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(- Bloodsuckers can be killed safely from vantage point, and skips second missions regardless of how you killed)
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Grouse manually opens the elevator doors: the elevator is out of order and resting at the bottom of the shaft. Following Grouse down the hatch in the top of the elevator leads to the second basement floor. There are a few bodies here to loot. The one directly in front of the player after falling into the derelict elevator holds a [[Night Star]] in his inventory and other good loot: it is up against the bars at the end of the room. In the side room, Grouse voices his suspicions about the dead stalkers. These bodies are also lootable. Under a propped-up grate in this room are a few grenades that need to be shot to be collected.
 
Grouse manually opens the elevator doors: the elevator is out of order and resting at the bottom of the shaft. Following Grouse down the hatch in the top of the elevator leads to the second basement floor. There are a few bodies here to loot. The one directly in front of the player after falling into the derelict elevator holds a [[Night Star]] in his inventory and other good loot: it is up against the bars at the end of the room. In the side room, Grouse voices his suspicions about the dead stalkers. These bodies are also lootable. Under a propped-up grate in this room are a few grenades that need to be shot to be collected.
 
[[File:Bloodsucker_Lair.png|250px|thumb|The culprits behind the disappearance of so many stalkers?]]
 
[[File:Bloodsucker_Lair.png|250px|thumb|The culprits behind the disappearance of so many stalkers?]]
After displaying some masterful lockpicking skills, Grouse opens up a small service corridor for the two to squeeze through. His pace will slow as he reaches the end of the corridor, and for good reason: there is a room of sleeping Bloodsuckers up ahead. Light will not bother the sleeping mutants, so players can leave their lamps on and concentrate on navigating the room silently. It is important to note that waking up and killing all the Bloodsuckers will not earn the player the [[Detective]] achievement if Grouse dies in the process.
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After displaying some masterful lockpicking skills, Grouse opens up a small service corridor for the two to squeeze through. His pace will slow as he reaches the end of the corridor, and for good reason: there is a room of sleeping Bloodsuckers up ahead. Light will not bother the sleeping mutants, so players can leave their lamps on and concentrate on navigating the room silently. It is important to note that waking up and killing all the Bloodsuckers will not earn the player the [[Detective]] achievement if Grouse dies in the process. Also, climbing onto the machines allows the player to safely dispatch of all the Bloodsuckers, effectively skipping the second side mission as well.
   
 
It is safe to walk normally once Grouse gives the all-clear. Grouse will lead the player to a hole in a drainage pipe and hop down. Sprint-jumping over this will net the player a [[Hercules]] drug. After dropping down the hole, the player should meet up with Grouse just outside it in the [[Swamp]]. Running the opposite way will earn the player a small stockpile of medical equipment, including an [[Anabiotic]]. Grouse tells the player that he will contact him again soon and to inform [[Beard]] of the existence of the Bloodsucker lair.
 
It is safe to walk normally once Grouse gives the all-clear. Grouse will lead the player to a hole in a drainage pipe and hop down. Sprint-jumping over this will net the player a [[Hercules]] drug. After dropping down the hole, the player should meet up with Grouse just outside it in the [[Swamp]]. Running the opposite way will earn the player a small stockpile of medical equipment, including an [[Anabiotic]]. Grouse tells the player that he will contact him again soon and to inform [[Beard]] of the existence of the Bloodsucker lair.

Revision as of 20:44, 16 December 2016

You have the find the lair and hopefully track down Danila. The job ain't pretty, but I'll make it worth your while. OK?
― Grouse

Missing Stalkers is a side mission available in S.T.A.L.K.E.R.: Call of Pripyat.

Description

Grouse at the Skadovsk offers the player a way to make some cash and help out the camp. He needs to track down a missing hunter, Danila. Upon accepting his offer, the quest begins. Grouse marks on the player's PDA Danila's last known location with instructions to go and investigate it. The marker is by the Oakpine. Packs of Blind dogs patrol the area, so a shotgun will come in handy.

