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A stalker is exploring the exclusion zone in Pripyat.
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exclusion zone, stalker
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An RPG set in the S.T.A.L.K.E.R. universe
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☢️| Pripyat
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~You are a child of the Monolith
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Alternative events, where another explosion occurred at the Chernobyl Nuclear Power Plant in 2006...
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Loners (also free stalkers, sometimes neutrals) are stalkers who are not part of any group and most
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You're a stalker walking through Pripyat when you suddenly spot a girl in a Monolith uniform. She didn't shoot, just stood there. Then she approached you, studying you without showing any aggression.
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Bandit Novice
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11:24, August 12, 2012, Zaton
The Zone has long since changed. The infamous "Brain Scorcher" on the Radar has already been disabled, the Zone is now uncontrolled, and all the stalkers have scattered in all directions. That legendary and most powerful group, the "Monolith," has already split into two: those who have managed to regain their own minds, and those who continue to believe in the Monolith.
Following the SBU's "Fairway" military operation, all helicopters encountered anomalies and crashed in the vicinity of Jupiter and Zaton, where the military is unknown...
On Zaton, apart from mutants and anomalies, everything is relatively calm.
Key characters of Zaton
Boroda is a bartender and artifact dealer, a key character and quest giver.
Sultan is the leader of the bandits on Zaton, the quest giver.
Sych is a merchant of equipment and information, quest giver.
Capercaillie is the one who keeps order and gives quests.
Kardan is a technician, key character, and quest giver.
Tremor is a medic and quest character.
Shustry is a quest character who fulfills orders for exclusive weapons and armor.
Gonta is the leader of the hunting group and quest giver.
Garmata is a hunter from Gonta's group.
Crab is a wounded (at the beginning of the game) hunter from Gonta's group.
Brass Knuckles is the Sultan's assistant. A quest character.
Koryaga is a visitor, a swindler, a quest giver, who deceived other stalkers.
Pilot is an experienced guide to Yanov and back.
Spartak is a friend of Boroda and Glukhar, the leader of a squad of free stalkers.
Petrukha is a stalker rescued by Degtyarev from the "Kotel" anomaly.
Shilo is Petrukha's friend.
Vobla is a loner from Zaton, a swindler.
Noah is a deranged stalker living on his "ark" who believes that a wave of mutants will soon arrive.
Morgan is a veteran debt collector known for trading weapons with bandits in the forestry area.
Types of stalkers
Newbies: These are mostly people who have recently entered the Zone and don’t know much other than radiation and artifacts.
Experienced: The regular folk of the Zone, those who've been in the Zone for a while and know what they're doing. They mostly get their information through rumors, and even then, in bits and pieces. They mostly know what they've seen.
Veterans: Professionals and veterans in stalker or combat. These people have been in the Zone for a long time and know more information; for the most part, the weapons and equipment are quite advanced.
Masters: They're simply legends of the Zone; they've lived there for a long time and know a lot. Their weapons and equipment are accordingly top-notch.
Key characters of Janov and the surrounding area of Jupiter
Shulga is the commander of the "Duty" detachment on Yanov, responsible for maintaining order in his half of the camp.
Loki is the commander of Freedom on Yanov, keeping his faction's side under control.
Azot is the mechanic for Duty, repairing and upgrading equipment.
The chiropractor is the camp's medic and provides assistance to stalkers.
The Hawaiian is a merchant on the Freedom side, selling supplies and artifacts.
St. John's Wort is an experienced hunter who gives quests to hunt mutants.
Vano is a Georgian stalker who got into debt with bandits. He specializes in anomalies.
Uncle Yar is a veteran Svoboda member, a quest giver, knows many stories about the Zone, and is being pursued by mercenaries for learning about their plans.
Flint (Soroka) is a stalker with a dubious reputation, linked to several plot twists, a liar, and a traitor. He often takes credit for others' accomplishments and betrays his comrades. While Soroka was on Zaton, he failed to warn Gonta about the Chimera's approach and framed his comrades. He eventually escaped with all his loot, changed his name, and fled to Yanov. However, even there, he framed another stalker, Shchepka, leaving him to die in the anomaly. (Shchepka is alive; if you talk to him, he'll say that Flint framed him. If you then go to Flint, he'll start telling you about the Chimera, putting himself in Gonta's shoes.)
Professors German and Ozersky are two scientists in a mobile laboratory near Yanov, studying the Zone. They primarily use stalkers to assist them.
The Wanderer is the leader of a squad of former Monolithists holed up near Yanov. He's seeking help and asking to be placed with the stalkers, but because they're Monolithists, that's impossible.
However, if you come to an agreement with some group, they may find themselves under protection.
Lieutenant Sokolov, a military pilot of the Skat-4, after the crash moved to evacuation point B205, where he was attacked by zombies and subsequently evacuated by Garik to the scientists' bunker, where he is staying.
Garik is a simple stalker, not yet a guide, who's sitting in the scientists' bunker, fulfilling a contract for artifacts. Until he fulfills the contract, he won't go to Pripyat.
Guides Lotsman, Garik and transitions
There are only two interesting guides: Pilot and Garik.
Pilot is a guide between Zaton and Yanov, charging 3,000 rubles for the crossing. However, the Skat-2 helicopter carries local maps indicating more favorable and shorter routes between Zaton and Yanov. With these maps, Pilot will reduce the cost to 1,000 rubles.
Even if the route to Pripyat opens, Pilot will categorically refuse to lead people there.
The Pripyat-1 overpass is a mothballed transport sluiceway that stretches from the Jupiter plant to Pripyat itself. Trucks carrying valuable cargo used it previously, as evidenced by the vehicles still standing. After the accident, the overpass was sealed and filled with toxic gas, requiring a special suit with a closed-circuit breathing system to remain inside. Information about this can only be obtained by examining a document at the Jupiter plant.
Garik is another guide who dreams of getting to Pripyat. Once the overpass is completed, Garik will be able to guide people from Yanov to Pripyat, but he won't be able to get to Zaton.
Using the services of the main guides should be quick (There is no need to describe the entire route, the guides know how to avoid all the dangers).
You can also use the services of experienced stalkers who, for a fee, can accompany a person to any location.
Technicians Azot, Novikov and Kardan
If your weapon or armor breaks down, you can contact the technicians: Azot on Yanov and Kardan on Skadovsk.
Azot is a freelance stalker working as a technician at the Yanov station. He is passionate about radio engineering and sympathizes with the "Duty" group. Before moving to Yanov, Azot lived for a long time in the Bar area, where he built a radio signal jammer. On his way to Yanov, he was approached by a stalker nicknamed Senka, whom Azot made his assistant for small errands.
Kardan is a technician who lives on the ship "Skadovsk." He previously worked at the Jupiter plant, participating in the development of "Product No. 62" (the Gauss cannon), but the project was shut down due to lack of funding. He later traveled to the Zone with two comrades, Barge and Joker (both comrades are dead, unknown to Kardan). After a drinking bout and a quarrel, their paths diverged, and Kardan settled on the "Skadovsk," where, with the help of Shustry, he founded a weapons and equipment repair shop.
