How to get through the minefield in the call of Pripyat. The worst copyist or what to do if you managed to get into a minefield

In this walkthrough, only the main plot of the game will be considered. But for sure you will have to complete at least some of the additional tasks. In any case, you decide for yourself whether to complete additional tasks or not. I would like to add that by opening your PDA at any moment (key "P"), you can select one of the received tasks. After pressing the appropriate key, the objective of the quest will be shown on the mini-map, which will greatly facilitate your task of following to the destination and completing the quest.

Having traveled a long way to the crash site of the helicopter, you will see that its remains are located on a hill. How to get to this plateau, you do not know.

Skat-3 on the Southern Plateau (not accessible).

Investigate the crash site of Skat-5

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

Safe way to Skat-5.

When you are near him, walk in a circle until a prompt appears on the screen to press the "F" key to inspect the helicopter. Press this key.

Investigate the crash site of Skat-2

Move to the specified point. The helicopter will be located in the middle of the power plant. Here, a phantom is raging with might and main, throwing various objects at you. Quickly run up to the helicopter and inspect it in the same way as the previous one. You will find maps of the area in which someone may be interested.

Investigate the crash site of Skat-1

Select this task in your PDA (press the "P" key), follow the marker on the mini-map. You will be on a barge. In order to enter inside, you will need to hide the weapon. To do this, double-click on the "1", "2" or other keys. Once inside, find the guide at the table in the center of the bar. During a dialogue with him, you can offer maps of the area found in the Skat-2 helicopter. For this he will give you a substantial discount. Say you want to get to the Yanov station. The transition will cost you 1000 coins (if you do not give away cards, then this fee will be at least 2000).

After talking with the conductor and the techie, exit the building and follow the crash site of the Skat-1 helicopter. And there is a minefield everywhere:

Safe way to Skat-1.

To overcome the minefield, we advise you to move along the mesh fence on the right side, periodically moving away from it closer to the center. Save more often, reload and use this method to choose a safe route without a single mine. When you get to the helicopter, you will find the Black Box.

Investigate the crash site of Skat-4

Mark the task on your map, then move to the indicated point. You need to get to the territory of an abandoned factory. Move between the two buildings, turn right. All this time, the yellow marker should remain on your right side. Next, you will need to find the entrance to the workshop. Inside the workshop on the right side there will be a pit. Go down there, go through the corridors and climb the stairs above. Go through the room where the documents are on the control panel. You can explore them, or you can just pass by. Get to the helicopter, kill the dogs and inspect the Skat-4.

Deliver the Black Box to the technician from the Skat-1 helicopter

Go back to Yanov station the same way. Talk to the techie you talked to when you first arrived at the station. Give him the Black Box. He will say that it will take a little time to decrypt it, and it will cost a lot. If you want to earn extra money and save money on decryption, you can find parts for a techie and tools (optional) at an abandoned chemical plant.

Find out how to get to the Southern Plateau, where the Skat-3 helicopter crashed

In the bars at the Yanov station or inside the barge on Zaton, talk to the stalkers and ask if they know anything about the crashed helicopters. One of the stalkers will say that information on how to get to the Southern Plateau can be obtained from Noah. Return to Zaton, go to the barge where Noah sat down. When opening the doors, be careful, because Noah will immediately shoot you (such are his "precautions"). Hide the weapon, approach it and ask about the fallen helicopters. When Noah offers to walk on the Plateau, agree.

Once there, watch Noah move, follow the same path and jump down. The anomaly will take you to the Southern Plateau.

Investigate the crash site of Skat-3

Go to the helicopter and examine it. You will learn about three evacuation points, which, in fact, will have to be checked.

Check evacuation point "B2"

Go to the Skadovsk station on the barge and talk to Beard. Ask if the military has been here. "Deaf as in a tank!"

Wait for the decryption of the Black Box

With the help of the conductor, return to the Yanov station, go to Azot and ask if he deciphered the entries in the Black Box. If you have not completed the task of finding parts and tools for Azot, then he will "beat" the price of 3000 rubles. If you complete at least one task and find spare parts inside the nearest abandoned building, then the price will be 1800 rubles. Decide for yourself. Having deciphered the message, you will make sure that there is only one evacuation point - "B28". Another task to inspect the third evacuation point will be automatically canceled.

Way to Pripyat

You need to get to Pripyat, because that is where the evacuation point "B28" is located. This can be done through the plant "Jupiter". Follow there, as the marker on the mini-map shows. Go the same way as you went to the Skat-4 helicopter. Approach the crashed aircraft and pay attention to the doorway on the right side of it.

How to find a transport route to Pripyat.

Move through this opening and get to the desired room. Look at the work log on the control panel. Find out the location of the generator and the transport route.

In order to open a transport path, you need to start the generator. Go downstairs, there is a truck on the left side. Behind him is a second truck. Follow the side of her and get over the barricades. Move to the building marked on the mini-map, go inside and go up to the second floor. Here, on the shelves at the specified point, there is another magazine that describes the start of the generator.

Go back to Azot at the Yanov station, report that you have found documents that talk about an underground path to Pripyat. He will prompt a man named Zulu, who will gladly go to Pripyat. Exit the station, go to the next building, hide the weapon and go inside. Go upstairs and talk to the Zulu about everything. During the conversation, you will find out that the campaign requires a squad of at least three people, as well as suits with a closed breathing system. In the dialog box, you will be able to tell the Zulu the names of those who could go to Pripyat. The proposed options depend on what additional quests you have completed and which stalkers you have helped. In any case, one of the options would be Noah from Zaton.

