items in your inventory have a right-click menu. Double click R Mouse to remove scopes, unload weapons, eat, drink, drop, drop all etc. In the "Repair/Upgrade" screen, single click LMouse to repair or upgrade items. _______________________________________________________________________________ 4.0 WALKTHROUGH PART I: The first ten minutes. _______________________________________________________________________________ *This section is just to get you started if you are new to STALKER* Check out the game options first. I suggest enabling Autosaving, and selecting 'Novice'level. Novice level is very easy! Go right through the Options TAB and experiment with Video settings. Get a nice balance between graphics and frame rate. Advanced Video Options like 'Sun-cast Shadows' can really overload your video card! When you first gain control, you will be standing in Woodlands, all alone. It is 9.06am. The wind ripples the grass; shafts of sunlight pierce the cloud cover; crows circle, wondering if you are about to die from mutant attack or radiation poisoning! Your first key presses should be F5 for quicksave, and the Pause/Break key. Take a moment to get familiar with the HUD. Notice the Hotkeys, compass, clock, mini-map with white dot (you) and yellow arrow, Health and Stamina bars, and the AK set to full auto with 30 rounds in the magazine. Press (un)Pause/Break key, press I, press Pause again and check out your inventory. The reason for using Pause/Break so much is this: if you just stand there looking at your inventory or your PDA, life is still going on around you. Time passes; you could be attacked by mutants; a Blowout could start; you will get hungry; nothing good will happen! You're not going anywhere just yet! Now press P and have a good look at your PDA, especially the GPS, Stats and Mission Tasks. Note the GPS map's navigation controls; try zooming with the mouse wheel; read the place names on the map; check out all the tabs at the top of the screen. OK, down to business. Head straight ahead to the south as shown on the compass. Ignore the Yellow arrow at this stage. Hold X if you like to run. A couple of Stalkers are walking towards you. They are randomly named. (I hope you have NPC names enabled in Options). They appear on the mini-map as a yellow star and a dot. Yellow means they are not hostile towards you, just neutral. Press 3 to holster the AK, so you don't accidentally shoot them! The guy with the star will talk to you so press 'F'. Go through the entire dialogue tree with him. Press F5 again to quicksave. Ask: "Where is the nearest Stalker camp?" and... .."Do you know anything about the crashed helicopters?" This triggers your first two missions: "Go to the safehouse at the Skadovsk Wreck" and... .."See Noah for a way to the Southern Plateau." Ask: "Where can I find a work?" You will get random answers to this. The people who can give you work are easy to find later and include: Sultan (Backstab Mission) Beard (Artifact on Dredge) Owl (Check mercenary camp) Gaunt (Find Magpie/Soroka/Flint) Glouchar (Bloodsucker Nest at BIS circle). Ask:Where can I find artifacts: He will name a few anomalies for you, Circus, Burnt Village, Iron Forest, etc. Ask: "What's new in the Zone?" gives some background to the plot and increases the immersion factor. He may tell you why Cardan has become a drunk. Ask: "Are you doing anything now?" He may take you with him a short distance for free, or offer to guide you to various locations on the Creek map for a charge. You can open up the TRADE window if you wish, as you have 3000 roubles, but I wouldn't bother buying/selling until later. Wow! Now you get to shoot something! Headshots of course. You can press '0' (zero) and change the fire mode to single shot. Hold R Mouse to use the iron sights. Their dead bodies, which you can now loot, will appear on the mini-map as two white dots. Check your HUD icons for bleeding and suit damage icons (Lower Right). Press F2 to bandage your wounds. Press R to reload the AK. Of course if they killed you stone dead, press 'F9' to reload the previous quick save. You now have several mission tasks queued which you can view in the PDA. Press P for the PDA and click the 'Mission Tasks' tab. Locate the "Safe House: Reach the Skadovsk" mission. The Skadovsk is an 'icebreaker' shipwreck, stranded when the river dried up ... Ukrainian humour! The Skadovsk is your safe house in the Creek, and the centre of all the action. Click on the 'Centre-on-map' icon for this mission. On the main PDA/GPS map, click the grey icon centred on the Skadovsk. Now close the PDA. The grey arrow on your mini-map now points to the Skadovsk. Cool! So head for the wreck before a blowout occurs. You could kill and loot another group of Stalkers on the way if you wish, but I just couldn't do it to the poor guys. Any mutants attacking will turn your cross-hairs red, just so you know friend from foe! Running backwards with the AK firing on Auto is my technique, but I am ashamed of myself. Mutant boars(Flesh) and dogs are fairly common in Creek. If a blowout happens along, you will be given a safe location on your PDA map for shelter. Some of the shelter locations are more dangerous than the blowouts themselves. If the indicated shelter is somewhere dangerous, you can find ANY nearby shelter. You probably have enough time to get to the Skadovsk from most areas on the Creek map. Just run in a straight line, the water here is not irradiated as it was in Clear Sky. If you are directed to a tunnel near the Burnt Village, be warned: there is a Controller in residence. This monster will own you at this stage of the game, so you don't want to go there. It is susceptible to grenade attack when you are more skilled. Later with good protection and anabiotic drugs, you can survive a blowout in the open. They are graphically cool, if you want to stand outside and watch the show. Once at the Skadovsk, You get a message "Completed Mission: Go to Safehouse." Well done! Press '3' to holster the AK and Press 'F' to open the hatch. Try not to get squashed between the hatch and the wall! Check out the stalkers inside on all three decks, but don't accept any work just yet. Press F to talk and go through all the dialogue trees. Then up the companionway to the middle deck to find your personal locker. There is a mattress to sleep if you must wait to do a mission at a specific time. If you are frightened of monsters in the dark you can sleep here every night. It is rumoured that the mutants are more active at night but I couldn't confirm this. It is gloomy inside the ship so press 'L' for your torch. You can leave it on permanently, though later it will clash with Night Vision (NV). Find you personal locker and press 'F'. Try out the screen to transfer items back and forth. Throughout the game you will retain access to the three personal lockers on the three maps, Creek, Jupiter and Pripyat. Just for practice, press 'F' to try out the bed. And no, GSC still left out the female Stalkers. Too many polygons, too many script changes, too much trouble all round! Have a chat to Beard (Barkeeper) and Owl(Trader). You can trade some of the loot from the Stalkers you so callously murdered. First, separate the ammo from any guns you looted with the right-click menu in your inventory. (Sell ammo, scopes, silencers and guns as separate items.) Go to the weapons tech on the first floor. In Cardan's Repair/Modification window, repair any guns with MINOR damage for sale to Owl. Also repair your suit and helmet. Buy/Sell some meds to Tremor the medic for best prices; ammo and guns to Owl; food and drink to Beard. You can talk to Nimble on the upper deck but you will need some money before you place any orders with him. A blowout probably occurred while you were safe inside the Skadovsk, replenishing the anomalies around Creek with artifacts, and killing crows and any bandits who were too slow seeking shelter. Press ESC for the Main Menu and make a Hard Save. eg " 01 Operation Backstab". Now to accept some paid employment: I like to speak to Sultan first. When you first step