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Stalker sniper where to get armor. Stalker sniper walkthrough

In the S.T.A.L.K.E.R. series of games. weapons and armor play a key role: without proper uniforms and suitable weapons, it will not be possible to complete any of the three parts. In our article we will look in detail weapons and armor in "Stalker Shadow of Chernobyl" and “Stalker Call of Pripyat”, which are the first and third parts of the famous trilogy.

Starting armor in “Stalker Shadow of Chernobyl”

Armor in "Stalker Shadow of Chernobyl" There are several different types. You can get it in different ways: as a reward for completing quests, by purchasing it from one of the merchants, or by finding it in one of the many caches.

Grandma's sweater

You receive this item from the very beginning of the game and cannot remove it from you until the end of the game. According to the description, the sweater has natural healing properties.

Leather Jacket

In addition to radiation, a leather jacket protects against all other types of damage by 10%. The first armored suit you will receive at the beginning of the game. It is available for sale from the same Sidorovich. Its cost is 1000 rubles. Can be found in one of the caches in the Bar location. To do this, climb onto the roof of the barn located opposite the checkpoint next to the entrance to the main headquarters of Duty.

Army bulletproof vest-jacket

If you go to the southern checkpoint in the Cordon location, you can find two of these jackets in the attic. This unfinished version of the army armor in "Stalker Shadow of Chernobyl" increases tensile strength by 30%. That's all. Its cost is 5000 rubles.

Abnormal leather jacket

An anomalous leather jacket can be obtained from a dead stalker who died in the “Jellied” anomaly. Due to the fact that the jacket has been in an anomaly, it is now able to speed up metabolism. As with a regular leather jacket, this type of armor gives the same 10% to all stats except radiation protection. The cost is still the same - 1000 rubles. You can find the jacket at Cordon. Go left from the tunnel with the electricians and look behind the stones. In most cases, here you will meet either Flesh or boars.

Bandit jacket

The bandit jacket is the traditional equipment of the bandits of the Zone. Its cost is 3000 rubles. Again, there is no protection from radiation, but in all other parameters it gives resistance of 10-15%: in terms of rupture and bullet resistance 15%, in other respects - 10%. You can find it in caches on Cordon, or buy it from Sidorovich.

In the video below you can see how to repair armor for free in the first part of the game.

Mail jacket

The chain mail jacket is an improved version of the bandit jacket. Its cost is exactly the same as the previous one - 3000 rubles. In terms of protective characteristics, everything is the same, with the exception of increased bullet resistance - 28%. You can get it when completing a task related to the loser stalker Shustry (at the beginning of the game).

Armor in "Stalker" with average protective characteristics

Stalker jumpsuit

Although the stalker's overalls have decent protection, in general they are not enough to carry out deep raids to the center of the Zone. Its cost is 15,000 rubles, weight - 5 kg. You can buy it from both Sidorovich and Bartender. You can also find the stalker's hiding place inside the box and other caches. If you don't rush, you can get it by completing story quests from the Bartender.

  • Explosion and bullet resistance - 30%.
  • Tear resistance - 40%.
  • All other parameters, including radiation protection - 50%.

Tourist Overalls

The Tourist's overalls are an improved version of the Stalker's overalls. The parameters are exactly the same, but there is a special bonus: the load capacity increases by 20 kg. Cost - 15,000 rubles. Complete Sidorovich’s tasks, bring him an artifact called “Night Star” and receive this jumpsuit in return.

Ghost Jumpsuit

The Ghost Jumpsuit is another version of the Stalker Jumpsuit with the ability to restore health. The main protective characteristics are exactly the same as those of a regular overall. Same price and weight. You will find it on Professor Sakharov’s quest, you won’t be able to miss it. Look for X-16 in the laboratory. It will be necessary to remove the Ghost from the dead body.

Mercenary Jumpsuit

The Mercenary Jumpsuit is an item worn by all members of the Mercenaries group. It has different characteristics, which are generally worse than the stalker jumpsuit:

  • Bullet resistance, resistance to chemical burns and impact - 20%.
  • Tear resistance - 25%.
  • Protection against burns, radiation and electric shock - 30%.
  • Explosion resistance - 50%.

The cost of a mercenary's overalls is 6,000 rubles. You can buy it from Sidorovich or from Bartender. You can also find this item in various caches. Search the bandits' base in the Dark Valley location - there is one copy of this armor.

