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

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

Misery 2.2.1 First Trip To Jupiter Power Plant
I thought I had prepared enough for my first trip to the Jupiter plant with 130kilos of gear including several weapons and ammo but got a surprise when I got there. WTF! I had the Eastern Tunnel mission and the documents and Stingray missions at the Jupiter plant so planned on walking from Yanov station to the entrance of the plant where that small outbuilding is by the entrance gate and lay down a backpack so I could unload everything and then use that as a base to get the 3 missions done. That plan soon went out the window when I realised the place is swarming with mutants and zombies. I've never seen so many mutants and this is going to take some effort. I tried sprinting to the Army Warehouse (the large building to the right of the Concrete Bath) and as I got to the entrance THREE chimeras came running out one after the other. I then went to the checkpoint and noticed that area is a lot quieter and the bandits there soon get involved and start moving east towards the plant entrance and taking out the mutants. I waiting in the building with Jack for 15 minutes and bandits were still alive and had taken care of a lot of snorks and there were mutant carcasses everywhere but the bandits eventually get wiped out. It seems the Checkpoint might be a good base of operations to tackle all the mutants outside the plant but I would prefer to be a bit closer. Using the Eastern Tunnel might work and I can approach and enter the plant via the turnstiles instead of the main gate so will be trying that.

Do the mutants respawn making it an endless battle or can I eventually clear the area? That will be a big factor on how I tackle this. Is it a good tactic to try and rush past the tough enemies to get in the plant and do what I need to do before getting the hell out of there? Any tips on taking on all the different mutants such as good places to set up base?
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Showing 1-15 of 24 comments
Martial.Lore Apr 5, 2019 @ 11:32am 
Jupiter is now much tougher and stays tough after you have cleared it for the first time. In my first (very recent) campaign of the updated Misery mod, I kind of knew ahead of time that I would encounter a lot of bad stuff--chimeras, and burers, zombies galore, but I didn't expect four-five poltergeists free roaming outside of the workshop building--that was a nasty surprise because I had already used up my rifle grenades on multiple burers and chimeras.

Jupiter also now repopulates with mutants after the intitial clearance so you might want to consider doing EVERYTHING you need, including stashes documents and technician tools, on your first time up there. I used to love walking through the Jupiter complex when there were just a few monolith squads. Now, with both monolith and mutants including psy-mutants all the time, the complex is kind of off limits during post campaign freeplay/casual travel between maps, simply because it's no longer economically worthwhile to deal with all that trouble.
You need to kill all the mutants and do all your quests there in one session. They do not respawn. There can be anywhere from 1-5 of each mutant type there. You may be lucky and get like 2-3 of each instead of 5 of all of them.

Bring explosives. All you need for this area is some cocaine, some psy block, a few med kits and bandages, alot of ammo.

This would be a place for you to change up your strategy if you have any other fire arms. If you have been sniping till now it would be wise to invest in either a very good shotgun or a assault rifle with a grenade launcher. Then bring about 10+ rounds for that grenade launcher.

Otherwise stuff your pockets, your boots, your hair and any other orifice with F1 frag grenades. Just be carefull with them because they have a lethal blast radius of about 15 yards.

A good point of advice also. Regardless of the class im playing i will have all types of fire arms. Sure i stick to what i have high proficiency with mostly. Even if you have low red proficiency with an item its still usable. For example a good assault rifle makes the game about 10x easier and i never bothered with them because i was always Recon or Sniper. Collect diverse guns that you like over your journey and use them for different situations. Its always nice to have the right tool of the job.