inside the Skadovsk, the first voice you hear is telling you to see Sultan. He initiates the "Backstab Mission." Sultan is a bad guy. He wants you to help attack Beard's Stalkers on the other shipwreck as they transport cash. Next talk to Beard, the good guy. Side with him in operation Backstab. Report to Sultan's henchman Knuckleduster, and wait until midnight for the attack. Sleep if necessary to pass the time. Follow the marker on your mini-map to the battle. If you are backstabbing for Beard, shoot the nearest Raider and all the bad guys will turn your crosshairs red. Don't shoot the friendlies! Collect all the loot and report back to Beard for your reward. You can begin main missions now, or go artifact hunting to make some real money. Soon you will need a few thousand to spend with Cardan and Nimble, and the main missions will keep for later. Time to collect an artifact. ---------------------------- You have the Echo Detector, which is very basic and difficult to read. Leave the calm of the Skadovsk; check your PDA/GPS map for the Burnt Village Anomaly and head in that direction. Poor as it is, even the Echo should find something there! As soon as you can, take out the AK and protect yourself from dogs. Hold 'X' and outrun them if you are a dog lover. At the Burnt Village, do a quicksave ('F5'). Yeah, last time I remind you! Press 'O' to use the detector, and '6' for your unlimited supply of bolts. Advance into the Burning Village, throwing bolts all the time to show any geysers of fire in your path. Near a hut in the southern edge of town your detector should light up and beep. In the room on the right (facing north) is a Crystal artifact beneath/beside a low, leaning beam of charred timber. Press 'F' to capture it for your inventory. Crystal is typical of 'Burner' type artifacts. They absorb heat from the extreme temperatures in a Burner anomaly, while remaining cool to the touch. You can trade this for a nice sum! While you are here you can run up a leaning beam and check one of the huts for the Vintar sniper rifle. If you are lucky, you might even discover the teleport here! Drink some Vodka or jab some anti-rads drugs with the 'F3' hotkey if your radiation poisoning icon is flashing in the lower right of the screen. Should a blowout interrupt you, there are two shelter locations nearby. One is a tunnel inhabited by a Controller. The other is inside an underground anomaly, where you can survive the blowout, maybe find an artifact or two, loot a body, and sort through your inventory. Unload any weapons you have collected, and drop the badly damaged ones with the right click menu. Or if you prefer, sprint by pressing (W + X) and make it back to the Skadovsk to shelter in comfort. So what next? Well, that's about it for the first ten minutes. Believe it or not, you have now covered pretty much every aspect of the controls and are ready to head on out there by yourself. You are now able to: > access the PDA, Stats, Message log > use the HUD/Compass/Mini-map > Quick save/load > Hard save/load > Repair, unload, upgrade weapons > Use a detector to locate artifacts > Trade weapons, ammo, artifacts, medical supplies. > Make some roubles. > Manage bleeding, hunger, fatigue and radiation poisoning > Identify friend and foe > Find your way around the Creek > Quick travel within Creek with NPC guides > Access your personal locker > Accept and complete missions. Congratulations! _______________________________________________________________________________ 5.0 WALKTHROUGH PART II: MISSION GUIDES _______________________________________________________________________________ A walkthrough? I would have to be kidding! After the first ten minutes you already have a dozen options! This section is very much under construction. ------------------------------------------------------------------------------- Some general guidelines for the Creek: ------------------------------------------------------------------------------- > After each mission, see Cardan to repair/modify weapons. > Press F4 or use your inventory if you are hungry. > Make a full circuit of Creek after each blowout to collect artifacts. > Do as many "Find Artifact" side missions for Beard as possible. > As soon as you can afford it, place orders with Nimble for a pistol, an assault weapon and a better suit. The pistol he provides is upgradeable to full auto, and is ideal when exploring with a detector enabled. The assault rifle doubles as a sniper rifle. The Clear Sky suit is upgradeable to four artifact pockets and is a very handy suit until later when the Seva becomes available. > Make the decision now to play 'nice' or 'nasty'. I chose 'nice', and sided with Beard against Sultan...and later, Duty rather than Freedom or 'neutral'. > Keep an eye out for Cardan's "Toolkits" as you explore. > Some missions have a time limit, especially Beard's artifact requests. _______________________________________________________________________________ CREEK MISSION GUIDE First Map _______________________________________________________________________________ ------------------------------------------------------------------------------- Beard's Mission to the Strange Phenomenon at the Dredger. ------------------------------------------------------------------------------- This mission can be easily completed with the most basic of detectors. There is probably an artifact somewhere in the water. The water is phosphorescent around it, so it will be fairly easy to find. The artifact in the wheelhouse of the dredger is also obvious. The hard part comes when it is time to leave. A stalker will try to trick you into handing over the 'steering wheel'. When you refuse, get ready for a fight. If you find the steering wheel before Beard gives you the mission...no problem! Talk to aany stalker, they will tell you where to take it. ------------------------------------------------------------------------------- Glouchar's 'Who Is Killing The Stalkers?' Mission. ------------------------------------------------------------------------------- This rather lengthy mission earns you the Veles Detector and the 'Detective' Achievement Award. It is typical of the high standard of secondary missions in Call of Pripyat. Glouchar, in the Skadovsk bar area, initiates this mission. Various stalkers will recommend him when asked about finding a job. Many stalkers are missing, and the bloodsuckers are the main suspects. Your first task is to find Daniel, who is out hunting the bloodsuckers for Glouchar. You find a dead bloodsucker at the GPS marker, but no sign of Daniel. Take the opportunity to search PineOak for artifacts while you are here. Glouchar immediately summons you to the BIS Circle, where he has discovered the lair of the bloodsuckers. Protect him as you go deeper into the building. Shoot the grenades under the wire mattress frame to move them and make them accessible. Collect them from the other side using low crouch (LCTRL + LSHFT). Observe the four white dots on the mini-map, these are bodies you can loot. Glouchar picks the doorlock, and warns you,"Ssshh! It's full of sleeping Bloodsuckers. Let's try to get past them without making a noise!" If you manage to wake them up and kill them all, the mission will terminate and Beard will reward you with a Veles. But with Glouchar dead, you will miss out on the "Detective' Achievement. So...DON"T WAKE THEM UP!! As you leave, check the tunnel for a cache. Once outside, Glouchar gives you a "Yo later dude." When you exit the tunnel, you can do the Helicopter Crash Site #5 Mission, as well as finding another artifact in the swamp. Head back to the bar, and your reward. Beard gives you a further mission to fumigate the bloodsucker lair with nerve gas, and tells you Owl may know where to find a gas cylinder. This information costs you 2000 RU. You recoup this by selling documents you find with the convoy transporting the gas cylinders. As you head to the convoy, check the shack to the East of the Port Cranes. There is the body of the hunter, Daniel, in a pool of blood outside a locked door. Hmmmm! Search