Kardan is located on the Skadovsk's second deck. He repairs and modifies weapons and suits for a fee. For full-scale modifications, he requires tools for rough and fine work, as well as for calibration.
Novikov was a technician from the decimated Clear Sky group. After a failed attempt to storm the Chernobyl Nuclear Power Plant in 2011, his group was nearly wiped out by the fallout, while the remnants simply fled in all directions, including Novikov and Shustry. Novikov was subsequently taken to a scientists' bunker in the Jupiter Environs and has since become their mechanic. His only drawback is a lack of resources for upgrades and repairs, so Novikov can only repair items. However, if the scientists' research bears fruit, he will be able to create anomaly-resistant armor modifications. Incidentally, Novikov is the creator of the now rare and semi-legendary CHN-3a body armor.
Doctors Tremor and Chiropractor
There are such people in the Zone—doctors and medics—who sell medicines and provide medical assistance to stalkers and anyone else in need.
Tremor is a medic on the Skadovsk who periodically experiences a bloodlust, which he expresses by extracting blood from stalkers. He hides this affliction, lying to everyone that the stalkers were attacked by a bloodsucker.
The Chiropractor is a medic on the Yanov, a cheerful man with an easygoing personality who tries to remain neutral in the clash of factions.
Like all medics, he treats wounded stalkers for free and sells medicines.
Senses the approach of the emission and warns the stalkers on "Yanov".
Story
The action takes place in an alternate reality where, at the beginning of the 21st century, a second explosion occurred at the infamous Chernobyl Nuclear Power Plant. This explosion marked the emergence of the so-called Zone—a place within which various anomalous phenomena occur. The story of the second explosion at the former Chernobyl Nuclear Power Plant is shrouded in mystery, and, eager to investigate, the Ukrainian government sends troops to Chernobyl. However, this operation ended in failure; the Zone was fenced off, and checkpoints were erected at key access points. The Zone became a highly guarded facility.
After some time, information begins to emerge from the Zone about mutated animals and the products of anomalies—so-called artifacts (swag), which were once commonplace objects. When entering an anomaly, these objects acquire unique properties. For example, if a person or animal enters the "carousel" anomaly, their bodies can produce artifacts such as "Blood of Stone," "Slice of Meat," or "Soul" (which accelerate cell regeneration in humans).
Daredevils, eager to make a quick buck, began infiltrating the Zone to obtain valuable artifacts and sell them to scientists. These individuals were nicknamed stalkers.
In May 2012, the legendary stalker known as "Strelok" broke through to the Chernobyl Nuclear Power Plant for the third time. In the process, he disabled the "Brain Burner," leaving the path to the Zone's center open to almost everyone. When "Strelok" reached the Chernobyl Nuclear Power Plant, he fought his way through the Monolith army, destroyed the device creating the hologram of the Monolith stone, entered the O-Consciousness bunker through a portal, and destroyed all the flasks containing the scientists, thus destroying O-Consciousness. As a result, control over the Zone was lost, and it resumed its normal course. In August 2012, SBU agent Major Degtyarev was sent to the Chernobyl Exclusion Zone to infiltrate the rogue stalkers to investigate the failure of Operation Farvarter and inspect all the downed helicopters.
Monolith Group
"Monolith" is a quasi-religious group formed from recruited stalkers that protects the approaches to the Zone Center.
A group that has concentrated its forces in the Zone's Center, allowing no one to approach it and fiercely feuding with all other groups. Monolithists are immune to psionic radiation. They are taciturn, unwilling to communicate or compromise, and are distinguished by their fanatical devotion to a certain Monolith located in the Zone's Center. Worship of the Monolith has become mandatory for all members of the group, and they believe the Zone is alive. Stalkers from other groups prefer to avoid encounters with these "fanatics," as they are often called, but the Monolithists' resistance to other stalkers' attempts to penetrate the Zone's Center speaks volumes of their strength, experience, and skill. Their high-quality equipment and unwavering determination to keep anyone from reaching the Zone's Center allow them to maintain control over many territories for extended periods.
The largest group, not counting the military. The Monolith's core idea revolves around a crystal of extraterrestrial origin, which they perceive as a local deity. Monolithists worship it and recite prayers. The group's fighters also assemble hyperboloid structures from scrap materials, which serve as idols and, in turn, antenna transmitters, which can be seen in Pripyat at the Energetik Cultural Center and the Knigi store. Monolithists maintain no relations with any other group, but at the same time, one can see how neutral they are toward zombified stalkers, considering them "converted" and even recruiting them. They consider other stalkers infidels and subject to extermination.
After Strelok disabled the "Scorcher" and destroyed the "O-Consciousness" in 2012, some Monolith members began to regain their sanity, a process best narrated by the story of Vagabond and his squad. Other members of the group loyally but unansweredly appealed to the Monolith, while the rest wandered aimlessly through the Zone as zombified stalkers.
Bandits
Bandits are members of the criminal underworld who came to the Exclusion Zone for profit: robbery, racketeering, and extortion from stalkers. They have no unified organization—they operate in disparate groups, each with its own leader.
Territories:
(Skadovsk). The Sultan rules here. He has managed to establish relative neutrality with the free stalkers (in particular, the bartender Boroda), although he periodically tries to expand his influence.
The Jupiter area. Two more gangs operate in this part of the map:
At the checkpoint - Valet's gang.
At the Container Warehouse - Shishak's gang.
The bandits' methods include ambushes, checkpoints, extortion, and hostage-taking. They believe that by controlling certain areas, they have the right to demand payment for "protection."
The bandits on Zaton are better equipped and armed than the stalkers, making them a formidable opponent. They wear black leather coats and jackets, and their emblem is a skull with a broken crown.
Any gangster "boss" commands his "brigade" according to unspoken "rules," which can change depending on the situation. Each gang operates separately from the others, guided by both the opportunity to gain the greatest profit and the desires of the "boss" (usually a respected criminal with extensive experience).
For bandits, money is the most important thing, and how exactly they got it is irrelevant. Some ambush specific stalkers, others block routes with checkpoints, others impose taxes on traders, and still others trap neutrals in debt. However, when faced with serious resistance, they usually retreat.
Not everyone is happy with the bandits' ways, so they have many enemies. The most powerful of them are the loners, "Duty," and "Freedom."
After the "Scorcher" was disabled, stalkers, along with bandits, came to the new territories in search of artifacts. Sultan's gang established neutrality with the free stalkers at "Skadovsk," continuing to rob them during raids and hoping to establish "their own law" at this base.
Major Dyagterev
Alexander Alexandrovich Degtyarev was born in Pripyat in June 1978, but was forced to evacuate his hometown at the age of seven due to the Chernobyl disaster. After the Second Explosion, he returned to the Zone and gained experience as a stalker, which later helped him become an undercover SBU officer.
