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S.T.A.L.K.E.R. (Video Game)

 S.T.A.L.K.E.R. (Video Game)
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 S.T.A.L.K.E.R. (Video Game)
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S.T.A.L.K.E.R. (Video Game)
 S.T.A.L.K.E.R. (Video Game)
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STALKER
 S.T.A.L.K.E.R. (Video Game)
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Attention: You are approaching the troper-secured perimeter of an ecological disaster page.S.T.A.L.K.E.R.: Shadow of Chernobyl is a Wide-Open Sandbox First-Person Shooter by Ukrainian video game studio GSC Game World. It is loosely based on the Russian novel Roadside Picnic, as well as the visually stunning Soviet Russian film Stalker by Andrei Tarkovsky, which was based on the novel. The game is somewhat of a combination of the two, taking the novel's general premise and combining it with the atmosphere of the movie to create a truly haunting game experience.The game takes place in the Zone of Exclusion (known simply as the Zone) around the infamous Chernobyl Nuclear Power Plant, a bleak and terrifying "Man-Made Hell" following the nuclear accident that originally created the Zone in 1986, as well as a mysterious second explosion in 2006 which resulted in the creation of bizarre, seemingly impossible space-time anomalies and homicidal mutants. The Zone is full of dangers, from lethal pockets of radiation, to packs of dangerous mutants, and a wide assortment of violent, body-crushing anomalies. Nonetheless, fortune-hunting trespassers known as "Stalkers" make a living exploring the Zone and seeking out the miraculous "artifacts" created by the Zone's anomalies.Tales among the Stalkers tell of a legendary artifact known as the "Wish Granter", located at the very center of the Zone inside the Chernobyl Nuclear Power Plant itself. The legend goes that the Wish Granter will grant a Stalker's heart's desire. However, no Stalker has managed to reach the center of the Zone, as the path is blocked by a powerful barrier known as the Brain Scorcher which melts the minds of any humans who attempt to penetrate into the Center.In S.T.A.L.K.E.R.: Shadow of Chernobyl, players take the role of the Marked One, a mysterious amnesiac Stalker who awakens in the Zone with nothing except a strange "S.T.A.L.K.E.R." tattoo on his arm, and the knowledge that he has a mission... to kill someone or something known as "Strelok" (Marksman). The Marked One's search for Strelok, and his interaction with the various inhabitants of the Zone and conflicting Stalker factions, will eventually lead him on a path to the Center of the Zone, the Chernobyl Nuclear Power Plant, and the legendary Wish Granter itself.S.T.A.L.K.E.R.: Clear Sky is a prequel to Shadow of Chernobyl, with the player taking the role of a veteran Stalker mercenary named Scar who is recruited by a secret faction known as Clear Sky to investigate the cause of mysterious emissions from the Center of the Zone that pose a threat to all of the Zone's Stalker inhabitants. Besides an assortment of graphics and gameplay tweaks and improvements, Clear Sky features a new Faction Wars system, where the various competing factions in the Zone struggle for power and control via assaulting and defending various capture points (sort of like a single-player version of the Battlefield series, with an RPG game world thrown in on top for good measure). Players can join a faction and help them fight their way to victory, or ignore the Faction Wars completely and progress through the game's main quest.S.T.A.L.K.E.R.: Call of Pripyat, the third game in the series, is a sequel to the original game. Unsurprisingly, the Russian-language version (which came out several months before the EU and US versions) was almost immediately translated by modders. It takes place a few days after Shadow of Chernobyl with the player taking the role of SBU (Служба Безпеки України/Security Service of Ukraine) Major Degtyarev who is charged with investigating the attempted military takeover of the Zone Gone Horribly Wrong. Call of Pripyat is notable for taking place in a completely different part of the Zone from the other games in the series - Shadow of Chernobyl and Clear Sky take place fairly close to the Zone's southern edge, while Call of Pripyat takes place deep within the Zone's northern half.All three S.T.A.L.K.E.R. games are highly renowned for their incredibly atmospheric setting and realistic gameplay, but be warned; they're not for the faint of heart - all three games are brutally Nintendo Hard, and are also known for being extremely creepy at times. Other than that, the games are also known for being hilariously buggy, almost to memetic levels.The first proper sequel, S.T.A.L.K.E.R. 2: Heart of Chornobyl, was announced at GamesCom 2010. However, in December 2011, it was announced that GSC had been forced into closure, though the team promised that the development would continue. The game was indefinitely put on hold in January 2012. In its stead, a majority of the development team broke off to create a Spiritual Successor, called Survivarium, but the rights to the franchise remain with GSC. Another outfit, West Games, which also claims to employ some of the original team, announced their own follow-up called STALKER Apocalypse, but questions surrounding its legitimacy quickly came up, including some calling it an obvious scam. GSC, meanwhile, has reopened. Not much is known about the game, other than that the X-Ray engine used by previous installments in the series has been replaced with Unreal Engine 4, since most of the devs who had experience working with X-Ray had moved either to Vostok Games or 4A Games after the collapse of GSC. After a long period of silence, S.T.A.L.K.E.R. 2 was finally announced as a temporary Xbox Series X|S exclusive in July 2020. Work on Heart of Chornobyl met a major hitch due to the mass scale invasion of Ukraine by Russia in early 2022, and was temporarily put on hold. In June 2022, GSC announced that they would resume development on the project by means of relocating their main development studio to Prague, Czechia. Currently, the game is set to be released in September 2024.Similar to Half-Life, a Fan Remake of Shadow of Chernobyl titled Lost Alpha has been released. Like Black Mesa, Lost Alpha is big enough in scope that it's a standalone game all on its own. It is available for free on ModDB here. See also Call of Chernobyl, a mod for Call of Pripyat that merges all of the games together into one large non-linear sandbox. It can be found here. Call of Chernobyl itself has gotten a re-release under the label ANOMALY. It is a complete, stand-alone version, unlike CoC which requires an install of Call of Pripyat to play, and it runs on an updated X-Ray Engine that has been brought into 64-bit for increased performance and stability. It can be found here, and it has quite a collection of mods itself. Due to licensing issues with the games, the original source code is freeware, so ANOMALY can be downloaded for free regardless of if you own any of the STALKER titles. As such, it can be a good, risk-free way of trying out the games, but bear in mind the plot is non-canon, and it is recommended you at least play Shadow of Chernobyl to understand the story.The three original games were ported to Xbox Series consoles in March 2024, under the collection, "Legends of the Zone".Not to be confused with the Maggie Q show of the same name.
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Hanlon's Razor
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Hanlon's Razor: Just before the end of Call of Pripyat, Strelok informs you that the helicopters from Operation Fairway crashed simply because they didn't know emissions changed the locations of anomalies, making their maps of anomalies inaccurate and causing the copters to crash into them. Essentially the entire main plot of the game was based on accidents stemming from bad information, not some conspiracy or attempt by any faction in the Zone.
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Dirty Coward
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Dirty Coward: Professor Semenov, who throws a hissy fit when he's asked to go get samples and refuses to go until Marked One comes along to change his mind. When a blowout knocks Marked One out, he argues with Sakharov over leaving him. Magpie, a rookie in Call of Pripyat, chickened out during a Chimera hunting expedition and ran off with the supplies of the team he was with. Gonta, one of the expedition's members, has sworn bloody vengeance over him, and finding the chickenshit is an actual quest line.
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Anyone Can Die
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There's also Petruha, who was a rookie doing scouting duty for Wolf in the Cordon in the first game. In Call of Pripyat, he's an experienced artifact hunter who's made his way to the center of the Zone and has taken a rookie under his wing. Although, unfortunately for Petruha, since he's sporting rather mediocre equipment (yet, it's much better than what he had in Shadow of Chernobyl), it's more than likely he'll die after you meet him. On the other hand, with a little bit of work you can trade him and his rookie buddy Awl some real equipment, resulting in two pretty badass fighters. The only thing you can't do is have them change outfits (applies to every NPC in all three games), unfortunately.
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Abnormal Ammo
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Abnormal Ammo: The Gauss Gun uses Flash artifact fragments in its batteries to provide the vast amount of power to fire it.
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Rasputinian Death
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Some mutants also can soak up a lot of damage before finally going down for good. The Pseudogiant, for example, while it was only fairly durable in Shadow of Chernobyl, takes ungodly amounts of punishment to take down in Clear Sky and Call of Pripyat, and can take two shots from an RPG-7 in the face, while at the same time whittling away your health faster than the blink of an eye. If you don't have an RPG-7 or Gauss Rifle with you, you better hope you have enough ammo and medkits if you're going to kill this thing, otherwise you'll have to run away, hopefully avoiding its stomp attack which has a damaging area of effect and which can briefly stun you. This makes the Pseudogiant a Boss in Mook Clothing, barring the SoC variant.
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Weaponized Landmark
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Weaponized Landmark: The Brain Scorcher is the Duga-1 radar, albeit much smaller (the real life Duga-1 has 25 antennas; the Brain Scorcher only 5). The devs used it as it was the source of several conspiracy theories that the radar was actually an emitter used for mind or weather control purposes, or that the Chernobyl Disaster happened to cover up the failure of said experiments.
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Crate Expectations
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Crate Expectations: Smashing open wooden crates sometimes gets you supplies, but it's a very minor source of supplies and hardly necessary to your progress (most supplies are found in footlockers or hidden stashes). They can however be a godsend if you spot one during a firefight and crack it open to find a bunch of medical supplies inside. Metal crates and suitcases typically found inside larger buildings and the underground usually contain better supplies. Annoyingly, stashes only contain loot if you previously discovered their existence on a dead stalker's PDA. If you didn't discover the stash before opening it, it will just be empty. On the other hand, most bodies do linger, so going back to areas you've been through already and interacting with the corpses can get random stashes refilled, allowing you to farm items in a way. Done away with entirely in Call of Pripyat, where crates and metal supply boxes no longer drop any items when smashed. To compensate, you get a decent amount of ammo and medical supplies from other stalkers each day as tribute for completing certain major quests. In addition, stashes can now be discovered by the player on their own, and anyone with a good eye for hiding spots will likely find a few on their first or second playthroughs. Some however, are so well-concealed that it is unlikely the player will ever find them without consulting an online walkthrough. Also, corpses carry a lot more equipment.
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Technically-Living Zombie
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Technically-Living Zombie: The zombie stalkers are not dead, they just got most of their higher brain functions fritzed out. They move like zombies, but still have enough brains to use and reload guns - but being as deficient as they are with their brains half-shut down, they're hideously inaccurate. They're not a huge threat due to their poor accuracy. They're still tough, but they go down easy enough if you hit them in the head. Oddly, they're smart enough to scavenge better weapons and more ammo off their zombified compatriots, but they're completely incapable of climbing ladders. They're also largely deaf and rather lacking in the eyesight department, to the point where you can get right up behind them simply by walking even whilst wearing the Exosuits, which are about as stealthy as a clown at a mime convention. Then you can Backstab them with the knife (or a shotgun) for tons of damage. This is mentioned during Uncle Yar's mission in Call of Pripyat, where Uncle Yar and you are strolling through a village infested with zombies, and he comments on how peaceful it is as you walk right past a shambling zombie.
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Early Game Hell
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Early Game Hell: In Shadow of Chernobyl especially, since unless you know where to look, all you'll have is a basic leather jacket and a Makarov to take on a fairly well-armed bandit camp on the mission to get the flash drive from Nimble, which is frustratingly hard unless you're very good at scoring headshots. Once a player gets their hands on a decent suit with Night-Vision Goggles and an automatic firearm, the game's difficulty drops dramatically. And then it goes up again when encountering better-armed enemies like the Military, the Mercs and Monolith or tougher mutants.
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Ancient Tradition
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Ancient Tradition: Clear Sky, a secret faction dedicated to studying and understanding the Zone. Conversely, the Monolith, a faction dedicated to protecting the center from everything and everyone that's not a Monolith member or zombie.
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Warp Whistle
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Warp Whistle: Both Clear Sky and Call of Pripyat have guides - stalkers that'll take you directly to specific areas, for a varying fee. They're more necessary in Call of Pripyat, however, considering that the guides in the mission hubs are the only way to get from one map to another.
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Mysterious Employer
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Mysterious Employer: Nobody knows exactly the entity for who the Mercs work, as their jobs range from "artifact hunting" to "wetwork". The Eastern versions of the games implies they're agents working for Western powers such as NATO or the European Union, as they speak Russian with heavy European accents.
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Dummied Out
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Dummied Out content for Clear Sky shows that .223 Pistol and Bozar LMG were supposed to be implemented at some point. Both are fan favorites in Fallout 2.
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It May Help You on Your Quest
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It May Help You on Your Quest: The Doctor's stash key.
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20 Bear Asses
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20 Bear Asses: The various "bring a monster part" optional side missions. Most provide shotgun ammunition, and the best way to do them is actually to get the various mutant bits (one of the two kinds of dog tail, Bloodsucker jaws, Flesh eyes, Boar feet, etcetera) and THEN take the mission. Of course, the "where the hell is the tail/eyes/jaw/feet/etc, I see them just fine" still applies, as it'll take you quite a while to start finding parts with regularity. Technically it's only one bear ass, since they only ask for one part at a time, but the principle's the same. Lampshaded and justified - most of the mission givers acknowledge it's inane, time consuming, and stupid, but they get tidy profits off of superstituous idiots/newbies, scientists wishing to study how mutants behave and perceive the world, and black market dealers who sell usable creature parts for money (supposedly, a whole line of illegal fur coats made of psuedodog tails are popular in Russia, and so on.)
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Brainwashed and Crazy
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Played straight with the Monolith faction, however. Monolith members are under psychic influence that strips them of their free will. In Call of Pripyat, the player character meets former Monolith stalkers, suffering from retrograde amnesia, who most probably 'awoke' after Strelok destroyed the C-Consciousness lab. They are pretty decent guys.
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Heal Thyself
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Heal Thyself: Comes in three flavors: medkits, which heal injuries, bandages, which stop bleeding, and food, which restores tiny bits of health per item eaten. Interestingly, the enemy is capable of doing this too as long as they have medkits.
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Order Versus Chaos
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Order Versus Chaos: Duty vs Freedom. Partially subverted in that neither faction is explicitly 'good' or 'bad', Freedom isn't so much chaos as, well, freedom, and there's nothing stopping the player from allying with both of them.
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Say My Name
 S.T.A.L.K.E.R. (Video Game) / int_1a3a91dd
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Say My Name: One of the cutscenes is of Strelok approaching the nuclear power plant... and him turning around when a voice screams "STRELOK!".
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World of Badass
 S.T.A.L.K.E.R. (Video Game) / int_1a74b900
comment
World of Badass: The Zone is basically the animate personification of natural selection; anyone who isn't cut out to survive there will die, usually very quickly and very horribly. As such, anyone who survives in the Zone for any length of time is going to be pretty hardcore. Stalkers are people who venture out into a chaotic reality-warping hellhole of an Eldritch Location, which is infested with dangerous mutants, deadly anomalies, instantly-fatal pockets of radiation, and heavily-armed hostile humans who want nothing more than to kill you and take everything of value you carry. They do this for a living. Getting into a massive firefight with a gang of bandits, running in terror from a pack of hideously mutated wild dogs, walking through a tear in the fabric of reality itself in order to unearth a mysterious glowing trinket, hiding in a grate to escape a head-exploding psionic storm, and running back to town with monsters hot on your heels are all in a day's work for the average stalker. And once they've sold the booty, patched up their wounds, and taken some time to rest, eat, and relax, they head back out and do it all over again.