every vehicle in the convoy carefully, both on and under the bridge. Back at the BIS Circle, fumigate the lair. Tuck into a safe spot beside the gas cylinder and clean up the few bloodsuckers that escape. Return to Beard for a Veles and 5000 RU. When you get the call to see Glouchar again, he is nowhere in sight. Beard tells you he has left you a note...he is at the Port Cranes following a hunch. All is revealed here, it was not the bloodsuckers killing the stalkers after all. Return to Beard for a 10 000 RU reward and the 'Detective' Achievement! As a further bonus, medical supplies will be randomly deposited in your locker by grateful stalkers! ------------------------------------------------------------------------------- SNAG MISSIONS ------------------------------------------------------------------------------- Snag is one of the loners hanging around in the Bar. He gives a simple mission early in the game to retrieve his hoard, a steel case in a Zaporozhet that fell into a nest of Snorks during an earthquake. Drop down a series of ledges to the car.You will definitely need your flashlight and shotgun in the maze, which exits onto the Claw anomaly. Back at the Skadovsk, bargain hard with Snag for your share of the contents. Later when you have purchased one of Nimble's rifles, Snag confronts you and claims you are holding his recently stolen rifle. You can ask various characters about Nimble's character, and they all agree he is a straight arrow. Ask Nimble if he is selling stolen property, and a mission to track down Snag will initiate. Beard, who seems to know where everyone is, tells you that Snag is up at the Port Cranes. After a battle here, a PDA has information that Snag is a thief working for Sultan. Snag has fled to the Jupiter map, and you will have to find him there later. Being a nice person, you can choose to spare his life! ------------------------------------------------------------------------------- Cardan's Toolkit Mission ------------------------------------------------------------------------------- Find toolkits so you can begin modifications to your suit and weapons. Keep an eye out for Toolkits as you explore. When you approach the Workshop keep your weapons holstered. The stalkers there will be friendly if you give them (6) items of food. But when you approach the Sawmill, be sure to have your rifle ready for the Zombies! The Calibration Toolkits are only found in Pripyat, to save you searching! ------------------------------------------------------------------------------- Helicopter on Southern Plateau Mission ------------------------------------------------------------------------------- Be sure not to shoot Noah. Later he gives you the Compass artifact...though if he is dead, you can acquire it elsewhere. He is also a person you can ask to join your team into Pripyat...you can ask, but he won't go! Up on the plateau there's a cave with the bodies of two helicopter crew, and a whole mess of Snorks! ------------------------------------------------------------------------------- Miscellaneous Creek Missions ------------------------------------------------------------------------------- Sultan gives a mission to disrupt Beard's artifact trade by killing his stalkers and taking their enhanced Svarog detectors. I was only able to find one Stalker team with a Svarog and was unable to complete this mission. (There are two (2) Svarogs to find.) This mission starts later in the game after you have found three Veles detectors for Owl and delivered them to the Scientist Bunker on Jupiter map. ------------------------------------------------------------------------------- SULTAN'S MISSION to COLLECT SVAROG DETECTORS Updated 20FEB2010 ------------------------------------------------------------------------------- QUOTE CRAIG" "re Sultan Mission, I was looking online trying to figure out how to end the detector mission and it seems many people were asking the same question with no answers. It seems must be a common bug. I'm not sure if this can be of any use to you. Or if you already know... There is a mission many people online are having a problem with. It's the one where Sultan says you must get TWO detectors by any means necessary to cut off Beard's supply. The first one is easy to get from the team of stalkers that shows up on the map but nothing seems to spawn a second team of stalkers so it seems like an impossible mission to clear. Seems like a glitch just waiting for a patch to correct. However, I was able to finish the mission by obtaining another prototype detector from one of the scientists in the bunker. When you return with this detector and the one you got from the stalker team, you can now approach Sultan to complete the mission, which gets you a cut from Beard's income. I got 2000 when I checked back in a few days. The bad thing is, it seems to end Beard's artifact missions so in the end, it's really not worth it to back stab him this way. I am sure the programmers meant to spawn a second stalker team, because buying the detector from the scientist seems to be a work around that doesn't really fit the mission story. Hope this helps." END QUOTE. Thanks Kraygh. Three missions begin in Creek but can only be completed after leaving for Jupiter. #1 a mission for Owl to take three Veles detectors to the scientists. If you shoot enough loners in Creek, you will eventually accumulate four Veles detectors! #2 The "Find Magpie" mission for Gaunt continues in Jupiter. #3 The "Snag" mission continues at Yanov Station. _______________________________________________________________________________ JUPITER MISSION GUIDE Second Map _______________________________________________________________________________ ------------------------------------------------------------------------------- Some general guidelines for Jupiter ------------------------------------------------------------------------------- > Find your bed and locker. > Find Nitro the gunsmith. > Talk to everyone. Ask around for work. > Do Uncle Yar's mission to Kopachi Village. > The "Vano's Debt" and "Hostage Mityai" missions can be completed peacefully to earn the "Diplomat" Achievement. Approach the bandits with your weapon holstered! After you complete the missions, feel free to go back and clean them out! > Take care to whom you sell Morgan's and Gen. Tachenko's PDAs! While CoP is not really faction based, it does affect which Achievements you receive. ------------------------------------------------------------------------------- THE OASIS ARTIFACT PUZZLE ------------------------------------------------------------------------------- i. Systematically walk down each row. Start with the row on the far left. When you are teleported back, go through the next row until you have walked through them all. There are four curtains altogether. ii. When all the curtains are revealed, walk a zig-zag path through all four curtains to reach the Oasis room. Load your shotgun and pick up the Oasis artifact. Or don't load it and sprint for the ladder. ie. The point is to go though the archways to activate the star curtain on each one. Only by traveling through ALL archways with a star curtain will you reach the Oasis. _______________________________________________________________________________ PRIPYAT MISSION GUIDE Third Map _______________________________________________________________________________ ------------------------------------------------------------------------------- Pripyat X8 Laboratory ------------------------------------------------------------------------------- You may need to turn down your graphic options here. I had severe lag when the Tushkanah attacked in the basement. Take plenty of Medipacks and ammo in with you. I believe there are six documents to be found. The three Burers proved too tough for me and I just ran past them. I found no artifacts in the lab the first time. The second time there were two. One on the second floor and one on the roof. Sorry but you will have to keep your detector out. Unless of course you already have 300 000ru, that you will never