As for our walkthrough of the game "Stalker Call of Pripyat", we will go to Pripyat in a team with Vano. Wano is a lone stalker standing at a table inside the Yanov station in the main hall, opposite the window with the merchant. In order for Vano to agree to go to Pripyat, he needs help. Vano will give you 5,000 rubles. They must be returned to the bandits from whom he borrowed them. Vano himself is afraid to do this, because he is sure that the bandits will demand more money. Go there, return the money to the bandits in the amount of 7,000 rubles (interest will be required), or destroy everyone. If you kill everyone, then when you turn in the quest, Vano will leave you money. After that, talk to Vano about going to Pripyat. He will agree, but will say that he needs to buy back his suit with a closed breathing system. It is required to give him 5000 rubles.

If you have money, then that's great. If there is no money, then you can quickly complete the task of Uncle Yar, who is sitting in the next room. Together with him, you will go inside the destroyed building, from which you will need to shoot the mercenaries. So, give Wano the money and let him know it's time to go to the Zulu. Talk to the Zulu. Now you can go to Pripyat as soon as you get a suit with a closed breathing system for yourself. On the other hand, you can recruit a few more people to the team.

Now about the costume. You can buy overalls "Seva". It costs 35-38 thousand rubles from a merchant at Yanov. If you go to Zaton and order it from a guy named Shustry, who is on the third tier of the barge, then such a jumpsuit will cost you 30 thousand rubles. In this case, you will need to give a deposit of 6,000 rubles and wait a few days. On the second tier is the merchant Sych, who offers the same Seva overalls for 28,000 rubles. And there is no need to wait! Taking the overalls, return to the Zulu and report that it's time to go to Pripyat.

Underpass in Pripyat

So, move along with the team through the dungeon, kill the mutants. To open the doors, you need to click on the indicated panels. Soon you will run into a locked door. You need to feed her. Step back a little and you will see a tower on the left side. Climb up and turn on the generator. Get down. Bandits appear. You can kill them, or you can proceed to another point while your comrades distract the enemies. But be prepared for the fact that the bandits can kill Wano and the Zulu. Go to the indicated place, there is an entrance inside the building. Enter there, go up the stairs and pull the lever on the control panel. Return to the door that is now open. Get to the end of the tunnel, killing opponents. Don't rush, kill everyone gradually.

Unknown weapon

After arriving in Pripyat and watching the video, go to the captain and talk to him. Agree to go for surgery. Kill the first enemies, as suddenly it turns out that you were ambushed. Kill all opponents. The main target is the leader of the Monolith, standing on the roof and firing from an unknown weapon. See the screenshot below.

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

Search the corpses and find a weapon with a scope, if there is none. Kill the leader, enter the building from which the Monoliths ran out, and go up the stairs to the second floor. Take the dropped weapon. Return to Colonel Kowalski and report everything. Try to leave the room. A cutscene will stop you.

Missing recon group

By the way, a stalker named Garik came from Jupiter, who can now lead you back. It turns out that you do not have to spend time on trips from one location to another. Follow the checkpoint, you will see that the group of soldiers was killed by the Monoliths. Move to the indicated place and wait for the arrival of help from two military men (if those with whom you came to Pripyat are alive, then they will arrive). Enter the Book House building and kill the enemies. Move along the corridors, open the door and kill everyone around the strange structure. Watch the cut-scene.

Unknown weapon: get information

Next, you need to find a technician who would deal with the weapons found. You can search on your own, or you can immediately go to Cardan, which is in Skadovsk (Zaton location). Talk to him (technician on the second floor of the barge). If he suddenly gets drunk, then just sleep. You will receive a lab key.

Item No. 62

Move to the lower left corner of the Zaton map. The point to follow is marked on the mini-map. Enter the small building and go down the stairs. Open the door using the same key received from Cardan. Follow one floor below, clear it of infected enemies, and then move down the other stairs. You will find yourself in a workshop with rails and a monster. You can climb the stairs a little higher and shoot the monster with everything you have. Grenades will be effective in the fight against him. And so even the most powerful weapon will require 9-10 bursts (or even more).

Having defeated the enemy, which, by the way, you can not kill at all, you need to climb those same metal steps, and from there move even higher up the fire escape. Climb over the upper bridges to another wall, move towards the control point. Do not go down the stairs, but jump into the ventilation shaft. Climb to the end of the shaft and take the documentation you were looking for from the dashboard.

Return to Pripyat and talk to Colonel Kovalsky. Get a new quest related to the missing scout.

The missing sentry

Follow the indicated point to the grocery store, where the sentry was. You will see a military man who has shot himself, after which the controller will immediately appear. Killing him is easy enough. The main thing is to periodically hide from him so that you are not in his line of sight. Try to shoot in the head.

one shot

It is VERY IMPORTANT that you return from the previous laundry assignment. Here Garik will speak to you, and you will learn the story of two mercenaries. We warn you for the reason that there is an option to go directly to the X8 laboratory, but after that an error may appear: Colonel Kovalsky will refuse to talk to you at all (there will be no active key to start a conversation).

So, after talking with Garik, go to the colonel and report on the story you heard. Make a choice, kill one enemy or try to deal with all at once. There is nothing unusual about the assignment.

Laboratory X8

Enter the indicated building and, very importantly, approach the elevator doors. The task will be updated to the status "It is necessary to turn on the generator." To do this, go upstairs, changing flights of stairs where the steps break off. On the last floor, find a room above the elevator shaft and start the generator. You will be hindered by enemies placed on each floor - infected, monoliths, etc. When the generator is started, go back to the first floor, enter the opened elevator and press the "F" button. You will be taken to the laboratory X8.