 S.T.A.L.K.E.R. (Video Game) / int_1a74b900
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Multiple Endings
 S.T.A.L.K.E.R. (Video Game) / int_1aa08f77
comment
Multiple Endings: The wish you make upon the Wish Granter varies depending on your actions throughout the game. Hoard money, and you'll wish to be rich. Kill all Faction leaders, and you'll wish to rule the world. Be an extremely evil character, and you'll wish for mankind to be destroyed (controlled in the English translation). Be an extremely good character, and you'll wish for the Zone to disappear. Of course, all these endings are in fact Bad Endings, because the Wish Granter is actually an evil Monkey's Paw that uses whatever wish you make against you to destroy you. The true ending involves discovering the secret behind the Wish Granter and the very existence of the Zone itself, and either choosing to join the Big Bad and help them maintain the Zone, or choosing to defeat the Big Bad and bring an end to the Zone once and for all. Call of Pripyat has a Fallout style multi-part ending, telling the fate for each area and major character based on the player's actions throughout the game.
 S.T.A.L.K.E.R. (Video Game) / int_1aa08f77
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The Medic
 S.T.A.L.K.E.R. (Video Game) / int_1bf47ada
comment
The Medic: Camp Doctors who fix you up and sell medical supplies. One of them has a thing for blood, though.
 S.T.A.L.K.E.R. (Video Game) / int_1bf47ada
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 S.T.A.L.K.E.R. (Video Game) / int_1c84852f
type
Land Mine Goes "Click!"
 S.T.A.L.K.E.R. (Video Game) / int_1c84852f
comment
Landmine Goes Click: Used in Call of Pripyat. Getting to a crashed helicopter requires passing over a minefield, the mine locations can only be spotted by (marginally) darker spots on the ground and verified with bolt tosses. Ground goes click when a bolt hits? Don't walk there. Really, don't. Even in an Exoskeleton, you'll lose half your health on the easiest difficulty. In the default stalker suit, you'll die no matter how many upgrades you've put in. You get to see someone else on the end of this when you finally get to the helicopter...and then a stampede of boars, snorks, and fleshes come burning in, setting off most of the landmines and clearing a path out for you.
 S.T.A.L.K.E.R. (Video Game) / int_1c84852f
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Heavily Armored Mook
 S.T.A.L.K.E.R. (Video Game) / int_1d364dbd
comment
Heavily Armored Mook: Stalkers wearing exosuits are "walking dreadnoughts" capable of soaking 2 to 3 full mags worth of assault rifle fire before going down (compared to just a handful of shots to kill a basic Bandit and about half a mag or so to defeat most medium armor). Spetznaz Elite Mooks are no slouch either, capable of soaking more than a full mag of assault rifle fire before dropping. Military Stalkers fall between Spetznaz and Exosuit wearers. All 3 opponents are best dealt with using headshots from an accurate rifle. Clear Sky and Call of Pripyat have Monolith Elite Mooks wearing exosuit armor without the exoskeleton component. It's not as tough as full exosuit armor, being slightly weaker than Military Stalker armor in terms of durability, but it beats out any other armor in the games and Monolith are able to field it in much larger numbers compared to the rare full exosuits.
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 S.T.A.L.K.E.R. (Video Game) / int_1dad7003
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In the Hood
 S.T.A.L.K.E.R. (Video Game) / int_1dad7003
comment
In the Hood: The less advanced suits that stalkers outside of the military and Ecologist faction have typically has them wearing a hood (alongside a ski mask, a gas mask or a neck gaiter for NPCs) in their outfits. Bandits are always depicted wearing hoods in their outfits, either from a hoodie underneath a leather jacket or a hooded coat, as a consequence of their shady nature and to look cool.
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type
See the Invisible
 S.T.A.L.K.E.R. (Video Game) / int_1fdc1aa
comment
See the Invisible: You've got trouble with bloodsuckers? Run into water and watch their trails appear on the surface. There's also the crosshair which turns red if you're looking at an enemy, invisible or not.
 S.T.A.L.K.E.R. (Video Game) / int_1fdc1aa
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type
Punch-Clock Villain
 S.T.A.L.K.E.R. (Video Game) / int_20860a0e
comment
Punch-Clock Villain: Borov, a Bandit leader you have to kill in Shadow of Chernobyl, reveals in his journal that he really hates leading around a bunch of evil bastards who'd stab each other for fun and profit and will eventually get him killed, either by them, or by someone pissed off at the bandits enough. Guess what happens... Major Khaletskiy from Clear Sky also qualifies. A high-ranking official from the Military who got captured by Loners for selling them out to the Bandits as well as stealing an important case that was on its way to the trader Sidorovich and is sitting in his cell; dialogues with him reveal that he is just another drone in the Ukrainian military machine who does what his superiors told him to do and the government couldn't care less about their measly payroll for their services in the Zone. This callousness left him bitter and moping about wanting a better cut of the action and he decided to turn to bribery and clandestine activity to relieve himself (as well as his fellow grunts) of the boredom of their routine chores. Pretty much all of the military you'll face in the series (except Call of Pripyat, where you play as one.) counts as this: They will shoot stalkers on sight, but really, they're basically just doing their jobs.
 S.T.A.L.K.E.R. (Video Game) / int_20860a0e
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 S.T.A.L.K.E.R. (Video Game) / int_20e20e99
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Not the Intended Use
 S.T.A.L.K.E.R. (Video Game) / int_20e20e99
comment
Not the Intended Use: Mutants have a limited MGS-style area they can move in. You can actually shoot from outside this area. This makes killing even the most dangerous mutants like the Chimera and Burer a sniper's cakewalk. However, if you don't manage to kill them, one hit will cause them to run away from whoever is shooting at them until either they encounter another opponent or go back to loafing off when no one else is around attacking them. The knife is the weapon of choice for a stealthy player, but not because it's capable of silent kills, not really. Its main attractive point is that it makes zero noise when drawn or holstered. Upon loading a save, thanks to an irritating bug, the player character will pull out either the gun (or the binoculars if you had it or the equally silent bolts) last drawn or holstered, and that makes enough noise to alert enemy stalkers. This doesn't happen if you save with your knife drawn.
 S.T.A.L.K.E.R. (Video Game) / int_20e20e99
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 S.T.A.L.K.E.R. (Video Game) / int_2139c878
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Church Militant
 S.T.A.L.K.E.R. (Video Game) / int_2139c878
comment
Church Militant/Cargo Cult : The Monolith faction, who worship the Wish Granter and by extension the Zone itself, and are viewed as dangerous psychotic fanatics by everyone else. Call of Pripyat expands on this, introducing elite members called Preachers, who wield gauss rifles and give sermons before and during battles. It helps they're all Brainwashed and Crazy.
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type
Crapsack World
 S.T.A.L.K.E.R. (Video Game) / int_21d70919
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Crapsack World: You bet. At least within the Zone itself. Outside the Zone the world is just fine as best as can be told.
 S.T.A.L.K.E.R. (Video Game) / int_21d70919
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I'm a Humanitarian
 S.T.A.L.K.E.R. (Video Game) / int_22071825
comment
I'm a Humanitarian: in Shadow of Chernobyl, A Freedom stalker in the Army Warehouses will hint at the Marked One that they have resorted to eating dead stalkers and ignorant travelers due to a food shortage and will then proceed to invite him for dinner. He gets a little frustrated after the Marked One tells him he's not that appetizing. Besides this one-off bit of dialogue, no other evidence has confirmed or denied Freedom members practicing cannibalism.
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 S.T.A.L.K.E.R. (Video Game) / int_222dc873
type
Black Comedy
 S.T.A.L.K.E.R. (Video Game) / int_222dc873
comment
Black Comedy: In-universe example. Stalkers who are not busy exploring the Zone often tell a lot of macabre jokes to each other based on their expeditions. Ties in with Kafka Komedy as well since some of the jokes they tell to other stalkers involves misfortune in the Zone.
 S.T.A.L.K.E.R. (Video Game) / int_222dc873
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type
Good Bad Bugs
 S.T.A.L.K.E.R. (Video Game) / int_24c46ba2
comment
Getting 4 or more flame or electricity battery artifacts and jumping into a fire/electrical surge will restore your health and repair your armor.
 S.T.A.L.K.E.R. (Video Game) / int_24c46ba2
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Thriving Ghost Town
 S.T.A.L.K.E.R. (Video Game) / int_253f0265
comment
Thriving Ghost Town: The largest settlement to appear in the series thus far has a permanent population of less than two dozen, although depending on how many traveling stalkers are passing through at the time that number can swell to as much as fifty.
 S.T.A.L.K.E.R. (Video Game) / int_253f0265
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 S.T.A.L.K.E.R. (Video Game) / int_25afd4a3
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Good Guns, Bad Guns
 S.T.A.L.K.E.R. (Video Game) / int_25afd4a3
comment
Good Guns, Bad Guns: The game heavily features both NATO and Warsaw Pact firearms, and certain factions favor firearms from a specific side, although none of these factions are explicitly "good" or "evil". NATO weapons are used heavily by Freedom and the Mercs, while Warsaw Pact weapons are used heavily by Duty and the Military. Loners use whatever they can find, and Monolith has access to the best weapons from both sides. This could be justified. Bandits and Loners have limited resources so cheap and reliable weapons like break-open shotguns and AKs are the order of the day. Freedom relies on guerilla attacks so the more accurate and powerful NATO guns are better for them, while Duty probably have a preference for Warsaw Pact weapons due to being mostly former Ukrainian army soldiers. As of Call of Pripyat NATO guns are somewhat more accurate, pack more power per hit and tend to come with a wider range of accessories while Warsaw Pact weapons are more durable, less prone to jamming and easier to find ammo for.
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 S.T.A.L.K.E.R. (Video Game) / int_26ac510e
type
Mythology Gag
 S.T.A.L.K.E.R. (Video Game) / int_26ac510e
comment
Last but not least, the Wish Granter at the heart of the Zone is a borderline Mythology Gag of the wish-granting artifact from Roadside Picnic.
 S.T.A.L.K.E.R. (Video Game) / int_26ac510e
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Ascended Glitch
 S.T.A.L.K.E.R. (Video Game) / int_26ba32a3
comment
Annoyingly, in vanilla Shadow of Chernobyl, nobody knows how to repair anythingnote all you have is an exploit that allows you to use artifacts to become immune to a certain kind of damage, which then both heals you and repairs your current armour when you receive that particular damage. This exploit proved so popular that it was actually deliberately left unfixed, and is in fact commonly considered to be a valid tactic by the community (what with there being no other way to repair armor in the vanilla first game); but with guns, no luck, so you have to throw your rifle away and get a new one after using it for firing a few dozen magazines.
 S.T.A.L.K.E.R. (Video Game) / int_26ba32a3
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 S.T.A.L.K.E.R. (Video Game) / int_2745f935
type
Gas Mask Mooks
 S.T.A.L.K.E.R. (Video Game) / int_2745f935
comment
Gas Mask Mooks: Most of the mid-to-high rank characters wear gas masks, although it's justified due to the many environmental hazards present in the Zone. Monolith members usually wear gas masks. And, of course, we have snorks, who are zombie versions of this: they're the zombified remains of the soldiers who were caught in the first blowout, and keep their gas masks on - just lifted so that they can bite pieces of you off.
 S.T.A.L.K.E.R. (Video Game) / int_2745f935
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 S.T.A.L.K.E.R. (Video Game) / int_274aca0c
type
One-Time Dungeon
 S.T.A.L.K.E.R. (Video Game) / int_274aca0c
comment
One-Time Dungeon: In Call of Pripyat, the Pripyat Underground becomes inaccessible once you (and your four-man party, if you manage to have any of them survive the grueling trip) have reached Pripyat itself. After completing the hospital ambush in the map, you can talk to the guide to have you travel back to the train station. Once there, you can ask the mechanic about trying to go back to the Underground, to which he will say that once the elevator was activated while you and your buddies were on it, the power to that particular shaft went out for good as soon as it reached the bottom. However, there is nothing of particular importance in the Underground to think of aside from a couple of artifacts that you likely had picked up in some empty containers next to the control room that led to the unlocking of the door in the middle section of the Underground, so it isn't worth a bother to stress on.
 S.T.A.L.K.E.R. (Video Game) / int_274aca0c
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 S.T.A.L.K.E.R. (Video Game) / int_276ad49e
type
Karma Meter
 S.T.A.L.K.E.R. (Video Game) / int_276ad49e
comment
Karma Meter: The game tracks your reputation based on your actions. You get a positive reputation for completing quests or killing mutants, bandits, or members of the Always Chaotic Evil factions. You get a negative reputation for killing members of the neutral Stalker factions. However, the Karma Meter is severely bugged, so that once you reputation gets too high, it circles all the way back to the absolute lowest negative number. Fridge Brilliance: Perhaps it's because nobody actually believes you can be that good.
 S.T.A.L.K.E.R. (Video Game) / int_276ad49e
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 S.T.A.L.K.E.R. (Video Game) / int_27a42ebc
type
Spiritual Successor
 S.T.A.L.K.E.R. (Video Game) / int_27a42ebc
comment
Spiritual Successor: Metro 2033 and Metro: Last Light are considered by many to be the successors to this franchise. They are very similar in theme; the major difference in setting being Metro taking place mostly in the underground Metro in Moscow, and for the gameplay, that Metro is a traditionally linear FPS as opposed to the sandbox style of the S.T.A.L.K.E.R. series. It helps that both games were developed by people who left during or after Shadow of Chernobyl's development. There is a multiplayer successor to the series by a good chunk of GSC survivors, called Survivarium. Chernobylite, by TheFarm51 (makers of Necro Vision and Painkiller HD), is a single player game which wears its heavy S.T.A.L.K.E.R. influence on its sleeve, though with somewhat more Environmental Narrative Game elements.
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 S.T.A.L.K.E.R. (Video Game) / int_2854b56d
type
Uncertain Doom
 S.T.A.L.K.E.R. (Video Game) / int_2854b56d
comment
Uncertain Doom: Scar becomes an example of this at the end of Clear Sky. Considering he was right next to a deadly emission when it went out, it's not hard for one to come to the conclusion he met a dark fate, by either dying, becoming a zombie or becoming one of Monolith's soldiers.
 S.T.A.L.K.E.R. (Video Game) / int_2854b56d
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 S.T.A.L.K.E.R. (Video Game) / int_294df577
type
Dark World
 S.T.A.L.K.E.R. (Video Game) / int_294df577
comment
Dark World: What the Zone of the games is, especially when compared to the Real Life Chernobyl Exclusion Zone. Essentially, the Zone is one giant safari of artifacts, deadly anomalies, dangerous mutants, and several inhospitable humans for a would-be glory hunter.