get a chance to spend anyway! Quote "X8... Yes, the place is a maze - which is amazing considering that it is really not very big at all. There are 6 documents to find. I'll try to give you some pointers from memory. When you enter, you find yourself being hit with flying objects due to the poltergeists and Burers around. To your right is a locked door that you need the red card to unlock (from the "One Shot- One Kill" mission). It just contains ammo and weapons - nothing important. To your left are 2 doorways – the one on the right is a hallway with a door straight ahead that has a flash/shock anomaly roaming up and down the hall. If you open that door and time it right - you can run down while the flash is down the hallway, grab the document (#1 'American Experiment Log') there and run out back to the area where you entered - without getting zapped. In front of you is a stairwell down (remember, I'm going from memory, here). Take it and you get to the next floor down and get attacked by 2 Snorks. Then take the stairwell on the right up to a small level that has a big hole in the middle of the floor. There's a ladder in the corner, taking you up to a small room with a spinning, flashing light and a poltergeist. A few shots at him and the barrels and wood stop flying at you. There's a machinegun there as well. Watch for the rats through the hole in the floor before you go back down. Go back to the Entry. Take the stairwell on your right, next to the Ammo Room. There will be a small balcony overlooking that room and Snorks. Go up the stairs and follow the balcony around to get to the Kitchen area and the sound of the crying child. The Burer is behind the door where the sound is coming from. Pull your knife, run in and show the Burer how sharp it is! There's some ammo in a locked fridge that can be opened with a shotty blast, and a document (#2 'Research Document') on a table in the room. Go back to the entry where you started. Go to the hallway on your left that has the two elevators in it and enter the left elevator. Climb down, and crawl out the bottom of the crashed elevator so you can get into the other elevator shaft. Take that shaft up and leap into another lobby area. Around the corner from here is a difficult area with three Burers. The trick here is to run up to the small top room. In that small room will probably be only one Burer, which you can take care of easily. The others will probably come in to investigate. Gives you a chance to save while you try to take the others one-by-one. There is a document (#3 'Product 62 Manual') in the small room – and another (#4 'Sample Experiment Report') in the main room on a table beside the large vertical tank. Go back to the main entrance where you started and take the stairs down, on the left. Keep going down until you get to the basement level in the flooded room where FPS can drop alarmingly! Lower your settings for this part - or save and reload the game to see if that clears it. Take care of the rats and search the room for another document (#5 'Rainbow Emmitter Document') on a table along with some meds, ammo etc. Make sure to read the popup on the model in the middle of the room (dunno if it's important, but it seems like it should be).... Exit the flooded room, enter the room just off that area with two big tanks surrounded by a low concrete wall. Walk down into that area and you'll find another document (#6 'Transfer Order') on a table. Rats, again... If you picked up all six documents you will get a message to leave the X8 Labs. Return to the Main entry only to find a Controller has taken up residence. Convince him that is not in his best interest and you will be able to exit the Labs and take the elevator back the surface.." thanks Peetz. ------------------------------------------------------------------------------- Pripyat: The Ending ------------------------------------------------------------------------------- You have the option of ending the game or continuing with free-roam and combat, but no new missions. Strelok attempts to explain the events of the three STALKER games. Ending the game gives a slide show presentation of characters, present and future events. _______________________________________________________________________________ 6.0 HINTS & TIPS _______________________________________________________________________________ > Search all bodies. Some hold important quest items such as PDAs. > Shoot to dislodge cache items if they are unreachable beneath a pipe or in the branches of a tree. Low crouch can also help. > Some missions are time sensitive. Side missions may become unavailable if neglected too long. For example, helping Owl to disrupt Beard's business by taking the experimental detectors from his Stalkers. > Resist the compulsive 'pack-rat' mentality of the typical RPG player, or you will finish with hundreds of thousands of roubles and a pile of loot you can never use! > Use the Sleep Function to wait for Nimble's deliveries, or to do a mission at a specified hour. > Use 'crouch' for a stealthy walk. > Don't get stuck behind opening doors, it's not a cool look! > Check all anomalies for artifacts regularly to make money early in the game. Artifacts randomly respawn after each Blowout. > Quick travel to an anomaly by asking characters, "What are you doing?" and then travelling with them. > Quicksave before fights and conversations. Hard Save before each mission. Set the Game Option to make auto saves at significant stages. > Check your map and HUD often for load, hunger, fatigue, bleeding, radiation and wear on weapon and suit/helmet. > Talk to most all NPCs through the complete dialogue tree. After a while you'll recognise those which are redundant. > "The main thing about Pripyat, I've found, is that you do have to listen to Kowalski... and remember to return to his base after each mission he gives to talk to him and stock up on free ammo/nades/meds." P. _______________________________________________________________________________ 7.0 WEAPONS _______________________________________________________________________________ > Buy weapons from Nimble. These are often superior to anything you find in the wild. Although Seva, FN2000, G36 and possibly others are just the same. > Don't waste your money buying weapons from traders, you will come across them soon enough as loot. > Modify or repair weapons and suits with Cardan (Skandovsk Wreck, Creek), Nitro (Jupiter), Uncle Yar or Lieutenant Kirillov ("Novelty" Laundry and Dry Cleaning, Pripyat). Uncle Yar only becomes available in free roam at the end of the game, after the military have evacuated. > Weapon stats in your inventory can be used for comparison with the equipped weapon. Green=Better, Red=worse. > Choose your upgrade path carefully. What is more important, accuracy or rate of fire? > Pistols: Light and easily aimed; useful while holding a detector; the H&K USP and .45 ACP can be upgraded to full auto with 16 round mag. Recommended! > For most of the game. I stuck with the H&K G36 assault rifle with X4 scope, and the Protecta shotty with 12 round mag. > The knife was useful on Burers and the occasion crate. > Grenades work well on Controllers. > The grenade/rocket launchers impress other NPCs when you walk around with them, and everyone goes "Wow!" when you blow something up. > Silencers and sniper ammo don't seem to contribute much to stealth, as enemy NPCs a few metres away never seem to notice when you shoot the guy standing next to them. Silenced pistols are pretty stealthy though. > "After returning to Pripyat and informing Col. Kowalski, you get to keep the Gauss rifle. Although it is a "one-shot-kill", it is a bit impractical because it takes a while to recharge in between shots." Shooters: --------- > Heckler & Koch G36. 3.7kg, 5.56X45 ammo, 30 shot mag, x1.6 and x4 scope, 2nd gen NV. Good all rounder for everything from close range mutants, mid range Zombie assault and long range sniping of controllers. > Protecta shotgun. 