Call of Pripyat takes you once again into the vicinity of the Chernobyl nuclear reactor that exploded in 1986. This so-called "Zone" is a highly contaminated area cordoned off by the military and now is combed through by the so-called stalkers, modern fortune hunters, in search of unique artifacts.

In the role of Agent Alexander Degtyarev, who is dressed up as stalker, you have to investigate the mysterious disappearance of five military helicopters and thereby stand one’s ground against the various stalker groups.

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Blog RSS Feed Report abuse Latest News: The Return Of The Axe Video (ISOTD3)

About In Spite Of The Death with 4 comments by FantomICW on Sep 30th, 2014

Hey!
This time today we'd like to share our latest cutscene video featuring the Deadly Axe
In-game cutscene by Den Stash.
Video by Vintorez94.

And, yes, we are going to add more of this cutscenes in the game :)

INS Team 

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2.3 Hotfix
S.T.A.L.K.E.R.: Call of Pripyat

2.3 Hotfix

Sep 15, 2014 Arsenal Overhaul Patch 2 comments

Fixes bm16, mossberg590, veprk crash, FN FAL icon, RPK-74 attachments, weapon names/descriptions, missing 7.62x51_7h1 ammo and the majors titanium foot.

Enhanced Environment
S.T.A.L.K.E.R.: Call of Pripyat

Enhanced Environment

Sep 15, 2014 Remake Full Version 9 comments

Modified AtmosFear 3 and Absolute Nature 3.Photo realistic water.Ultra high resolution textures.Unique models for characters,monsters,arms,weapons and...

Misery : The Armed zone V.1.5 "Full version"
S.T.A.L.K.E.R.: Call of Pripyat

Misery : The Armed zone V.1.5 "Full version"

Sep 2, 2014 Misery : The Armed zone Full Version 39 comments

Here is the full version for the mod. This version contains few fixes and corrections for V1, and more weapons and stuff. This is the full version, therefore...

Arsenal Overhaul 2.3 - Pripyat Reborn Addon
S.T.A.L.K.E.R.: Call of Pripyat

Arsenal Overhaul 2.3 - Pripyat Reborn Addon

Aug 30, 2014 Arsenal Overhaul Patch 15 comments

This is an addon for the full or lite versions of Arsenal Overhaul 2.3. Pripyat reborn is a compilation of A.I. improvements, additions, mutant hunting...

Arsenal Overhaul 2.3 - Lite
S.T.A.L.K.E.R.: Call of Pripyat

Arsenal Overhaul 2.3 - Lite

Aug 29, 2014 Arsenal Overhaul Full Version 13 comments

Lite version with only the weapon and suit conversion.

Merge mod +
S.T.A.L.K.E.R.: Call of Pripyat

Merge mod +

Aug 25, 2014 Merge mod Full Version 7 comments

The final version of the Merge mod on the vanilla maps, The read me contain's a list of the mod's used and there developers.

Post comment Comments  (100 - 110 of 123)
AUG_DUDE
AUG_DUDE Jun 16 2010, 1:54pm says:

actually i love on how they check your hardware b4 installing, btw has the thirdperson cam been removed from the game? ;/

+1 vote     reply to comment
decoz123
decoz123 Oct 8 2010, 6:12pm replied:

no it hasent been removd :)

+1 vote     reply to comment
Batushka
Batushka Jun 11 2010, 9:25am says:

CoP has the Illusion of being huge. Most of the area in map 1 is so sparse it just seems big. You can run to the freighter/bar from about anywhere when the blow-out alarm sounds. One of the odder sights was when a dozen or more Stalkers and/or Bandits were standing outside the freighter in formation. Zombies would come up and start shooting. I'd stand between one of those guys and the Zombies. They just stood there grunting each time a bullet hit them until they died. I also experienced the sudden spawning of snorks, rats, bloodsuckers, dogs, and all the other mutants all at the same time. It was impossible to fight them all and I could use up every med kit and bandage I had in seconds. They only solution was to keep reloading a save until it didn't happen. During these attacks sometimes my character would shoot up in the air like a rocket and land far away with no damage. I got swarmed like that at the entrance to the Wild Territories (train yard side) and I shot up and touched down by the small sheds next to the unfinished building on the opposite side of the area behind the crane. (There were always Mercs posted there in the SoC game). On the return trip the between the tunnel that leads from the Wild Territories to the transfer spot to the area with the bar was so often full of all the different mutants it was just ridiculous. Another oddity was when I had to meet up with Stalkers or military to do missions. I'd see them in the distance and packs of dogs or other mutants would be jumping all around and on them while they just stood there. Once I got close enough they would "wake up" and begin fighting them but ended up dead before I could help. The only way around it was to remain at a distance and try to pick off the dogs one by one without nicking or hitting one of the men. If I did they'd wake up and open fire on me instead of the mutants. I wish that there were times I could have told them to hold their position like you could to characters in Fallout 3.

-1 votes     reply to comment
.Clash
.Clash Sep 14 2010, 5:33pm replied:

There's no wild territory in CoP.

+1 vote     reply to comment
NCC-1701
NCC-1701 Aug 5 2010, 1:06pm replied:

Wow, I got it recently and I have not descovered a singe bug like you describe. I have not beat it yet, but I have noticed that there are a couple of things that could be improved but overall it is a very good game.