 S.T.A.L.K.E.R. (Video Game) / int_294df577
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S.T.A.L.K.E.R. (Video Game) / int_294df577
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type
Bilingual Bonus
 S.T.A.L.K.E.R. (Video Game) / int_294ed981
comment
Bilingual Bonus: In Shadow of Chernobyl, all of the game's non-story dialogue (including combat dialogue) is in Russian. Clear Sky has much of the relevant dialogue in English (enemies shouting out combat commands, stating that they're about to toss a grenade and so forth), but there's still a large amount of ambient Russian dialogue. This evolves to multilingual bonus with a non-English version of the game. In the same city, one can hear Russian-speaking stalkers passing by, some others talking to you in English, while important Non Player Characters just have French dialogs. There is even some 'blatnoy jazyk' (Russian criminal cant) while listening to some bandits. The name "Strelok" is both Russian and Ukrainian for "Gunslinger]]/Shooter". Although trope-wise this is ironically subverted with the former since there are no instances of The Gunslinger come into play in the games. One of the NPC stock surnames is "Ironstone", which, when translated verbatim to German, means "Eisenstein", a reference to seminal Russian director Sergey M. Eisenstein.
 S.T.A.L.K.E.R. (Video Game) / int_294ed981
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-0.3
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 S.T.A.L.K.E.R. (Video Game)
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S.T.A.L.K.E.R. (Video Game) / int_294ed981
 S.T.A.L.K.E.R. (Video Game) / int_2973d31b
type
Modular Epilogue
 S.T.A.L.K.E.R. (Video Game) / int_2973d31b
comment
Modular Epilogue: In Call of Pripyat, you have slides based on what side missions you completed and how you completed them, as well as slides for the main story.
 S.T.A.L.K.E.R. (Video Game) / int_2973d31b
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 S.T.A.L.K.E.R. (Video Game) / int_2a4c561
type
Informed Equipment
 S.T.A.L.K.E.R. (Video Game) / int_2a4c561
comment
Informed Equipment: For some odd reason, player characters ALWAYS wear fingerless gloves in the first person, regardless of armor equipped. This becomes quite noticeable because armor you pick up later in game shows you in third person that you're wearing a full-body radiation suit or gloves that aren't fingerless. Fixed in Clear Sky (mostly) as the gloves/sleeves you see are dependent on the body armor you're wearing, and the fix was completed in Call of Pripyat.
 S.T.A.L.K.E.R. (Video Game) / int_2a4c561
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_2a4c561
 S.T.A.L.K.E.R. (Video Game) / int_2b706ca
type
More Dakka
 S.T.A.L.K.E.R. (Video Game) / int_2b706ca
comment
Patches seem to have made the Call of Pripyat version more practical. You still can't run with it and it's still inaccurate, damned heavy, and expensive to use, but you can get a (heavier but allowing for even More Dakka) version for free from Zulu in Pripyat. Ammo can be bought from the trader at Yanov if one gets the Friend of Duty achievement (though there are other ways of getting it and thus preventing making one an enemy to both Duty and Freedom), and aside from maybe a sniper rifle to pick off enemies at a distance or a shotgun for varmint duty the PKM will carry you through the endgame, because nothing that can be killed survives an entire belt.
 S.T.A.L.K.E.R. (Video Game) / int_2b706ca
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_2b706ca
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type
Misbegotten Multiplayer Mode
 S.T.A.L.K.E.R. (Video Game) / int_2b9272d7
comment
Misbegotten Multiplayer Mode: There's nothing particularly wrong with the multiplayer, but it plays significantly different from the singleplayer game; rather than an open-world game, it's confined to small maps with old-school gamemodes (free for all, team deathmatch, and capture the flag). Combined with the game requiring nine ports to be forwarded to play and a dearth of American servers note  There are plenty of Russian and other Eastern European servers, but good luck playing with 250+ ping made many US players consider it to be an effectively "singleplayer" game. The Spiritual Successor - Survarium - on the other hand is exclusively multiplayer.
 S.T.A.L.K.E.R. (Video Game) / int_2b9272d7
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_2b9272d7
 S.T.A.L.K.E.R. (Video Game) / int_2bdae2ae
type
Awesome, but Impractical
 S.T.A.L.K.E.R. (Video Game) / int_2bdae2ae
comment
Awesome, but Impractical: Most of the artillery a player encounters is necessarily left right where it's found: The Chernobyl periphery is a big place, and though it's possible to take on an extra ten kilograms of equipment, it will diminish your capacity to travel at any rate faster than a hobble, and that way lies madness. The best armor in the game supports its own weight and lets you carry an extra five kilograms above even that, but it also prevents you from sprinting, so one may be left wondering why he bothered in the first place. In Shadow of Chernobyl, there comes a time in the story where the player's quest becomes a linear and steady approach towards its conclusion, with a minimum of backtracking and plenty of formidable enemies in the way. It's not difficult to anticipate this section of the game, even on a first-time playthrough, so before embarking, a player may calculate that sprinting will be a negligible asset. If you make that decision, you're destined to be a tank: The Exoskeleton will give you another twenty kilos to fill with explosives, and since you won't be running anyway, it's literally no problem to overload yourself with an additional ten kilos of sniper equipment. It's a good way to keep the admittedly weak endgame feeling fresh with a little bit of destructive variety. The rocket launcher comes with a severe deficiency of ammo and a weight that could singlehandedly push you from comfortable to immobile. It is, however, extremely useful for taking out the squad of mercenaries that attacks the rookie village - a single well-placed rocket will kill all six of them, which is good because that one rocket is pretty much all you're guaranteed. In Clear Sky, you can upgrade the exoskeleton to make yourself nearly bulletproof, and the extra weight capacity makes it practical to use a light machine gun, turning you into a walking tank. This is a tremendous investment though, and requires you to play nice with Duty. In Call of Pripyat, one of the final upgrade tiers for the exoskeleton removes the inability to sprint, making it essentially the best armor of the game. In the same game, it's possible to buy large quantities of grenades and rockets after completing the right sidequestsnote although you need to have a certain amount of money in your inventory before traders will start stocking them, which makes them a lot more useful. First-generation night vision sounds useful, but all it really does is apply a green filter over everything - in some cases making it harder to see in the dark. Second-generation night vision averts this by applying a lot more contrast to the picture. There is no reason anyone should need to use a Desert Eagle in the Zone, given how impractical it is compared to the other .45 pistols. This doesn't stop anyone. (At least the Big Ben has the excuse of shooting much, much bigger bullets.) The RG-6 Grenade Launcher. It's a weapon powerful enough to take on most any enemy in the Zone, as it can shoot six grenades in quick succession. But there are several drawbacks: 1) very slow reloading, 2) the grenades have a rather steep arc, which forces you to aim carefully, 3) the splash damage can induce collateral damage, 4) rare and expensive ammunition, and 5) the weapon itself is extremely rare and expensive to maintain. You're probably better off using your under-barrel grenade launcher instead, if you can find it. Or better yet, the OTs-14 Groza's or FN F2000's integrated under-barrel grenade launchers. Or... Underbarrel grenade launchers shows, that grenades actually aren't so powerful without the ability to fire away few at once, and very short range makes UBGLs nearly useless in many situations. Most of the higher-level NATO weapons are highly accurate, fast-firing, and hit like a bus. However, they're also damned heavy, fragile, and incredibly expensive unless you know where to look. Most of the available sniper rifles. They're extremely powerful, but with the exception of the Vintar BC, most of them are too heavy to be practical, difficult to use at close range, and you can't sprint with them out. The ammo is expensive and hard to find in the first two games, and it's rare that you have a clear shot at a distance that an assault rifle with a scope couldn't do just as well.
 S.T.A.L.K.E.R. (Video Game) / int_2bdae2ae
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S.T.A.L.K.E.R. (Video Game) / int_2bdae2ae
 S.T.A.L.K.E.R. (Video Game) / int_2cb9b1a9
type
Cool, but Inefficient
 S.T.A.L.K.E.R. (Video Game) / int_2cb9b1a9
comment
Cool, but Inefficient: Leather trenchcoats severely lack the protection needed for life in the Zone. Bandits use them just because they're cool.
 S.T.A.L.K.E.R. (Video Game) / int_2cb9b1a9
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_2cb9b1a9
 S.T.A.L.K.E.R. (Video Game) / int_2dc3e97c
type
Ghost Town
 S.T.A.L.K.E.R. (Video Game) / int_2dc3e97c
comment
Ghost Town: Pripyat, naturally. Also Limansk-13 after Clear Sky destroys the Bandit-Monolith alliance occupying it.
 S.T.A.L.K.E.R. (Video Game) / int_2dc3e97c
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1.0
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 S.T.A.L.K.E.R. (Video Game) / int_2ddddebf
type
Hostile Weather
 S.T.A.L.K.E.R. (Video Game) / int_2ddddebf
comment
The unmistakable spine-chilling, droning noise right before an Emission begins...
 S.T.A.L.K.E.R. (Video Game) / int_2ddddebf
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1.0
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type
Grenade Launcher
 S.T.A.L.K.E.R. (Video Game) / int_2e5ada89
comment
The RG-6 in Call of Pripyat. It's the third most powerful weapon in the game and lacks the accuracy of the Gauss rifle or the splash damage of the RPG-7, but you can buy it from traders relatively early in the game and ammunition is a lot more common. Besides, with 6 grenades loaded it doesn't really matter if something survives the first one. On the other hand, it takes about an entire year to reload from empty, grenades can be tricky to come by in significant numbers before hitting Pripyat and getting good rep with the Stalkers in Zaton/Duty in Jupiter... and of course, like the RPG-7, it cannot be upgraded at all and is still quite heavy.
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_2e5ada89
 S.T.A.L.K.E.R. (Video Game) / int_2f253c94
type
Glass Cannon
 S.T.A.L.K.E.R. (Video Game) / int_2f253c94
comment
Glass Cannon: Mercs wear light armor and are only slightly more durable than veteran Bandits, however they're equipped with good quality NATO assault rifles and can perforate you pretty quickly unless you have heavy armor equipped.
 S.T.A.L.K.E.R. (Video Game) / int_2f253c94
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_2f253c94
 S.T.A.L.K.E.R. (Video Game) / int_2f329e3c
type
Tomato in the Mirror
 S.T.A.L.K.E.R. (Video Game) / int_2f329e3c
comment
Tomato in the Mirror: YOU are Strelok... which is OK, because Strelok is actually the good guy.
 S.T.A.L.K.E.R. (Video Game) / int_2f329e3c
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1.0
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 S.T.A.L.K.E.R. (Video Game) / int_317629db
type
Embarrassing Nickname
 S.T.A.L.K.E.R. (Video Game) / int_317629db
comment
Embarrassing Nickname: The games will sometimes dish out nicknames such as "Neudachnik" (unlucky guy), "Petukh" (Literally "rooster" but among criminals "prison sex slave") or "Pokoinik" (dead man). Or use regular English nouns like "Butt" (seriously), "Turd", "Simpleton", "Scab", "Crybaby", "Long John" (a euphemism for Gag Penis), etc. One of the mercenary Non Player Characters you will eventually come across in Call of Pripyat is called Corpse. It later serves as an ironic foreshadowing of what will eventually become of him during a later quest in the game.
 S.T.A.L.K.E.R. (Video Game) / int_317629db
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1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_317629db
 S.T.A.L.K.E.R. (Video Game) / int_319e101e
type
Amplifier Artifact
 S.T.A.L.K.E.R. (Video Game) / int_319e101e
comment
Amplifier Artifact / Upgrade Artifact: Both played straight and subverted. Various artifacts provide a boost to your resistance to the various hazards of the Zone, whether it be electricity, fire, acid, or what have you. The drawback here is that most of these same artifacts are filled with radiation and can kill you if you don't have countermeasures, so it can be a double-edged sword if you're out trekking in the more dangerous areas of the Zone. On the other hand, there are artifacts that help protect you from radiation so that you won't be in danger of radiation poisoning from either the environment of the Zone or those other artifacts that you're carrying. In Shadow of Chernobyl, the trade-offs are even more complicated, such as radiation dispersers reducing your Sprint Meter or making you more prone to bleeding if you get shot or slashed at, and regenerative ones wreaking havoc with your damage resistances. The rare ones with no drawbacks are pretty damn rare, generally don't do a good enough job to bother with even when equipped in bulk, and even if you don't mind those factors that much, they're still rather heavy at half a kilogram each.
 S.T.A.L.K.E.R. (Video Game) / int_319e101e
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-0.3
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S.T.A.L.K.E.R. (Video Game) / int_319e101e
 S.T.A.L.K.E.R. (Video Game) / int_31a2a33c
type
Stuff Blowing Up
 S.T.A.L.K.E.R. (Video Game) / int_31a2a33c
comment
A crafty player can start this in Call of Pripyat. With the right artifacts and a fully upgraded Exoskeleton, you can be carrying: an RPG launcher; a drum-fed grenade launcher; a unique assault rifle with a silencer, a scope, and an under-barrel grenade launcher; a drum-fed automatic shotgun; a unique, silenced sniper rifle that could one-shot enemies; a specialized plot-important sniper rifle; a light machine gun; a pistol modified for automatic fire; and hand grenades.
 S.T.A.L.K.E.R. (Video Game) / int_31a2a33c
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_31a2a33c
 S.T.A.L.K.E.R. (Video Game) / int_31f7c194
type
Super Window Jump
 S.T.A.L.K.E.R. (Video Game) / int_31f7c194
comment
Super Window Jump: Sure, there's no glass, but after raiding the military encampment at the Agroprom in Shadow of Chernobyl you're probably low on ammo, medkits, and patience, and making a hasty exit jumping out the third-story window and leaving through the nearby gap in the fence rather than fighting your way down through any military guys that are left is a perfectly viable method of leaving, especially with as weird as the fall damage detection system is.
 S.T.A.L.K.E.R. (Video Game) / int_31f7c194
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_31f7c194
 S.T.A.L.K.E.R. (Video Game) / int_322d19f4
type
Abandoned Warehouse
 S.T.A.L.K.E.R. (Video Game) / int_322d19f4
comment
Abandoned Warehouse: More often than not serving as bases for various factions.
 S.T.A.L.K.E.R. (Video Game) / int_322d19f4
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1.0
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 S.T.A.L.K.E.R. (Video Game) / int_327b5216
type
Black Market
 S.T.A.L.K.E.R. (Video Game) / int_327b5216
comment
Black Market: The Zone has a few traders specializing in the sale and transportation of artifacts and illicit goods to generate profit. The Ukrainian Military frowns upon these activities, yet ironically, a few of their superiors have been known to be involved in the trade thanks to their willingness to accept bribes from other people, and, in accordance to one particular superior in Clear Sky, also because of the crappy payroll the Military makes in the Zone thanks to the country's shifty, uncaring government. You know all those weapons and hardware that normally can't be found and/or aren't native to the countries of Ukraine and Belarus? It's all thanks to these people; the economy in the Zone is thriving like a successful, if shaky, small city.