3.54Kg, 12X70 shot or 12X76 Zhekan slugs, 12 shot mag, full auto mode. You can do a partial reload and start firing again. It is possible to attach a Susat X4 scope to the Protecta. The Protecta is effective at medium range, but a scope on a shotgun is not terribly cool. > PKM machine gun. Uses 7.62X54 ammo belts and weighs 8.80Kg. Impresses the hell out of everyone when you walk (very slowly) around with it. > Vintorez Sniper. 3.43kg, 9X39mm SP-5 ammo. VERY Stealthy! > RPG-7 6.30kg, CG-7B grenades. Boom! Awesome destructive power. > FN2000. 4.75kg, 5.56X45 ammo, integrated optics, adjustable sight, grenade- launcher, auto-locking optics. Yum! > Gauss Cannon. 6.00kg, electro-magnetic operation requires batteries. Factory batteries are made from the shards of the Flash artifact. Home made batteries, less effective, are available from Cardan. (Creek). This gives a one shot kill on the nastier mutants at the end of the game. > Don't store scopes in your personal locker as they degrade. Put in a X4 scope and it will come out a X1.6. This bug is a piece of Clear Sky nostalgia. Nimble's Special Orders: ------------------------ Nimble charges an arm and a leg, but CoP is awash with roubles so spend up! Many of these are superior to anything else you loot or find in a cache. They are all worth a try. > March Pistol. This is a modified H&K USP. Mag holds 16 shots of the more powerful .45 ACP ammo with a high rate of fire. Works on everything from Tushkanahs biting your ankles, to Zombies. I carried it everywhere to use with my detector. Simply amazing on Full auto! > Lynx Sniper, based on the Dragunov. Silent death from 1000m! 7.62X54 H1 ammo, and the option of 2nd Gen NV or Body heat/auto lock on. > Surf Sniper, based on the Vintorez. Mag holds 10 rounds of 9x39 SP-5. Ammo is not common, so buy up from the traders. I love the realistic ballistics: aim above the head to allow for bullet drop. > Assault rifle from Nimble is the H&K G36, mag holds 30 rounds of the plentiful 5.56X45 round. The adjustable high contrast sight is nice! > Carabinieri. A military shotgun based on the SPAS-12. Full auto mode and high accuracy. > Thunderstorm. A Modified OC-14, Mag holds 30 of the plentiful 56.45x39 calibre, great rate of fire plus a grenade launcher. > Frazer. This is an experimental sub-machine gun based on the MP5. Rechambered for .45ACP it now has extreme rate of fire, high accuracy and great stopping power. Yes! _______________________________________________________________________________ 8.0 SUITS _______________________________________________________________________________ SEVA. Can't remember where I found mine, but late (too late) in the game there is one in the tunnels to Pripyat. Free. This was my favoured suit! This suit has an integral helmet/closed breathing cycle. Its basic characteristics are poor bullet resistance, and excellent shielding for radiation/anomalies. I had a carry weight limit of 104kg without any modding, using the four suit pockets and the upgrades. There are several options/choices within the second level of modifications. For the SEVA I finished up with: Gunfire +40% Chemical +20% Rupture -20% Durability +10% Radiation +50% Carried Weight +10kg Artifact pockets +3 Psionic +70% Fire +20% Restore +2 Bleeding +4 Health +4 The only disadvantage of the SEVA is no NV. It had NV in the previous two games, and with the nights so dark, you really need NV in this game. There is an Elite Nightvision and Carryweight MOD for those who think the devs got this a bit wrong! NOTE: Fill your pockets with Goldfish and Baloons. CLEAR SKY SUIT The CHN-3a Battle Armour is based on the old CS suit, and is a special order from Nimble. Novikov in the Scientist Bunker is an erstwhile Clear Sky member and worked on the manufacture of this suit. He gets all nostalgic and upgrades it to level three for you. Weighs 11.20kg, and needs a helmet. It gives good overall protection, has four artifact pockets, is fully upgradeable. A very spiffy suit! EXO_SKELETON I bought one from Nimble. Massively armored, huge carry capacity, modifications allow sprinting. If cost is no problem ... and it shouldn't be ... get one and impress everyone! DUTY & FREEDOM SUITS When you find Morgan's PDA you can do business with either Duty or Freedom. Neither suit is worth the bother imo, but the Freedom suit has five useable pockets and is very light. The PSS_M Universal Protection Suit is an updated Duty suit with good gunfire and anomaly protection, and can be modified with artifact pockets. BULAT MILITARY SUIT This, like the Clear Sky suit, requires a separate Helmet. It is heavy, has few pockets, and no environmental protection. It does have NV and good bullet protection. DON"T BOTHER The STALKER outfit weighs 5.00kg, and has two pockets and no NV. It requires a 4.00kg helmet/respirator. The Bandit jacket looks badass if you want to impress the Stalker chicks in the Zone, or take a screenshot of yourself. Dying! _______________________________________________________________________________ 9.0 NPCs _______________________________________________________________________________ CoP is much more sparsely populated with humans than previous games. Mercenaries, Monolith and Bandits are now friendly. They have the yellow icon and no longer shoot you on sight. Give a wounded stalker a medikit and the green icon shows he is now friendly. Only the Zombified hate you on sight. NPCs fall into a few broad categories: Traders, Weapons Techs, Doctors, Guides, and important characters who progress the story by giving missions. Weapons Techs who modify/repair weapons and armour: > Cardan is on the second level of the Skadovsk Wreck (Creek). > Nitro is his counterpart at Yanov Station (Jupiter). Unlike Cardan he does not require Vodka as part of the repair process. > Norikov at the Scientist bunker in Jupiter can modify the CS suit. > Lieutenant Kirillov (Military) at the 'Novelty' Laundry and Dry Cleaner, Pripyat. He gives free ammo and grenades, and makes no charge for repairs. He cannot make modifications though. > Uncle Yar becomes the Weapons Tech after the Military evacuate from Pripyat. Beard, Owl, Sultan, Tremor, the Pilot, Lieutenant Rogovets, Lieutenant Sokolov, Zulu,Tutslan, Noah, Professors Ozersky and Herman, Vano and Flint are ... ....well you don't want to be spoon-fed now do you! _______________________________________________________________________________ 10.0 MUTANTS _______________________________________________________________________________ > Dogs, pigs, flesh and snorks attack with a circling motion now as well as a frontal attack. > Burers are susceptible to the knife. They have a shield, so take headshots from a distance or when the shield is lowered. They use telekinesis to throw junk at you so keep moving. As one of the 100 tutorial hints says, "No Stalker ever won a fight standing still." They have a blast that lowers your stamina if you are too close. They can knock your weapon out of your hands and deflect grenades. They are also fairly slow and easy to run past. (I am thinking of the room in Lab X8 that holds three of them.) Burers locate you by sound and movement. "When stabbing a burer with your knife... Watch the green sound sound bar on your upper left. Each knife blow reduces the green until the burer finally dies (i.e., he can't hear you any longer." Jim. > Chimeras are very agile and mobile, with a long distance jump. They are fairly easy to damage from an elevated or distant position, especially with the Gauss rifle. > Bloodsuckers attack from the rear so back up to a wall or a corner if possible. They also have a chokehold move which is pretty scary. Otherwise, running backwards from them while blazing away with a shotgun works. You can locate them by their footsteps if they move in water. > Pseudogiants do damage stomping on the ground. They are tough and absorb a lot of punishment. > Controllers have a psychic attack as well as sending in zombies against you. Snipe from a safe distance or use grenades! Here's a rundown on all the mutants as a whole from Dimitroff9001, who said it better than I could: "Bloodsuckers now turn completely invisible, and always circle