Reinforced jumpsuit

The reinforced suit is located in a rare cache located inside the cabin of a cargo crane, above the railway. Unlike regular overalls, explosion resistance has been reduced from 50 to 25%, but tear resistance has been increased from 25 to 60%. The cost and weight are the same as a regular copy.

Jumpsuit "Guardian of Freedom"

The “Guardian of Freedom” jumpsuit costs 12,500 rubles. You can get it from Lukash for the Healing Beryl armored suit. You can also buy it on the Svoboda base. Bullet resistance and explosion 40-45%, impact protection - 60%, and in all other parameters - 50%.

Armor suits Beryl

The Beryl 5M armored suit can be purchased from the Bartender after visiting the X-18 laboratory for 12,000 rubles. Quite low parameters that we won’t even describe.

Healing Beryl is a single quest item. You will remove it from the corpse of a special forces soldier, which you will find on Yantar, near the laboratory. You will need to give it to Lukas. In terms of parameters, everything is the same, but there is the property of restoring HP.

Monolithic overalls

All soldiers of this group wear Monolith overalls. You can find X-18 inside the laboratory - examine the lockers in the locker room. You can also find it inside a cache, which you learn about from the dead mercenary “Duty” nicknamed Bullet. The cache is located in the same laboratory. Cost - 10,000 rubles.

  • In terms of protection against explosion, rupture and bullet resistance - 40%.
  • For protection against burns, impacts, chemical burns and radiation - 50%.
  • For protection against electric shock - 60%.

PSZ-9D

PSZ-9D “Armor of Duty” can be purchased from Colonel Petrenko after quests issued by General Voronin. For all protective parameters it gives 50%, with the exception of explosion and bullet resistance - 40% each. Cost 14,000 rubles.

Representatives of Debt

PSZ-9D "Hunter" is a modification of the "Armor of Duty". Can be found in a rare cache in the Bar location. Look near the Kitsenko checkpoint, if you move from the Landfill. You will see a bunker nearby, and inside there is a blue box. Increased tensile strength from 50 to 70%. This is the only difference.

"Wind of freedom"

The “Wind of Freedom” jumpsuit is much worse than the previous version in all respects. Its cost is less - 10,000 rubles. Can be found in the Wild Territory inside a carriage next to a dilapidated building, on the road to Amber. Can also be found in one of the caches on the territory of the Bar. Low protective parameters for burns, rupture, explosion and bullet resistance - 25-30%. For all other characteristics - 50%.

The Liberty M2 suit is a modification of a conventional armored suit. The cost is the same. There is only one difference in the characteristics: protection against electric shock increases from 50 to 90%. Can be found on the territory of Freedom, in the weapons room (guarded room).

Heavy armor in Stalker

PSZ-9MD

PSZ-9MD Universal protection is the next modification of the “Armor of Duty”. Can be obtained from General Voronin in exchange for the Bulldog 6 grenade launcher. You can buy it from Colonel Petrenko. Cost 25,000 rubles. All characteristics have been significantly increased:

  • Bullet resistance - 40%.
  • Protection against impact, rupture and explosion - 50%.
  • Protection against chemical burns - 70%.
  • Protection against ordinary burns - 80%.
  • Protection against electric shock and radiation - 90%.

Army armored suit

An army armored suit can be purchased from the Bartender after you return from the X-16 laboratory for 40,000 rubles. In terms of protection, 50-60% for burns, chemical burns and bullet resistance. Impact resistance is 80%, and for all remaining parameters - 70%.

Overalls SPP-99

You will receive the SPP-99 “Ecologist” overalls as a reward after rescuing Kruglov in the “Wild Territory” location. You can also buy it from Sakharov after you visit the X-16 laboratory. Cost 15,000 rubles. Weak characteristics of protection from mechanical impacts and explosion are replaced by high parameters of resistance to burns, chemical burns, electric shock and radiation - 90%.

The SPP-99M overalls are a modification of the previous one. The parameters of protection against rupture, explosion and bullet resistance have been increased. Cost 24,000 rubles. Receive the “Ghost” armor from Sakharov in exchange for armor. He will be able to sell it to you after visiting the X-16 laboratory.