 S.T.A.L.K.E.R. (Video Game) / int_327b5216
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_327b5216
 S.T.A.L.K.E.R. (Video Game) / int_334e48a1
type
After the End
 S.T.A.L.K.E.R. (Video Game) / int_334e48a1
comment
After the End: Played with as a localized version. The post-apocalyptic nature of the game world is restricted to the Zone itself, with life on the outside world proceeding better than normal: It's implied that artifacts taken from the zone, while rare, are being used to advance science and medicine - and attempts to militarize them (such as gauss gun usage) are roadblocked constantly due to ammunition rarity and expense. However, inside the Zone, the trope is played to the hilt.
 S.T.A.L.K.E.R. (Video Game) / int_334e48a1
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1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_334e48a1
 S.T.A.L.K.E.R. (Video Game) / int_33b4e7f
type
Helmets Are Hardly Heroic
 S.T.A.L.K.E.R. (Video Game) / int_33b4e7f
comment
Helmets Are Hardly Heroic: Averted in Shadow of Chernobyl and Clear Sky, where Marked One and Scar wear whatever headgear comes with their current armor. Played straight in Call of Pripyat, where Major Degtyarev can equip helmets but is never actually seen wearing them during cutscenes, even when he's about to descend into a tunnel system filled with toxic gas (a quest where a big deal was made about actually finding a suit with a helmet that could allow you to survive in that gas). Major characters in Call of Pripyat also don't usually wear helmets with their armor, but (other than Degtyarev) they had the common sense to put some on during the "deadly gas tunnels" sequence.
 S.T.A.L.K.E.R. (Video Game) / int_33b4e7f
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-1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_33b4e7f
 S.T.A.L.K.E.R. (Video Game) / int_33ca811a
type
Game-Breaking Bug
 S.T.A.L.K.E.R. (Video Game) / int_33ca811a
comment
Game-Breaking Bug: Enemy-thrown grenades in Clear Sky will quite literally home in on the player, actually changing direction in mid-air to ensure that they always land at the player's feet. Also, Clear Sky applies the same firing randomisation rule to shots by the player that they do to shots from the enemy. That is, you have to actually hit your target, then the game essentially rolls a dice to check if you hit your target. The infamous "permanent radiation sickness" in Shadow of Chernobyl: in places like the Garbage or Army Warehouses if one ventures too far up the hills or tries to leave the general "playing area" the radiation counter almost instantly jumps to eleven in order to provide "incentive" for the player to turn back. Now, there are a couple of places in the Zone where the engine detects you as being out of the intended playing area, even though you are not, and afflicts you with the aforementioned permanently increasing rad-sickness that never goes away. If you save the game after getting it you're pretty much screwed. The only known solution is to reload an earlier save. Take note, people who save each game on top of the last one. Also - be extremely paranoid about this when venturing into the train tunnel at the Garbage.
 S.T.A.L.K.E.R. (Video Game) / int_33ca811a
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1.0
 S.T.A.L.K.E.R. (Video Game) / int_33ca811a
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_33ca811a
 S.T.A.L.K.E.R. (Video Game) / int_3407c500
type
The World Is Not Ready
 S.T.A.L.K.E.R. (Video Game) / int_3407c500
comment
The World Is Not Ready: C-Consciousness's reason for hiding the true origin and nature of the Zone.
 S.T.A.L.K.E.R. (Video Game) / int_3407c500
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1.0
 S.T.A.L.K.E.R. (Video Game) / int_3407c500
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_3407c500
 S.T.A.L.K.E.R. (Video Game) / int_345cf4e1
type
No Hero Discount
 S.T.A.L.K.E.R. (Video Game) / int_345cf4e1
comment
No Hero Discount: Mostly averted, as doing quests for factions causes respective traders to give you better prices (for gear bought and sold). Additionally, in Call of Pripyat, a fellow military technician (you play an undercover government agent) repairs your gear for free. If you elect to stay in the Zone after the evacuation, this technician is replaced by Uncle Yar, who performs the same service. Also reversed... or something. Sidorovich pays you less for loot compared to Barkeep or Sakharov, mostly because he sells to newbies at lower prices and deals mostly in smuggling non-combat things out of the Zone.
 S.T.A.L.K.E.R. (Video Game) / int_345cf4e1
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-1.0
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1.0
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Don't Go in the Woods
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Don't Go in the Woods: The Red Forest, named after the red coloration the trees took after the disaster, is one of the most dangerous places of the Zone, where even Duty and Freedom dread to go in anything less than platoon-strength groups and the only inhabitant is Forester. The mutant population (mostly large packs of Snorks and dogs, with a lone Pseudogiant near the local anomaly field) is thriving and there's radiation hotspots all over the place in Clear Sky. Monolith controls the area and set up several patrols and outposts, while assaulting on a regular basis the barricade Freedom set up to cordon off the area in Shadow of Chernobyl. On top of that, it's right into the range of the Brain Scorcher. It's also where it's control bunker's entrance is hidden.
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Rule of Cool
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There is no reason anyone should need to use a Desert Eagle in the Zone, given how impractical it is compared to the other .45 pistols. This doesn't stop anyone. (At least the Big Ben has the excuse of shooting much, much bigger bullets.)
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Abandoned Laboratory
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Abandoned Laboratory: A good number of them, in all games.
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Magnetic Weapons
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comment
Magnetic Weapons: The Gauss Rifle.
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Boring, but Practical
 S.T.A.L.K.E.R. (Video Game) / int_39b8d3d6
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Boring, but Practical: One of the main tools for detecting anomalies is a simple bolt, which can be tossed into suspicious-looking areas to trigger any anomalies present. This is also a major Shout-Out/Mythology Gag toward the original book and Tarkovsky's movie adaptation, where screws and bolts served the same "test-probe" function. In the first two games, loadout is limited to a single "long arm" and a single pistol. So naturally in the former slot assault rifles are dominant, with their large magazines, high rate of fire and fair-to-good performance over all ranges. Call of Pripyat lifts the restriction to allow two slots for any weapon to be taken, but assault rifle/pistol or assault rifle/shotgun are still the most common choices. A fully-upgraded AK-74 and a pump shotgun can be picked up within the first hour of play and can see you through to the very end of the game. Don't forget most of the early-mid game weapons, like the MP5, AK-74, AN-94, Walther P99, Browning HiPower, Colt 1911, and TOZ-34. None of them are flashy in any way, but all use common ammo types and perform well enough to get the job done. The second pistol you can find is a Makarov with a permanently attached Hollywood Silencer and (while seriously underpowered) is good for starting ambushes until you can find a silencer and a higher-powered weapon to attach it to. Just about all the Warsaw Pact weapons, like the Makarov or AKS-74U. The vast majority of the firepower you come across will be Russian-made (as is only logical since you're near Chernobyl) and while they aren't very accurate, they also are very sturdy and cheap, and their late-game cousins like the Storm or the AS VAL hit like freight trains. They're also common, so if yours starts breaking down and jamming (as long as that takes to set in) you can pick up others easily. In Clear Sky and Call of Pripyat, the Jellyfish artifact. It's common, not very noteworthy and doesn't sell by much, but other than its weight it has no downsides to carry and equip, helps you save money on anti-radiation items, and can allow you to visit more places where radiation would be a concern.
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Ragnarök Proofing
 S.T.A.L.K.E.R. (Video Game) / int_3bce9346
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Ragnarök Proofing: Almost completely averted. Buildings, vehicles, secret underground laboratories, and pretty much everything else in the Zone has deteriorated exactly as much as you would expect something that's been abandoned for two decades to have deteriorated. Paint is peeling or gone altogether, wood is beginning to rot, glass has mostly shattered, moss is growing, rust is spreading, and pretty much every vehicle is completely beyond all hope of repair. However, the underground tunnels beneath the Agroprom Research Institute still somehow have enough emergency power left to keep a few lights on even though the Institute has been abandoned for at least six months. (Though, considering it was first a base of Duty and then taken over by military, it`s entirely possible they maintained the wiring and power for their own needs.)
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Visible Invisibility
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Visible Invisibility: Poltergeists and Bloodsuckers fit the "Predator" version. Poltergeists appear as a distortion with embers or electric arcs around it, Bloodsuckers have Glowing Eyes and become slightly opaque when charging at you.
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Rogue Protagonist
 S.T.A.L.K.E.R. (Video Game) / int_3c75b649
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Rogue Protagonist: The final boss of Clear Sky is the player character of Shadow of Chernobyl.
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Powered Armor
 S.T.A.L.K.E.R. (Video Game) / int_3d59c9a0
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Played straight in the penultimate round of the Arena in Shadow of Chernobyl, in which you fight a Master Stalker in full Powered Armor armed with the 11th-Hour Superpower assault rifle... while you're armed with only a knife and no armor of your own. It's not as hopeless a fight as you might think, though, since the alt-fire of the knife in Shadow of Chernobyl is a one-hit kill and you have four F1 grenades (much more powerful and with a wider radius than regular ones).
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Took a Level in Kindness
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Took a Level in Kindness: Mitay in Clear Sky was a member of Duty who served as their trader and had a reputation for being a Jerkass to anyone he comes across, even to his fellow Duty members. In Call of Pripyat, he officially left the faction because of his tactlessness and became a regular loner who eventually got captured by bandits during a trek. If you manage to rescue him from his captors, he becomes far more civil to you than he was in Clear Sky, speculating that his jadedness caught up to him and decided he wanted to change for the better.
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Deus ex Machina
 S.T.A.L.K.E.R. (Video Game) / int_3fca462c
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Deus ex Machina: The intro of Shadow of Chernobyl features a lightning strike which totals a Death Truck that was on its way to some undisclosed location, and later features a passing stalker contracted by Sidorovich to look for live bodies from the truck. Once the unnamed stalker does indeed stumble upon one (i.e. you, the player character), both he and Sidorovich are astonished to see a stalker still alive among the corpses of the destroyed Death Truck. Even more surprising is the fact that he is the only stalker to ever come out alive from the Death Truck with the marked tattoo on his arm. He is then given the moniker "Marked One", who later becomes prophetically influential to the game's and its sequel's storylines. To elaborate, the Marked One is actually a veteran stalker named Strelok. In his backstory, he actually managed to reach the CNPP with a miniature band of other stalkers before thanks to finding a map which reveals a secret pathway that would bypass the Brain Scorcher and lead them to not only Pripyat itself but the power plant. They only failed to get to the main area of the CNPP because of a door that was code-locked by the C-Consciousness to prevent any stalkers from revealing the true secret of the Zone. Strelok and his group were forced to retreat from the power plant because of this impasse, but not before the C-Consciousness unleashed an emission in an attempt to assassinate them. Strelok and his group were somehow able to survive it, but he managed to get wounded in the process. They then dragged themselves to a secret bunker known only to them and managed to create two decoders (one which would be given to Strelok) in an attempt to unlock the door they couldn't open. However, once they attempted to go back to the CNPP, they found themselves being chased by the Clear Sky faction and Strelok's group disintegrated in order to save themselves from the new threat. Strelok continued on to the CNPP until he was incapacitated by Scar, and one of his comrades, Fang, hid in an abandoned hotel in Pripyat and stored his goods, including one of the decoders, in a safe before he got gunned down by a Monolith sniper. Then the gigantic emission at the end of Clear Sky came and wiped out the Clear Sky faction. Strelok happened to be caught in the blast and he was knocked unconscious. The C-Consciousness, finding a host for their ulterior motives, attempted to program the now unconscious stalker caught in the emission to kill the very stalker that had been trying to dig too deep into the secrets of the Zone, unaware that the stalker that they've brainwashed is the same stalker that they're trying to assassinate. The decoder that Strelok had in his possession was then taken by C-Consciousness and destroyed off-screen. This concludes the events of Clear Sky. And thus, the events of Shadow of Chernobyl began to unfold.
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Bedouin Rescue Service
 S.T.A.L.K.E.R. (Video Game) / int_419f0db
comment
Justified in all cases, since as mentioned you're benefitting from a Bedouin Rescue Service in the first two games. In the third, you're undercover since being dropped in the starting area with top-of-the-line gear would be too conspicuous.
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Hyperactive Metabolism
 S.T.A.L.K.E.R. (Video Game) / int_4252fdf6
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Hyperactive Metabolism: In Shadow of Chernobyl and Clear Sky, eating a food item instantly restores a small bit of health. Call of Pripyat does away with this - food only serves to combat hunger. Also, in Shadow of Chernobyl, bandages somehow instantly restore a small amount of health in addition to stopping blood loss. The later two games realistically nerfed the bandages to only prevent bleeding after getting hit.
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Sniping Mission
 S.T.A.L.K.E.R. (Video Game) / int_427cc2b1
comment
Sniping Mission: At one point in Call of Pripyat you are charged with sniping the local Mercenary leader and their employer representative during the meeting. Grab yourself a VSS Vintorez or slap a scope on a NATO rifle and every mission turns into this.
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GreyAndGreyMorality
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comment
Grey-and-Grey Morality: The Duty and Freedom factions, neither of which are particularly good or particularly bad despite being diametrically opposed to each other. Duty firmly believes in getting rid of the Zone, a reasonable goal considering how utterly dangerous it is as well as how it’s slowly spreading, while Freedom believes in allowing others to access the Zone for the reality-bending artifacts that can be used to better humankind, which has been proven true for artifacts that successfully are smuggled out. Soldiers versus Stalkers. On one hand, the Ukrainian Military has legal rights to the zone and how it handles trespassers, but they tend to be corrupt, trigger-happy, and abuse their legal rights to kill and torture Stalkers that it can border on sadism. On the other hand, many lone Stalkers tend to be reasonable or decent, as much as you can be in the Zone, but some do genuinely further provoke the military by breaking into their bases and stealing information usually via gunfights, some Stalker factions are more actively malicious than others (Mercenaries, Bandits, Monolith, etc.), and they all are illegally trespassing.