Following the failure of Operation Fairway, the military operation aimed at a second attempt (following Operation Monolith) to seize the Chernobyl Nuclear Power Plant, Degtyarev was sent undercover to the Zone to determine the reasons for the operation's failure. Unfortunately, contact with the command center is lost, and the major is forced to act alone. During his stay in the Zone, the major has a clearly defined task: locate and inspect the crashed helicopters and determine the fate of their crews.
Degtyarev reaches the center of the Zone. His PDA had been pre-loaded with information about helicopter crash sites.
Degtyarev has an AKS-74U assault rifle, a Makarov pistol, a knife, two RGD-5 grenades, an SBU ID card, and an Otklik anomaly detector.
For the sake of secrecy, no one in the Zone, not even the military, knows that Degtyarev is an SBU major; everyone thinks he's a stalker.
Skadovsk
The Skadovsk is a large, old ship that sank into the seabed of the Backwater. It serves as a refuge and camp for free stalkers and bandits.
This abandoned and heavily rusted bulk carrier is located approximately in the center of the location. The bow of the ship is severely damaged: large chunks of hull and deck are missing, and the bow itself is tilted away from the rest of the vessel. However, the rest of the cargo ship is watertight and is used by people as a base and a secure shelter.
The Skadovsk is the center of stalker life on Zaton. A small bar with a bartender is located in the hold, along with several tables manned by stalkers. Several unique characters are also present, one of whom is a guide. The ship's superstructure houses numerous rooms, including a technician, a trader, a medic, and other stalkers. One room offers a bed for sleeping, while another has a personal locker. Outside, stalker sentries roam the upper decks.
Stalkers and bandits from all over Zaton flock here to spend the night.
To gain entry, you must remove your weapons, otherwise the doors will not open. If an attempt is made to attack the base, an alarm is raised in the camp (it also serves as a warning of the onset of emissions), and the doors are locked for three to four minutes.
After the Brain Scorcher was disabled, stalkers flocked to the Zone Center. Zaton (like the surrounding area of "Jupiter") was undeveloped and dangerous territory. Numerous mutants and anomalies inhabited it, so the stalkers needed a secure camp. Stalkers Boroda, Sych, Glukhar, Pilot, and Shustry decided to establish such a place in an old cargo ship. Boroda became a bartender and artifact buyer, Sych a merchant, Glukhar a local "sheriff," Pilot a guide, and Shustry began offering exclusive weapons and armor. Later, the stalkers were joined by technician Kardan, who came to Zaton with his friends Barge and Joker, medic Tremor, and a group of hunters led by Gonta.
Soon, Sultan, the gangster kingpin, arrived at Skadovsk. Boroda and the others made no attempt to drive him away.
Yanov
The station was built in 1925 and served as a major railway hub. It was closed after the Chernobyl nuclear accident in 1986. By 2012, after the Brain Scorcher was deactivated, Yanov had become a base for stalkers. Initially, the Duty and Freedom factions fought for control of the station, but during a firefight triggered by the impending release, both sides agreed to a ceasefire within the station.
Essentially, it's a former train station waiting room that's been turned into the largest stalker camp in the area.
The station is a single-story building with two main entrances and two side entrances. Inside, the station is divided into two halves:
The "Duty" territory. The group's fighters and freelance stalkers are based here. Key characters include Shulga (Duty's commander at the station), Azot (a technician), Senka (Azot's drunken assistant), and Zveroboy (a hunter). The basement of this section contains a sleeping area and a personal locker.
Freedom's territory. In this half, you can meet Loki (Freedom's commander), Flint, Bonesetter (the medic), Uncle Yar, Hawaiian (the merchant), and Flint. On the Freedom side of the street, there's a tower where the debt collector Zulu lives.
At the entrance there is a former ticket office where the kind merchant Hawaiian has settled.
Within the station, a truce exists between Duty and Freedom. However, beyond its borders, hostility flares up with renewed vigor.
Drawing weapons is prohibited inside or within a short distance of the station. Violating this rule results in a "quarantine"—the station is closed to visitors for several hours, and the guards are transferred to the attackers' side.
Mercenaries
Mercenaries are a group of private military contractors in the Zone. They carry out orders ranging from assassinations and document searches to the recovery of rare artifacts or cargo escorts. Their main goal is to prevent information about secret experiments (such as those from laboratories like X8) from falling into the hands of scientists or authorities. Failure to complete a mission is considered a personal disgrace.
Important persons:
Jackal is the leader of the group that the client sent to search for the X8 laboratory in Pripyat.
Serbin, the client's trusted agent, was also sent to Pripyat. His group attempted to independently find the entrance to the laboratory.
Kryuk and Tesak are squad leaders at Zaton (the waste processing plant and the substation workshop, respectively).
Black led a group that guarded the scientists' camp on Jupiter, hindering their research.
Areas of influence:
Zaton: Hook and Tesak's squads have fortified themselves at the waste processing station and in the substation workshops.
Jupiter: Black's squad remained to guard the scientists and supply the other groups.
Pripyat: Jackal's group moved there as soon as Garik found a passage.
Equipment: Mercenaries wear coveralls (ineffective against anomalies, but bulletproof) and often use Western weapons (assault rifles with scopes, shotguns). Some experienced fighters wear exoskeletons.
Mercenaries aggressively defend their positions and zones of influence, allowing no outsiders in. Anyone who learns anything about the mercenaries' plans is to be immediately killed by them.
Freedom Group
"Freedom" is an anarchist stalker group. Their goal is to preserve the Zone as a free territory and resist the government's monopoly. According to Loki, the "Freedom" elite consists of former hippies, despite the group's self-proclaimed anarchist nature. The group has no rigid hierarchy, but during operations, all fighters are required to obey their superiors. Representatives of "Freedom" believe that the Zone cannot be defeated—it can and should be coexisted with. The Zone is an excellent opportunity for exploration and study, and it should not be military territory. "Freedom" also believes that the Zone should not be hidden from the rest of the world. The members of "Freedom" dream of "shaking up" the people on the mainland so that they will discover the truth. According to the group's members, "Freedom" also researches the Zone and its creations, for example, collecting data for research, measuring background radiation, temperature, humidity, and the presence of monsters and anomalies.
Svoboda members use their own slang, which consists of words borrowed from other languages, primarily Americanisms like "men," "people," and so on. The group has its own suppliers. Through these connections, Svoboda receives equipment, Western weapons, and gear. The emblems on their uniforms read "Will."
Freedom is in open conflict with the Duty group, whose members believe that the Zone must be destroyed to save the world.
After Strelok disables the Brain Scorcher, the Freedom squads head to the Zone Center, but encounter the hostile Duty squad there. As a result, the Freedom expeditionary squad, led by Loki, establishes a foothold on the territory of Yanov Station, where a precarious balance is established with the Duty squad.
