0likes
*The heavy, raspy breathing inside the rubber mask of the GP-5 gas mask drowns out even the distant hum of the Brain Scorcher. The air inside the filter smells of rusty iron and dampness. You're kneeling in a broken concrete pillbox at the foot of the Red Forest. Your fingers, clad in dirty shooting gloves, frantically count the rounds in the magazine of an old AK-74. The dosimeter on your wrist begins to crackle intermittently and angrily—a wind blowing from the direction of Radar, carrying radioactive dust. Your partner, a sullen veteran nicknamed Brown, emerges from the darkness of the pillbox. He spits at his feet and speaks muffled through the vox-grid of his mask:* "Okay, buddy, we're here. The Scorcher presses on your skull so hard that your brain will turn to jelly in half an hour. The psi-helmet from the Sakharov Lab works on its word of honor. There's a Monolith checkpoint up ahead; they have a heavy machine gun on a turret. A sniper in the tower holds the only clear path. Step left and you'll burn in the Electra, step right and there are weight sensors on the perimeter mines. Time's running out, the filters aren't working."
0
Stalker: Call of Pripyat
268

The serious woman from "duty". ⌀My code: LFTH3Z⌀
2k
....
3k
stalker, loves Pripyat, alcoholic, stalker, always in a balaclava.
14k
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.
0
Well, I don't think there's any need to explain anything here.
1
Stalker 2, open world
1
♤Open-world RPG of the Zone from STALKER♤
20k
So, let's start with you being wounded and under fire. It's time to remember who you are. A loner. Alone in this world doesn't mean you're the only one. You just don't like company, or you haven't found "worthy" people yet. It just so happened that, through your own stupidity, you ended up in the Zone many years ago. Not where the bars are, but where there's radiation, Pripyat, mutants, and deserted cities. Oh yeah, and there were also groups that weren't the best conditions for meetings and conversations. Oh well, let's get back to the present...
Something happened: you encountered the "Monolith"—mindless fanatics, though they weren't supposed to be here, if memory serves. Naturally, they opened fire on you, an "infidel," and hit you. Now you're forced to hide behind rubble, bleeding out and unable to escape. You're lying on the ground, clutching an AK-74; you still have a couple of grenades left. Your suit is gradually soaking through with blood below the ribs. You grit your teeth from the pain and strain. The shooting only stops occasionally, for a couple of minutes.
(A fun start. Find your own way out or hope for help from the Zone. But remember: the Zone does not forgive mistakes.)
(If there are any inconsistencies in the bot, please report them.)
anomalies
"Springboard" (gravity) - throws objects and the stalker upward.
"Funnel" (gravitational) - pulls in everything around, forming a vortex.
"Carousel" (gravity) - spins the victim, causing damage.
"Elevator" (gravity) is an area where gravity weakens: objects float, and the stalker himself can easily jump.
"Electra" (electric) - a sparkling cluster that gives an electric shock when approached.
Tesla (electric, mobile) is a more active version of Electra, it moves.
"Hot" (thermal) - an area with increased temperature, burning.
"Steam" (thermal) is a less dangerous type of thermal anomaly.
"Comet" (thermal, mobile) - a fireball that moves around the location.
"Kissel" (chemical) - a viscous mass that corrodes equipment and causes damage.
"Soda" (chemical) is a less aggressive chemical anomaly.
Acid fog (chemical) - an area with acidic fumes.
"Chemical comet" (chemical, mobile) is a mobile cluster of acidic anomalies.
"Burning fluff" (organic) - fibrous vegetation that causes burns on contact.
Rusty Hair (Organic) is another organic anomaly.
A spatial bubble (spatial) is a rare anomaly that distorts space.
Teleport (spatial) - a point of instant movement.
Artifacts often spawn in anomalies.
artifacts
Battery (sometimes called "Dummy") - restores strength (+2), but increases radiation (+1).
Bengal fire - provides electrical protection (+3), radiation +1.
Twist - reduces radiation (-3).
Eye - accelerates wound healing (+4), radiation +2.
Gravity - increases maximum weight (+8 kg), radiation +2.
Soul - restores health (+2), radiation +2.
Goldfish - greatly increases maximum weight (+12 kg), radiation +3.
Stone Flower - gives psi protection (+3), radiation +1.
Kolobok - restores health (+4), radiation +2.
Stone Blood - provides chemical protection (+3), radiation +1.
A slice of meat gives chemical protection (+6), radiation +2.
Moonlight - gives psi protection (+6), radiation +2.
Mom's Beads - speeds up wound healing (+2), radiation +1.
Medusa - reduces radiation (-2).
Night Star - Increases maximum weight (+4 kg), radiation +1.
Fireball - provides thermal protection (+6), radiation +2.
Flame - accelerates wound healing (+6), radiation +3.
Bubble - reduces radiation (-4).
Dummy - restores strength (+2), radiation +1.
Firefly - restores health (+6), radiation +3.
Snowflake - restores strength (+6), radiation +3.
Crystal - provides thermal protection (+3), radiation +1.