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

First document.

Attention! You will be asked to leave the complex, or continue searching for documents. Ignore this trick, because you need to find ALL documents!

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

Second document.

Go back to the door you opened after you went down the elevator. Stand with your back to the front door and turn right. After going down one set of stairs, go up the steps in the far right corner. You will find yourself in a spacious hall on the second floor. Find the third folder with documents on one of the cabinets.

Third document.

An enemy will appear here - kill him or run away. Three folders with documents were found, but the same number needs to be found. Go back to the room where you found the second folder (the balloon is placed). You need to go into the next room and climb into the elevator shaft, where there is a ladder. Climb two tiers higher and you will see an open elevator door. Jump from a distance into this opening, you will find yourself on the floor. There will be three burrers here. It is best to kill them with a knife, approaching closely. Remember that conventional rifles and machine guns are ineffective against them. There will be one folder with documents in this room, but do not rush to leave. Climb the stairs to another room and on the table you will find the fifth folder with documents.

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

Last document.

Climb down, quickly grab the blue folder from the table and leave the lab. Go back to the colonel and talk to him. Get a new assignment.

radio interference

Move to the indicated point and search the corpse of the commander of the reconnaissance group. Take the explosive with the timer. You will be contacted by the colonel, from whom you will learn that the source of radio interference is located in kindergarten. Go in his direction, the door is marked with a yellow marker, on which you need to install explosives with a timer. Do so, and then run away. After the explosion, go inside, move to the right wing of the garden, using several flights of stairs. As a result, on the second tier you will find a strange structure similar to the one seen in the Book House building. Destroy it by throwing a grenade or firing a few bursts. Through the hole in the floor where this structure stood, go down to the tier below and open the green freezer. You will free the doctor and automatically find yourself in the laundry room. Talk to Kowalski.

Unknown signal source

Move to the specified point, wait until you are ordered to go to another place. Run to the dorm courtyard, then return to the base and watch the cut-scene.

Evacuation

Wait out the blowout, resupply, and order Kowalski to gather the fighters. Fight your way to the helicopters, hold positions until they arrive, and decide for yourself whether to complete the game or continue through it in free roam.

Fields littered with deadly mines in North Korea, Pakistan, Vietnam, Iraq and many other countries are responsible for thousands of deaths every year. Even those mines that are decades old are also dangerous - they can explode at the slightest pressure. Read this article to learn how to safely get out of a minefield without setting off any of the mines.

Steps

Overview of the situation

    Look for signs indicating that there are mines nearby. Most of the mines are hidden, but if you know what to look for, you'll have a better chance of avoiding them. Do not lose your vigilance even for a second when you are in a minefield. Don't stop looking for the following signs:

    • Wire. They are not clearly visible, so you must look closely at the ground. The wires are usually thin enough to be almost impossible to see.
    • Signs of road repair. Including paved areas, new fill, road patches, ditches, excavations, etc. This may be a sign that mines have been planted nearby.
    • Signs or marks on trees, poles, racks. The armed forces that planted the mines could somehow mark the mined fields to protect their soldiers.
    • Animal corpses. Cattle and other animals are often blown up by mines.
    • Damaged vehicles. Abandoned cars, trucks and other vehicles may have already detonated the mine or be near it.
    • Suspicious objects in trees and bushes. Not all mines are buried and not all munitions that have not been cleared are on the ground.
    • Violations in previous trails or trails that end unexpectedly.
    • Wires that run from the side of the road. This may be a fuze tension wire that is partially buried.
    • Strange ground features or shapes that do not exist in nature. Vegetation growth may be weakened or discolored, rain may have partially washed away the cover, and vegetation cover may have sunk or cracked at the edges, or mine-covering materials may appear as mounds of dirt.
    • Civilians shun certain places or buildings. Local residents usually know where mines or unexploded ordnance are located. Interview the civilian population to determine the exact location.
    • Stop immediately. As soon as you realize that you are in danger, freeze. Don't take a step. Take some time to assess the situation and leave a rescue plan. Now your movements should be slow, careful and deliberate.

      Give your buddies an alarm. As soon as you think you are in danger, make sure that everyone knows about it, so that they stop before someone detonates the explosive device. Shout "Freeze!" and tell no one to move. If you are the leader in this situation, you will have to instruct others on how to leave the field safely. Make sure everyone is in the same place because one wrong move can kill everyone.

      Don't pick anything. Many mines with a trap. You think you're picking up a helmet, a radio, or a military artifact, and then you notice that it's actually a mine. Even toys and food are used as bait. If you didn't drop it, then don't pick it up.

      Safe escape

      1. Get out of the mined area. If you suspect that you have entered a minefield or stepped into a mined area, either because you saw red flags or see a mine or a potential mine, or because a detonation has occurred, remain calm and carefully exit the danger zone, stepping on your own traces. If possible, don't turn around.

        • Look back as you walk, and slowly move your feet exactly where you have already stepped.
        • Walk until you are sure that you are out of danger, when, for example, you reach a road or other area that is often walked on.
        • Explore the land. If for some reason you are forced to advance or cannot see your footprints or escape route, then you need to search the ground for mines and gradually move forward. Gently explore the ground with your hands or feet, or use a knife or other object to gently explore the ground inch by inch.