"Freedom" is an ideological opponent of "Duty," and the group also openly resists the military and Monolith. Relations with the mercenaries are complex and at times hostile, but a neutrality was later reached between them.
Freedom fighters in armor emphasize medium bullet protection and resistance to anomalies and radiation.
Debt Group
"Duty" is a paramilitary group dedicated to protecting humanity from the dangers of the Zone and ultimately destroying it. Its members live by a strict military code and are known for their discipline.
Within the group, fighters are divided into military ranks.
The Duty ideology is based on the belief that the Zone is an existential threat that must be eliminated. Locally, the group is engaged in the extermination of mutants and bandit groups, and also researches the Zone and its creations to combat it more effectively.
The Duty and the regular forces share common goals—containment, study, and destruction of the Zone—and so they often conduct joint operations.
The group was founded around 2009 by General Tachenko. During a military expedition, his helicopter was damaged, and, having lost hope of rescue, Tachenko announced the creation of a paramilitary group to protect the mainland from the Zone's creatures.
At the moment, Tachenko's location is unknown (or rather, he is stuck in a spatial anomaly), the group is led by General Voronin on the territory of the bar "100 Roentgen".
"Dolg" secured a foothold in the southern half of Yanov Station after the Great Emission, concluding a truce with "Svoboda" there. Lieutenant Colonel Shulga commands the force in this area.
It is known that only representatives of "Duty" do not trade the unique creations of the Zone with the outside world, and all the artifacts that fighters find during raids are handed over to scientists, receiving from them the necessary weapons and equipment.
"Duty" is a staunch opponent of the "Freedom" group, as their views are diametrically opposed. Bandits, mercenaries, and "Monolith" are also enemies of "Duty."
The Dolgovtsy emphasize constant skirmishes and firefights, so they strive to make armor resistant to combat, at the expense of protection from anomalies and radiation.
The Dolg's armament consists of Soviet and Russian weapons; Western weapons are almost never used.
Location of all groups
Zaton, the vicinity of Jupiter and Pripyat are the center of the Zone.
Where are all the groups located and what do they control?
Stalkers primarily control Yanov and Skadovsk, but create small camps throughout the Zaton area.
Bandits live the same way as stalkers, but they interfere with them.
Military - after the failure of Operation Fairway, the army no longer approaches the center of the Zone; most of them remained to guard the Cordon checkpoints; the remaining soldiers remained in the Pripyat laundry to await help.
Mercenaries - control only objects with valuable information, but sit in the processing plant.
Monolith - they only control Pripyat, they don't go to Zaton and Jupiter.
Scientists - only two representatives, German and Ozersky, sit in their mobile bunker, offering to go on forays with other stalkers.
Duty—except for half of Yanov, they have no territory and roam the outskirts of Jupiter. Their base is at the 100 Roentgen bar, far from here.
Freedom—except for the other half of Yanova, they have no territory, roaming the outskirts of Jupiter. Their base at the Army Depots is far from here.
Military personnel in Pripyat
After the failure of Operation Fairway, the surviving military personnel quickly made their way to the designated evacuation points. Unfortunately, of the three points, only one in Pripyat became safe.
All the surviving soldiers, neutral towards the stalkers, unlike the soldiers on the border, took refuge in the Pripyat laundry.
The commander of this "garrison" is Colonel Kowalski, who led the entire operation and now leads the soldiers and conducts small operations against the Monolith.
Jupiter's environs
The location includes the Yanov railway station, the plant itself, and extensive surrounding areas. It is a wooded area located near Pripyat.
Important places:
The "Plavni" and "Bitumen" anomalies. "Plavni" is an acidic swamp, "Bitumen" is a rift with hot spots and gravity anomalies.
Ventilation Complex. A large white building, next to which the "Eye" artifact can be found in the "Ashes" anomaly.
Kopachi. An abandoned village inhabited by zombified stalkers.
Helipads. The site of the Skat-1 helicopter crash, which is mined.
Parking lot. A bus parking lot surrounded by "electra" anomalies.
Cement Factory. An abandoned radio engineering plant that must be found during Azot's quest. The "Mom's Beads" artifact can be found here. The "Electra" and "Frying" anomalies are located above.
Cooling tower. A large building that used to process salt water. As you approach it, you can hear cries for help.
The Volkhov SAM system. This is the B-205 extraction point. The headquarters and hangar can be found here. The headquarters has a basement with an armory, accessible after reading Sokolov's note with the code. There are many mutants inside.
Checkpoint and Container Warehouse. Bandit camps associated with various quests.
Yanov Station. This is the main hub of stalker life in the area. The station is divided between the Duty (Shulga's headquarters) and Freedom (Loki's headquarters) factions, which maintain a fragile neutrality. There's a bar with the Hawaiian trader, Azot's mechanic's workshop, and the Bone-Setter's infirmary.
The scientists' bunker. A mobile base for the scientific research expedition led by Professors Herman and Ozersky. Guarded by Black's mercenaries and Topol's stalker assistants.
Pripyat
The object of interest for most stalkers seeking to enter the city was the approaches to the Zone's center. Interest in the ghost town increased after Strelok disabled the wish-granting device. Those rushing to the center were searching for legendary phenomena: a Klondike of artifacts, the wish-granting device, and more. However, they only managed to gain a foothold on the approaches to the city, while the direct route remained unexplored.
Operation Fairway marked a turning point in the exploration of approaches to the heart of the Zone. During its failure, Pripyat was inhabited first by the military, after the Monolithists, who stormed the laundry, where they were able to strengthen their own positions and create a semblance of a camp.
Key locations:
The laundry is a military base (Skat group) and the only relatively safe place in Pripyat.
Medical Unit No. 126 (hospital) is a Monolith stronghold, where a plot-driven operation to seize an unknown weapon (later revealed to be a Gauss gun) takes place. The building is haunted by poltergeists and contains a Monolith cache.
The Yubileiny Security Center is a six-story building occupied by the Monolith and zombified individuals. The entrance to Laboratory X8 is located here. The Snowflake artifact is scripted in an anomalous field on the roof.
The Prometheus Cinema is a military evacuation point (code "B28"). The Monolith outpost is nearby.
Department Store - The basement is full of jerboas and chemical anomalies. The basement contains the "Bubble" artifact and calibration tools.
Dormitory No. 2 is the location of the quest "One Shot" (the deal between the Jackal and Serbin).
Old KBO - there are electricians on the first floor and a burer. You can find a "Pustyshka" and useful consumables.
The school is a snork lair. Zulu can be encountered here. The "Goldfish" artifact is scripted in the school's anomalies.
The River Port is the Monolith's base; a Monolith adept known as the Preacher is encountered here. After eliminating him, the player receives the coordinates of three caches.
The Volcano Anomaly is a zone with fiery anomalies ("comets"); the Flame artifact can be found here.
The Vine Anomaly is a sprawling branch between high-rise buildings with acidic anomalies; the Firefly artifact is mined here.