+1 vote     reply to comment
Batushka
Batushka Jun 11 2010, 9:23am says:

Often, they go charging in and if the enemy doesn't get them they will cross your line of fire and get killed. They always get mixed in with the melee so you can't tell who is who. All the STALKER games had this to a degree, but CoP seems the worst of all. My biggest disappointment in CoP was Oasis. It was spoken of in almost every conversation all through the game. There was an almost reverent mythology about it, and with the difficulty in finding it, I expected so much more. It was like finding King Tut's Tomb and it was a tiny broom closet with a mean dog and a potted plant! What a let down!!!! I hope any mod makes Oasis the legend it deserves to be! At least it should be another big map! I figured out its location when I was up on the water towers hunting the Chimera for a mission. It was dark and a blow-out alarm sounded. The safe place marker appeared to the side and below me but I couldn't find any opening so I ran back to Yanov Station. I went back at daylight and searched again for an entrance and couldn't find one. I studied the map and saw what lined up with where the marker had been. I quickly solved it, but I don't know how else I would have found it without searching on the Internet for it. I thought it would produce a second artifact so I could have a complete collection, but that was a no as well. The glowing artifact you recover early in the game for a mission was the only one like it as well. In several parts of the game actions could change the direction things went. One was who you gave the PDA from the missing Duty squad leader to, Freedom or Duty. Another choice was if you sold or kept Strelok's messages you found. At the end whether you chose to go or stay affected the game ending or going into free play

0 votes     reply to comment
Batushka
Batushka Jun 11 2010, 9:20am says:

I read that at one point you had to side with Duty or Freedom. I never had to side with either and they stayed green towards me the whole game. My point is not a one of the event altering choices gave any indication that it was so important. There were missions/events such as with Crow or whatever the guy's name was you do a few missions for at the freighter. At one point he accuses you of having a weapon stolen from him that you bought from Nimble. In the response dialog I threatened to shoot Crow with it and that was that. Only much later when I engaged Nimble in a conversation to buy a protective suit did I see a dialog choice relating to the stolen weapon. Selecting it set off a whole chain of events from a shoot-out to having my stuff stolen from Yanov Station later in the game. This happened more than once. The PDA gives no hint or clue something needs to or can be done. The game can be played through and a whole bunch of stuff missed without ever knowing it! I hope any mod would at least put the font for the choices affecting the storyline in a different color. Adding some kind of clue on the PDA when things aren't fully played out or still open would be nice. With Pripyat the way missions kept coming up one after seemed as if they were urgent and needed immediate attention. I wasn't sure if I was working against a clock so it kept me from exploring as much as I wanted to. The game ended much too quickly. Fortunately the STALKER series conditioned me to frequent saves I finished the game by leaving with the military and then reloaded and stayed discovering that sent me into free play.

0 votes     reply to comment
Batushka
Batushka Jun 11 2010, 9:17am says:

When I went into the secret lab in Pripyat by chance I found the main document to complete the mission almost immediately. I learned later there were 6 documents there in al. The other 5 had some use but only the one was the key to completing the mission. I went back later and found I missed a lot besides the documents! Another mission gets a red access card to get into a store room in the lab. It has some goodies, but is not mission essential. I missed that mission and never got the card. I think it's possible to missions out of sequence and other missions never come up as a result. Early on I was supposed to talk to this hermit for information on how to get to a plateau. While exploring the area I hit some sort of anomaly purely by chance, wound up on the plateau and the talk to the hermit mission disappeared. It didn't show up as active, completed, or failed. It was just gone! My main Pripyat gripes- lots of buildings but very few were actually accessible. The ones you could get in had limited places you could explore. The other gripe was bodies started disappearing almost immediately. I would encounter a dozen mixed Mercs and Monolith troops and had a hell of an enjoyable fire fight. When I would go looking for bodies to loot I would be lucky to find two or three. Even the exit is a massive firefight from one end of Pripyat to the other. After the choppers leave, not a body can be found. I still playing in free-play mode. I've seen everything there is to see, explored all there is to explore. The only fun is the far too infrequent massive firefights against Mercs and Monolith or between Bandits, Stalkers, Freedom, and Duty.

0 votes     reply to comment
MacBradley
MacBradley Apr 28 2010, 1:13am says:

Since this is the STALKER:CoP moddb, I thought it would be a good place to let people know about my STALKER:CoP mod, RCOM. It is primarily a ballistics/realism/AI/damage modeling/ect mod, but as that has started to come together other features/content are being added. Feedback is always encouraged! :)

Moddb.com

Regards,
MacBradley

+1 vote     reply to comment
Amez
Amez Apr 25 2010, 11:44pm says:

Someone needs to update the icon for this game, since it's not the original icon for it.

+2 votes     reply to comment
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S.T.A.L.K.E.R.: Call of Pripyat
Platform
Windows
Developer & Publisher
GSC Game World
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X-Ray Engine
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Cop.stalker-game.com
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Released Feb 4, 2010
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Highest Rated (13 agree) 10/10

Awesome final installment with the potential for modding greatness.

The downsides, It is too short and when you do jobs in certain places you end up with an empty area afterwards. But Modding is the answer and mods like MSO solve that particular problem.

May 31 2012, 3:57pm by nashathedog

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Sequels
S.T.A.L.K.E.R.: Call of Pripyat, Released Feb 4, 2010
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S.T.A.L.K.E.R.: Clear Sky, Released Aug 21, 2008
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S.T.A.L.K.E.R. Shadow of Chernobyl, Released Mar 19, 2007
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S.T.A.L.K.E.R. Build 1935, Released Oct 17, 2004
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