Jumpsuit "Seva"

The Seva overalls cost 30,000 rubles. Can be found in a cache inside a destroyed building in the “Wild Territory” location, next to the platform near the railway tracks. You can get inside through the roof of the building! After visiting the X-16 laboratory, Sakharov will sell it. The parameters of protection against ordinary and chemical burns and explosions have been reduced (compared to the previous overalls). By the way, there is the same armor in "Stalker Call of Pripyat".

Exoskeletons

The exoskeleton can be purchased from the Bartender or at the Freedom base after completing tasks from Lukash. You can also find it in a cache on the territory of Pripyat. Cost 50,000 rubles. Lower protection against burns, electric shock and chemical burns, but high resistance to impact, rupture, explosion and bullets.


Exoskeleton in the game

The PNB-4UZ exoskeleton is an improved version of the conventional suit. You can find it in a rare cache of “Khabar Klyk” right under the Lenin monument, in the very center of the Pripyat location. The parameters are no different from a regular copy. The cost is the same.

Weapons in “Stalker Shadow of Chernobyl”

There are a total of 14 types of pistols in the game:

  • PB1s.
  • Handicap 12 Mk2.
  • Handicap 15 Mk.
  • Walker P9m.
  • Walker 9x
  • Cora 919.
  • Silent Cora.
  • UDP Compact.
  • Black Hawk.
  • Big Ben.
  • SIP-t M200.
  • Martha.
  • KhPSS 1M.

All of them differ in several parameters - rate of fire, accuracy, convenience and damage. The highest damage, 24.5 units per shot, is from Big Ben and HPSS 1M. The latter is not present in game version 1.005. The most convenient is considered to be SIP-t M200 (24.5). In principle, these are the most powerful options that you will find during the entire passage.

In addition, there are various options for ammunition - regular, reinforced cartridges, etc. Pay attention to this!

In terms of machine guns, we will highlight the most powerful: sniper VAL with damage 21.5 units and FT 200 M with damage 11 and accuracy 13.5.


Sniper rifle TRs-301

In terms of shotgun damage, the TOST-34 will be the best, but it only has 2 rounds in its clip. For this reason, SPAS and Chaser 13 are preferable.

There are also more specific types weapons in "Stalker", of which there are not many: they are all quite powerful and pose a threat to your opponents (we are talking about sniper rifles, grenade launchers, under-barrel guns, gauss guns).

Armor in "Stalker Call of Pripyat"

In Game "Stalker Call of Pripyat" armor is divided into two types - torso protection and head protection. Five types of “helmets” are used to protect the head: gas mask, steel helmet, “Sphere M12” helmet, tactical helmet and “Zaslon” helmet.

The three best armor in the game “Stalker Call of Pripyat”:

The most balanced of all seems to be the “Sphere M12” helmet, which simultaneously protects against psi and damage. You will be able to receive this helmet after you receive a task related to finding a team to go to Pripyat. The quest giver is Kirillov.

To protect the body, there are 11 armored suits in the game. The simplest armor in "Stalker"- leather raincoat with a minimum level of protection. The best costumes in the game are the Seva jumpsuit and the exoskeleton. All the others, when considering all parameters as a whole, are significantly inferior to them, but superior to a regular leather raincoat.

You can order the exoskeleton from Shustroy for 60,000 rubles or purchase it from Sych after you receive the quest to find a passage to Pripyat. In the second case, you will spend 45,000 rubles.

Weapons in "Stalker Call of Pripyat"

Let's begin with weapons in "Stalker Call of Pripyat" is not very different from the arsenal that is available in the original game of the series - “Shadow of Chernobyl”. On the other hand, the assortment has been somewhat reduced and diluted with new items.

As for the pistols, everything is the same as in the original, with the exception of the Alpine and Steppe Hawk. The latter is actually the most powerful in the game. Both options weapons in "Stalker Call of Pripyat" you can order from Shustroy.

Of the new machines that were not among weapons in "Stalker" Previously, we highlight “Frezer”, AS-96/2, “Storm”, SA “Avalanche”, SGI-5k, SGI-5k “Strelka”, RP-74 and RP-74 “Zulu”. The last light machine gun is perhaps the most powerful in the game. If you help Zulu shoot snorks, you will receive his improved modification as a reward.

Fans of the cult action-adventure shooter have always been attracted to the weapons in the game. “Stalker: Call of Pripyat” is replete with a variety of different types of weapons, both domestic and Western developed. Armor is not inferior in quality and abundance - various types of bulletproof vests can be found in many locations or purchased from buyers. This will be discussed in the article.