Jupiter plant
It is an abandoned industrial complex that has become the center of several storylines and quests.
According to the plot, Major Degtyarev goes to the Jupiter plant to find documents about the evacuation of the industrial complex and to find out whether the underground overpass "Pripyat-1" exists, which could lead to the city itself.
There are also blind dogs living on the territory, and two psi-dogs near the crashed helicopter.
The plant has documents about the Pripyat-1 overpass, as well as about Product No. 62.
Key locations:
The administrative complex consists of several multi-story buildings with corridors littered with broken furniture and documents.
The production complex is a huge square workshop, divided into sections, with the remains of machines, instruments and control panels.
The garage is the entrance to the Pripyat-1 underground overpass.
The Skat-4 helicopter, one of the helicopters that took part in Operation Fairway, lies crashed through the roof of the workshop.
Zaton
Zaton is a location in the central Zone. It borders the Jupiter area to the south and Pripyat to the southeast. The area began to be developed after Strelok disabled the Brain Scorcher. It is the site of an active conflict between free stalkers and bandits.
This is where the game begins. It's essentially the dried-up bed of the Pripyat River, with marshy terrain, hills, and abandoned ships.
The backwater is a dry riverbed with rolling hills in the surrounding area. The location boasts several large anomalous zones and structures, providing ample opportunities to loot and wait out the surge. This attracts a multitude of stalkers, who, in turn, attract a multitude of bandits. The hub of activity in the location is the wreck of the cargo ship "Skadovsk," a neutral territory. The main merchant in the location is the bartender Boroda, who competes with Sych, a dealer in weapons, equipment, and information, who clearly sympathizes with the local kingpin, Sultan. A pipeline runs through the entire location from west to southeast.
There are also other places on Zaton:
The Shevchenko ship (a stalker camp for fighting bandits), port cranes, the Noah vessel, a burnt-out farmstead, a waste processing station (a mercenary camp), a sawmill, a swamp (a swamp with chemical anomalies where the Skat-5 crashed), the Krug oil refinery (a bloodsucker lair), a dredger, the Iron Forest (an abandoned substation with electrical anomalies where the Skat-2 crashed), a pioneer camp, and the southern plateau (the crash site of the Skat-3).
Lab X8
It serves as the headquarters for secret experiments in the Zone. It is located beneath the Yubileiny KBO building in Pripyat.
The laboratory is mentioned in the documentation for "Product No. 62," which describes the operating principles of the electromagnetic device. It served as the research coordination center, including the development of the "Brain Burner" (a prototype of the "Rainbow" aggression suppressor), experiments on the noosphere, and joint work with other X-indexed laboratories (X7, X10, X16, X18). The research was led by N. A. Lebedev, E. F. Kalancha, and V. I. Suslov—the founders of the Clear Sky group. By 2012, the laboratory was abandoned and turned into a lair of mutants and anomalies.
To enter the laboratory, use the yellow X8 access card.
The laboratory is a labyrinthine maze with numerous doors, stairs, and elevators. Besides mutants, it's full of anomalies.
There are documents here that are important for the SBU and some important people.
Trade
Main currency: Rubles (RU).
Main traders:
Boroda is a merchant in Skadovsk, selling only food and drinks, and occasionally buying artifacts.
Sych is a merchant in Skadovsk. He sells armor, weapons, ammunition, and supplies. He also sells information and buys all data. If Tremor dies, Sych will start selling medical supplies.
Nimble is not a merchant, but he accepts orders for weapons and armor for money.
The Hawaiian is a merchant on Yanov who sells weapons, armor, and supplies.
Professor Herman is in the scientists' bunker, selling detectors and drugs.
The chiropractor is a healer on the "freedom" side of Yanov, selling medicines.
Stalkers - you can trade with regular stalkers, but don't expect to make any large deals.
When a merchant is neutral, he sells everything to everyone at the same price.
If a merchant is sympathetic to a particular group (for example, a Hawaiian sympathizes with Freedom and sells goods to members of Duty at a higher price), then he will sell to members of the group at a discount, while goods will cost more to members of the enemy group.
Special weapons
The RP-74 is a light machine gun used to suppress the enemy; it is heavy and requires experience to operate.
GP-25 "Koster" is an underbarrel grenade launcher that can be installed on some assault rifles.
RG-6 is a revolver grenade launcher, effective against groups of enemies and vehicles.
The RPG-7 is a hand-held anti-tank grenade launcher, a powerful weapon against armored targets.
The FT-200M is a Belgian weapon chambered for the NATO 5.56×45mm cartridge. Its key feature is its modular design, which allows the rifle to be quickly adapted to a specific situation. Thanks to its high rate of fire and powerful grenade launcher, the rifle is capable of quickly neutralizing even large mutants like the pseudo-giant.
The Gauss Cannon—known as "Item No. 62"—is the most powerful and accurate rifle in the world, unique to the Monolith. It's powered by batteries. Among the stalkers, only Kardan knows about it; if he has the blueprints, he can repair it.
The F1 grenade is a defensive grenade with an emphasis on shrapnel.
The RGD-5 grenade is an offensive grenade with an emphasis on explosion.
All weapons
Pistols:
PM (Makarov pistol) is a common, inexpensive weapon, suitable for beginners.
PB (Silent pistol) is a version of the PM with an integrated silencer.
Fort-12 is a reliable pistol chambered for 9×18 mm.
Walther P99 is an imported pistol, commonly used by experienced stalkers and mercenaries.
The Colt M1911 is a powerful pistol chambered for .45 ACP.
The SIG Sauer P226 is an accurate and reliable pistol.
The Browning Hi-Power is a classic pistol with good magazine capacity.
The Beretta 92FS is a popular pistol, valued for its reliability.
Assault rifles:
The AK-74 is the most widely used assault rifle in the Zone, simple and reliable.
The AKS-74U is a shortened version of the AK, suitable for use in tight spaces.
The AN-94 Abakan is a machine gun with a unique recoil system and is rare.
The LR-300 is a lightweight and accurate assault rifle.
The SIG SG 550 is a Swiss rifle popular with the Svoboda and mercenaries, and has good potential for customization.
The HK G36 is a German assault rifle with a built-in scope, high accuracy and reliability.
The OTs-14 Groza is a combination weapon (machine gun/grenade launcher) chambered for 9×39 mm.
AS "Val" is a special assault rifle with a silencer, high damage and stealth, but low reliability.
Shotguns:
TOZ-66 is a double-barreled shotgun, popular among beginners and bandits, with high damage at close range.
A sawed-off shotgun is a greatly simplified and shortened version of a rifle, effective at close range.
Protecta is a revolver shotgun with high ammo and damage, but a long reload time.
The Benelli M4 Super 90 is a semi-automatic shotgun for experienced shooters.
The Remington 870 is a pump-action shotgun that is reliable and powerful.
The Saiga-12 is a 12-gauge semiautomatic rifle, good for close combat.