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 S.T.A.L.K.E.R. (Video Game) / int_45bf382b
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Game Mod
 S.T.A.L.K.E.R. (Video Game) / int_45bf382b
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Game Mod: A lot of cut content can be restored by tweaking the configuration files, and many mods use this to rebalance the game and fix various issues. The Zone Reclaimation Project (ZRP) is largely a bug fix mod designed to address the numerous issues not fixed by the final official patch. It also has a number of optional quality-of-life changes, including equipment repair, sleeping bags, improved NPC navigation, the ability to equip friendly NPCs with better weaponry, etc. Overall it's the best way to play a more polished version of the game without drastically changing the gameplay or plot. A similar bug fix mod, the Sky Reclaimation Project, exists for the infamously buggy Clear Sky, with additional quality of life changes such as the ability to tone down enemy grenades. No such mod was required for Call of Pripyat, as for once the base version of the game is reasonably polished. Shaders MAX is a shaders pack designed to tweak the graphics without making any changes to gameplay. Some of the more noticeable features include bump mapping to textures, a more pronounced day/night cycle, and a Real Is Brown filter to make the in-game environments more closely match the pre-rendered cutscenes. Can be installed over ZRP or some other mods without issue. Call of Chernobyl is a free-play sandbox mod created by TeamEPIC, with a focus on free-roaming rather than a linear plot (although you can still journey to the Wish Granter for an "ending"). It combines the maps from all 3 games into a full recreation of the Zone, and mostly uses the polished game systems from Call of Pripyat. Like Lost Alpha, it's a stand-alone game .exe. It features 32 explorable maps, reworked level design, A-Life Overhaul and much other changes upon the game. It had earned it's right place as Mod of the Year in 2015 & 2016. A series of repacks and modifications built upon Call of Chernobyl have been released over the past few years, some of the most notable ones being Last Day and Anomaly. Of all these mods, Anomaly seems to be the most up-to-date and widely played, as it is the most recent in time and has most of the content from Last Day and Call of Chernobyl in a 64-bit .exe. One of the most recent releases is Demosfen, which brings in several new maps, changes to existing ones (to name one, the Bar is huge now, with a very detailed underground), tons upon tons of new artifacts, and a trove of quests and missions to pursue, but you'll need some knowledge of Russian to play it, as there is no proper English translation for it just yet. S.T.A.L.K.E.R. Complete is a mod designed to massively overhaul and modernize the graphics and also make adjustments to the gameplay, without drastically altering the story or mission flow like other major mods such as Lost Alpha or Oblivion Lost. However, it hasn't been updated in a while and is built upon an outdated version of the Zone Reclaimation Project, leading to it having quite a few bugs of its own. It also makes the game much easier (weapons are more accurate and deal less damage, the player has a higher carry weight, and NPC's eyesight and hearing range have been reduced significantly). Lost Alpha and Oblivion Lost are focused around creating an entirely new version of the game based on the original pre-release design documents, before GSC had to make major cuts to release the game on time and on budget. They feature significant gameplay, map, and graphics overhauls as well as a significantly expanded plot, and should be considered more of a dramatic remake rather than a remaster. Lost Alpha is a stand-alone .exe while Oblivion Lost is installed over the original game. Lost Alpha takes some liberties with the plot in order to "fill in the gaps", while Oblivion Lost is more true to the original GSC design documents, but is a native Russian release with a partial English fan translation. Autumn Aurora and MISERY are focused on major graphics and gameplay overhauls to make the game significantly more atmospheric while also dramatically increasing the difficulty. Special mention has to go to the MISERY mod, a partial conversion mod that drastically alters the gameplay and pacing of the game, besides the graphical makeovers of using Real Is Brown and introducing more weaponry as well as many other things. This mod is also crushingly difficult for the uninitiated (as if the vanilla version wasn't already hard enough): imagine Fallout: New Vegas in Hardcore Mode but dialing it up to eleven. Yeah, it's THAT difficult. The Sigerous Mod 2.2 ("SGM 2.2" for short) for Call of Pripyat. While slightly unstable at times, it remains a VERY popular mod to the S.T.A.L.K.E.R. fan community since not only does it have a different starting point (there's an addon SGM sub-mod that has it revert to the regular Zaton area if you're not up to starting at a different location) for when starting anew in the mod, it introduces a LOT of awesome, new content that, fortunately, doesn't bring in the dreaded "Misery-like" difficulty from said other mod along with it in its normal version, along with the option of toggling whether or not Alpha Squads appear from time to time, which can be killed (as they are an always-hostile faction) for their invaluable/rare weapons that are very effective when properly utilized/modded via mechanics. (be warned however, they have Monolith-like gear that can easily end an unprepared Stalker, and once activated, it CANNOT be deactivated unless you reload an earlier save made before activating it, so use the utmost caution in deciding whether or not to activate said option) Along with this, it also adds a plethora of new sidequests and new artifacts and even allows for various methods to be implemented upon unmodified artifacts, such as adding more weight capacity and lessened or even no radiation effects and can even absorb radiation gradually if it goes beyond the normal negative radiation effect. All-in-all, it's a very good mod, but unfortunately, when the main mission is finished and it triggers a shit ton of zombies and, most likely due to the unbelievable amount of zombies you're tasked to kill before they stop spawning in most of the maps, it unfortunately can have the tendency of triggering the very infamous "Save Corrupted" issue at the most unfortunate of times, so regular manual (non-quicksave) saving is a must to attempt to hopefully counter it.
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Booze-Based Buff
 S.T.A.L.K.E.R. (Video Game) / int_469e49de
comment
Averted in other cases, however. It's entirely possible to miss the Bandit's armory in their Dark Valley hideout (and its thirty-plus bottles of vodka) while you were busy killing everyone inside, and you'll only have time to safely root around in Freedom's armory if you chose to side with Duty and eliminate them after the battle. On the other hand, both of them are filled less with medkits or food and more with loads and loads of guns and ammo that you may not have use for. Freedom's armory does have quite a few rifle-launched grenades in it, however, which are almost impossible to find otherwise.
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Golden Ending
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Golden Ending Shadow of Chernobyl's best ending has Strelok destroying the C-Consciousness. It is also the canon ending. Call of Pripyat has you decide the fate of multiple characters, factions, and settlements based on your actions. However, there is no true Golden Ending because at least one person will get the short end of the stick no matter what you do. Arguably, the best possible ending has the Loners staying in Skadovsk and kicking out the Bandits, the Bloodsucker Lair destroyed, Duty and Freedom reaching an uneasy truce, the Ecologists getting all the data they need, solving the mystery of Cardan's friends, Owl becoming an information broker important enough to sell his info to the SBU and recruiting all optional members for the underground trip to Pripyat and keeping them, the Army survivors, and Strelok alive until the end of the evacuation.
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Infinity -1 Sword
 S.T.A.L.K.E.R. (Video Game) / int_480c69ba
comment
It subverts this in Call of Pripyat, where it becomes an Infinity -1 Sword instead, once you've attained certain achievements with traders.
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Always Chaotic Evil
 S.T.A.L.K.E.R. (Video Game) / int_4832a3bb
comment
Always Chaotic Evil: Subverted (eventually) with the Bandits and Mercenaries, who seem this way unless you join the Bandit faction (Clear Sky only), at which point they become neutral to you and you find out that, like everyone else, they're just ordinary folks trying to make a living (although the way they choose to go about it is pretty socially unacceptable). In fact, in Call of Pripyat, both the Bandits and Mercenaries are neutral to you by default, and won't attack you unless there's a reason to do so (although what they consider a valid reason might not be what you would consider a valid reason). Played straight with the Monolith faction, however. Monolith members are under psychic influence that strips them of their free will. In Call of Pripyat, the player character meets former Monolith stalkers, suffering from retrograde amnesia, who most probably 'awoke' after Strelok destroyed the C-Consciousness lab. They are pretty decent guys. The leader of the Mercenaries in Shadow of Chernobyl, Wolfhound, is rather evil, however, indulging in activities like randomly murdering stalkers for fun. Even after Strelok eliminates him, the mercs camped at the construction site will remain hostile and will snipe any loners that come around. Eventually subverted with the Military in Call of Pripyat - no longer corrupt grunts torturing and murdering stalkers for sport, they are now allies (what with Degtyarev being a Major and all), and while not actively friendly to Loners, they will, at least, leave them alone. Call of Pripyat: Zaton's bandits have been formed into an organized crime group by Sultan, and will attack Stalkers/Loners (and you) without warning sometimes, maybe even perhaps only a dozen meters from the Skadovsk. They like to camp out near the big anomaly fields. You do the math. Jupiter's bandits are more the standard variant, though they gradually start to disappear from Jupiter if their leader there is killed. Again subverted in Call of Pripyat. You run into a mercenary group camping out at a work station. They act (understandably) cautious if you approach, but you can work out a peaceful deal with them, allowing you into their camp if you give them some food. They can even be later recruited to guard an Ecologist outpost.
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Scenery Gorn
 S.T.A.L.K.E.R. (Video Game) / int_49d18492
comment
Scenery Gorn: The series does a fairly realistic portrayal of what the real life Exclusion Zone is note almost all of the maps in the three games were based on the pictures taken by the game developers who took their time exploring the areas in the Exclusion Zone and examined them in painstaking detail to implement them in the game maps while being mixed with the warped-out, scarred landscapes due to the C-Consciousness' work of tampering with the noosphere. The end result is a surprisingly good portrayal of Scenery Gorn.
 S.T.A.L.K.E.R. (Video Game) / int_49d18492
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type
Scenery Porn
 S.T.A.L.K.E.R. (Video Game) / int_49d59be9
comment
Scenery Porn: Despite the Gorn-y landscape of the Zone, there are at least some authentic views of beautiful scenery in most of the maps that aren't underground or inside buildings. The Zone does a very good job of mixing the Scenery Gorn with the Porn.
 S.T.A.L.K.E.R. (Video Game) / int_49d59be9
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 S.T.A.L.K.E.R. (Video Game) / int_4a3e547f
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Leaning on the Fourth Wall
 S.T.A.L.K.E.R. (Video Game) / int_4a3e547f
comment
Leaning on the Fourth Wall: Some artifacts in the game are radioactive, and equipping them might kill you if you don't have any countermeasures, but are completely safe while they're in your bag. Game dialogue in SoC gives us this story:
 S.T.A.L.K.E.R. (Video Game) / int_4a3e547f
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type
Personal Space Invader
 S.T.A.L.K.E.R. (Video Game) / int_4a7c6f60
comment
Personal Space Invader: The Controllers have a unique way of going about this. Every other mutant, on the other hand, is fond of getting in close to eat your face. Especially Bloodsuckers.
 S.T.A.L.K.E.R. (Video Game) / int_4a7c6f60
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Right-Handed Left-Handed Guns
 S.T.A.L.K.E.R. (Video Game) / int_4aed3ed
comment
Right-Handed Left-Handed Guns: Every single rifle has its ejection port on the left side. Worse with the world models — they have ejection ports on left and right sides of the receiver.
 S.T.A.L.K.E.R. (Video Game) / int_4aed3ed
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Gun Accessories
 S.T.A.L.K.E.R. (Video Game) / int_4c08ef5
comment
Gun Accessories: Guns can be equipped with suppressors, grenade launchers and scopes; interestingly, Western guns aren't compatible with Eastern accessories and vice-versa, save suppressors.
 S.T.A.L.K.E.R. (Video Game) / int_4c08ef5
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Vulnerable Civilians
 S.T.A.L.K.E.R. (Video Game) / int_4d51f8e3
comment
Vulnerable Civilians: Other than the two traders (who sit deep inside neutral bunkers that force you to holster your weapon when you enter), every character in the game world, including major characters, can be killed. Because mutants, bandits, mercenaries, and the military randomly attack Stalker settlements. Luckily for you, you can scavenge their PDA for quests and loot. You can actually kill all but one of the traders, you just have to wait. True, code-wise that is not the true Sidorovich, since if you were to somehow go back to the first area, he would still be there, but the thought still counts. Played straight in one case in Call of Pripyat: two NPCs waiting for you outside to storm a building are invincible until you talk to them and start the mission - not surprising when you found them being relentlessly attacked by pack of dogs and rats.
 S.T.A.L.K.E.R. (Video Game) / int_4d51f8e3
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 S.T.A.L.K.E.R. (Video Game) / int_4e3d253b
type
Downer Ending
 S.T.A.L.K.E.R. (Video Game) / int_4e3d253b
comment
Downer Ending: Clear Sky ends like this, in order to set up the plot for Shadow of Chernobyl. All but two (three if you're charitable) of the endings to Shadow of Chernobyl are like this. Call of Pripyat has a modular ending similar to the one in Fallout 2 consisting of some 20 static scenes. Most of them have "good" and "bad" versions, depending on player's actions during the game. Bad endings for your companions, especially Strelok, definitely qualify.
 S.T.A.L.K.E.R. (Video Game) / int_4e3d253b
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 S.T.A.L.K.E.R. (Video Game) / int_4f1f4751
type
Plot-Powered Stamina
 S.T.A.L.K.E.R. (Video Game) / int_4f1f4751
comment
Plot-Powered Stamina: Upon starting the game, the Marked One is never asleep or unconscious for more than a few minutes until the end of the game. Degtayrev at least has the choice to sleep (in order to advance the game clock) but staying up for in-game weeks at a time never has any detrimental effects.
 S.T.A.L.K.E.R. (Video Game) / int_4f1f4751
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 S.T.A.L.K.E.R. (Video Game) / int_504a1991
type
Body Horror
 S.T.A.L.K.E.R. (Video Game) / int_504a1991
comment
Body Horror: A number of creatures within the Zone are twisted mockeries of what once were humans.
 S.T.A.L.K.E.R. (Video Game) / int_504a1991
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type
The Farmer and the Viper
 S.T.A.L.K.E.R. (Video Game) / int_505a1021
comment
The Farmer and the Viper: After Strelok blows up the tunnel leading to the CNPP while Scar fights the Loner squad he hired to kill him in Clear Sky, the last one alive will surrender and, if asked, help you go through the Red Forest to reach Forester. Halfway through, he'll try to kill you.
 S.T.A.L.K.E.R. (Video Game) / int_505a1021
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 S.T.A.L.K.E.R. (Video Game) / int_51300dbf
type
Fat Bastard
 S.T.A.L.K.E.R. (Video Game) / int_51300dbf
comment
Fat Bastard: Borov in Shadow of Chernobyl. He was slimmer when working as a bartender in Clear Sky, though. It's kinda comically ironic when you begin to discover the true meaning of his name (Borov is Russian for ''hog''). Yoga, though looking only half of it, is implied by Borov as one, reinforced by the fact that he has a large collection of food just behind him. Ironic, considering that Borov later became obese after Clear Sky. Sidorovich, who is introduced to us as he is messily eating greasy chicken, and is derisively referred to as being fat. While not evil, the Barkeep is more than a little grey, putting out hits on stalkers whose luck is so terrible, they're the only survivors of any mission they go on.
 S.T.A.L.K.E.R. (Video Game) / int_51300dbf
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 S.T.A.L.K.E.R. (Video Game) / int_514cba56
type
Sinister Geometry
 S.T.A.L.K.E.R. (Video Game) / int_514cba56
comment
Sinister Geometry: The Monolith.
 S.T.A.L.K.E.R. (Video Game) / int_514cba56
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 S.T.A.L.K.E.R. (Video Game) / int_51ed5fb9
type
Straw Hypocrite
 S.T.A.L.K.E.R. (Video Game) / int_51ed5fb9
comment
In Shadow of Chernobyl, one side mission involves assassinating a minor NPC who preaches some religious dogma that concerns about how artifacts in the Zone are evil to the entire world and must be destroyed. In an ironic twist, however, he possesses a special combat shotgun whose properties are enhanced by a small fragment of the Gravi artifact in its barrel, thus legitimately making him a Straw Hypocrite.
 S.T.A.L.K.E.R. (Video Game) / int_51ed5fb9
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 S.T.A.L.K.E.R. (Video Game) / int_52475ffd
type
Cutting Off the Branches
 S.T.A.L.K.E.R. (Video Game) / int_52475ffd
comment
Cutting Off the Branches: As mentioned above, Call of Pripyat takes the good ending of Shadow of Chernobyl as canon.
 S.T.A.L.K.E.R. (Video Game) / int_52475ffd
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 S.T.A.L.K.E.R. (Video Game) / int_52488c54
type
Drowning My Sorrows
 S.T.A.L.K.E.R. (Video Game) / int_52488c54
comment
In Call of Pripyat, the resident mechanic in the wrecked Skadovsk ship, Cardan, is resigned to hard drinking after a falling out with two fellow stalkers during a trip to hunt down a special artifact, who later passed away in two separate occasions. When you show him the Gauss Rifle after the Monolith ambush in the Pripyat hospital, however, he gets shocked back into sobriety and swears never to drink again.