On my latest playthrough i just cleared that area and am ready to take the journey to pripyat. Ill be taking most of my favorite guns with me since i know ill be stuck there fora while. I took my favorite sniper, shotgun , 4 different pistols, 2 smgs and alot of grenades. I accidently bought the armsel protectica from nimble thinking he would give me some SMG instead so ill be bringing that just for fun lol.
Last edited by Vegan Friendly Rolling Papers; Apr 5, 2019 @ 5:20pm
Yuri Apr 6, 2019 @ 10:41pm 
im using both a Groza and a 6cyl grenade launcher and more ammo then the entire zone has yet i can never punch through them when i have 2 chimeras, 5+ burriers and a handfull of controllers at the back all while having a polter screaming in my ears
Martial.Lore Apr 7, 2019 @ 8:41am 
Originally posted by Yuri Paskanov:
im using both a Groza and a 6cyl grenade launcher and more ammo then the entire zone has yet i can never punch through them when i have 2 chimeras, 5+ burriers and a handfull of controllers at the back all while having a polter screaming in my ears
The burers and the chimeras will chase you down. Once you trigger them to attack you, retreat to the metal shed near the admin building entrance. When you are in there, even though both doorways are quite open, the chimeras can't pounce on you and the burers can't easily hit you with a direct psy attack.

You can survive in there completely unscathed while you take them all down, preferably the burers first and then the chimeras. After that you can engage the poltergeists from distance because they won't stray too far from their paths to attack you (at least not in my experience).
arottweiler Apr 7, 2019 @ 1:03pm 
Originally posted by Martial.Lore:
Originally posted by Yuri Paskanov:
im using both a Groza and a 6cyl grenade launcher and more ammo then the entire zone has yet i can never punch through them when i have 2 chimeras, 5+ burriers and a handfull of controllers at the back all while having a polter screaming in my ears
The burers and the chimeras will chase you down. Once you trigger them to attack you, retreat to the metal shed near the admin building entrance. When you are in there, even though both doorways are quite open, the chimeras can't pounce on you and the burers can't easily hit you with a direct psy attack.

You can survive in there completely unscathed while you take them all down, preferably the burers first and then the chimeras. After that you can engage the poltergeists from distance because they won't stray too far from their paths to attack you (at least not in my experience).

Thanks for the tip that will come in useful. I went there carrying no weapons so I could sprint towards the entrance of the plant and see what I'm dealing with and counted about 10 burers near the entrance so it sounds like using the metal shed will make it a lot easier to take them on.
Martial.Lore Apr 7, 2019 @ 6:31pm 
Originally posted by Heresy:
You need to kill all the mutants and do all your quests there in one session. They do not respawn.
The Jupiter plant does, however, get repopulated with tons of mutants including, on my most recent visit, gun zombies, melee zombies, bloodsuckers and burers. At least 40 mutants so far and I haven't even made it to the metal shed. As I said, Jupiter is tougher than it once was in earlier iterations of Misery and it stays tough-- and is no longer economical to traverse casually if one is intending to travel to Pripyat. A shame in my opinion: I used to enjoy walking through to the travel point.

Correction: Jupiter is still perpetually inhabited by at least 100 zombies and mutants following the campaign missions there. (And yes, I just did a count.)
Last edited by Martial.Lore; Apr 7, 2019 @ 6:44pm
Thats why you bring lots of boom boom
arottweiler Apr 8, 2019 @ 9:30am 
This is prooving more difficult than I thought so I think I need to change my stratagy. I completed the burers in the Eastern Tunnel mission for Trapper first and then placed my backpack near the tunnel entrance so I could see if anything was approaching while sorting out what to carry and if a blowout hits I can go inside. This worked out well because hoardes of zombies had started walking towards the tunnel and channelled down the side making it easy to pick them off en masse. This cleared the path in to the plant from the turnstile entrance and there were a few zombies to take care off. It froze and crashed a few times and taking out all the zombies seems to have helped.

With most of the zombies out the way I'm ready to move forward and get the attention of all the burers to draw them out. Before that 3 chimeras came out of nowhere and I was too heavy to be agile enough to at least have a small chance of survival. I ran back in to the admin building and that made them jump off towards the turnstiles and I noticed one leave the plant. I thought this was some great luck so made a hard save. Before that I had managed to get a direct hit on one of the chimeras with with the RPG-7 and it brushed it off. That means it takes at least two rockets each but I want to save the rockets for the burers and not use them all up.