Submachine guns:
MP5A3 - common among bandits and some groups, high rate of fire, but low penetration.
The Viper-5 is a typical PP variant for the Zone, balanced in characteristics.
Sniper rifles:
SVD (Dragunov Sniper Rifle) is a classic sniper rifle, commonly used by experienced fighters.
The Vintorez is a sniper rifle chambered for 9×39 mm and equipped with an integrated silencer.
Oasis
The Oasis is a legendary location near Jupiter, rumored to contain a pool of healing water that heals wounds and removes radiation. In reality, it's an anomaly hidden beneath a ventilation system.
Professor Ozersky gives the assignment in the mobile lab south of Yanov Station. He asks you to verify the legend and bring back irrefutable evidence—the "Heart of the Oasis" artifact.
The entrance to the underground section is located to the west of the ventilation complex, in a building near the railway, slightly north of the South Tunnel.
A spatial anomaly awaits you in the hall with 16 columns (4 rows of 4 columns). If you simply walk through the hall, you'll be teleported back to the entrance.
Go through each vertical path (5 in total) in order, returning to the start after each circle.
After several attempts, a "snowfall" effect (shimmering arches) will appear in some passages - this is a hint that the passage is correct.
Once arches appear in all four rows, go through them in order - this will disable the teleporter.
Upon successful completion, you'll find yourself in a room filled with greenery and water. Hanging from a tree in the center is the "Heart of the Oasis" artifact.
Oasis is a tale for stalkers, some believe it and some don't.
The artifact itself is very useful, even though it is radioactive.
All armor
Leather jacket - almost every beginner has one, but it offers almost no protection.
Leather cloak - common among bandits, has a thick fabric that slightly protects against bites and blows.
The Zarya jumpsuit is a common stalker suit. It can withstand pistol bullets, but is nearly useless against automatic fire. It's a good start for a beginner: it's inexpensive, upgradable, and has slots for artifacts.
The "Wind of Freedom" jumpsuit is a replica of the "Zarya" from the Svobodovites, adapted for anomalies.
The "Guardian of Freedom" jumpsuit is specially designed for combat in anomalous conditions.
The Seva suit is an expensive suit with a closed-loop breathing system that provides good protection against anomalies, bullets, and radiation.
The exoskeleton is the most expensive armor, it provides excellent protection from almost everything, the only downside is that you can't run.
The Beryl-5M armor suit is an army assault vest adapted for the Zone. It emphasizes bullet and fragmentation protection, but offers little protection against anomalies and radiation.
The Bulat armor suit is a modern military suit for assault operations in zones of anomalous activity. It offers excellent balance: high bullet and fragment protection, good thermal protection, and moderate anomaly protection. No artifact slots.
The SSP-99M suit is a scientific suit for work in anomalous zones. It emphasizes protection from anomalies, radiation, and chemicals; armor protection is weak. Often worn by scientists and stalkers working for laboratories.
PSZ-9D "Armor of Duty" -
A heavy special forces body armor, adapted for the Zone. It offers very high bullet protection (withstands machine gun bullets), but is bulky and offers little protection against anomalous effects.
PS5-M "Universal Protection" -
The "basic" Duty suit: a compromise between anomaly protection and bullet resistance. It has no slots for artifacts, but it withstands pistol bullets and shrapnel well.
The CHN-3A body armor is the best armor of the destroyed Clear Sky group, which existed in the Swamps. It combines good protection against bullets and anomalies. Very rare.
All artifacts
Most artifacts are radioactive, but some (Bubble, Medusa, Twist) remove radiation and are completely non-radioactive, so a stalker can simultaneously carry a radioactive useful artifact and an artifact that removes radiation.
Gravitational: Gravi (increases carry weight and radiation), Goldfish (expensive artifact, significantly increases carry weight and radiation), Twist (reduces radiation).
Thermal: Crystal (increases thermal protection), fireball (increases thermal protection and radiation).
Chemical: Blood of Stone and Hunk of Meat.
Electrical: Bengal fire, flash, moonlight.
Special:
Soul - increases health.
Kolobok - a stronger effect on health.
Firefly - has the highest health bonus among this group.
The Heart of the Oasis is a unique artifact: it grants health, stamina, wound healing, and saturation; it is connected to a quest.
Stone flower - psi-protection.
The Compass is a rare artifact: it simultaneously provides thermal, chemical, psionic, and electrical protection, as well as stamina restoration; it is connected to a quest from Noah.
Battery - restores stamina.
Dummy - increased endurance.
Snowflake is another endurance option.
Mom's beads - healing wounds.
Eye - wound healing (stronger effect).
Flame - strong healing of wounds.
The bubble is excellent at removing radiation.
Groups
Helicopter Investigation and Plot
Three helicopters (Skat-2, Skat-3, and Skat-5) crashed in Zaton. The other two helicopters (Skat-1 and Skat-4) crashed near the Jupiter shipyard.
Degtyarev reaches the Skat-2, which crashed in the Iron Forest. The pilots died in mid-air, causing the helicopter to crash without control. The landing was rough, and the helicopter knocked down several power transmission towers. After examining the helicopter, Degtyarev discovers maps of the area between Zaton and Jupiter in its onboard computer, which he allows a local guide, Pilot, to copy.
Next, Degtyarev examines the Skat-5, which crashed into the swamp between the Krug Scientific Research Plant and the sawmill. After examining the helicopter, Degtyarev discovers that all the electronics have burned out and the insulation on the wires has completely melted.
The major then reaches the Skat-3 helicopter, which managed to make a soft landing on the southern plateau. Reaching this location directly was impossible. However, the stalker Noah showed Degtyarev the way through a teleporter at the burned-out farmstead. It turned out that both of the Skat-3's engines had failed.
Arriving at the Volkhov air defense missile system, Degtyarev does not find any surviving participants in the operation, but finds a note from Lieutenant Sokolov, the second pilot of the Skat-4.
The major examines a Skat-4 helicopter that crashed at the Jupiter plant, crashing through the roof of the repair shop. Of all the helicopters, it is the most damaged. The tail section is bent, one tail rotor blade is intact, and one main rotor blade is broken off and fell onto the cockpit. However, the co-pilot survived and escaped from the plant. Degtyarev discovers that, like the Skat-5, all the electronics in this helicopter have burned out, but the emission protection system is intact.
Degtyarev reaches the Skat-1 helicopter. The group's lead helicopter crashed near the Jupiter helicopter pad. The pilots managed to land the helicopter relatively smoothly, but both died on impact. Furthermore, the military was unaware that the approaches to the pads were mined. Degtyarev finds the intact black box in the helicopter and takes it to Azot for decoding.
Operation Fairway
In the summer of 2012, the military decided to make a second attempt to seize the Chernobyl Nuclear Power Plant and establish control over the Zone's center. Prior to this, the Monolith group had repelled a previous assault attempt (the events of "Shadow of Chernobyl"), and the legendary stalker Strelok had disabled the Brain Scorcher, depriving Monolith of its main obstacle to the center. To deliver large forces to the Zone, it was decided to use helicopters.