About the game

S.T.A.L.K.E.R: “Call of Pripyat” is the third part of the famous franchise, which tells about the life of artifact hunters in the Exclusion Zone in the vicinity of Chernobyl. “Call of Pripyat” tells the story of SBU agent Major Alexander Degtyarev, who was sent under the guise of an ordinary stalker to investigate the crash of military helicopters that were sent there to take control of the Chernobyl nuclear power plant.

The hero will have to find the helicopters and retrieve the flight recorders. Then, find out about evacuation points and carry out reconnaissance of them. One of the points is the city of Pripyat, but the way there is closed. Therefore, Degtyarev has to ingratiate himself with the stalkers in order to find out something like a legend about the existing underground passage to the city. After which the major learns about the reasons for the helicopter crash and, together with a group of military men from Pripyat, evacuates from the Zone, fighting off the onslaught of fanatics from the Monolith group.

Peculiarities

The new series continues the events of the first part - S.T.A.L.K.E.R: “Shadow of Chernobyl”. The developers have significantly improved the graphics, interface and intelligence of the monsters. New mutants have also been added.

A number of functional capabilities for gunsmiths have been expanded with new ways to upgrade weapons.

The player's actions influence the attitude of other stalkers. The latter, in turn, no longer sit still: they make forays during the day and return by night. Therefore, from time to time you can meet groups of stalkers in the Zone.

You should carefully monitor alerts on the radio - when an ejection is approaching, you must immediately hide, otherwise you may wake up as a mutant with a bullet in your head.

The developers have added a sleep mode to replenish strength - you can use the beds in Skadovsk.

Guns in "Stalker: Call of Pripyat"

Finding weapons in the game is not difficult. The game begins at the outer perimeter gate, where the protagonist is armed with a regular AK-74u. On the way to Skadovsk you can only come across a couple of time-worn sawn-off shotguns lying around, which are not the best option for replacement. You can contact the buyers in Skadovsk (an old rusty barge) and buy a Vintorez (called “Vintar-VS” in the game) or some other weapon for a not quite reasonable price. “Stalker: Call of Pripyat” makes it possible to do without hoarding and expenses - you can walk to the Burnt Farm location. On the roof of one of the houses you can find the treasured “Vintar”.

It is worth saying that this rifle is very often used by players. It is convenient both for shooting targets at long distances and for medium-range battles in the game. But, if you go to Plavni to fight a bloodsucker, it is better to take a shotgun. Since the “ghoul” moves quickly (mostly circles around the player), it is often in “stealth mode” and rarely walks alone.

The merchants have a wide range of guns, both Russian and Western. The main thing is to buy what you really need. It doesn’t matter what it is: the same AK-74M or IL 86 (real name L85). The main thing is that there is space in the inventory and the hero does not carry a bunch of swag, under the weight of which he can simply be flattened. This is still not Skyrim, where you can run around the entire game, picking up all the junk that is unlikely to ever be useful.

The most interesting weapons from Stalker: Call of Pripyat are not very easy to get.

"Surf"

Under this name lies a modified version of the same “Vintar”. Unlike the original, it has a lower rate of fire, but increased damage and increased accuracy. Great for eliminating snipers in quests towards the end of the game (when there are skirmishes with the Monolith), as well as on the way to Pripyat along the underground overpass. After upgrading this model at the gunsmith, you can reduce the recoil to zero.

It will be extremely useful when completing the task of eliminating the Monolithic Preacher, who will be placed on the roof of a high-rise building and will fire from a Gauss Cannon. Not every rifle will reach there.

You can get it from the supplier Shustroy in Skadovsk. Cost - 20,000.

SVU2-A

Another “yummy” that can be ordered from Shustroy at the same price. This time it is a purely sniper rifle, which Max was armed with from Svoboda. In real life, the gun is called SVU-A. Another rifle in the game, made using the bullpup system, is an upgrade of the same model from the game called SVUmk-2.

Advantages:

  • rate of fire is higher than the original;
  • can be purchased almost at the beginning of the game from Shustroy - if only you had the money;
  • high accuracy and low weight;
  • the cartridge is quite powerful;
  • suitable for shooting at very long distances - can also be used to eliminate the Preacher, as well as for shooting mutants from cover.

