Zaton
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| Zaton | |
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Swamp / Ruins |
| Notable locations |
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| Factions | |
| Doctor | |
| Technicians | |
| Merchants | |
| Other characters |
Loners: Bandits: Mercenaries: Duty: |
| Related quests |
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Contents |
Background
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 its 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 Locations
Skadovsk



Added by DthvirusThe 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.
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 Cranes
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 Station
A small military complex home to a transaction between Bandits and Mercenaries. Directly to the north of this station lies a bridge.
Preobrazhensky Bridge



Added by ParavinA 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.
In one of the jeeps, there are also some documents that can be sold to Owl for a small sum of money.
Waste Processing Station
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 Cave
Added by GresterA 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.
Sawmill
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. If the player does not kill all zombies in the area before taking the Basic Toolkit, 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 Complex



Added by Tyrael plAn 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.
Izumrudnoye
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, and there will almost always be a Bloodsucker there. The mission Hunting the Chimera takes place here.
Old Barge
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 Station
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 Plateau
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 Workshops
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 Workshop
The Testing Workshop is a location under the Iron Forest anomaly. The entrance to the workshop is inside a small building in the southwestern corner of the Iron Forest. This area is only accessible with the keycard given by Cardan. There is also a stash containing a Black Kite and some .45 ACP ammo. The Testing Workshop itself is home to several zombified stalkers and a Pseudogiant.
Anomaly Fields
Boiler Anomaly



Added by CharcharoDredge Station
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 Anomaly
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)
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.
Swamp



Added by Tyrael plStingray 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 Anomaly



Added by S.T.A.L.K.E.R.E.D.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 Anomaly



Added by MrCellophaneThe 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 Anomaly



Added by CharcharoA 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 Anomaly



Added by CharcharoA 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 Anomaly



Added by CharcharoNot 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 Missions
Stingray 2
- Completion of this mission launches side mission Area Maps.
Stingray 3
Stingray 5
Side Missions
General
Beard's missions
- Extraordinary Phenomena
- Artifacts wanted by Beard
- Compass
- Transaction (alternatively; depends on The Hit)
Sultan's missions
- The Hit
- Shady Business
- Transaction (alternatively; depends on The Hit)
Owl's missions
- Mercenary Camp
- Tempting Business
- Transaction (alternatively; depends on The Hit)
Cardan's missions
Gonta's missions
Grouse's missions
Snag's missions
- Unreachable Stash or (Unreachable Zaporozhetz)
- Reputation