With the chimeras apparently gone I got the attention of the burers and as they came towards me I fired off a few rockets but my aiming was too high. They killed me and while I was laying dead I counted FIFTEEN burers walk past me. There could be more but that makes 15 at a minimum with most of them gouped together. At that point one of the chimeras returned to really rub it in.

This is my loadout (some has been left in the backpack)

G36K and SG550 with 50 M203 grenades and 700 rounds of 5.56 x 45 AP.

M14 DMR with 200 rounds of 7.61 x 51 DU

UMP45 and Colt M1911 with 200 .45 DU and 200 ACP Hydra shock rounds

RPG-7 with 8 warheads

20+stimpacks and 10 glucose shots along with loads of weed, rolling tobacco and psy block. Plenty of other meds as well and weapon, helmet and outfit repair kits all left in the backpack. Sphere M12 helmet with all the upgrades so I have added psy block and the white nightvision but without the high UPD usage. It's already 4pm in the game so I've had to start using nightvision and it will be interesting to see if darkness helps. I have 6 military batteries so hopefully have enough UDP power to get everything done.

I think I'm carrying too much in to the plant so am going to reduce it to a minimum and get rid of the chimeras so they are no longer a threat and then work out how to clear out the burers. I wonder what delights there will be after that. I've jumped a few times and never do that with CoP anymore. Those damn chimeras :D

Edit: I've discovered that the burers can guard against the RPG and I was hoping they wouldn't have time so I've conceded and have reloaded back to the Skadosvk to overhaul what I'm carrying. It seems like IEDs and mines are the best approach as the burers can't defend against them.
Last edited by arottweiler; Apr 8, 2019 @ 10:57am
xchrisx88 Apr 8, 2019 @ 2:08pm 


Originally posted by arottweiler:
This is prooving more difficult than I thought.

did you mess around with the game files? the 3 chimeras are still expectable but 15 burers are waaay too much,
you sure you didnt drink too much and saw them double?

that a chimera can brush off one direct explosive hit is also expectable, but it should be close to death and definately not worth a 2nd rocket

I doubt Burers can guard against an RPG, since you can one shot them with M203 / russian counterpart easily
arottweiler Apr 8, 2019 @ 3:04pm 
Originally posted by xchrisx88:
Originally posted by arottweiler:
This is prooving more difficult than I thought.

did you mess around with the game files? the 3 chimeras are still expectable but 15 burers are waaay too much,
you sure you didnt drink too much and saw them double?

that a chimera can brush off one direct explosive hit is also expectable, but it should be close to death and definately not worth a 2nd rocket

I doubt Burers can guard against an RPG, since you can one shot them with M203 / russian counterpart easily

When I started playing Misery I did it with the pledge to myself of getting to evac without making any changes to the config files. I made changes before and it can be easy to ruin the challenge so I've not made any changes and have not even looked through the config files. I'm determined to complete it without making any changes and I think what might have happened is my excessive sleeping and moving between Zaton and Yanov has increased the volume of mutants at the Jupiter plant. I've been spending a lot of time causing new bandits to spawn at the waste plant and I can't think of any other explanation. During another attempt I counted 16 burers walk past me after I had been killed. They don't move very fast so it was easy to count them as they came in to view and I've not been drinking :D I rushed to the loading bay thinking it might be some protection but the burers entered it and an RPG to the face was deflected. The attack move they have is devastating so I've devised a new approach and now have 150 kilos of IEDs and scatter mines I can use once I've cleared out the zombies and chimeras. I've also fully upgraded the UMP45 and am hoping the hydra shock rounds will be effective against the chimeras.

This is a new save from Zaton so hopefully it will change the amount of burers but I've tried it a few times by leaving the Skadosvk and every time there is a hoard of burers to contend with.
I have never seen a double or triple pack of burrers there however i have seen 15 snorks and 10 poltergeists. You need to simply start outside. Kill all the zombies and dogs, get the documents from the first building, where you will then be ambushed by Black and his Squad. Kill them all and clear that whole building. Now you have some room to work with the rest of the mutants at the entrance to the factory. You can go aggroe a couple mutants and retreat back to deal with them.