around the back when attacking, with a possibility of a restraining move. If you keep them in your sight and run after them as they circle, they will go out of invisible mode and try to run away, so the general tactic is to 'scare' them. "Chimeras are not quite like snorks in the way that they attack. Whereas snorks jump in from a very short range and claw at you repeatedly to get your health down, a chimera will leap in from a fairly sizeable distance, hit/bite you once or twice before jumping back into safety. Essentially, it is a mix of a bloodsucker and a snork in that it has a hit-and-run tactic with its powerful jumping ability. No, it does not breathe fire, and neither did I know of the 'exploding' variant that you mention, although I have gone through and played with the creatures from the cut game files in SoC. "Burers are quite possibly the most annoying creatures in the game, given their wide range of abilities. Their telekinetic throws do indeed have the potential of deflecting grenades back at the player, although it's typically very inaccurate, and the grenade explodes in midair. They also have a psychokinetic blast attack that lowers your stamina, and, if it already is low, knocks your weapon from your hands. This is very annoying as it will probably get thrown somewhere far in the fight, and you may not even be able to find it, much less run and get it. The wave attack also returns, although as far as I can tell, it only does physical damage as opposed to fire. To cap off this list of abilities is their capacity to block bullets for a small period of time. Thankfully, they have no telepathic attacks or effects akin to those. "Tushkanos take only 1 shot (2 at most) to kill, although dogs are quite a bit sturdier. "Bloodsuckers turn COMPLETELY invisible, and while their choking move doesn't do much damage, it's incredibly annoying, and leaves you powerless to defend yourself against any other foes in the area for a few seconds. "Burers do impact damage with their wave attack. Telekinesis does require you to be directly in the monster's FOV to be of any use. Burers tend to put up their shield as soon as they get shot at, it lasts for a few seconds before they snap out of it, and you have a split second to place a headshot and take cover before they drain your stamina. "I THINK I remember seeing and even killing pyrogeists at the 'Circus' anomaly in Creek/Zaton, but I'm not quite sure at this point. They appear to be in the game files, from what I can tell, but they're rather rare in the game." Dimitroff9001. ------------------------------------------------------------------------------- THE FIRE POLTERGEIST in the CIRCUS ANOMALY. ------------------------------------------------------------------------------- Updated 20FEB2010 QUOTE Craig (Kraygh) "Yes the fire-poltergeist can definitely be killed. I will admit that I didn't even notice the creature until one of my many return trips looking for artifacts. To be clear, I am NOT talking about those two anomalies that constantly circle around the pit. I am talking about an actual "monster" that is hard to see (blurred effect) but makes your crosshairs turn red when your aimed at it, so you know when to shoot if you lose sight of it. Killing it is the same as killing the gravity-poltergeist in the electrical plant not too far from there. Using an assault rifle, it took about as many shots as a Chimera (very rough estimate) and then it kind-of exploded or imploded away. I even remember a charred fragment broke off from when it died. I followed the piece as it slid down the pit, thinking I could pick it up, but then that disappeared as well." UNQUOTE. Thanks to Craig (Kraygh) _______________________________________________________________________________ 11.0 Caches _______________________________________________________________________________ All caches are accessible, though it may not seem like it. There are >100 in the game. Caches contain weapons and supplies. Unlike previous STALKER games, caches are permanently placed on the map and fully stocked. You can either be given the cache coordinates by a NPC, or stumble upon one by chance. "When starting a new game there are a few that I try to get right away: The Jellyfish in the Claw Anomaly; Twist under Burnt Farm; L86 in boat by Port Cranes; SPAS in attic of building east of Port Cranes. The place where you have the shootout with Morgan/Bandits/Stalkers). That gives you Rad protection and a good rifle and shotgun to get started." P. The Vintar on the roof of a hut in the burning village is nice to get early in the game. One cache in the Kindergarten is hidden behind a crate. Generally crates, safes and boxes etc. are empty in CoP. The cache on the Gas Station roof requires the long-running-jump. Some caches are not at ground level, perhaps hidden in the branches of a tree or below in a tunnel. One cache on top of a pipeline pylon in Creek was almost impossible. At first I shot the loot down, but later I realised it is possible to jump up onto the pipeline. Make sure you are at full stamina and mobility and the jump is easy. Cache locations are easily found on the net, but you will enjoy the game more if you find them for yourself, at least on the first play-through. Look for one on top of the Dredger in Jupiter, and below the six cooling towers outside Jupiter factory, I was never given co-ordinates for these! _______________________________________________________________________________ 12.0 EARNING MONEY _______________________________________________________________________________ Selling bandages and bullets won't make you rich, although grenades can bring 400ru. I strongly recommend you don't go killing people for their stuff and selling it at a tiny profit. As a general rule in RPG, don't kill anyone unless there is no alternative. Hey, in CoP you can even give out medikits to wounded guys. Makes their icon change from yellow to green and you feel better about yourself. Selling artifacts should be your primary source of income, but when you are doing other missions, it is easy to take stuff off a dead guy and earn a little extra on the side. There are a heap of ways to make money. I'll mention a few: > Sell artifacts, as many as you can, and you'll soon be fabulously wealthy. > Artifacts bring more money if Beard gives you a mission to supply him. NB.Don't sell artifacts you'll need yourself(Goldfish, Baloon are used in suit pockets to reduce radiation and increase your carry limit.) > Unload weapons by using the Right-click context menu in your inventory. Detach any silencers and scopes and sell them separately. > Complete missions and sell PDAs and documents to the highest bidder. Be VERY careful selling documents if you want ALL the Achievements. (refer to the section on how to get "Information Dealer" and "Friend of..." for a more complete explanation. > You get better prices from friendly/specialist traders. eg. The medic gives you the best prices to buy/sell medical supplies. Not that you'd ever need to buy any, the stuff is everywhere! _______________________________________________________________________________ 12.0 BLOWOUTS _______________________________________________________________________________ You can survive in the open by using anabolic drugs, and get a Achievement stat for doing so. Most normal people head for the shelter marked on the PDA. If your first blowout is near the starting point and you are directed to a cave haunted by a Pseudo-giant, well...the only thing I can say is move away from the start quickly and spend your first blowout in better surroundings. If your first shelter happens to be in the Ark with Noah, (weird ship with the windmill on top) stand back until the door opens and wait until he has finished shooting before you enter. DO NOT SHOOT Noah! After each blowout, artifacts randomly respawn in some (not all) locations. _______________________________________________________________________________ 13.0 DETECTORS _______________________________________________________________________________ You might look