 S.T.A.L.K.E.R. (Video Game) / int_52488c54
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 S.T.A.L.K.E.R. (Video Game) / int_52c0c7cf
type
Motive Decay
 S.T.A.L.K.E.R. (Video Game) / int_52c0c7cf
comment
The Duty faction constantly preaches that they're striving to create a world free of the Zone's corruption, but in Call of Pripyat, you're able to find the corpse of their original founder. His PDA reveals that Duty's original purpose was literally no different from that of any other opportunistic Stalker hoping to make their fortune in the Zone. If you choose to send this PDA to the leader of Freedom in the train station, he'll gladly call Duty as nothing more than a bunch of frauds. Depending on your perspective, this may be a case of Motive Decay or Becoming the Mask, as current-day Duty does seem dedicated to what they claim their mission is. If you give the PDA to the Duty commander, though he's obviously going to make sure it never sees the light of day, he's also genuinely shocked and appalled at what it says.
 S.T.A.L.K.E.R. (Video Game) / int_52c0c7cf
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 S.T.A.L.K.E.R. (Video Game) / int_5336c902
type
Boom Town
 S.T.A.L.K.E.R. (Video Game) / int_5336c902
comment
Boom Town: Even hardened artifact hunters need a safe place to sleep, eat, drink, trade, and the like, and as a result several well-fortified, well-defended permanent settlements spring up from the ruins over the course of the series to cater to the artifact-hunting trade, in a sort of inversion of Dying Town - rather than a thriving town becoming a ghost town, the ghost towns are resettled.
 S.T.A.L.K.E.R. (Video Game) / int_5336c902
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 S.T.A.L.K.E.R. (Video Game) / int_539ae07a
type
Empowered Badass Normal
 S.T.A.L.K.E.R. (Video Game) / int_539ae07a
comment
Empowered Badass Normal: All three player characters can use artifacts that boost various abilities, such as sprinting or the ability to carry more, at the cost of getting irradiated or other drawbacks. Scar is supposedly stronger, healthier, and tougher than the average human, thanks to the blowouts of the Zone powering his unique nervous system instead of destroying it, but it has no effect in-game.
 S.T.A.L.K.E.R. (Video Game) / int_539ae07a
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 S.T.A.L.K.E.R. (Video Game) / int_53c5f30e
type
Happy Ending Override
 S.T.A.L.K.E.R. (Video Game) / int_53c5f30e
comment
Happy Ending Override: The very best (and canonical) ending of Shadow of Chernobyl has Strelok (who formerly was the Marked One after picking up all pieces of his past) eliminating the C-Consciousness for good and escaping their lab via an off-screen portal. After that, he is seen in a meadow thinking to himself whether or not he did the right thing in killing the C-Consciousness. Unfortunately for him, by the time Call of Pripyat starts, he was horribly wrong.
 S.T.A.L.K.E.R. (Video Game) / int_53c5f30e
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 S.T.A.L.K.E.R. (Video Game) / int_54cc6b24
type
Le Parkour
 S.T.A.L.K.E.R. (Video Game) / int_54cc6b24
comment
Le Parkour: A mutant example in the case of Snorks when in attack mode.
 S.T.A.L.K.E.R. (Video Game) / int_54cc6b24
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type
Zombie Gait
 S.T.A.L.K.E.R. (Video Game) / int_55172a70
comment
Zombie Gait: Zombified stalkers shuffle slowly while moaning out Russian phrases yet are still quite capable of firing and reloading automatic weapons (though they're hilariously incapable of aiming those weapons}. When they die, they do cry for their mothers, and in fact, most of their phrases are actually fragments of the stuff stalkers talk about: Snorks count a bit, but run on all fours, since their bodies cannot support a straight posture.
 S.T.A.L.K.E.R. (Video Game) / int_55172a70
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 S.T.A.L.K.E.R. (Video Game) / int_5517f7a5
type
Just Think of the Potential!
 S.T.A.L.K.E.R. (Video Game) / int_5517f7a5
comment
Just Think of the Potential!: The Ecologists' attitude towards the Zone. Freedom's as well, to a less scientific extent.
 S.T.A.L.K.E.R. (Video Game) / int_5517f7a5
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_5517f7a5
 S.T.A.L.K.E.R. (Video Game) / int_5534431f
type
Money for Nothing
 S.T.A.L.K.E.R. (Video Game) / int_5534431f
comment
Money for Nothing: You don't really need to spend your money in Shadow of Chernobyl. Most of what the merchants can sell you, you can get just by doing sidequests for other factions.
 S.T.A.L.K.E.R. (Video Game) / int_5534431f
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S.T.A.L.K.E.R. (Video Game) / int_5534431f
 S.T.A.L.K.E.R. (Video Game) / int_5561eef8
type
Suspicious Video-Game Generosity
 S.T.A.L.K.E.R. (Video Game) / int_5561eef8
comment
Suspicious Video-Game Generosity: When this series starts doing it, you know you're well and truly screwed. In Shadow of Chernobyl, you can raid a minor Monolith armory while in Pripyat, minutes before the final assault on the CNPP. In Call of Pripyat, you can acquire an armored suit from the military tech in Pripyat, and before each military-assigned mission can requisition a goodly amount of meds, ammo, food, and grenades (basically every kind of expendable that a stalker needs) from the tech and medic at the laundromat. Chances are you brought just about everything you could carry with you, though. Averted in other cases, however. It's entirely possible to miss the Bandit's armory in their Dark Valley hideout (and its thirty-plus bottles of vodka) while you were busy killing everyone inside, and you'll only have time to safely root around in Freedom's armory if you chose to side with Duty and eliminate them after the battle. On the other hand, both of them are filled less with medkits or food and more with loads and loads of guns and ammo that you may not have use for. Freedom's armory does have quite a few rifle-launched grenades in it, however, which are almost impossible to find otherwise.
 S.T.A.L.K.E.R. (Video Game) / int_5561eef8
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 S.T.A.L.K.E.R. (Video Game) / int_581f6468
type
Hero of Another Story
 S.T.A.L.K.E.R. (Video Game) / int_581f6468
comment
Hero of Another Story: The series is positively loaded with these. The biggest example is probably the Forester, though - he lives in what is unambiguously the most dangerous area in the entire Zone (Pripyat is safer) by himself, is actually doing rather well for himself, and has been living there since before the power plant even exploded, making him the single most experienced veteran in the Zone to boot. Barkeep and Sidorovich often send you to kill these guys, and both will give you suits that used to belong to some odd individuals - for example, Sid will give you a stalker suit modified by a hiker who'd been all over the world and went through the Zone as a challenge. Guide and Doctor. Doctor is a past-middle-aged man living on the swamps with a tamed Pseudodog. Guide is able to show the military Stingray team way to Pripyat way before anyone else (except Monolith) reached it in Call of Pripyat. In Extended Universe they are called Legendary or Touched by the Zone. Gordon Freeman, natch.
 S.T.A.L.K.E.R. (Video Game) / int_581f6468
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Genius Loci
 S.T.A.L.K.E.R. (Video Game) / int_586624e5
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Genius Loci: The Zone is revealed to be one of these controlled by C-Consciousness, and actively fights back against Stalkers that try to fight against it using mutants and emissions.
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Back Stab
 S.T.A.L.K.E.R. (Video Game) / int_5a08d0ae
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Back Stab: The knife's secondary attack insta-kills unaware or wounded enemies. In Shadow of Chernobyl, it insta-kills everything else, too - up to and including tanks. Even better, during Duty's attack on Freedom, you can start the battle early by knifing through a solid stone wall that you're supposed to use explosives for.
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The Hermit
 S.T.A.L.K.E.R. (Video Game) / int_5a1912af
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The Hermit: Hermit from Clear Sky, who takes the definition of "Loner" to its most literal and logical conclusion.
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Required Secondary Powers
 S.T.A.L.K.E.R. (Video Game) / int_5b6e57e
comment
Required Secondary Powers: All of the protagonists appear to have limited Super-Strength; fifty kilograms is well over a hundred pounds, and although it's definitely possible to carry that much nobody's going to be able to sprint for any significant distance while packing that much gear - especially not the Marked One, who judging from his appearance in cutscenes is absolutely rail-thin and poorly muscled. At the very least, Scar has the excuse of "blowouts empower him". At least few of suits in Call of Pripyat can be upgraded with load distribution system to decrease encumbrance.
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type
Disc-One Nuke
 S.T.A.L.K.E.R. (Video Game) / int_5b81ca8d
comment
Disc-One Nuke: All three games have their own. Shadow of Chernobyl: There's a Merc Suit hidden in the attic of one of the houses of the Rookie Village. Getting there requires some roof-jumping, but as the best Tier One armor, it'll go a long way until you can fork over the cash for a Stalker suit or get lucky with stashes. The OTs-14 5.45mm is often sold by Sidorovich in the early game (before you speak to Wolf and after you've rescued Nimble) for 20,000 RU. Needless to say, it's highly unlikely you'll get this amount in time. You'd need to gather all of the loot in the first map and maybe some of the second to amass the amount needed. However, it's a very useful gun in the early game, as it is a high tier assault rifle chambered for an ammo type common throughout the entire game. The only other way to get it is to loot it off a dead Duty stalker, Barin, and that has the problems that either A) you have to kill him yourself and make an enemy out of the faction that controls the Bar area, or B) you have to wait until he's killed by bandits or mutants, a Luck-Based Mission at best. A lesser (but still unusually overpowered) nuke is Strelok's fast-shooting AK-74. You can pick it up in the tunnels underneath Agroprom, where you need to go for one of the first big missions anyway; it's placed so close to the objective that it seems like it was meant to be found by starting players. It fires 50% faster than the standard AK with substantially reduced recoil when fired on auto (which makes it seem unnaturally accurate), uses common 5.45mm ammunition, and is just as supremely reliable as a regular Kalash. When loaded up with armor-piercing rounds, it's useful throughout the endgame. Picking up a couple of Flash or even Moonlight artifacts is ridiculously easy if you know where to look in the Agroprom underground, and wearing two Flash artifacts or one Moonlight artifact makes your Sprint Meter recharge faster than it depletes, meaning infinite sprinting provided you aren't overburdened. With those equipped, the game world opens up dramatically and the fairly heavy energy drinks are irrelevant unless you go over the initial weight limit. As soon as Sidorovich's mission in the Agroprom is done, the road north is open. From there, it's child's play to pick up a VSS in perfect condition, left abandoned on the floor of a dormitory in the Freedom base. A box on the roof immediately above it contains a lot of good ammunition for it. With it, you're free to pummel any group of stalkers out in the open even before you talk to the Barkeep. It makes the Dark Valley missions absurdly easy. For reference, the VSS is a silenced sniper rifle that fires as fast as a semi-auto pistol, and with the right ammo can kill even Exosuit Stalkers in just 4 torso shots or 1 headshot. In the same vein as the Vintar above, a savvy player can net a whole lot of good gear by heading from the entrance of the Bar straight into the Army Warehouses. The initial Freedom squad killed by Skull's team yields a few decent NATO guns; if you tattle on Skull to Freedom and head with them to ambush the invading Dutyers, you can net yourself an AS Val for when the VSS scope is too unwieldy and lots of high-level guns and grenades (without pissing off Duty as long as you don't shoot at Skull's squad); the next mission from Freedom is an opportunity to nab yourself a SPAS-12 for a step up from the sawn-off; and finally, in the Barrier defense mission, at least one Freedomer is bound to be killed and leave a juicy G36 for you to swipe, along with all of the gear from the dead Monolithians. One not-so-powerful nuke that depends heavily on luck but isn't exceptionally hard to get is a stash location at Agroprom that nets you a universal silencer. A rifle with it attached is way more flexible for stealth than the Noiseless PB1s pistol, and makes the military outpost in the same area a breeze to clear if you're the violent kind. Between the Rookie Village and the crashed truck in the Cordon, there's a box that, when broken, yields 400 9x18mm rounds, way more than you need early on. At the entrance of the vehicle graveyard near where you enter the Garbage from the Cordon, a similar thing happens: two boxes on top of a tower with a broken ladder can be shot open, containing over a thousand high quality 9x19mm rounds, just in time for the player to score an MP5. Keeping this ammo equals never having a dry sidearm, and seeling it earns you a tidy little profit early on. Clear Sky: Scar's old VSS is up for grabs in the Great Swamp, near the train tracks. It's totally broken, but putting together the cash to repair it is not as difficult as it may seem at first, and ammo for it is not too hard to collect if you trade with the right stalkers. Given that the VSS is an endgame-level weapon, being able to acquire it on the first map if you know where to look is really something. There's a hidden stash at the top of the Swamps that requires some exploration to reach as well as dodging a heavily irradiated spot. Reaching it rewards you with a well-hidden Veles detector, making artifact hunting a trivial affair. Call Of Pripyat: Inside the Skadovsk, the first real hub of the game, Nimble has set up shop. You can place special orders for high-quality weapons and armor, including the vaunted Exoskeleton, from him at any point in the game. The prices are somewhat steep early on and he demands an initial pay, but judicious artifact and gun trading with Beard and Owl quickly makes cash a non-issue. Within the first hour, you can go to the sawmill and one of the zombies will always carry an AN-94. While in poor condition, it is easily repaired for cheap (very easy if you grab tools while at the sawmill), but is very accurate, reliable, and uses 5.45mm ammo that is extremely common early on. Plus, you can get a scope added to it for cheap if Owl stocks one. It will more than last you until you can pay for all it's upgrades or afford Nimble's prices for a Storm. Call of Pripyat differs from past games in that all of it's stashes - caches of mint-condition gear - are pre-spawned rather than being generated inside a container when given as a reward for a quest. Meaning that if a player remembers where to look, or even just gets lucky, they can pick up good mid-game equiptment within minutes of starting a new game. Case in point: You can find a VSS in perfect condition right after the beginning of the game, provided you know where to look. It's on top of one of the burnt-out houses in the burnt farmstead. There's also an SVD up for grabs leaning against one of the trees on the northwest edge of the map.
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Convenient Questing
 S.T.A.L.K.E.R. (Video Game) / int_5bf33fc4
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Convenient Questing: Especially obvious in Clear Sky. Largely avoided in Shadow of Chernobyl.
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Alcohol Hic
 S.T.A.L.K.E.R. (Video Game) / int_5ceb9939
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Alcohol Hic: In the bar, you'll occasionally hear loud hiccups from the patrons among the drunken mumbling.
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type
Save Scumming
 S.T.A.L.K.E.R. (Video Game) / int_5cfeb43f
comment
Save Scumming: The Quick Save button is your saviour. It's not uncommon that by starting a fight, quicksaving, and quickloading again, they will completely forget that you just shot their buddy to steal his gun, and offer you a nice hot radioactive cup of tea. Due to the fact that it's entirely possible, in fact VERY probable, that mission-critical NPCs, friends, whole camps will rise and fall almost randomly, saving often is a must.