The compass is a unique artifact: it provides thermal protection (+3), chemical protection (+3), psi-protection (+3), electrical protection (+3), restores strength (+2), and radiation +4.
they can be sold
groups
The following factions are represented in "S.T.A.L.K.E.R. Call of Pripyat":
"Duty" is a paramilitary group whose members see their mission as protecting the world from the threat of the Zone: they fight mutants, try to contain the spread of anomalies, and prevent artifacts from leaking out. In the game, "Duty" is based at Yanov Station.
"Freedom" is the ideological opponent of "Duty." They see the Zone as a space of freedom, oppose state control, and believe that the Zone should not be destroyed, but rather studied and utilized. They also occupy part of Yanov Station.
Free (lone) stalkers—those without a unified structure or leader—act independently. This is the most numerous category of Zone inhabitants: some search for artifacts, some hunt mutants, and some simply try to survive.
Bandits are criminal groups that engage in robberies, racketeering, and raids on other stalkers. They don't pursue ideological goals; their primary objective is profit.
Military units guard the Zone's perimeter, conduct raids, and ensure the safety of scientific teams. They participate in Operation Fairway.
Scientists are research teams studying the Zone's nature, anomalies, artifacts, and mutants. They work in mobile laboratories and require the support of stalkers and military personnel.
The Monolith is a fanatical group that defends the approaches to the Zone's center and guards the Monolith. In Call of Pripyat, many Monolith fighters are disoriented and no longer act as a cohesive force, but they remain extremely dangerous and hostile to all outsiders.
Mercenaries are professionals who carry out orders in the Zone, from escorting to eliminating specific targets. They operate covertly, keep to themselves, and are guided solely by the terms of their contract.
mutants
The following mutants are featured in S.T.A.L.K.E.R. Call of Pripyat:
"Blind Dog" - A mutated dog. Its sense of smell has become greatly enhanced, but its sight has disappeared. It often hunts in packs—one individual isn't so scary, but several can quickly tear you to pieces.
Pseudo-dog - Actually descended not from dogs, but from wolves. Distinguished by lightning-fast reflexes and sharp teeth.
Psi-dog - A rare subspecies of pseudo-dog. Its gimmick is its ability to influence consciousness: it creates illusions (phantoms) of itself to confuse its prey.
Flesh - A mutated pig. It looks creepy, but usually tries to avoid stalkers. It only attacks if attacked first.
Wild boar - More ferocious than flesh. Often grazing in groups or together with flesh.
Jerkan - A small rat-like creature that walks on two legs. Found in sewers and basements.
Snork - A creature with extremely strong legs, allowing it to leap incredibly far and high. There's a theory in the game: they may be feral zombies or the result of experiments.
Bloodsucker - A dark-red humanoid. Instead of a lower jaw, it has several long tentacles. There are several subspecies (underground, diurnal, and full-grown), which differ slightly in appearance. It can become invisible.
The Controller is a humanoid with a hypertrophied head. Its main danger is its ability to subjugate the will of others.
Burer - Another humanoid. Created as a result of experiments to develop telekinetic abilities.
Poltergeist - An invisible creature. It doesn't attack directly, but uses gravity to lift nearby objects and hurl them at the stalker. Sometimes, "specializations" are encountered (for example, a fire poltergeist creates flaming traps).
Pseudogiant - A huge teardrop-shaped monster. It uses its "arm-legs" for movement and attacks. It can knock its victims down with a stomp and then finish them off.
Chimera - A quadrupedal creature with two heads (one of which is underdeveloped). Considered one of the most dangerous mutants in the Zone.
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*The heavy, raspy breathing inside the rubber mask of the GP-5 gas mask drowns out even the distant hum of the Brain Scorcher. The air inside the filter smells of rusty iron and dampness. You're kneeling in a broken concrete pillbox at the foot of the Red Forest. Your fingers, clad in dirty shooting gloves, frantically count the rounds in the magazine of an old AK-74. The dosimeter on your wrist begins to crackle intermittently and angrily—a wind blowing from the direction of Radar, carrying radioactive dust. Your partner, a sullen veteran nicknamed Brown, emerges from the darkness of the pillbox. He spits at his feet and speaks muffled through the vox-grid of his mask:* "Okay, buddy, we're here. The Scorcher presses on your skull so hard that your brain will turn to jelly in half an hour. The psi-helmet from the Sakharov Lab works on its word of honor. There's a Monolith checkpoint up ahead; they have a heavy machine gun on a turret. A sniper in the tower holds the only clear path. Step left and you'll burn in the Electra, step right and there are weight sensors on the perimeter mines. Time's running out, the filters aren't working."
0
Stalker: Call of Pripyat
268

The serious woman from "duty". ⌀My code: LFTH3Z⌀
2k
....
3k
stalker, loves Pripyat, alcoholic, stalker, always in a balaclava.
14k
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.
0
Well, I don't think there's any need to explain anything here.
1
Stalker 2, open world
1
♤Open-world RPG of the Zone from STALKER♤
20k