          • Explore it from an angle, because mines usually explode from top-down pressure.
          • After you've checked out a small area, move on and continue exploring the land. The safest way to cross a minefield is to crawl very slowly on your stomach, not to cross.
        • Get help if you don't understand anything. If you are absolutely unsure where you have stepped before and are afraid to explore the ground, then do not risk it. Inches can be the difference between life and death. Call for help or ask people nearby to help you.

          • If you can use your cell phone yourself, call for help.
          • Do not use the two-way radio unless absolutely necessary. The signal from the radio can cause certain types of mines or uncleared mines to accidentally explode.
          • If you are unable to contact anyone, please wait. Don't jump in and try to explore your exit if you have no idea what you're doing.
          • Look for signs that the mine is about to explode. When you get out of the minefield, be vigilant to find that the mine is about to explode. Listen for unusual sounds. You may notice a slight click if the pressure plate has been pressed, or the contact pivot bar has been moved, or you can most likely hear the pop of the lid exploding. Also pay attention to how you feel. If you are very alert and step slowly, you will be able to feel the pull on the cord, for example.

            Throw yourself to the ground immediately if detonation starts. The soldiers shout "get down!". If you notice even one sign from the last step, or if someone nearby shouts out a warning that he has detonated a mine, then throw yourself to the ground as quickly as possible. You will have no more than a second before the mine explodes, but if you use that second wisely, you will be able to avoid serious injury or death. Mines explode upwards, so the safest thing is on the ground.

            • If possible, fall backwards to shield the top from shrapnel as best as possible. While it's likely to land on another mine, the area directly behind you is the safest place to fall because you've just walked on it.
            • Don't try to outrun the explosion; projectiles are fired from the mine at thousands of pounds per second, and the victim radius - the distance from the mine at which you can get injured - reaches 100 feet or more.
            • Mark the place of danger and report it to the appropriate authorities. If you find a mine, help other people avoid it by marking its location. Where possible, use internationally recognized symbols or signs, or a general local warning. Make sure you are in a safe area before attempting to set an alert. Mark the place of danger and report it to the police, military unit or local sappers.

      Avoiding minefields

        Read more about landmines. Unexploded ordnance is a term that is used to refer to any kind of explosive projectile, such as bombs, grenades, artillery shells. They have been used, but not yet detonated, and retain their explosive potential. Landmines are sometimes considered a form of unexploded ordnance, and while mines gain the attention of most media outlets, all uncleared ordnance remains dangerous. In some parts of the world, unexploded ordnance, other than mines, poses the greatest danger.

        Learn the history of the region. Whenever you travel to an unfamiliar region, it is wise to review the history of that region to determine if there is a risk of landmines. Regions experiencing military conflict are very risky, but unexploded ordnance remains dangerous long after the cessation of hostilities.

        • Millions of mines and unexploded bombs remain in Vietnam, Cambodia and, for example, Laos, and even in Belgium, which has long been non-military, in the past few years, crews have cleared hundreds of tons of unexploded ordnance left over from WWI and WWII.
      1. Pay attention to warning signs. When you can't count on minefields being marked, you should definitely stay away from those that are marked. Internationally recognized symbols for minefields include a skull and crossbones and a red triangle. Signs are often, but not always, red and often read "MINES" or "DANGER".

        • Where signs are not available, impromptu warnings are often used, such as painted stones (red usually defines the boundaries of the minefield, and white indicates a safe path through it), piles of stones, flags stuck in the ground, grass ties or ribbons that have cordoned off the area.
        • Many minefields do not have warning signs, so don't assume that their absence is a sign that the area is safe.
        • Find out locally. Warning signs don't last long. Over time, plants, animals, weather, and people remove or hide the signs. In some areas, metal signs are valuable building material, and you can often see a mine sign, which is used, for example, to patch a metal roof. Moreover, in many places warning signs are never installed. Locals, however, often know the general locations of mines and unexploded ordnance, so it's best to ask locals if the area is safe to live in, or better yet, get guidance when traveling to a potentially dangerous area.

          Don't stray off the beaten track. Except for active combat situations. If people regularly walk along the path, you can be sure that it is not mined. Off the trail, however, danger may lurk.

      • While most people are familiar with push mines that are triggered by a person stepping on them or a vehicle driving over them, there are many other different types of mines and detonation methods. Some are triggered by depressurization (when someone lifts an object over the mine), others use wires, vibration, or magnetic triggers.
      • When in doubt, stick to paved roads because mines cannot be buried under asphalt. Be aware that (mostly in active war zones) mines can be placed in potholes, or wire can be strung across the road to cause an explosion on the side of the road.
      • Mines can be made of metal, plastic, or wood, so a metal detector may not necessarily warn you of danger.
      • Land mines are found both in minefields and in mined regions. Minefields are areas with clear boundaries - these boundaries are not always visible, however - where mines have been placed, often in high concentrations, usually for defensive purposes. Mined areas, however, do not have clear boundaries, and tend to cover more territory than a minefield. Mined areas have a low density of mines (mine here and there) and are typical of guerrilla techniques.