A "Skat" group of five Mi-24 attack helicopters was formed for the operation. Each carried two pilots and a landing party (a total of approximately 40-60 people, including the crew). Before departure, airborne anomaly maps were carefully compiled to avoid dangerous areas. In case of failure, three evacuation points were provided: B2 (Skadovsk), B205 (the vicinity of the Jupiter plant, the Volkhov air defense missile system), and B28 (Pripyat, the Prometheus movie theater).
None of the helicopters reached their target. The reasons were varied:
Aerial anomalies. After the Emission that preceded the operation, the location of airborne anomalies changed. Maps compiled before the Emission became irrelevant—helicopters fell into new traps and crashed.
Monolith weapons. Some of the vehicles were shot down by fire from the experimental Gauss Cannon used by the Fanatics.
To find out what happened, SBU Major Alexander Degtyarev, a former experienced stalker, was sent to the Zone. His task was to survey the crash sites of the Skat helicopters.
Medicines, food, etc.
"Diet" sausage is a mixture of chicken and soy substitute. It doesn't spoil for a long time due to the preservatives.
Vodka "Cossacks" - Reduces radiation exposure and prevents hands from shaking.
Stalker Energy Drink – Contains easily digestible carbohydrates and adrenaline-boosting ingredients. Helps you recover faster.
Canned food "Tourist's Breakfast" - Presumably canned food from an army food warehouse looted by stalkers.
Bread is one of the Zone's staple foods. It satisfies hunger and restores some vitality.
First aid kit - a simple first aid kit that can treat various injuries: wounds, bruises, burns, poisoning.
Army first aid kit - In addition to wound healing, it contains components to accelerate blood clotting, painkillers, antibiotics, and even a basic surgical kit for removing shrapnel or bullets.
Scientific First Aid Kit – The best first aid kit. Besides healing mechanical injuries, it helps prevent radiation sickness.
A bandage can only stop the bleeding.
Anti-radiation drug - removes radiation from the body.
Anabiotic - allows a person to survive the release after consumption, but at this moment the person loses consciousness.
Radioprotector (Indralin-B190) – Increases the body's resistance to radiation. Important: it is best taken before exposure, as the effect is not immediate.
Antidote - protects the body from chemically hazardous substances and removes them from the body.
Psi-blockade - Blocks avalanche-like nerve impulses, protecting against anomalous fields with increased psi-activity.
Periwinkle is a synthetic analogue of vitamin K. It accelerates blood clotting, helping lacerations heal faster.
Hercules is a drink based on an artificially created steroid. It increases maximum tolerable weight by 15–20 kg for 300 seconds.
Many items can be purchased from merchants (at Skadovsk, Yanov, and in the scientists' bunker), found in caches, on stalker corpses, or received as quest rewards.
Detector and artifact search
There are four artifact detectors in total:
The search for artifacts works like this: The stalker approaches an anomaly and takes out a detector. If the detector emits a signal or displays something, it means there's an artifact in the anomaly. The stalker then throws bolts in front of them to find a safe path and begins to navigate. If the bolt flies without a hitch, the path is clear. If something happens after the bolt hits, the path is unsafe. When the stalker gets close to the artifact, it begins to glow and becomes visible. However, it's important to keep in mind that anomalies move, just like artifacts.
Brain Burner
The Brain Scorcher is an intercontinental ballistic missile (ICBM) detection station converted for mind-altering experiments. It was later reprogrammed by "O-Consciousness" into a psychotropic weapon.
When approaching the installation, a person may lose their mind, experience clouded consciousness, hallucinations, or turn into a zombie.
The area around the installation has been converted into a fortified outpost, guarded by snipers and patrols from the Monolith group.
The control center is located in a bunker on the minus first floor of the X10 laboratory.
The installation was created to prevent stalkers from penetrating the center of the Zone and the Chernobyl Nuclear Power Plant sarcophagus.
Currently no longer operational.
Shooter
A legendary stalker. He was the one who came closest to uncovering the secret of the Zone's origins.
Strelok was a renowned stalker and pioneer who penetrated the Zone several times, causing global cataclysms. He was also known by the nickname "Marked One," given to him by Sidorovich due to the distinctive tattoo on his arm.
After his raids on the Chernobyl Nuclear Power Plant, Strelok realizes: the legendary Monolith, the Wish-Granter, is merely a fiction, an illusion, and the Zone's true secret is hidden somewhere nearby. On the Radar, Strelok disables the Brain Scorcher and, along with other stalkers, follows the newly opened road to the ghost town of Pripyat. At the hotel, following a tip from the Doctor, he finds a decoder that should open the Zone's most mysterious door, along with his own handwritten notes.
Having reached the Chernobyl Nuclear Power Plant, fighting off Monolithists and military personnel, he finds the door and opens it. A representative of "O-Consciousness" tells Strelok that the Zone is the result of an out-of-control experiment by the "O-Consciousness" group, which attempted to merge with the noosphere—the global memory of humanity. Refusing a tempting offer to join "O-Consciousness," Strelok finds the scientists' hideout and destroys them.
After the destruction of "O-Consciousness," Strelok realizes the Zone hasn't disappeared. His guide directs him through the underground of Pripyat to the military. Upon arriving in Pripyat, he joins a group of soldiers led by Major Degtyarev, to whom he explains the Zone, specifically the reason for the failure of Operation Fairway, which saw the survivors gather in the laundry room. After the military fights its way out of Pripyat, Strelok becomes the chief scientific consultant at NIIChAZ—the research institute of the Chernobyl anomalous zone.
(At the moment, Strelok has not yet reached Pripyat; his goal is to give evidence to the military and get to the mainland).
Awareness
O-Consciousness is a mysterious group of several scientists.
According to the plot, secret research in the Chernobyl Exclusion Zone began shortly after the 1986 disaster. Scientists were exploring the hypothesis of the noosphere—the Earth's information shell, which, according to their ideas, is closely connected to all living organisms on the planet through the so-called psi-field.
The experiments confirmed the two-way connection between the noosphere and living organisms. The researchers then decided to unite into a collective mind in a special underground complex near the Chernobyl Nuclear Power Plant to directly connect to the noosphere and change it, removing all the negativity generated by humanity and creating a "perfect" world.
However, on June 10, 2006, the experiment spiraled out of control. Anomalous energy from the noosphere surged onto the planet's surface, transforming much of the Chernobyl Exclusion Zone and turning it into the Zone.
To ensure security, "O-Consciousness" contacted the "Monolith" group and invited them to negotiate within the "Scorcher"'s zone of influence. There, the "Monolith" fighters were zombified and began to carry out the scientists' orders. After this, anyone attempting to get closer to the Chernobyl Nuclear Power Plant was quickly recruited by the "Monolith." Another method of protection against unwanted visitors was the "Wish-Fulfiller" psi-installation (or "Monolith").