If there are a large amount of burrers you need to deal with them first otherwise they will nulify all of your explosives with telekenisis. Once they are dead you should be able to rain hell fire down upon the entrance to the factory where most of the strongest mutants will be congested.


You have way more than enough fire power especially with an RPG and 4 primairy weapons.

Im sure you will eventually make it through you dont need to alter any files. That place is notoriously random and hard in Misery. Keep trying.

I suggest you ditch one of your assault rifles as they are both basically the same tool and invest in a solid shotgun. You are definitely missing a shotgun and should be carrying one. Also bring some hand grenades because they can be more accurately used that rifle grenades.




Also: Certain mutants have really thick armour and others do not. Think of Flesh's, Boar's, Pseudo Giants, and Chimaeras as armored opponents and use AP ammo.

Other mutants such as Snorks, Zombies, Cats, Dogs, Poltergeists, Bloodsuckers have little to no armour and will take more damage from hollow points or high flesh damaging rounds.


It would not be a bad idea to bring along some standard 5.56 fmj along with your AP rounds as they do very high flesh damage similar to Hydra-Shock .45


I mentioned this before that the mission to get into the juputer factory will have you face almost every mutant. I think the rng has a chance to spawn about 10 packs of mutants there. Which can be anything. You could get 1 pack of each mutants. You could get 3 packs of one mutant.

Typically there will be at least 1 pack of snorks, 1 pack of burers, 1 pack of Chimaeras, some cats and dogs and prob 3+ packs of zombies outside. There are always 1-2 packs of Poltergeists as well just inside the entrance. 1 pack can be 2-5 mutants.


Theres nothing wrong with your game and no files need to be altered. You are legit at prob the hardest part in Misery and you are doing the right thing by trial and error and changing up your strategies.
arottweiler Apr 8, 2019 @ 5:44pm 
Cheers for the advice Heresy and I think I might need to start over. Another attempt after leaving the Skadosvk still spawns well over 10 burers so I'm finding it impossible to get past them. I tried laying IEDs and the first time I placed them too close together so they all detonated but when I got wise to that and spaced them further apart the burers would do like you said and use telekinesis to lift them up in the air. Some IEDs and mines work but it's hit and miss so I am well and truly knackered. It's impossible to deal with so many burers and it has to be down to all the times I visited the waste plant to make all the bandits surrender and earn a fortune from selling the weapons. I have to take my hat off to the mod for making me pay the penalty.
Sometimes you just have to walk away from stalker for a bit and come back fresh with a clear mind.
arottweiler Apr 8, 2019 @ 6:12pm 
Originally posted by Heresy:
Sometimes you just have to walk away from stalker for a bit and come back fresh with a clear mind.

Fortunately I have the week off work so I can sleep on it and try again tomorrow. Starting over would be a massive set back and I feel like I caused this mess and have to deal with it.
Last edited by arottweiler; Apr 8, 2019 @ 6:13pm
You will find a way through i had a similar experience with 10 poltergeists the first time i played misery and did that mission. I couldnt even go near the entrance because they where all stacked ontop of eachother and would kill me through the wall with their brain melt. Took many tries to eventually lure them out of that building and deal with them 1 at a time.

In fact i can recall many times in the series where i prob reloaded about 20 saves before i eventually succeeded. At this point if im dying to dumb mistakes or if ive lost focus i just stop playing because its turns into a frustrating experience. Stalker really does require your full attention and is rather mentally taxing due to its immersion more so than any other single player fps game anyways.

Misery doesnt cater to anyone and its up to you to adapt to its rules mostly through trial and error.

You can delete your own posts in top right corner if you ever want to.
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Date Posted: Apr 4, 2019 @ 5:53am
Posts: 24