Stalker 2 Zaton Base: What Most People Get Wrong About the Skadovsk

Stalker 2 Zaton Base: What Most People Get Wrong About the Skadovsk

You step into Zaton and your first instinct is to look for the Skadovsk. It's the law of the Zone, right? If you played Call of Pripyat, that rusted-out tanker was your sanctuary. It was home. But in S.T.A.L.K.E.R. 2: Heart of Chornobyl, Zaton has changed, and it’s a lot messier than you probably remember. The "Zaton base" isn't just one cozy spot anymore. It’s a political headache involving a coup, a name change, and a bunch of grumpy bandits who really don't care if you have radiation poisoning.

Honestly, the first time you roll up to the northern part of the map, you might feel a bit lost. The landmarks are there, but the vibe is off. The Skadovsk is now being called "Sultansk" by most of the locals. Why? Because Sultan—the bandit leader who was always a thorn in Beard’s side—finally managed to pull off a takeover. He basically evicted the loners, renamed the ship, and turned it into a bandit stronghold. It's still the primary Stalker 2 Zaton base, but the management has definitely gone downhill.

Where to Find the Real Action in Zaton

So, you’re looking for a place to offload your artifacts and fix your jammed AK. You’ve got two main choices for a Stalker 2 Zaton base, and your choice depends on how much you like (or hate) bandits.

The big one is Sultansk (The Skadovsk). It’s located in the northern-central part of the Zaton region. It’s still a massive, derelict ship stuck in the mud, but now it’s draped in bandit colors. You can still use the amenities here—traders, technicians, and a place to sleep—but the atmosphere is tense. If you're following the "In Search of a Guide" main quest, you'll likely end up here looking for information.

But wait, where’s Beard?

He didn’t just vanish into a blow-out. After the coup, Beard and a group of loyal loners retreated to the Shevchenko. That’s the smaller, secondary ship located to the south of Sultansk. It’s a bit more "bare bones" compared to the main ship, but it’s where the heart of the loner faction still beats in Zaton. Richter, a name you’ll get very familiar with during the main story, is often found hanging out here, clearing his system of radiation with a bottle of vodka.

The Services You’ll Find at Sultansk

Even though it’s run by criminals, Sultansk is technically the better-equipped Stalker 2 Zaton base. If you need high-end repairs or specific upgrades, the bandits have the gear.

  • Traders and Techs: You’ll find full-service NPCs here. Just don't expect a "buddy" discount.
  • The Bar: It’s still the social hub. You can pick up rumors, side quests, and enough bread to survive another day in the swamps.
  • Fast Travel: There’s a Guide NPC here. Once you’ve unlocked the base, you can use him to hop back to places like Zalissya or Rostok, assuming you have the coupons.

The Shevchenko is more of a temporary refuge. It’s got a trader and some basic services, but it’s mostly a quest hub. If you’re trying to decide which ship to call "home," most players stick with Sultansk just for the convenience, even if Sultan is a jerk.

Why the Zaton Base Situation is So Weird

A lot of players get frustrated because they arrive at Zaton and find the doors to Sultansk locked. You’re standing there, bleeding out, and the prompt won't appear. This isn't usually a bug (though, let’s be real, it’s Stalker, so maybe it is).

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Usually, the Stalker 2 Zaton base undergoes "lockdowns" based on your story progression. If you’re in the middle of a major mission like "Dead Frequency" or just finished the Swamps section, the NPCs might be "busy" with scripted events. Some players have reported that the doors only open after you speak to specific NPCs like Trapper or Nimble.

Speaking of Nimble—the guy is a legend, but he’s also a massive pain. In this game, you actually track him down near a Snork cave to the east of the ships. Whether you kill him for your stolen scanner or spare him is up to you, but sparing him actually helps you unlock more lore about the Clear Sky faction. It’s a classic Stalker dilemma: revenge or utility?

Surviving the Zaton Periphery

Zaton isn't just about the ships. The whole region is a massive marshland filled with some of the nastiest anomalies in the game. If you’re using the Stalker 2 Zaton base as a staging ground, you need to be prepared for the "Wandering Lights" anomaly field.

This area is famous for the "Weird Water" artifact. It’s a game-changer because it massively boosts your carrying capacity, but getting it is a nightmare. You have to navigate the field between 21:00 and 22:00 (in-game time) to even see it properly. Plus, the psi-radiation will make you hallucinate things that definitely want to eat your face.

Actionable Tips for Zaton Newbies

Don't just run into Zaton blindly. You’ll die. Probably to a Snork.

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  1. Unlock the Shevchenko First: Before you deal with Sultan's ego at the main base, swing by the Shevchenko. It’s a safer introduction to the local politics and Richter is a better source of info than the bandit thugs.
  2. Help Trapper: You’ll find Trapper on a hill near a pond. Helping him fend off the mutant deer and his "friends" (boars and dogs) is optional, but the reward is worth the ammo. He’s also the key to finding Nimble.
  3. Check the Port Cranes: Just north of the ships, there’s a stash at the Port Cranes that contains the "Return Mechanism Sleeve Tightener Blueprint." You need this if you want to stay competitive with your weapon upgrades.
  4. The 4824 Code: If you find yourself at the Hydrodynamics Lab (part of the broader Zaton/Swamps crawl), remember the code 4824. It unlocks a door that hides a GP-25 underbarrel grenade launcher. You’re welcome.

The Stalker 2 Zaton base situation reflects the theme of the whole game: nothing stays the same, and safety is a lie. Whether you're siding with Beard to take back the Skadovsk or just using Sultan's services to survive, Zaton remains one of the most atmospheric, dangerous, and rewarding parts of the Zone. Just remember to bring extra socks. The swamps are wet, and a Stalker with trench foot is a dead Stalker.