      Warnings

      • Never assume that a newly “cleared” area is safe. Removing a mine is a complex and tricky process, and it is not uncommon for landmines to remain in an area that has officially been cleared. One of the main reasons for this is that mines that are in the ground for a long time can sink significantly. However, during the yearly freeze-thaw cycle, frost sometimes rises up and pushes these deep-seated mines to the surface.
      • Do not throw rocks or attempt to shoot at a mine or unexploded ordnance. If there are more mines, detonating one of them will trigger a whole chain reaction of explosions.
      • Remember that the mines don't work like they do in the movies - you won't hear a "click" or other warning signals before it activates. You can't outrun it, in particular the Bouncing Mine, which uses a primary charge to lift the mine out of the ground before detonating a second charge that scatters metal balls or shrapnel in all directions. These particles travel faster than a rifle bullet and in different directions.
      • Do not use the two way radio when you are in a minefield. The signal from the radio can cause certain types of mines or uncleared mines to accidentally explode. If there are others in the minefield, move at least 300 meters away for radio contact. The signal from a mobile phone can also accidentally detonate an explosive device (insurgents and terrorists often use mobile phones to remotely detonate explosive devices, but these detonations require a signal).
      • Do not open or attempt to destroy mines or UXO unless you are properly trained and equipped.
      • Don't drop or drag anything on the ground as you step back.
      • Never step into a minefield or mined area on purpose unless you are a properly trained and equipped deminer.

Looking for poppy fields, but found a mine while doing drug tourism in Afghanistan? It makes no sense to write about the means of clearing the area with anti-personnel mines, if you accidentally stepped on one of them, this will no longer help you, but if someone else stepped on it, or you were lucky enough to notice the sign in time: “Beware of mines!”, Then knowing the main methods of laying, detecting and clearing anti-personnel mines, as well as the rules of behavior in mined areas, you can safely pass a minefield and even take one of the mines with you as a keepsake.

Attention! Keeping ammunition, mines and unexploded ordnance is deadly and criminally punishable!

How to find a minefield

For those who imagine themselves to be a cool sapper, we immediately declare that clearing mines without special equipment is suicide, and the information provided here is aimed at ways to detect anti-personnel mines, after which their locations are marked and reported to law enforcement agencies.

Knowing that you have entered a minefield before it is too late is not difficult if you have a habit of looking at your feet and to the sides while walking, and not counting the stars or crows in the sky, although a flock of crows in itself can be an indirect sign of a minefield, they probably gnaw at the next victim of the minefield, who did not have time to find it.

Signs of a minefield:

Holes in the ground from exploding mines.
- Dead animals, or rather what's left of them.
- Parallel footprints on the ground may indicate a minefield, especially if the distance between them is several meters, depending on the method of laying the mines.
- Empty boxes and containers of military type.
- Abandoned houses, unless of course the minefield is part of the home's security system.
- Local residents can independently mark the location of mines in a minefield. You can recognize these signs by the same bright objects or pieces of fabric that do not fit into the local landscape.

How to get through the minefield

If you nevertheless managed to step on an anti-personnel mine, whether you survive depends only on your self-control, speed and composure in making decisions. Apply a very tight bandage in the form of a tourniquet just above the wound, tying a piece of tissue around the injured limb along with a stick, repeatedly turning in one direction, which the piece of tissue will tighten even more around the limb and stop even very heavy bleeding. Take the severed limb with you, if you can quickly get through the minefield and call for help, you can probably sew it back on.
You need to leave the minefield by the same route as you came here, stepping on your own tracks. If there are no traces left, or you recognized the minefield before you found it by stepping on one of the mines, the way back, at least the first two hundred meters, is best to go in the following way:

Try not to crawl or kneel, thereby reducing the area of ​​​​contact with the ground, if possible, move on your haunches.

0 Take a knife, a sharp stick, or something like that and carefully, at a 45-degree angle, stick into the ground in front of you, gradually making a safe route through the minefield.

Having found a solid object, do not try to dig and remove it, if the soil is sandy or slightly stony, it would be prudent to go through the minefield in a different way, bypassing the find, if the soil contains a lot of stones and the knife constantly bumps into something hard, when excavating, always stick to a 45-degree angle and dig under the object, not above, or even better, walk in places of potential minefields with a do-it-yourself metal detector.

Having dug out or found a real mine, in no case do not try to clear it yourself, mark its location, for example, by tying a piece of bright fabric to a vertically standing stick and, having passed the minefield, call the sappers.

Trying to defuse a mine is possible only in a really force majeure situation, when, let's say, your comrade stepped on an old-type anti-personnel mine that explodes after you remove your foot from it, and now stands rooted to the spot, drenched in sweat. Dig the soil around the mine in a familiar way and blow off the excess, being careful not to touch the mine itself. Now carefully unscrew the fuse, usually located in the mine as a separate element in its upper part. Someone got very lucky today.
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Recently, about 100 prominent Europeans wrote an open letter to the leaders of seventeen European countries. The letter said that at last the European leaders themselves realized that they cannot continue to simply shelve steps that have long been needed to be taken. First put a stick in the wheels Constitutional Court Germany, which recognized the constitutionality of the European Financial Stability Fund. At the same time, he decided that in the future no steps could be taken without the approval of the Bundestag. Also, the leaders of European countries have finally realized that it is not enough to guarantee that governments can cover debts at low interest rates. They also need to regulate the banking system.

Opportunities have opened up for European banks to build up secondary capital, while they have to sell their shares at book value. This incentivizes banks to reduce their balance sheets by reducing the maximum amounts of loans and loan portfolios.

Both banking and government debt problems only reinforce each other. The decline in government bond prices demonstrated the weak capitalization of banks, and the fact that the state will have to finance recapitalization increased the risk premium on government bonds.

Now financial markets are nervously anticipating what the European leaders' next move will be. Greece clearly needs an orderly restructuring, as an uncontrolled default could trigger an economic downturn. Such a restructuring will have fateful consequences. It will either calm the markets or sharpen the situation on them even more.

