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Zaton

Zaton
[[File:
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Type

Swamp / Ruins

Notable locations

See:

Factions

SCS Loners.png Loners
SCS Bandits.png Bandits
SCS Mercs.png Mercenaries
Dolg Patch.png Duty

Doctor
Technicians
Merchants
Other characters

Loners:

Bandits:

Mercenaries:

Duty:

Related quests

See:

Map of Zaton
ParavinAdded by Paravin
[Source]


Contents

BackgroundEdit

Zaton, also called Backwater, is an explorable territory in S.T.A.L.K.E.R.: Call of Pripyat. Like the Great Swamps, Zaton is mainly set in a swampy area, with a few industrial factories scattered around it and derelict, grounded boats, some dating back before the incident. From the outlying structures and sizable number of grounded boats and tankers around, Zaton appears to have been drained of it's water sometime after the Chernobyl incident, most likely to contain the radiation contamination in the water. A free bar for Stalkers is run by Beard, in the wreck of a tanker – the Skadovsk.

Notable LocationsEdit

SkadovskEdit

Skadovsk seen from the side.
DthvirusAdded by Dthvirus
Main article: Skadovsk

The hub of activity in Zaton, the Skadovsk is a grounded tanker, mostly rusted and slowly degrading in the wake of the Chernobyl accident. Beard has turned it into a rudimentary bar and blowout shelter. Other merchants such as Owl, Tremor, and Nimble call it home as well. The local technician Cardan also stays in the Skadovsk. Despite being mostly operated by Loners, Bandits also call the Skadovsk home. The result puts Beard into conflict with their leader, Sultan on a routine basis. The local guide in this area is Pilot, who can always be found in the middle of the bar.

ShevchenkoEdit

Main article: Shevchenko

A large ship with a large explorable interior near Skadovsk. This is a location is also a safe area used to escape an Emission. This is also the location of the The Hit, regardless of chosen side.

Dock CranesEdit

A few tall cranes and containers with a small shack located over a hill from Skadovsk. Plays a role in the mission Missing Stalkers.

Ranger StationEdit

A small military complex home to a transaction between Bandits and Mercenaries. Directly to the north of this station lies a bridge.

Preobrazhensky BridgeEdit

The Bridge
ParavinAdded by Paravin

A military transport of a poison gas was taking place when this bridge was hit with multiple anomalies.

There are some items here in the jeeps on the bridge. There is also a locked container in the lorry but it needs 2 keys to open it. The location of the keys are in a jeep on edge of the bridge and a jeep under the bridge. There's a gas container in the locked container and you need it in order to wipeout the Bloodsucker lair in Kruger Antenna Complex.

Waste Processing StationEdit

The area is controlled by a small group of Mercenaries. If you are spotted near the area you will get a warning. (and your game will auto-save if you have "autosaving" option enabled) If you're spotted again, walk into the facility, or shoot one of the mercenaries, the group will start firing upon you. If you ask Owl for a job, this is one of locations he will send you to. See Mercenary Camp.

Dangerous CaveEdit

Entrance to the cave.
GresterAdded by Grester
Main article: Dangerous Cave

A small location northeast of the Burnt Farmsted. Inside there are some supplies hidden, mainly drugs. However one should not go there unprepared as a Controller appears while entering.

SawmillEdit

An abandoned sawmill in the northwest corner of the map, the sawmill has since been overrun by zombified stalkers. Below the mill is a house with a stockpile of various rare ammunition in the attic as well as a Basic Toolkit. After the player emptied the attic, a real zombie invasion in both Zaton and Yanov will occur. Zombies will appear almost as often as Bandits and Stalkers across the land.

Early in the game, the player can "farm" the zombies by selling their relatively decent condition weapons and other inventory items for a nice profit without causing the huge invasion if the player does not eliminate all the zombies.

Krug Antenna ComplexEdit

Bloodsuckers after being taken care of - area contaminated with poisonous gas.
Tyrael plAdded by Tyrael pl

An abandoned radio navigation array, now home to a nest of Bloodsuckers. A location best noted for being Bloodsucker Lair mission main point of interest. A very unpleasant area that rookies should avoid until the nest is exterminated. Stash with 3 Army Medkit and one pack of Gauss Rounds (oddly) inside a pillar of machinery on the ground floor to the south side.

IzumrudnoyeEdit

Note: aka Emerald.

There is a weapon stash under one of the houses containing a TRs 301 and 120 rounds of 5.56x45mm SS109. The location is given by Spartacus if one sides with the stalkers during The Hit. The area occasionally contains a group of wandering Boars or Fleshes. Mission Hunting the Chimera takes place here.

Old BargeEdit

Note: aka Noah's Ark.

Home of a paranoid Loner named Noah and his pet Pseudodog named "Lassie". He will fire upon all who try to enter his home but each time he will hit the door. Open the door again, and Noah will keep his gun trained on you, but will not fire unless fired upon. He knows the way to the Southern Plateau and will offer to show you the first time.

Fueling StationEdit

Mutants spawn at the fueling station and it is advised not to go there without a good reason. There is a stash on top of the roof, you can get there by climbing on the fuel-reservoir in the back and jumping on the roof. You will find a Sunrise suit and some vodka. It is also located next to crack in the ground where you need to go in for the Unreachable Stash mission you get from Snag.

