Walkthrough (Part 2)

Walkthrough (Part 2)


Pripyat

We're at a military base. Talk to Kovalsky, he'll explain the situation and send you and a group of soldiers to set an ambush for the Monoliths. We need to get at least one Gauss like the one they have.

Ammunition and medical supplies can be restocked downstairs, as can equipment repairs. Everything is free, and the number of repairs is unlimited.

We enter the building with the soldiers when the mission begins, and we wait... look, the Monoliths have been caught. After shooting them, we need to go outside and loot the bodies. Wait.

They've been caught? No, we've been caught! A firefight breaks out; the Monoliths tried to lure us in, and they succeeded. The main thing is to kill the Monolith hanging from the roof. A couple of shots from the SVD will do. He'll fall, and so will his Gauss. On the roof of the building opposite the one where we set the ambush.

We climb the stairs, shooting the Monoliths, and pick up the broken Gauss.

We escape. Never mind the remaining Monoliths, we need to get back to the military base now.

We report to Kovalsky about the Gauss, who doesn't know it's a Gauss and sends us to figure out what the hell it is. Now's the perfect time to visit Zaton.

A pseudo-giant. I went to meet him unprepared, unfortunately.


Zaton

We're going to see Kardan, the mechanic on the Skadovsk. The sight of Gauss will sober him up enough to fall asleep. Oh well, we'll wait a couple of hours and ask again. Kardan knows what Gauss is and sends us to where we once investigated one of the downed helicopters, a power plant in the south of Zaton.

We go down, using the keycard we got. What's there? Well, lots of zombies and one pseudo-giant at the very end.

For the latter, it's best to stock up on a few clips from the Repulsor, a couple hundred rounds from the Storm, or, if you run out of ammo, finish him off with the Desert Eagle.

Climbing to higher ground is useful during the fight, although it's best not to make too much of it. Simply running around the room, running away from the monster, is enough.

Next, we climb up and cross the beams to the next room. Here they are, the documents we need about the Gauss.

We go to Kardan. He'll read the documents, be delighted, and fix the Gauss in a couple of hours. You can also buy homemade ammo for it from him now for 2,000 rubles per magazine. But it's worth it, because even Burers fall with the first shot from the Gauss.

Meanwhile, our way leads back to Pripyat. And before heading there, it's best to complete all the quests on Zaton and Jupiter. There will be a way back, but by the end of the game, the guide will most brazenly leave the base.

This guy, alas, isn't quite sane. No matter what we do, he'll die.


Pripyat

And here we are again. We're going to investigate what happened to Kowalski's missing squad. Oddly enough, they died. Oh well, we have other problems. Another squad has gone missing. And it turns out the Monolithists have holed up in one of the buildings in "Pripyat."

First, a dead soldier. We arrive and see a soldier shooting in an unknown direction. Then he dies, and a controller arrives at the "meeting point." We run up to him as close as possible and shoot him with a machine gun. Or a shotgun.


Now the Monolithists

The "reinforcements" that were supposed to help us kill the enemies turned out to be those who traveled with us through the tunnel. There aren't many Monolithists in the building, but they are all angry. When you find yourself in the room with the "strange structure," shoot the Monolithists without warning before your partners start. And they will definitely start.

The Monoliths are killed, and our path now lies to Lab x8 to get more information about Gauss.


x8

The building at the entrance to x8 is populated by zombies and Monoliths. In simply terrifying numbers. But you know what to do.

We go up to the top floor and turn on the power for the elevator. We go down one floor to the elevator, enter it and find ourselves in the lab itself.


First, who is in the lab?

1) Lots of jerboas. They are angry and bite.

2) Several snorks. Same as jerboas, but they also like to jump out of nowhere. Although there are still too few of them to cause any special problems.

3) Ghost. I never killed him during my entire journey through the lab, so I had to move in short bursts. It’s better to finish him off quickly.

4) 4 (!) burers. Although... we take out Gauss and there are significantly fewer of them. Three of them are on the third floor, in the same place as two documents. Sometimes players don't find the third floor, so here's a quick guide: go left and jump into the elevator shaft. Then exit the shaft and enter another elevator shaft. Climb the shaft stairs a couple of floors and take a running jump to the entrance to the third floor. Everything is ready, take out Gauss.

5) Controller. You'll find it at the very end, before leaving.

The remaining documents aren't very difficult to find; they're quite noticeable among the other objects. For example, one of them is on the very bottom level.

If you're having trouble finding them, hold down the F key, which will make all the items you can pick up visible.

Having collected six documents, we can leave the lab the same way we came.


Document Locations, ©razval

1 immediately to the left and down on the table where this electric ball is

2 at the very bottom on the shelves where the computers and model are

3 - where is the round door and 2 vats on the table to the left of the shelf

4 - upstairs in the dining room

5, 6 - on the 3rd floor - go up where the elevator didn't fall - there are 3 MindControl guys in black robes - they're easy to take down with Gauss =))

Entrance to the third floor.


Pripyat.

The military has new problems. They need to contact headquarters, but someone is jamming the radio. A group of soldiers was sent to find out who it was, but contact with them has been lost. Well, we head to the kindergarten. A group of soldiers is already dead, and the kindergarten, in addition to the generally eerie atmosphere, is also inhabited by an overly aggressive ghost. And there's psi-radiation throughout the entire kindergarten, yes.

After wandering around the building for a bit, we find a strange Monolith construction, just like the one in the "Books" store. It should be shot at, pelted with grenades, or simply destroyed with dagger strikes. Your choice. We jump into the hole left by the explosion. A military medic is hiding in a box. How nervous. By now, they should have gotten used to the large number of zombies, ghosts, jerboas, and psi-radiation. Or not? Oh well, what's the difference? The medic's alive, and we're heading back to base with him.

There won't be any helicopters for now. Too bad. But there's more interesting news: we've detected a strange radio signal. We need to track it.

There won't be any gunfire this time. We head to where the signal is emitted. The signal appears and begins to move toward the dorm courtyard. We follow the signal and watch the cutscene.

We return to base and listen to what command, Kowalski, and Strelok have to say.

While the signal is being emitted, we can chat with the latter about all sorts of things.

The evacuation has begun. Our goal is to reach the Prometheus cinema, where the helicopters have landed. What can we say about the final mission in the game? It requires a sniper rifle or at least 15 rounds of Gauss ammo. When the zombies run out, snorks will start appearing. But there won't be enough of them.

I still haven't found a way to visually spot Zulu. It must be a bug. If Strelok gets stuck nearby or even in the trolleybus, feel free to load a save file to start the evacuation or shoot him. He won't go any further.

The red crosses are locations where Monolith snipers are commonly spotted.

You don't necessarily have to save the medic from panic, but if you care about his life, it's still a good idea.

Numerous Monolith snipers are stationed near the helipad. Take out your Gauss, find one, and shoot. A headshot is preferable, as I had a comrade in an exoskeleton who even survived a Gauss shot.

Did you hold out long enough by the helicopters? You can choose to stay in the Zone or leave now. You can leave the Zone later by talking to any of the guides. Unfortunately, no new missions have appeared, but now curious stalkers have spread throughout Pripyat.

The main plot, however, is complete. Have a good game.

S.T.A.L.K.E.R.: Call of Pripyat (part 1) (part 2)

Source: gamer.ru