Flaws:

  • she is the only one like this in the entire Zone, there is no other like her;
  • the cartridge is also very rare;
  • repairs and modifications cost a lot of money;
  • if you arm yourself with a rifle and march to the exit from Skadovsk, the bandit standing at the table on the left will try to “show off” Degtyarev in order to “squeeze” the rifle.

Lynx

And again a unique weapon. “Stalker: Call of Pripyat” is not a game where you can find absolutely everything. Exclusive weapons are available only upon order from Shustroy. The Lynx is a modified version of the SVDm-2 (a regular SVD rifle in real life).

Advantages:

  • a lot of options for improving the sight;
  • high destructive power;
  • increased accuracy;
  • reliability;
  • available for purchase at the beginning of the game.

Flaws:

  • heavy;
  • the caliber is as rare as that of the above-mentioned IED;
  • high recoil (can be reduced with an upgrade from a gunsmith);
  • the cost of improvements is quite considerable.

Gauss Cannon

This is not just a weapon. " Stalker: Call of Pripyat”, being not a game, but an information and entertainment show on radio or television, would give this gun the title of “highlight of the program”. The notorious Gauska cannot be bought from any merchant in the game (unless, of course, you resort to using mods); it can only be taken from the soldiers of the Monolith group. First of all, from the Preacher, knocking him off the roof of the hospital, according to the quest in Stalker: Call of Pripyat.

“Unknown weapon” - this is how a cannon taken from the body of a Monolith will be marked; it cannot be fired until it is repaired. You will need to go to the gunsmith in Skadovsk, he will lose consciousness at the sight of “Product No. 62”, and when he wakes up, he will give up alcohol forever. After a thorough analysis of the product, a gunsmith nicknamed Cardan will be able to sell Degtyarev cartridges for the Gauska, and it will be possible to shoot from it.

Pros:

  • the most powerful weapon in Stalker: Call of Pripyat and two other parts of the game;
  • hits further than any sniper rifle;
  • there is no recoil at all;
  • The most accurate sniper in the game.

Minuses:

  • breaks quickly;
  • low rate of fire;
  • heavy;
  • ammunition is difficult to obtain;
  • fires a projectile accelerated to supersonic speed, leaving behind a bright trail, which helps to unmask the sniper;
  • no modernization is provided - it is useless to go to any gunsmith in the game with it.

It is recommended to carry something fast-firing to go with this futuristic rifle. When facing well-armored opponents indoors, it will be useless (unless, of course, they are lined up in a row to be destroyed with one shot), it is better to use it to eliminate single targets at long distances.

And also, a huge disadvantage is that the Gauss Cannon appears almost at the end of the game, so you can’t really fight with it. If you have an irresistible desire to correct the situation, you can use a mod that will allow you to purchase the coveted gun at the beginning of the game “Stalker: Call of Pripyat”.

Weapons and Armor

The simplest armor (if you dare call this “suit”) found in the game is a leather cloak, used by many bandits, newcomers to the zone, and simple, uncomplicated lone stalkers. It can only protect from rain and from a jerboa bite. Stopping a bullet is out of the question.

The rarest and most reliable armor is the exoskeleton. This suit is not divided separately into components such as “helmet” and “body armor”, but is represented by a homogeneous piece of heavy armor. It is not particularly in demand, since there is no possibility of running before purchasing calibration tools. And those are located in Pripyat. After Cardan improves the suit, you can put it on. But running will be available only until fatigue sets in, and fatigue will set in quickly. So it’s better to either hang a couple of “Snowflake” or “Goldfish” artifacts.

And also the suit itself increases the weight carried.

In terms of its qualities, it is the best armor that protects against bullets and shrapnel. But for protection against radiation and anomalies, there is nothing better than the SEVA suit. This is the only suit with a closed breathing system necessary for passage through the tunnel to Pripyat. But it offers little protection from bullets.

You can often find combinations of uniforms such as an exoskeleton, a screw cutter and a Gauss cannon. Or "SEVA", assault rifle "Avalanche" and SVU2-A.

Invulnerability

In Stalker: Call of Pripyat, immortality and weapons are almost the most popular questions for those who want to make an interesting video or just have fun. If everything is clear with weapons and armor, then you can make a bulletproof shield out of the main character either by carefully selecting combinations of artifacts that will ensure rapid restoration of health and stopping bleeding, or simply by using cheats. The last option involves manually adjusting the susceptibility of all types of damage manually.