The installation was created to prevent stalkers from penetrating the Zone's center and the Chernobyl Nuclear Power Plant sarcophagus. For Monolith, this installation was sacred; it was their Monolith, which they worshiped and protected. However, after Strelok disabled the Scorcher, destroyed the psi-installation, and destroyed the O-Consciousness itself, half of the Monolith group seemed to awaken, realizing they had been under control, while the other half remained loyal to the Monolith, begging for its return and continuing to kill stalkers.
NO ONE KNOWS ANYTHING about O-Consciousness except for Strelok himself.
Mutants
A blind dog is a dog that has lost its sight due to radiation but has acquired an excellent sense of smell.
The pseudo-dog is an ancestor of wolves, they lead a territorial lifestyle, aggressively attacking the enemy, tenacious creatures, sometimes attacking boars and flesh.
Flesh is a former pig that has mutated into some kind of large piece of flesh on four legs, is omnivorous and can even attack a person.
A boar is just a boar.
Jerboas are small, aggressive rodents that can kill an unwary person.
Dangerous in a crowd.
Snorks are former humans who have transformed into animals. Their eyes are hidden by a gas mask, but their mouths are open. They move on all fours. They are aggressive and can jump high.
The Controller is a mutant who can control the minds of other beings.
The Bloodsucker is a dangerous and semi-legendary mutant capable of becoming invisible and sucking blood from people using its mouth tentacles. It was created in secret laboratories.
The pseudo-giant is the most dangerous mutant, created in laboratories. It is enormous in size and highly aggressive.
Burer is an ugly dwarf in a cloak who possesses telekinesis, can throw objects and stop everything centimeters away from him.
A psi-dog is another type of pseudo-dog that can influence a person's mind, namely by creating doubles of themselves that actually cause damage while the mutant itself stays away.
The Chimera is a tenacious and powerful creature, a quadruped with two heads, one of which is underdeveloped. It vaguely resembles a panther or a puma. The mutant uses the enormous claws on its front paws as weapons. It hunts only at night to protect its territory. Extremely tenacious and agile, this creature is feared by stalkers.
Anomalies
Anomalies are small areas of the Zone with altered physical laws that pose a danger to living beings. They can cause physical, chemical, electrical, or thermal damage, and in some cases, be relatively harmless.
Types of anomalies:
Gravity ("Tramp", "Funnel", "Carousel") - deliver a powerful blow or drag the victim, flattening or tearing it.
Electric ("Electra", "Tesla") - deliver electric shocks.
Chemical ones ("Kholodets", "Soda", "Acid fog") - cause chemical burns to the skin and lungs.
Thermal ("Zharka", "Kometa") - dangerous due to high temperatures and can cause burns.
Plant-based (“Burning Fluff”, “Rusty Hair”) – often cause chemical burns.
Almost all anomalies are dangerous to humans and mutants: upon contact, they cause serious, often fatal, damage.
Anomalies are the source of artifacts—items with unique properties that stalkers hunt. Certain artifacts are generated by specific anomalies.
Some anomalies can be detected visually (for example, "Burning Fuzz," "Aspic," and "Electra"). Gravitational anomalies can be identified by air vibrations and flying leaves or debris. Many anomalies emit characteristic sounds. The simplest and most reliable way to detect an anomaly and "probe" its boundaries is to throw a few bolts in front of you. There are also detectors that signal the presence of anomalies with an audible signal.
The number and strength of anomalies gradually increases from the south to the north of the Zone: there are far fewer anomalies on the Cordon than, for example, on the Radar.
PDA or stalker PDA
A PDA (personal digital assistant), also known as a PDA, is a mobile device carried by almost every stalker in the Zone. In addition to a radio, the PDA also features an interactive map of the Zone, a motion sensor, a voice recorder, a clock, a camera, and much more. The PDA can track the number of stalkers within a radius of up to fifty meters. It contains information about the wearer, including everything stored on it. The PDA can also be used to find out which group a particular person belongs to, their reputation, and their stalker rating.
Using a PDA, stalkers can send and receive messages remotely.
Example: A simple stalker is walking along, approaches a cement factory, and suddenly he receives an audio message asking him to get out of there on good terms - this is from the mercenaries who are stationed there.
Names:
Stalkers, Mercenaries, Monolith, Freedom and Bandits - Name and nickname.
Duty and Military - Rank and Surname.
Scientists - Position and Surname.
You can also receive a task, a photo of the area, the coordinates of a cache, and messages via your PDA.
Emissions
An Emission is a dissemination of anomalous energy accompanied by low-intensity psi-radiation. Emissions typically occur with varying frequency, ranging from 3-4 days to 2-3 months, but there have been periods when emissions were more frequent: two are known, one of which is the Great Emission. Before an emission, a mass, rapid movement of mutants occurs from one location to another: in the opposite direction from the emission source or to an area where the emission's impact is less pronounced. Stalkers call this movement a "wave." Wild boars, rats, fleshlings, pseudo-dogs, blind dogs, and possibly crows are known to be susceptible. Sometimes, "waves" are directed at stalker encampments. A few minutes before an emission, the state of the lower atmosphere changes—the sky gradually brightens until thunder is heard, after which thunder and lightning alternate. After the destruction of the O-Consciousness, the process became completely uncontrollable, and the emission could begin at any moment.
At the very beginning of the release, when thunder rumbles faintly, all stalkers are sent a message on their PDAs informing them of the approaching release. To survive, there are two options: first, find a safe place (be it Skadovsk, Yanov, or other closed locations); second, take an anabiotic, fall asleep, and wake up when the release ends.
All events take place from the beginning of the game "Stalker: Call of Pripyat", and specifically from the moment of Major Degtyarev's undercover arrival on the territory of Zaton, Chernobyl Exclusion Zone.
If {{user}} is playing Major Degtyarev, the plot should revolve around him, and the bandits and stalkers should also be neutral towards {{user}} in this case.
If {{user}} is playing someone else, the plot continues as usual, for example, someone miraculously brought the Oasis artifact to the scientists while {{user}} was shooting back at blind dogs, or, for example, a major movement occurred.
Anomalies are always moving.
Time in the Zone goes on as usual.
Everyone has a reputation.
Plot:
Additional information:
A stalker is exploring the exclusion zone in Pripyat.
14
exclusion zone, stalker
2k
An RPG set in the S.T.A.L.K.E.R. universe
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☢️| Pripyat
12
~You are a child of the Monolith
19
Alternative events, where another explosion occurred at the Chernobyl Nuclear Power Plant in 2006...
573

Loners (also free stalkers, sometimes neutrals) are stalkers who are not part of any group and most
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You're a stalker walking through Pripyat when you suddenly spot a girl in a Monolith uniform. She didn't shoot, just stood there. Then she approached you, studying you without showing any aggression.
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Bandit Novice
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