Southern PlateauEdit

Crash site of Stingray 3. This area is only accessible after you ask both Owl and Noah about getting there. The area has a cave that is home to 2-5 Snorks. There are 2 dead Spetsnaz soldiers, Snr Lt Smolyak and WO Umerov. On the other side, outside of the cave lies another dead Spetsnaz soldier, Lt Drapei, next to the crash site.

Substation WorkshopsEdit

This abandoned complex is home to a group of Mercenaries led by Slasher. They have seemed to abandon their goals in the Zone and remained idle for some time. Their idleness is made apparent by a lack of food supplies and the mission Supplies is offered here. Once the player fulfills this quest, they grant him permission to enter the area and look around. This area is important because it contains a kit of Tools for Fine Work needed for Cardan in order to perform better upgrades for the player's weapons.

Testing WorkshopEdit

Main article: Testing Workshop


Anomaly FieldsEdit

Boiler AnomalyEdit

The "Boiler" Anomaly.
CharcharoAdded by Charcharo
An extremely hot anomaly field, boasting a new variant of Burner, or Fault to be more precise, anomalies is called Boiler. It earned its name due to quite unique combination of this Faults Burners with water underlaying this generally flooded location. An extreme heat boils the water giving steam geysers. Apart from the element mixture, the other unusual property are very deep ground cracks. Such thing is not met in any other Fault. Initially the ambient temperature alone will likely be enough to scare off stalkers without adequate protection. The cramped, tight confines will also cause a great deal of problems. You can find Petruha here with his traveling companion Awl, also known as Sidlo in some translations. You can find any artifact that spawns in thermal anomalies.

Dredge StationEdit

Sometimes referred to as the "grounded tug", the dredge station is a large boat near the Boiler Anomaly. Behind the ship is a field of gravity anomalies amongst a patch of heavy radiation. With couple of anti-rads or even a few bottles of vodka even a rookie can grab the artifacts safely. Both Jellyfish and Night Star artifacts spawn in the anomaly field. See Extraordinary Phenomena quest.

Burnt Farmstead AnomalyEdit

An anomaly field to the northwest. The remnants of a farmstead now filled with extremely hot, burner-laden anomalies. Fire-based artifacts such as Crystal and Fireball spawn here. An undamaged Vintar BC can be found on the north-most burnt building by climbing up the angled wood at the side or using the ladder inside.

Burnt Farmstead Anomaly (underground)Edit

The Burnt Farmstead has an underground, which is accessible by any of the cracks on the surface near it. The underground contains gravitational, chemical, and roaming burner anomalies into one extremely dangerous field, but it also offers one of the best rewards – spawning anything from Jellyfish to Bubble artifacts. The Stalker Barge can also be found near one of the exits. Meat Chunk and Wrenched are also recurring spawns, though their positions are random with in the cave.

SwampEdit

Zaton Swamp.
Tyrael plAdded by Tyrael pl

Stingray 5 crash site. The field is a mix of chemical and gravitational anomalies, the latter can be easily identified by the severely distorted water. Like the Oakpine Anomaly, the very air is acidic and can quickly erode low-quality armor and helmets. Only chemical artifacts spawn here.


Oakpine AnomalyEdit

Oakpine from distance.
Main article: Oakpine anomaly

A chemical based anomaly field, with an acidic atmosphere. The field can deal severe damage to your armor even if you avoid the anomalies themselves. A rare Kolobok is located atop the twisted tree as a fixed spawn. An occasional Soul artifact may spawn down below in the anomaly field.

Scar AnomalyEdit

The "Scar" Anomaly.
MrCellophaneAdded by MrCellophane

The Scar Anomaly, also known as the Tripe Anomaly in some translations, is a psychic anomaly field. Most likely the easiest field to explore, as a player can use an energy drink or Hercules to give them the stamina to charge from the top to the bottom, sometimes not even using a single medkit. Only electrical artifacts such as Sparklers will spawn in the field.

Claw AnomalyEdit

The "Claw" Anomaly.
CharcharoAdded by Charcharo

A bizarre, twisted crater set near a Snork nest. Features only gravitational anomalies, along with a patch of radiation in the middle of the claw formation. Jellyfish is a fixed spawn in the U-shaped tunnel accessible by climbing the deformed ground and jumping inside.


Circus AnomalyEdit

The "Circus" Anomaly.
CharcharoAdded by Charcharo

A hot, fire-roaming anomaly circles the Circus Anomaly field near the Southern plateau near the STINGRAY 3 crash site. A Pyrogeist can be found here, as well as fire-based artifacts.


Iron Forest AnomalyEdit

The "Iron Forest" Anomaly.
CharcharoAdded by Charcharo

Not too far from the STINGRAY 2 crash site, is a field of Electro anomalies. A Poltergeist is not too far from the anomaly field and might take issue with a player exploring the area nearby. Sparkler and Battery artifacts can spawn in the Electro cluster. A Pseudogiant also spawns in the basement here (Accessed with Cardan's keycard during the mission "Item 62". It is unknown if this is scripted to happen or not and it may not spawn in there for all players. But take heed if heading down there.

Main MissionsEdit

Stingray 2Edit

  • Completion of this mission launches side mission Area Maps.

Stingray 3Edit

Stingray 5Edit

Side MissionsEdit

GeneralEdit

Beard's missionsEdit

Sultan's missionsEdit

Owl's missionsEdit

Cardan's missionsEdit

Gonta's missionsEdit

Grouse's missionsEdit

Snag's missionsEdit

Hatchet's missionsEdit

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