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Kleptomaniac Hero
 S.T.A.L.K.E.R. (Video Game) / int_5e7c0ab7
comment
Kleptomaniac Hero: Although most people keep their really valuable stuff either locked away or actually on their person (and thus inaccessible to the player), you can freely steal food and drink from peoples' tables. Interestingly, no one seems to care.
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type
The Computer Is a Cheating Bastard
 S.T.A.L.K.E.R. (Video Game) / int_6041e4f4
comment
The Computer Is a Cheating Bastard: Stalkers in Clear Sky and Call of Pripyat are capable of throwing grenades with inhuman accuracy, tossing them so they land right at your feet. And they do it in unison with their squad.
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Names to Run Away from Really Fast
 S.T.A.L.K.E.R. (Video Game) / int_60fa92ac
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Call of Pripyat: Zaton's bandits have been formed into an organized crime group by Sultan, and will attack Stalkers/Loners (and you) without warning sometimes, maybe even perhaps only a dozen meters from the Skadovsk. They like to camp out near the big anomaly fields. You do the math. Jupiter's bandits are more the standard variant, though they gradually start to disappear from Jupiter if their leader there is killed.
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You Wake Up in a Room
 S.T.A.L.K.E.R. (Video Game) / int_6126185e
comment
You Wake Up in a Room: The beginning of Shadow of Chernobyl has you wake up in Sidorovich's bunker after the unknown stalker under his payroll manages to rescue you from the destroyed Death Truck in the intro.
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type
Reliably Unreliable Guns
 S.T.A.L.K.E.R. (Video Game) / int_6163afd9
comment
Reliably Unreliable Guns: NATO weapons are, for the most part, less reliable than their equivalents from the Warsaw Pact countries, in exchange for generally better stats. The L85/IL 86 is hilariously unreliable, starting to fall apart after only a few magazines - the L85 models seen in the zone are the discontinued, faulty A1 versions originally issued to the United Kingdom soldiers. Jams are easily cleared by simply re-chambering the weaponnote weapons never jam in a way that requires tools to clear, but when you're being chased by a pack of bloodsuckers, jamming can be a death sentence.
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Hell Is That Noise
 S.T.A.L.K.E.R. (Video Game) / int_61a503a7
comment
Hell Is That Noise: Some of the ambient noises can be rattling. Chief ones include: The ear-grating ringing when a Controller has the player in it's sights and charges a psi bolt. The near-constant beeping when near an anomaly. The screeching of the Geiger counter when walking into a radiation hotspot. The faint static and heavily distorded voices during a psi emission. The Wish Granter's voice. What makes it terrifying, aside the fact that every line audibly spoken by it is in Russian, is it that it's deep, loud and comes from nowhere while exploring the CNPP alongside the "psi emission" noise. Random sounds in Call of Pripyat, such as faint radio conversations, screams and whispering. After getting the "Marked by the Zone" achievement (by using anabiotics to survive an emission without shelter three times), they stop, implying they are caused by the Zone itself. The unmistakable spine-chilling, droning noise right before an Emission begins...
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type
Nintendo Hard
 S.T.A.L.K.E.R. (Video Game) / int_62259825
comment
Nintendo Hard: A common reviewer complaint, as the game combines "survival horror"-style management of scarce resources with the unforgiving "tactical shooter"-style action of games like Ghost Recon. To quote Zero Punctuation, the average player will likely find themselves pressing quicksave and quickload more often than the Fire button.
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type
Sequel Hook
 S.T.A.L.K.E.R. (Video Game) / int_6293c185
comment
Sequel Hook: Call of Pripyat provides several new mysteries just itching to be answered in a sequel that probably will never happen: Who is employing the mercenaries and towards what purpose? Why do some groups of mercenaries seem quite ambivalent towards others? Why was one group cut off from orders and abandoned? Why are they trying to bribe government scientists, and kill others? Even though the C-Consciousness is gone and some of the Monolith forces are shaking off the psychic influence, it seems someone is sending messages to Monolith remnants, possibly giving them commands. It seems the C-Consciousness was keeping the Zone contained, and now it is slowly expanding, possibly to cover the entire planet. What can be done to contain it again?
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type
Gameplay and Story Segregation
 S.T.A.L.K.E.R. (Video Game) / int_6320eced
comment
Gameplay and Story Segregation: In Shadow of Chernobyl, one Duty sidequest requires to steal a grenade launcher in Freedom headquarters, but an alternate way of completing the quest can be learnt from the headquarters' cook by sharing drinks with him. While the Marked One's lines simulate sobriety during the dialog, you'll be completely sober when going back to the game. The Combat Chaser is a unique shotgun found in Shadow of Chernobyl, and its flavour text says bullets' speed is increased by a fragment of a Gravi artifact embedded in the barrel. In proper gameplay, equipping a Gravi has no impact on your own speed (it adds resistance to Rupture damage while making you receive radiation over time). Completing Trapper's mutant-hunting quests in Call Of Pripyat unlocks an ending describing how Yanov has become a safer place for Stalkers thanks to your efforts. In-game, however, Yanov ironically becomes even more dangerous as completing all the hunting missions causes Chimeras, Burers and Pseudogiants to spawn randomly throughout the area. Yay. In the same game, according to Strelok after he worms his way into the military-fortified Laundromat in Pripyat by means of an underground passage, it is revealed that every time an emission occurs, anomalies change locations. It turns out that this is the primary reason why Operation Fairway failed spectacularly: the original anomaly maps issued to the USS forces were rendered useless after the Third Emission (which originated during the climax level of Shadow of Chernobyl - the first visit to the CNPP) occurred. The forces were caught completely unaware of the new anomalies that had occurred in the air, and all five of their helicopters crashed as a result. However, this is never manifested in actual gameplay. Every time an emission occurs, the landscape of all three playable maps remain the same.
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type
Plot Hole
 S.T.A.L.K.E.R. (Video Game) / int_6331ba26
comment
Plot Hole: The story of Clear Sky is... hard to follow. Somehow, every single thing that happens in Shadow of Chernobyl, most notably testing of a psi-protection helmet and someone actually making it past the Brain Scorcher and into the center of the Zone, already happened a full year beforehand in Clear Sky, and despite involving nearly all the same people both times not a single one of them comments on it. At times Clear Sky seems less a prequel and more an Alternate Continuity where Strelok is kind of a dick and you're trying to undo his progress.
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Armor Is Useless
 S.T.A.L.K.E.R. (Video Game) / int_638b65bc
comment
Armor Is Useless: Averted in that even the armors that provide little protection against bullets and blades usually make up for it by providing protection from hazardous environments. However, even with the best armor in the game you still won't survive more than four or five well-placed shots . Fortunately, neither will any of the NPC's. See Rocket-Tag Gameplay below.
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type
Gameplay-Guided Amnesia
 S.T.A.L.K.E.R. (Video Game) / int_640b1bb5
comment
Gameplay-Guided Amnesia: Justified in Shadow of Chernobyl, as the player character has amnesia - amnesia given to him by the ultra-psychic Hive Mind of Soviet scientists, too. Also averted, in that you have the option of skipping the tutorial entirely by telling Sidorovich that you still remember how to survive in the Zone. The Brain Scorcher is pretty much this, in-universe. Most of the psychic barriers around the CNPP such as the Brain Scorcher are basically Brain Bleach weaponized. You come within their range and start to forget who you are until you fall under the control of the Monolith.
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-1.0
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type
BadassNormal
 S.T.A.L.K.E.R. (Video Game) / int_6411dac8
comment
Badass Normal: Every single person in the entire Zone to some extent. The ones who aren't generally don't last long - or are well-burrowed traders.
 S.T.A.L.K.E.R. (Video Game) / int_6411dac8
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1.0
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1.0
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type
Drone of Dread
 S.T.A.L.K.E.R. (Video Game) / int_652bf890
comment
Drone of Dread - Psy attacks come with this (most noticeably with Controllers), along with Blowouts. Being nearby a Controller - even if it hasn't noticed you - can cause this as well, and may be your only warning if you don't know there's going to be one around, such as in the Army Warehouses in Shadow of Chernobyl.
 S.T.A.L.K.E.R. (Video Game) / int_652bf890
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 S.T.A.L.K.E.R. (Video Game) / int_65acf9db
type
He Knows Too Much
 S.T.A.L.K.E.R. (Video Game) / int_65acf9db
comment
He Knows Too Much: Why Strelok must be killed.
 S.T.A.L.K.E.R. (Video Game) / int_65acf9db
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_65acf9db
 S.T.A.L.K.E.R. (Video Game) / int_6602cad
type
Permanently Missable Content
 S.T.A.L.K.E.R. (Video Game) / int_6602cad
comment
Permanently Missable Content: There's sidequests to find and kill unique stalkers. They actually spawn regardless the quests has been started or not, but killing them outside of the quests results in blocking said quests and making their rewards (including rare artifacts) unobtainable.
 S.T.A.L.K.E.R. (Video Game) / int_6602cad
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1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_6602cad
 S.T.A.L.K.E.R. (Video Game) / int_665f500e
type
Give Me Your Inventory Item
 S.T.A.L.K.E.R. (Video Game) / int_665f500e
comment
Give Me Your Inventory Item: Badly wounded NPCs will ask for medkits, giving you a choice between making a friend and having an extra medkit. In Clear Sky, various NPCs will also ask for various items (typically 5.45 ammo or grenades) in exchange for a cash reward.
 S.T.A.L.K.E.R. (Video Game) / int_665f500e
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S.T.A.L.K.E.R. (Video Game) / int_665f500e
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type
Shooting Gallery
 S.T.A.L.K.E.R. (Video Game) / int_66bee5ea
comment
Shooting Gallery: In the novel Lead Sunset, a flashback of Major Kupriyanov is him and his military academy mates being taken for an exam that involved this. He got the lowest points, because he shot every target he saw with unerring accuracy. Including the kids. When the instructor asked him why, he said something on the lines of "The order was to shoot every target, not every enemy target. I see no difference between a cardboard hostile and a cardboard civilian". Then he was asked if he would still shoot if those were real people. He replied with a hearty "yes", because the command probably had a reason for him to kill these people. He was accepted. Shows up in a way in Clear Sky, usually in the form of "shoot X number of crows in X number of seconds" for a tidy profit.
 S.T.A.L.K.E.R. (Video Game) / int_66bee5ea
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S.T.A.L.K.E.R. (Video Game) / int_66bee5ea
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type
Interface Screw
 S.T.A.L.K.E.R. (Video Game) / int_66f763c0
comment
Interface Screw: Controllers. Even if it's not attacking you directly, just being around one for long enough can cause your view to sway as if you've had half a dozen bottles of vodka, which can be annoying if you're in the middle of a firefight or trying to get the drop on it. Drinking too much can cause this too, but what do you expect when you kill an entire bottle of vodka in one swig.
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S.T.A.L.K.E.R. (Video Game) / int_66f763c0
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type
Jackass Genie
 S.T.A.L.K.E.R. (Video Game) / int_671681af
comment
Jackass Genie: The fake endings.
 S.T.A.L.K.E.R. (Video Game) / int_671681af
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S.T.A.L.K.E.R. (Video Game) / int_671681af
 S.T.A.L.K.E.R. (Video Game) / int_6779fb0b
type
Shoot the Hostage Taker
 S.T.A.L.K.E.R. (Video Game) / int_6779fb0b
comment
Shoot the Hostage Taker: One mission in the Jupiter area of Call of Pripyat involves rescuing a captive stalker from bandits in a holed up warehouse. If you choose to storm the place instead of doing the peaceful route, either with the help of the stalker's known allies or by yourself, once you've fought your way to the building, the bandit ringleader has a gun pointed behind the stalker. You have the opportunity to shoot the ringleader in his head, but you have three seconds to do it before he kills the stalker.
 S.T.A.L.K.E.R. (Video Game) / int_6779fb0b
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_6779fb0b
 S.T.A.L.K.E.R. (Video Game) / int_67fedd35
type
Bizarrchitecture
 S.T.A.L.K.E.R. (Video Game) / int_67fedd35
comment
Bizarrchitecture: A natural and unfortunate side effect of man-made structures existing in an area that has become a reality-warping, mind-bending Eldritch Location. You encounter an endlessly looping room at one point, and that's not even particularly out of the ordinary by Zone standards.
 S.T.A.L.K.E.R. (Video Game) / int_67fedd35
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_67fedd35
 S.T.A.L.K.E.R. (Video Game) / int_681077c5
type
Wide-Open Sandbox
 S.T.A.L.K.E.R. (Video Game) / int_681077c5
comment
Wide-Open Sandbox: For the most part. More restrictive than Fallout, but has more overall quests, an active ecosystem, and, occasionally, people fighting desperate battles against each other/mutants. That said, in the first game up until you reach the CNPP itself there's literally nothing stopping you from turning around and walking all the way back to the starting village if you want to. The third lets you turn around and head back to the beginning area at pretty much any time.
 S.T.A.L.K.E.R. (Video Game) / int_681077c5
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S.T.A.L.K.E.R. (Video Game) / int_681077c5
 S.T.A.L.K.E.R. (Video Game) / int_6875260
type
Vodka Drunkenski
 S.T.A.L.K.E.R. (Video Game) / int_6875260
comment
Vodka Drunkenski: See Booze-Based Buff above.
 S.T.A.L.K.E.R. (Video Game) / int_6875260
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S.T.A.L.K.E.R. (Video Game) / int_6875260
 S.T.A.L.K.E.R. (Video Game) / int_68cf9795
type
Ironic Nickname
 S.T.A.L.K.E.R. (Video Game) / int_68cf9795
comment
Ironic Nickname: There are some instances of certain stalkers having nicknames that don't fit in their reputation or are the exact opposite of what they are. Examples include "Lifesaver" for a zombified stalker, "Boss" for a Loner, "Legal" for a Bandit, "Tyrant" for a Freedom fighter, and so forth.
 S.T.A.L.K.E.R. (Video Game) / int_68cf9795
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1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_68cf9795
 S.T.A.L.K.E.R. (Video Game) / int_68f6e811
type
Made of Plasticine
 S.T.A.L.K.E.R. (Video Game) / int_68f6e811
comment
Also, an insanely annoying side quest (the most insanely annoying one in the game) where you have to protect a group of Ecologist stalkers studying an anomaly from waves of wild boars. The stalkers are Made of Plasticine and die after one hit from a boar, and won't defend themselves until one of them actually gets hit. Even if you have the maximum of 4 stalkers in the group by saving them all in an earlier quest, it's still an incredibly annoying mission, especially if you're trying to keep all 4 of them alive for the maximum reward. If you somehow end up with only one or two, get ready to huff in frustrated boredom, because the reduced manpower means they take even longer to finish.
 S.T.A.L.K.E.R. (Video Game) / int_68f6e811
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S.T.A.L.K.E.R. (Video Game) / int_68f6e811
 S.T.A.L.K.E.R. (Video Game) / int_6ae137d5
type
Continue Your Mission, Dammit!
 S.T.A.L.K.E.R. (Video Game) / int_6ae137d5
comment
Continue Your Mission, Dammit!: I said come in! Don't just stand there! In Clear Sky if you're tasked to cover a group of friendly stalkers or take out a sniper or machine gunner, your allies will continue to bark the same orders at you if you bide your time.