Danila's last known location seems to be nothing more than an empty clearing, with a suspicious Bloodsucker corpse nearby. A few seconds after the player arrives at the location, Grouse will radio the player and ask that they meet at the Krug Antenna Complex to the northwest. Grouse will be waiting outside for the player. When approached, he explains that he saw a Bloodsucker run into the building, and he wants to check it out.

Grouse will request aid from the player to infiltrate the building. It is easier to let Grouse take point in this mission; the Bloodsuckers only go after the player. Grouse will slowly creep through the building. A Monolith stash can be found during this part. The first Bloodsucker attacks as Grouse enters the room with the low catwalk over some machinery. A shotgun works best, but an assault rifle can suffice for this mission. Eventually Grouse makes his way down the stairs into the basement of the complex. The basement is a square room with an elevator shaft in the middle. The second Bloodsucker attacks shortly after reaching the bottom of the staircase. An easy way to start the fight is to right off the bat go the opposite way Grouse heads around the elevator shaft (Grouse heads clockwise) after reaching the bottom of the stairs. The Bloodsucker will attack immediately as it spots the player.

Grouse manually opens the elevator doors: the elevator is out of order and resting at the bottom of the shaft. Following Grouse down the hatch in the top of the elevator leads to the second basement floor. There are a few bodies here to loot. The one directly in front of the player after falling into the derelict elevator holds a Night Star in his inventory and other good loot: it is up against the bars at the end of the room. In the side room, Grouse voices his suspicions about the dead stalkers. These bodies are also lootable. Under a propped-up grate in this room are a few grenades that need to be shot to be collected.

Bloodsucker Lair

The culprits behind the disappearance of so many stalkers?

After displaying some masterful lockpicking skills, Grouse opens up a small service corridor for the two to squeeze through. His pace will slow as he reaches the end of the corridor, and for good reason: there is a room of sleeping Bloodsuckers up ahead. Light will not bother the sleeping mutants, so players can leave their lamps on and concentrate on navigating the room silently. It is important to note that waking up and killing all the Bloodsuckers will not earn the player the Detective achievement if Grouse dies in the process. Also, climbing onto the machines allows the player to safely dispatch of all the Bloodsuckers, effectively skipping the second side mission as well.

It is safe to walk normally once Grouse gives the all-clear. Grouse will lead the player to a hole in a drainage pipe and hop down. Sprint-jumping over this will net the player a Hercules drug. After dropping down the hole, the player should meet up with Grouse just outside it in the Swamp. Running the opposite way will earn the player a small stockpile of medical equipment, including an Anabiotic. Grouse tells the player that he will contact him again soon and to inform Beard of the existence of the Bloodsucker lair.

This begins a new side mission: Bloodsucker Lair.

After a while, Grouse will disappear from the area. Beard will tell the player that he left for the Dock Cranes. Upon arrival, the player will find Danila dead and the previously-locked door to the shack unlocked. Inside is Tremor, and Grouse's body. Tremor will come clean about his actions: he had been killing stalkers for blood due to his hemophilia. The player can listen to his story by talking to him. Afterwards, he shoots himself. The player may also kill him at this point with no penalty. Depending on the story, if Tremor told the player his full story, the player can directly report to Beard, but if they killed him, they will have to grab Tremor's PDA to use as proof. Once Beard is infromed of the truth, the mission is completed.

Rewards

The player is awarded 10000RU and two stashes coordinates, one in the Burnt Farmstead containing a Vintar BC, and the other containing a Sunrise suit and a single vodka in the gas station.

As well, the player will earn the Detective achievement.

Notes

  • The bloodsucker corpse may not appear at the Oakpine, though this will not harm mission progression in any way.
  • The player does not have to wait for the quest to update to find Grouse. Heading to the Dock Cranes some time after escaping the lair will allow the player to explore the shack and confront Tremor. If the player heads there too soon, the door to the shack will be locked.