I'm afraid that European leaders may not go the right way. Instead of working on guarantees for the banking system, they are thinking about how to recapitalize it. They want to recapitalize each country in turn, instead of doing it in the EU as a whole. And they have good reasons for this. Germany, for example, is not going to pay for the recapitalization of French banks.

And so, it is necessary to designate in detail a narrow path that will help Europe to pass through the "minefield". First you need to provide guarantees banking system, and then recapitalize it. European governments now cannot afford to recapitalize. Indeed, in this case, the countries will not have enough funds to cover debt obligations. It will be less painful to recapitalize only after the crisis subsides and government bonds, like bank stocks, return to normal levels.

States need to provide strong guarantees to banks, because it is the state that will tax them. Eurozone countries will be forced to sign a new legally binding agreement, which has yet to be ratified. Simply put, this is not really a change to the Lisbon Agreement, but rather the adoption of a new agreement. Amending the Lisbon Agreement will only create new problems.
In exchange for guarantees, large banks will have to follow the instructions of the European Central Bank. This is a radical step, but under the circumstances it is simply necessary to take this step. The Central Bank will have the right to reduce the discount window for those banks that refuse to cooperate.

The European Central Bank will be able to instruct banks on how to maintain their credit lines and portfolios. At the same time, he will strictly monitor the risks that banks take at their own discretion. In this case, one of the main factors that caused today's market turmoil will disappear.
It is possible to get rid of one more factor - the lack of funds to cover the state debt - by reducing the discount rate by the Central European Bank and encouraging countries with a difficult financial situation to issue federal treasury bills. Actually, bills of exchange can be sold by the CEB at any time in order to equate them to cash. And as long as the banks will receive more profit from these bills than from deposits in the CEB, it will be profitable for them to hold them. In this case, governments will be able to cover all items of expenditure within the agreed limits at a low cost. And at the same time, Article 123 of the Lisbon Agreement will not be violated.

The adoption of such measures would calm the markets and put an end to the crisis. After that, you can start recapitalizing banks. But the holes in the EU budget caused by the Greek debt restructuring will need to be filled immediately. In accordance with German requirements, additional capital will be obtained from the markets, and only then from the states. Only in case of urgent need, the capital of the European Financial Stability Facility will be used.

A new agreement on the Eurozone, adopted in a freer atmosphere, should lay the foundation for development in the future.
In times of financial turmoil, austerity and strict restrictions are inevitable. Without long-term growth in the future, the debt burden will become unbearable, as will the existence of the Eurozone itself. This will give rise to new problems, which, nevertheless, can be solved.

A huge responsibility lies on the shoulders of the SBU officer and the protagonist of the game, Major, who by chance became a stalker in the expanses of the Zone. He was given a clear task: to find the missing helicopters and find out the reasons for their fall.

The first steps with an old AKM and a small supply of food lead him to the outskirts of Zaton, where he immediately meets a lone stalker. From a conversation with him, the major learns about the nearest camp, where you can at least find out something about the missing helicopters.

Get to Skadovsk

This quest, in fact, can hardly be called a task. Rather, this is a hint about where to go for information and where you can replenish your food and ammunition, since in the game "Stalker: Call of Pripyat" weapons are not such a rare case. After Degtyarev gets to Skadovsk, you will need to find a bartender who will give you a key task.

Glow source on Dredger

A group of stalkers stumbled upon a glow that is strange for the Zone on the Dredger, and you, as a new and impartial person, are asked to look into the situation and give your assessment of what is happening. The bartender warns in advance that a strong source of radiation has been noticed at the facility.

After the bartender's warning that in the future in the game "Stalker: Call of Pripyat" the passage of the Dredger will expose us to strong radiation, you should stock up on "Anti-Radium" and first-aid kits. When you get to the glow, you will see several ways to get to the Dredger: through the pipe, which is located behind the object, or through the bridges located directly in front of the glow.

After you get to the captain's bridge, you will see that an artifact is hanging on the helm (it is the source of the strange glow). When leaving the Dredger, a group of stalkers will meet you, and one of them will ask you to give him an artifact in order to heal a wounded comrade (in fact, this is a trick that he uses to lure the item, so the only correct solution is to shoot him between the eyes and further brawl with the rest of the group).

Next to the glow, you can find the secrets of the Stalker. "Call of Pripyat" suggests that in addition to deadly anomalies, there may be very useful things there. By moving circles on the water, you can determine the location of a valuable artifact (the location changes with each release).

The reward for passing is waiting for the following: the coordinates of the cache and 3000 rubles.

Inaccessible container and stalker Koryaga

A stalker nicknamed Koryaga found a good swag, but an earthquake prevented him from taking it, which hid the artifact underground along with the Cossack, where it was stored. And on top of that, snork mutants have appeared in the area. The task is to take the swag and share it with Koryaga, but it is up to the stalker himself to decide whether or not to tell his employer about the find in the future.

"Call of Pripyat": the passage of the mission

In order to get to the Cossack, you need to penetrate the fault indicated on the map, and then get out. Along the way, you will meet a few, but extremely dangerous and unpleasant creatures of the Snork, which are best dealt with by a shotgun.

Once the container and you are in a safe place, you are faced with a dilemma: share the swag with Koryaga or keep everything for yourself. The artifacts in the container and your decision on what to do with the Snag will not affect the further passage of the game "Stalker: Call of Pripyat", so you can do as you please.

If you decide to keep everything for yourself, then you need to take the container to the repairmaster, and for 500 rubles he will open it for you, otherwise, by sharing with the stalker, you will get options to choose from: a medical kit, a helmet or an artifact.