But it’s better to just install a trainer that turns on the immortal mode and allows you to carry 999 kg of weight. The last point will allow collecting fans to grab all the weapons they come across in Stalker: Call of Pripyat.

Cheat for carried weight can also be used in the root directory by writing a line in the file with the name of the weapon of interest inv_weight = 1.5. Then the gun will be very light. If you assign a value of zero, the weapon will disappear completely.

In "Stalker: Call of Pripyat" codes for weapons are entered by activating the console with the ~ (tilde) key. For example, the give all code will “throw” all possible types of weapons into the inventory. And the god team will ensure immortality.

Mods

Craftsmen every month delight fans of the series with unofficial hodgepodges that add a lot of innovations to the game. Before installation, you need to read the description in order to understand what changes the mod will make to Stalker: Call of Pripyat.

New weapons added in this way are usually either retextured versions of old ones, or simply have new capabilities added to them.

For example, with the help of a mod you can get a normal AK-74M with a right-hand bolt (in the game it is on the left, which is a mistake by the developers). There are known mods that add a flamethrower, gatling gun and much more to the game.

In the same way, weapons and armor are updated in Stalker: Call of Pripyat. The mod adds various types of armor of any characteristics, colors and functionality to the game.

Conclusion

Games in the S.T.A.L.K.E.R. series will always be popular among fans of post-apocalyptic themes. Despite the fact that the company developing the game has already closed, fans still hope that someone will buy the rights to develop and publish a new part of S.T.A.L.K.E.R. and will delight the gaming community with a new creation.

All that remains is to believe, hope and wait. Let it be BioWare or Bethesda.

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

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

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

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

Swag

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

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

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

2. First walk (part 1)

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

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

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

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

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

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

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

We leave the factory.

2. First walk (part 2)

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

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

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

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

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

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


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

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

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

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

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

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

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

In today's material we will answer the main questions you are interested in regarding the stalker sniper walkthrough. Let's start with the fact that S.T.A.L.K.E.R.: S.N.I.P.E.R. is a modification of the game S.T.A.L.K.E.R. Call of Pripyat.

Compared to other modifications, the developers put a lot of effort into developing the graphic elements and the gameplay itself. Don't miss the opportunity to enjoy beautiful graphics. This is an excellent mod of the game and the passage of the game stalker sniper will not take you much time to notice.

Stalker sniper passage of Pripyat will not cause you a lot of problems and inconveniences, since you have already studied all the dead surroundings of the Chernobyl nuclear power plant inside and out in the previous version. But the warriors in this location are not any kind and do not welcome domestically produced weapons. They will only buy Western weapons from you, and rare ones at that. And, by the way, they don’t have NATO cartridges in stock, so if you are a fan of foreign guns, take a decent supply of cartridges with you, or make friends with the Monolith according to the plot of the game.

Passing Stalker Call of Pripyat sniper is an exciting process that requires a lot of money, a huge amount of ammunition and your own blood.
When developing quest missions in Stalker Call of Pripyat sniper walkthrough of the game, the developers were able to please the players.
You can download the stalker mod sniper walkthrough in the public domain on the Internet from trusted resources.

The storyline is very complex and rich. What does it cost for a stalker sniper to go through hiding places? Throughout the game there are more than two hundred of them in all locations, and one is more complex than the other. But we advise you not to rush to watch the stalker sniper tips on where to find the cache, especially video materials, since you will not feel the deep joy of finding it. Just enjoy the game and practice. Moreover, many of the caches are visible to the naked eye without binoculars. You just need to clear the way and get there. There is no need to look for a stalker sniper to walk through the codes of the caches - be patient and stomp towards him as events unfold.

Another attraction for fans of the stalker series is that a mod based on Dmitry Sillov’s science fiction novel “Sniper’s Law” was released. Stalker sniper law passage takes us to events that lead almost to Kyiv itself. They open up access to new small arms, which are perceived more realistically. And also in the stalker sniper law fashion, zombies are reborn - be vigilant and careful.

In the “Swamps” location, stalker sniper passing military cargo will receive a quest where your task is to find this military cargo. A wounded army soldier who suffered from a bandit attack will report this. The cargo is stolen, and you go in search of those involved. Quite a dangerous mission.
Another mysterious one, with its own legends and horrors, is presented in the game Dark Valley - a gloomy location with abandoned factories and laboratories. You can see how to get through it in the video Stalker sniper walkthrough of the dark valley:



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