funny, like one of those water diviners, but you should get used to walking around with your Veles detector out. Plus a fully upgraded pistol. As well as artifacts, it detects radiation. If you have a Jellyfish, Twist or Baloon in your suit pocket, radiation is not much of a problem just roaming and exploring. > The Echo is basic and outdated. It registers presence, direction and distance with the frequency of its audio-signal. ie Beeper. It has a very limited database so will not even detect most artifacts. > The Bear is a current generation detector. It detects artifacts and gives direction, but has a limited database. > The Veles is "next generation". It detects radiation as well as triangulating the position of artifacts. The database includes all known artifacts. I found mine early in the game on a dead stalker at the Circus anomaly. > The Svarog is an enhanced prototype detector needed for specific missions. It detects artifacts and anomalies not yet studied by scientists. You can see unknown artifacts on the display and you can collect them if you have a mission for them. Known artifacts are poorly diplayed on the Svarog, and there is a MOD to correct this. Me, I just stuck with the Veles! _______________________________________________________________________________ 14.0 ANOMALIES _______________________________________________________________________________ These highly radioactive sites are the result of the CNNP accident. (In comparison, the novel "Roadside Picnic" on which the STALKER trilogy is based, the Zone was the result of an Alien landing.) Anomalies are of different types:Chemical, Burner, Gravitational, Electo-shock, and have high levels of radiation. The type of artifact is related to the type of the anomaly. Not all anomalies are obvious. Most are marked on the map, but not all. (eg the one beneath the burnt village.) > Not all artifacts are found in anomalies; use your detector while travelling to find random artifacts. > Artifacts spawn again randomly following blowouts. > When searching for specific artifacts (eg missions for Beard), the type of artifact is linked to the type of the anomaly. ie Sparklers are more likely to be found in an electric anomaly; Eye, Flame and Firefly in a burner anomaly. _______________________________________________________________________________ 15.0 ARTIFACTS _______________________________________________________________________________ These are treasures, formed in the Anomalies, that lured Scientists, Military, Stalkers, Bandits, Duty and Freedom to the Zone around the CNNP. Beard pays the best price for artifacts he contracts you to find, but artifacts still bring a good price wherever you sell them. The Compass and the Oasis are quest items but you are still free to use them. A Meatchunk and Kolobok are required by Garik to progress a mission, so hang onto them. (The Kolobok is quite a climb up the Pineoak Anomaly!} I like to have Baloons and Goldfish in my pockets to increase Radiation resistance and increase carry weight. The rest you are free to use or sell. All weigh 0.5kg. ARTIFACT Positive Negative Family Goldfish Max Wt + 12kg RAD +3 Gravity Gravi Max Wt + 8kg RAD +2 Gravity Night Star Max Wt + 4kg RAD +1 Gravity Baloon RAD -4 Gravity Twist RAD -3 Gravity Jellyfish RAD -2 Gravity COMPASS allows you to pass through anomalies with added protection: Fire, Chemical, Psionic and shock are all +3. Stamina is +2. The disadvantage is RAD +4 The Oasis Artifact is a mission item for the Scientists: give nourishment +1, Regeneration, Stamina and bleeding are all +2, and radiation is +4. For the sake of completeness, the others are: Dummy Stamina +4 RAD +2 Soul Regen +2 RAD +2 Kolobok Regen +4 RAD +2 Eye Bleed +4 RAD +2 Burner Crystal Fire +3 RAD +1 Burner Mama's Beads Bleed +2 RAD +1 Burner Firefly Regen +6 RAD +3 Burner Fireball Fire +6 RAD +1 Burner Stoneflower Psionic +3 RAD +1 Gravity Sparkler Shock +3 RAD +1 Electro Flash Shock +6 RAD +2 Electro Battery Stamina +2 RAD +1 Electro Snow Flake Stamina +6 RAD +3 Electro Meatchunk Chemical +6 RAD +2 Chemical Stone blood Chemical +3 RAD +1 Chemical _______________________________________________________________________________ 16.0 ACHIEVEMENTS _______________________________________________________________________________ New to CoP is an Achievements stat in your PDA. It adds to the game's replayability, as the way you do missions affects your achievements. I finished up with: 'Mutant Hunter' for killing all varieties of mutant. 'Detective' for detecting who is killing the Stalkers in Creek. 'Pioneer' for exploring new anomalies for the Scientist quests, including a plant in the Rotten Grove. 'Skilled Stalker' for finding arifacts in ALL anomaly types. 'One of the Lads' for defeating the Bandits and giving the Compass artifact to Beard. 'Diplomat' for completing Mityai and Vano's missions without bloodshed. 'Wealthy' =)) I hate being poor! >100 000 roubles. 'Seeker' for finding all artifact types. 'Researcher' for delivering the Oasis artifact to Professor Herman; and the Svarog enhanced detector mission. 'Battle Systems Master' for supplying three toolsets to Cardan. 'High Tech Master' for supplying three toolsets to Nitro. 'Herald of Justice' for helping Vano (Yarnov Station) and catching out Magpie (Flint/Soroka). 'Leadership' for recruiting Zulus, Rogue, Vano and Sokolov for the journey to Pripyat. 'Keeper of Secrets' for giving Strelok the three notes referring to him and his gang. 'Friend of Duty' for telling Duty about Flint, hiring Duty for scientists, giving General Tachenko’s and Morgan's PDAs to Duty. 'Marked by Zone' for surviving three blowouts using anabolic drugs. 'Information Dealer' for selling nine Documents/Items and/or PDA’s to Owl. 'Friend of Stalkers' for doing the 'Spying on Morgan' mission for Beard, doing Vano's and Mityai's missions, and killing the Chimera in Creek for Tutsan. 'Balance Advocate' for selling General Tachenko’s, Morgan's PDA to Owl and tell Gaunt about Flint/Soroka/Magpie. Alternative achievements: Friend of Freedom: tell Freedom about Flint, hire Freedom for scientists and give General Tachenko’s and Morgan's PDAs to Freedom. Kingpin: Defeat the Stalkers and give the Compass artifact to Sultan. _______________________________________________________________________________ 17.0 LINKS BETWEEN ITEMS, ACHIEVEMENTS & REWARDS _______________________________________________________________________________ Exploring the connection between items and achievements: Quote peetz: "NB. There are numerous other documents and PDAs that may be sold to various Traders. The idea is to use the items/PDA's that weren't needed for other Achievements or could be better used elsewhere. Friend of Freedom/Friend of Duty/ Balance Advocate. --------------------------------------------------- General Tachenko's/Morgan's PDA can be given to Duty or Freedom for the Friend of Duty/Freedom Award. If you give it to Owl for the Balance Advocate Achievement you will be unable to recruit Rogue for the Pripyat expedition later on and the Leader Achievement will be unavailable. Consequently the Guard Detail at the Scientist Bunker will be awarded to either Freedom, Duty or the Stalkers. FoF/ FoD need the 2 PDA's as well as Telling Freedom(Duty) about Flint and hiring Freedom(Duty) to guard scientists. For BA, sell 2 PDA's to Owl and tell Gaunt about Flint. Simple! Information Dealer. -------------------- Sell a minimum of nine items to Owl for the Information Dealer Award plus cash. Items available are: Bandit's PDA Snag's PDA Sultan's Messenger's PDA (Bandit killed with Snag) Mercenary Hook's PDA (Water Treatment Plant) Mercenary Ridge's PDA (Water Treatment Plant) Internal Order #423 (x2) (Bridge Documents) Internal Order #562 (Bridge Documents) Product #62 Delivery Memo Product #62 Notebook Page Evacuation Notice (Jupiter Factory) Memory Module (unlocked) Scientists Cash Reward. ----------------------- Give the Product #62 Administration Documents and Black's PDA for cash only. Keeper of Secrets ----------------- Give the notes written for Fang, Strelok