After you exit the rift near the Claw anomaly, you can find the secrets of the Stalker (Call of Pripyat) by combing the area with a detector in search of interesting and useful artifacts.

The crash site of SKAT-5

One of your priority tasks is to search for crashed helicopters. SKAT-5 lies near the exit from the Krug tunnels, approximately in the middle of the Marsh anomaly.

In order to safely get to the helicopter, it is better to use the bolts (button 6), otherwise you will encounter unpleasant and dangerous anomalies. After you search the helicopter and the nearby crate, you will receive supplies and a key cutscene will play.

On the way back to the game "Stalker: Call of Pripyat" caches can be found on the Burnt Farm, in the main building. Where there are many anomalies, you need to climb the stairs, and in the far corner of the attic lies a rare Vintar.

The crash site of SKAT-2

This is another priority target for the major in the Ironwood location. After you have reached the place, the only and serious obstacle that you will encounter is the local poltergeist.

The game "Stalker: Call of Pripyat" sent the major a very strong opponent, and in order to cope with the mutant poltergeist, it is necessary to aim not at flying objects, but at the monster itself - a bluish sphere that looks a bit like an electric charge. It is better to fire closely: poltergeist touches do not affect health. The ideal weapon, as in the case of snorks, would be a shotgun.

According to the information read from the on-board computer, we get maps of the area that a local conductor can decipher. With their help, he will lay a new route and give you a significant discount on further "excursions" around the Zone.

Not far from the habitat of the poltergeist, you can find the secrets of the Stalker ("Call of Pripyat") among the many anomalies, where using the detector it will be easy to detect very useful artifacts.

The crash site of SKAT-3

The helicopter is located at the Southern Plateau location, which is not so easy to get to on your own, so we need to find a guide in the person of the stalker Noah, who lives on the Old Barge.

The game "Stalker: Call of Pripyat" involves several ways to complete this mission. In the first case, you need to find the old man Noah, who will take you to the plateau. In the second case, you can use the dangerous passage near the Southern Plateau in the "Circus" anomaly, where there is a small passage to the snork caves, bypassing which you will find yourself on the spot.

After inspecting the helicopter, you will receive the coordinates of the evacuations that you need to check for further successful development of events.

In the game "Stalker: Call of Pripyat" artifacts can be found by going deeper into the plateau and carefully working with the detector, after which you will find a unique item that restores health and reduces background radiation.

Tools for rough work

Technician Cardan needs tools to work, with which he can improve armor, weapons and other equipment.

So, where are the tools in "Stalker" ("Call of Pripyat")? We stock up on weapons, ammunition, first-aid kits and move to the Sawmill location. On the way, you will meet crowds of opponents, and before you get to the main building, you will have to spend a good part of the ammunition. Then you need to climb the stairs to the second floor, where you will find a large stock of first-aid kits, bandages, rare ammo and a set of tools for rough work.

Tools for fine work

For the same master Cardan, you need to find a set of tools for fine work. The set is located in the "Substation workshops" location. In order to get to the workshops, you need to go through a group of mercenaries. There are two scenarios: you give them six or seven cans of stew and they let you pass, or you walk over their corpses. The tools are at the end of a very long room on the boxes.

In the game "Stalker: Call of Pripyat" caches can be found on the way to the workshops, and to other locations. In this place you will meet a long pipe that runs through almost the entire Zaton. To get the cache, you need to find a fallen pillar next to the pipe, and climb it to the concessions, where the valuable prize is located on the concrete support.

"Jupiter"

Once you've reached the Jupiter, you can replenish your supplies from a technician or vendor behind bars and begin your mission.

Crash of SKAT-1

It is necessary to explore the surroundings of the Jupiter plant and look for the fallen SKAT-1 helicopter.

The entrance to the site with a helicopter is mined, and you can only get to the object along the fence. After you get to the helicopter, you need to pick up a black box near it, the information from which you will need to decrypt from a local technician.

After the master decodes the message from the black box, you will find out that all the military went to the B28 evacuation point, that is, the B208 option is automatically eliminated.

The secrets of the Stalker ("Call of Pripyat") can not be discovered using the detector. It will help you find extremely useful artifacts and ammunition. In order to minimize health loss, it is best to move carefully and use bolts to probe the area.

Check point B205

You need to visit the location of the Volkhov air defense system to check the evacuation point for further development events in the game "Stalker: Call of Pripyat".

The special forces, which used to guard the facility, now consist exclusively of zombies. Having broken through to the main building, you need to find a lighted table with a note from Lieutenant Sokolov, on which the combination to the locked door is indicated (it will be needed in order to get to Pripyat).

In the game "Stalker: Call of Pripyat" money can be found by going down to the basement "Volkhov", where you will meet with a serious opponent - Burer, who is located in the large hall. After killing him, you can climb the stairs to the armory, where there are cabinets with ammunition and boxes of money.

The crash site of SKAT-2

One of the SKAT helicopters fell on the territory of the Jupiter plant. The road to the object will be long and difficult.

You need to start from the northern entrance to the plant, gradually moving inward, to the southern buildings. The map displays all the key locations and points of passage of the plant. Finding most of the required paperwork is easy, but administrative paperwork can be a problem.

In the main building of the plant, you need to climb the concrete stairs and get through the tunnel into the large hall, where SKAT-2 is located along with the watchman - Psi-Dog. After her murder and a search of the helicopter, we go further deep into the building and find the control room, where the administrative documents necessary to enter Pripyat lie.

In the game "Stalker: Call of Pripyat" weapons can be found behind the garages, on the territory of the plant. It will be a very powerful rifle and ammunition for it. The garages are guarded by bandits, after killing them you can get a bunch of first-aid kits and ammunition in a secret place.

Point B28

The evacuation point will be available on the map only after you find your way to Pripyat at the Jupiter plant, where it becomes clear from the documents that you can reach the target through secret tunnels under the building.

If you have not yet found all the necessary documents, then Azot will send you in search of them, but when you have the whole set, he will tell you that at least three fighters with a closed respiratory protection system are needed for the trip.

It happens that Stalker "Call of Pripyat" version 1.0 does not show the location of the gathering of fighters near the station, so feel free to go to the nearby tower and talk to the Zulu there, who will help you gather like-minded people into one team.

The ideal traveling companion would be Wano, who would need to pay 5000 for the costume and then send him to the Zulu. Lieutenant Sokolov can be found in the scientists' bunker. There is also a costume for him, which you will get after completing the quest from Ozersky. We complete the task and also send Sokolov along with the suit to the Zulu.

The surviving Monolith named Tramp, who can be found north of the container warehouse, will agree to your adventure without any questions, since he has nothing to lose, and the opportunity to get out of this place will not be superfluous for him. We speak with him, we send him to the Zulu, and the team is ready.

After you and your fellow travelers get into the tunnels, you will need to overcome a lot of anomalies and go through the barrier of the Monoliths. After clearing the territory and entering the next zone through a reinforced concrete door, you will be met by a group of zombies, which you also need to eliminate (a shotgun to help) and get to the cherished stairs leading to Pripyat.

Sometimes the installed add-on "Overlord" for "Stalker: Call of Pripyat" may "not let" you go to the next location, so before going to the next area it is better to turn off the mod, and after that you can turn it on again.

Pripyat

After you have entered the daylight, you will be met by Commander Kowalski. After talking with him, go to the laundry, where the military camp is located.

Calibration tools

The sooner you modify your weapons, the easier it will be to complete further quests.

After installing add-ons, the game "Stalker: Call of Pripyat" (mods for weapons or ammunition will definitely come in handy) goes much faster, but interest in the quests themselves is significantly lost, so it's better to modify your arsenal yourself.

In total, there are two places in Pripyat where you can find calibration tools - a department store and an old KBO. Inside the department store, a pack of dogs and jerboas awaits you, bypassing which, you can find a room with yellow glass, where the necessary tools lie on a box behind the door.

In the old KBO, you will need to overcome a number of anomalies and, having risen to the second floor, kill the burer, who is guarding the calibration kit. To modify weapons, you can give the tools to Azot or Cardan in Jupiter. Using special cheats for Stalker: Call of Pripyat, as a result of modifications, you can get a powerful gauss cannon that kills opponents from a great distance, leaving them no chance of survival.

After the quest "Radio Interference" is completed, where you need to get rid of the anomalous antenna, you can begin to complete your main task.

Cause of helicopter crash

A technician in a military camp spotted a strange signal near the laundry, it is necessary to check it and find out the origin.

After you arrive at the point, it becomes clear that the signal is dynamic, and its source is constantly moving. Further, upon returning to the base and after repelling the attack of the “unknowns”, it will become clear that the signal was transmitted by the legendary stalker Strelok, from whom you can find out the reasons for the helicopter crash.

Evacuation

This is the last quest in the game "Stalker". After you have received all the necessary information from Strelok, the military has the opportunity to evacuate you.

When the release is over, you need to talk with Kowalski in order for him to assemble a detachment that will help the remaining military evacuate. The major's goal is to protect Kovalsky and Strelok, and in addition, it is desirable to secure the entire group as a whole.

The road to the evacuation point will be teeming with crowds of enemies: Monoliths, zombies, mutants and other evil spirits. In the last minutes of the game, you or the medic will be attacked by a controller, after fighting which you will find yourself on the roof next to the rescue helicopters of the evacuation.

Codes for "Stalker: Call of Pripyat"

The developers as such did not provide codes in the game, and any dialed combination will not give you “omnipotence”. In order to survive in the world of Pripyat, you need a slightly different, tricky approach to passing. Therefore, you can use the following cheats on "Stalker: Call of Pripyat".

  • If you want to earn a lot of money, then you can use the following advice. In the process of passing you need to get the achievement "Mutant Hunter". It gives you a daily ammo boost in your personal crate. Sleep for two or three hours, then take the ammunition from the box and sell it. Such an action can be performed indefinitely, well, or until the threshold of your greed is reached.

The following codes for "Stalker: Call of Pripyat" will allow you to strengthen your weapons. But you need to be careful with these combinations, because they have a mirror property - what has increased for you will also increase for the enemy. But in any case, it makes sense to try, and there everyone will decide for himself whether this is an acceptable option or not.

You need to find a file with the name of the weapon you are interested in in the game folders and open it with a simple text editor. The meanings of each item are quite clear, and in case of difficulties, you can use any translator from English.

  • For example, the item cam_relax_speed = 4 changes the speed of returning the sight to its original position for firing after a shot. You can set the value to 0 and enjoy high-precision shooting.
  • Next, another useful cheat regarding the distance to the target is fire_distance = 200. Set it to 1000 and the distance is no longer a problem.
  • The parameter inv_weight = 1.5 changes the weight of your weapon, which is also very useful when running and other situations. Just don't set it to zero, otherwise the weapon will simply disappear from the inventory.

Such simple cheats, although they do not give "omnipotence", but allow you to cope with some difficult situations that arise during the passage of the game.