and Ghost to Strelok. Nice rewards for these are Flame and Firefly artifacts and 20 Gauss Batteries. Opening the Passage to Pripyat. ------------------------------- Get the Black Box decrypted by Nitro, and give him the P1 Underpass Schematics, Shift Journal, and the Binder with Papers. Note from Sokolov. ------------------ Return it to Sokolov for a cash reward." P. _______________________________________________________________________________ 18.0 FOOD, ALCOHOL & DRUGS _______________________________________________________________________________ Foods: Regeneration Nourishment Weight > Canned Meat +20 +10 0.3kg > Bread +20 + 6 0.4kg > Kolbasa +20 +10 0.5kg So canned meat is the best option, but the Kolbasa is tastier. Drinks: > Energy Drink = Red Bull. Good in conjunction with drugs for racing around. > Cardan requires Vodka to perform second level modifications. Don't give him more than two at a time! Vodka is also used to rid the body of accumulated radiation. Once you have a Twist or Baloon in your suit pocket, radiation is not a problem. Drugs: Never took any myself, but I imagine they are very useful on harder difficulty levels while bleeding and facing multiple attacks with a damaged suit. Drugs can temporarily boost healing rates or increase carry capacity. If you need anti-rad meds, the drug is way lighter than hauling Vodka. And they sell for a tidy sum. _______________________________________________________________________________ 19.0 TRAVEL _______________________________________________________________________________ > You can quickly move around the map a short distance by asking NPCs if you can tag along with them. > If you ask a NPC to guide you to a specific location within the current map, they will charge you three or four hundred roubles. Real STALKERS don't believe in paying for it! > The Pilot will guide you between Creek<->Jupiter for 1 000 roubles, and between Creek <-> Pripyat for 4 000 roubles. > Garik will guide you between Jupiter and Pripyat. > The teleport at the Burnt Village remains open throughout the game. _______________________________________________________________________________ 20.0 LINKS _______________________________________________________________________________ < Russian language maps: http://stalker.filefront.com/file/Call_of_Pripyat_Detailed_Maps;105891 > Gamefaqs Call of Pripyat Home Page http://www.gamefaqs.com/computer/doswin/home/959904.html > RockPaper Shotgun interview: http://www.rockpapershotgun.com/2009/05/25/interview-gsc-on-call-of-pripyat/ > STEAM Users Forum CoP http://forums.steampowered.com/forums/showthread.php?t=982613 > GSC Forums: http://www.gsc-game.com/index.php?t=community&s=forums > GSC main site: http://cop.stalker-game.com/?page=home > The SoC Encyclopaedia is gone, but CoP "Zone World" is worth a visit. http://cop.stalker-game.com/?page=zone_world - Personages - Monsters - Anomalies - Artifacts - Weapons - Items _______________________________________________________________________________ 21.0 *SPOILERS* _______________________________________________________________________________ Well what can I say? I don't want to ruin the game for anyone. > Use the long running jump (W+X+SPC) to jump across the anomaly on the dredge and also to reach the cache on the Gas Station roof by jumping from the lid on the gas tank out back. > Toolkits: Rough Sawmill (Creek) Train with travelling Anomaly (Jupiter) Fine Workshop (Creek) Jupiter Factory SW building (Jupiter) Calibration Old Services Centre (Pripyat) Bookstore (Pripyat) Some Level3 modifications are available from Norikov in the Scientist Bunker. > 'Magpie' is an alias for Soroka/Flint (Freedom) at Yanov Station. > Noah can give you two (2) Compass artifacts if you ask twice. > Clear out the Controller in the tunnel under the Burnt Village. Later you may need to shelter there from a Blowout. > Keep a Meatchunk and a Kolobok in your inventory, Garik will want them later in the game. > Kindergarten #3 When the time comes you will be granted access. In the meantime, forget about getting inside. The Burer here quickly dies under your knife. I hit it a hundred times before I realised it had died standing up after the first couple of blows! > The team you gather for the journey to Pripyat will include Zulus, Sokolov, Vano, Rogue(ex Monolith, currently with Freedom) and your own sweet self. Noah can be invited but he never goes to Pripyat. > Destroy the "Source of Interference" with grenades. _______________________________________________________________________________ 22.0 MODS _______________________________________________________________________________ > Filefront MODS: http://stalker.filefront.com/files/Stalker/Call_of_Pripyat/Mods;11175 > GSC Game World MODS: http://www.gsc-game.com/index.php?t=community&s=forums _______________________________________________________________________________ 23.0 UNPACKING _______________________________________________________________________________ Any of the unpackers for SoC or CS will work here. You can, modify jump distance and carry capacity etc. or make your own MOD. "It does take awhile (maybe 15 minutes) to unpack all the databases,and it puts them in a directory called "unpacked". Don't worry, it doesn't change anything in your game. It simply unpacks all the databases so that you can view them." ------------------------------------------------------------------------------- MODIFYING THE CARRY WEIGHT ------------------------------------------------------------------------------- I would recommend making your first playthrough without changing anything. But on a subsequent playthrough you can easily alter the carry weight limit without resorting to a MOD. The advantage of this is not just to increase your load limit! The real advantage lies in being able to run long distances without tiring! The process involves changing two files. If you cannot find these files, you will need to run the 'unpacker' first, modify the files with Wordpad and save them to the correct folder. system.ltx ----------- i. In the main game directory, locate the gamedata\configs folder\system.ltx. ii. Open system.ltx with Wordpad. iii. Find the line - max_weight= under the [inventory] section and change that value to whatever maximum weight you want. iv Save it and overwrite the original system.ltx actor.ltx ---------- i. In the main game directory, locate the gamedata\configs\creatures\actor.ltx file. ii. Open with Wordpad and find the line max_walk_weight = and change that to be the maximum weight you can still walk before being overloaded. iii. Save it and overwrite the original. NOTES: If you cannot find these two files in you gamefolder\configs you will have to use one of the many STALKER unpackers available on the net. When you run the unpacker's .bat file, nothing appears to happen for a while, but believe me it is working. It takes quite a few minutes to unpack the CoP databases and requires 6Gb of free disk space. If you save the two original files in a safe place, you can easily restore the game's default values. Quote: "Remember that the game ties the stamina depletion to the percentage of max_weight... so, if you are 25% of max weight you can pretty much run forever... at 50% your stamina will deplete slowly and at 75% it will run down after just a short sprint. So, if your object is to be able to run for a long time, I suggest you increase those numbers. For example, I use 900 and 1100 respectively... that way, I can run constantly, unless I REALLY have a big load on. Just try it - and change/edit it as you see fit. It can be changed "on the fly"... no need to start a new game and it will work with any old save game." P. ------------------------------------------------------------------------------- MODIFYING THE STARTUP CASH ------------------------------------------------------------------------------- If you think the 3000 RU the devs gave you was a bit stingy, it's easy to increase the amount. Navigate to gamedata/configs/gameplay/gameplay_desc_general.xml Rename the file extension to .txt and modify the line