 S.T.A.L.K.E.R. (Video Game) / int_6ae137d5
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S.T.A.L.K.E.R. (Video Game) / int_6ae137d5
 S.T.A.L.K.E.R. (Video Game) / int_6bda9a30
type
Meaningful Name
 S.T.A.L.K.E.R. (Video Game) / int_6bda9a30
comment
It's kinda comically ironic when you begin to discover the true meaning of his name (Borov is Russian for ''hog'').
 S.T.A.L.K.E.R. (Video Game) / int_6bda9a30
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1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_6bda9a30
 S.T.A.L.K.E.R. (Video Game) / int_6c553873
type
Private Military Contractors
 S.T.A.L.K.E.R. (Video Game) / int_6c553873
comment
Private Military Contractors: The Mercenaries.
 S.T.A.L.K.E.R. (Video Game) / int_6c553873
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_6c553873
 S.T.A.L.K.E.R. (Video Game) / int_6cb4cb70
type
Improperly Placed Firearms
 S.T.A.L.K.E.R. (Video Game) / int_6cb4cb70
comment
The Walker P9M pistol (the S.T.AL.K.E.R. version of the German pistol Walther P99) is one of the sidearms which can be looted from the corpses of members of the Military faction. While encountering soldiers from a former Eastern bloc country wielding NATO guns looks like an example of Improperly Placed Firearms, this sidearm is really used by members of the Security Service of Ukraine, a real life Ukrainian security agency (the Call of Pripyat protagonist is an agent of said agency), though the Military from the series isn't part of it.
 S.T.A.L.K.E.R. (Video Game) / int_6cb4cb70
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1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_6cb4cb70
 S.T.A.L.K.E.R. (Video Game) / int_6d07bf85
type
Welcome to Corneria
 S.T.A.L.K.E.R. (Video Game) / int_6d07bf85
comment
Welcome to Corneria: In the bar area, one character in particular (Snitch) repeats the same two phrases. Also the current page quote and the last page quote. Most of the patrons at the bar will repeat the same few lines of dialogue to no one in particular, justified since it's all drunk-talk. The scientist merchant at Yantar. "Hello? Hello!". Amusingly, due to a bug, he keeps saying it even when you leave. If your surroundings are quiet, you can hear him from several meters away. Even if you're out of the bunker. A lesser-known one is if you try to go to the Bar without grabbing the military documents: the Warrant Officer from Duty will constantly repeat "Buzz off, stalker. We don't let every loser go through!" each time you approach. As with the "get out of here stalker" Stalker, he'll often say it twice.
 S.T.A.L.K.E.R. (Video Game) / int_6d07bf85
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1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_6d07bf85
 S.T.A.L.K.E.R. (Video Game) / int_6d332aea
type
Driven to Suicide
 S.T.A.L.K.E.R. (Video Game) / int_6d332aea
comment
Driven to Suicide: In Call of Pripyat, Tremor, The Medic in Zaton, offs himself when you find out he's the one behind the disappearances of stalkers attributed to bloodsuckers. You do, however, have a couple of seconds to shoot him yourself before he does this after hearing his little story, thereby averting this trope.
 S.T.A.L.K.E.R. (Video Game) / int_6d332aea
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_6d332aea
 S.T.A.L.K.E.R. (Video Game) / int_6ec989d8
type
Guide Dang It!
 S.T.A.L.K.E.R. (Video Game) / int_6ec989d8
comment
Strelok's unique Sig 550. While somewhat heavy, by the time you pick it up, chances are you won't care as much about weight. When fully upgraded, it can match both top-tier NATO weapons for hitting power and while it is less accurate than the G36 and has a lower rate of fire than the F2000, it has better handling and unlike either of them can mount every NATO accessory, giving you a weapon that can act as a marksman rifle and an assault weapon, while still mounting a silencer, grenade launcher, and a variety of scopes. Finding it is relatively simple, once you know where to look.
 S.T.A.L.K.E.R. (Video Game) / int_6ec989d8
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1.0
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1.0
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hasFeature
S.T.A.L.K.E.R. (Video Game) / int_6ec989d8
 S.T.A.L.K.E.R. (Video Game) / int_6f059863
type
Oddly Small Organization
 S.T.A.L.K.E.R. (Video Game) / int_6f059863
comment
Oddly Small Organization: Strelok's Loner crew in the backstory was four people if you count Strelok himself, making it the smallest "faction" of the Zone. It didn't affect their effectiveness any, however.
 S.T.A.L.K.E.R. (Video Game) / int_6f059863
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_6f059863
 S.T.A.L.K.E.R. (Video Game) / int_70dc3a86
type
Had to Be Sharp
 S.T.A.L.K.E.R. (Video Game) / int_70dc3a86
comment
Had to Be Sharp: It comes with living in the Zone. Either you're a total badass or you're dead. Sometimes even badasses bite it in the Zone – letting your guard down even for a second is a sure way to get killed quickly.
 S.T.A.L.K.E.R. (Video Game) / int_70dc3a86
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1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_70dc3a86
 S.T.A.L.K.E.R. (Video Game) / int_715704e5
type
Jigsaw Puzzle Plot
 S.T.A.L.K.E.R. (Video Game) / int_715704e5
comment
Jigsaw Puzzle Plot: Shadow of Chernobyl starts out this way until you discover the true identity of your player character. The Marked One is Strelok all along.
 S.T.A.L.K.E.R. (Video Game) / int_715704e5
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1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_715704e5
 S.T.A.L.K.E.R. (Video Game) / int_71bd62b9
type
Calling Your Attacks
 S.T.A.L.K.E.R. (Video Game) / int_71bd62b9
comment
Calling Your Attacks: Human combatants have a tendency of shouting "Catch this!" when throwing a grenade and loudly telling their friends to go attack the left or right flank. Appropriately, the more professional characters know to keep their mouths shut in combat (i.e. the military).
 S.T.A.L.K.E.R. (Video Game) / int_71bd62b9
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1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_71bd62b9
 S.T.A.L.K.E.R. (Video Game) / int_72dd7026
type
What the Hell, Player?
 S.T.A.L.K.E.R. (Video Game) / int_72dd7026
comment
What the Hell, Player?: In Shadow of Chernobyl, shooting Arnie, the Arena organizer, pisses the Barkeep right off, who curses you while placing a bounty on your head. Shooting his replacements gets increasingly confused and even more enraged comments from the Barkeep. In the same game, you can tell Petruha and the rookie stalker squad to not assist you on your assault on the makeshift bandit base. Petruha will tell you off for being a Rambo wannabe. If you manage to wipe the base out singlehandedly (which is quite a feat on harder difficulties), Petruha will be astonished. If you come back before killing all the bandits, Petruha will mock you and tell you to piss off.
 S.T.A.L.K.E.R. (Video Game) / int_72dd7026
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1.0
 S.T.A.L.K.E.R. (Video Game) / int_72dd7026
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1.0
 S.T.A.L.K.E.R. (Video Game)
hasFeature
S.T.A.L.K.E.R. (Video Game) / int_72dd7026
 S.T.A.L.K.E.R. (Video Game) / int_7301ae04
type
Serial Killer
 S.T.A.L.K.E.R. (Video Game) / int_7301ae04
comment
Serial Killer: One is active in the first region of Call Of Pripyat, disguising his kills as bloodsucker attacks. Discovering this and tracking down the killer becomes a major sidequest. At the end of this sidequest, it turns out that The Medic at the wrecked ship was responsible, due to his insatiable craving for blood.
 S.T.A.L.K.E.R. (Video Game) / int_7301ae04
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1.0
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1.0
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hasFeature
S.T.A.L.K.E.R. (Video Game) / int_7301ae04
 S.T.A.L.K.E.R. (Video Game) / int_740f59b4
type
ColorCodedForYourConvenience
 S.T.A.L.K.E.R. (Video Game) / int_740f59b4
comment
Color-Coded for Your Convenience: The factions typically use various colors in their outfits to distinguish themselves from other stalkers. These can probably fit into Color-Coded Armies of the Type I variety. Loners typically use olive green in their regular outfits, and dark gray in their Exosuits. They use a darker, more faded shade of green in their SEVA suits, while their novice rookie suits use light brown and (in Shadow of Chernobyl) silver-y white colors. Bandits use black, brown, and (in their novice suits) white and/or gray. Duty primarily uses black and red. Freedom sports colors similar to Loners, except their greens are more vivid and they use orange and yellow in their more advanced suits. The Monolith are clad in grey, yellow, and tan. Mercenaries like to shade themselves in blue. The Military uses green, grey, and olive camouflage. Clear Sky typically uses light blue and brown. And the Ecologists use orange and green in their suits. If they're not wearing their special environmental suits, then they're clad in teal scrubs.
 S.T.A.L.K.E.R. (Video Game) / int_740f59b4
featureApplicability
1.0
 S.T.A.L.K.E.R. (Video Game) / int_740f59b4
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1.0
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hasFeature
S.T.A.L.K.E.R. (Video Game) / int_740f59b4
 S.T.A.L.K.E.R. (Video Game) / int_7464705c
type
Arc Words
 S.T.A.L.K.E.R. (Video Game) / int_7464705c
comment
Arc Words: Find Strelok. Kill Strelok.
 S.T.A.L.K.E.R. (Video Game) / int_7464705c
featureApplicability
1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_7464705c
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type
Prison Rape
 S.T.A.L.K.E.R. (Video Game) / int_758c3034
comment
The games will sometimes dish out nicknames such as "Neudachnik" (unlucky guy), "Petukh" (Literally "rooster" but among criminals "prison sex slave") or "Pokoinik" (dead man). Or use regular English nouns like "Butt" (seriously), "Turd", "Simpleton", "Scab", "Crybaby", "Long John" (a euphemism for Gag Penis), etc.
 S.T.A.L.K.E.R. (Video Game) / int_758c3034
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type
Kaizo Trap
 S.T.A.L.K.E.R. (Video Game) / int_75f38750
comment
Kaizo Trap: Lab X-16 is not that dangerous in itself, being populated with one Burner anomaly, scattered Zombies, a few Snorks and a lone Controller who you bump into (unlike the first one you met in Agroprom, who comes from behind you as you reach the exit); the main danger comes form the powerful psi emitter in the middle of the lab. The sewer tunnels leading outside, however, contains more anomalies, much more Snorks with almost no room to dodge their powerful lunge attacks and, if you take a wrong turn, a Pseudogiant.
 S.T.A.L.K.E.R. (Video Game) / int_75f38750
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S.T.A.L.K.E.R. (Video Game) / int_75f38750
 S.T.A.L.K.E.R. (Video Game) / int_76a83c72
type
Arbitrary Gun Power
 S.T.A.L.K.E.R. (Video Game) / int_76a83c72
comment
Arbitrary Gun Power: Game mechanics encourages you to use different weapons on different targets, by means of giving assault rifles extremely poor damage and armor-piercing ammo (so they work best against humans that have low HP pool but may be heavily armored), while shotguns, pistols and submachine guns have much higher damage and optional rounds that further increase it (and therefore good against mutants and animals). As result, even high-tier assault rifles are frustratingly ineffective against mutants. In addition, the base Shadow of Chernobyl game had a Morrowind-style random-miss chance. Due to said mechanics, the unique Cutter .45 cal submachine gun from Call of Pripyat has actually better all-around effectiveness than any assault rifle, due to good accuracy, high rate of fire and very high damage. 9x39mm, a relatively low-powered subsonic round in Real Life, hits like a train and penetrates the heaviest armor.
 S.T.A.L.K.E.R. (Video Game) / int_76a83c72
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S.T.A.L.K.E.R. (Video Game) / int_76a83c72
 S.T.A.L.K.E.R. (Video Game) / int_76c72a08
type
Schrödinger's Gun
 S.T.A.L.K.E.R. (Video Game) / int_76c72a08
comment
Schrödinger's Gun/You Shouldn't Know This Already: You can check stashes at any time, but until you find a PDA saying a Stalker stashed something there the majority of them will be empty. On the other hand, many bodies linger, so going to a previous area and interacting with the corpses can add a bunch of stashes to your PDA. In Lab X-18 there are a couple of doors which can only be unlocked by inputting the correct code on a numeric keypad. These codes do not change, but until you've scavenged them, the number you memorized from a previous play through will not work.
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S.T.A.L.K.E.R. (Video Game) / int_76c72a08
 S.T.A.L.K.E.R. (Video Game) / int_7870735b
type
From Bad to Worse
 S.T.A.L.K.E.R. (Video Game) / int_7870735b
comment
From Bad to Worse: Call Of Pripyat hints that Strelok's action of destroying the C-Consciousness has made the zone dangerously unstable, resulting in Emissions happening on a daily basis and a huge increase in zombified stalkers and Monolith personnel, among other nastiness which makes Strelok's accomplishment in Shadow of Chernobyl a Pyrrhic Victory. It's heavily hinted at that the Zone is expanding. Growing and encompassing more land/space, in addition to reports of hordes of powerful mutants appearing at the zone border. It's a big probability that if the Zone isn't stopped somehow it could grow to encompass the entire planet. The Zone was less wild under the control of C-Consciousness. The prequel Clear Sky added some more complex anomalies, even those that affect the ground. The sequel Call of Pripyat gives us Chimeras, Burers, and a lot more creative anomalies. Clear Sky also has this as the premise of the plot — someone is making the Zone go crazy, spawning more blowouts that grow bigger and bigger and shutting off access to some well-travelled areas, and Clear Sky wants to find who's doing it, and end them.
 S.T.A.L.K.E.R. (Video Game) / int_7870735b
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S.T.A.L.K.E.R. (Video Game) / int_7870735b
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type
MindManipulation
 S.T.A.L.K.E.R. (Video Game) / int_79da90f4
comment
Mind Manipulation: Monolith's soldiers suffer from several of the tropes on this list. They start out crazy with their religious beliefs about the center of the Zone, but once they hit the Zone and fall in with Monolith itself, they're little more than mindless tools with Laser-Guided Amnesia if they ever manage to escape.
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S.T.A.L.K.E.R. (Video Game) / int_79da90f4
 S.T.A.L.K.E.R. (Video Game) / int_7a199cc7
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Rocket Jump
 S.T.A.L.K.E.R. (Video Game) / int_7a199cc7
comment
Rocket Jump: Grenade jump to be exact, probably works with the RPG as well. All you need is good timing and a handful of grenades.
 S.T.A.L.K.E.R. (Video Game) / int_7a199cc7
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S.T.A.L.K.E.R. (Video Game) / int_7a199cc7
 S.T.A.L.K.E.R. (Video Game) / int_7ae4d273
type
Point of No Return
 S.T.A.L.K.E.R. (Video Game) / int_7ae4d273
comment
Point of No Return: Nasty variant in Shadow of Chernobyl and Clear Sky: the Chernobyl NPP doesn't have a path back to the previous area, and neither do the tunnels under Limansk. Both times there's no warning given in advance. Shadow of Chernobyl makes it easier on you as the enemies are much more generous on terms of loot, allowing you to grind until the end by finding ammo, weapons and medical supplies on dead bodies. In Clear Sky? One stray bullet can doom you to a slow death by blood loss if you run out of medkits or bandages. Polite variant in Call of Pripyat: Kovalsky will warn you that once the evacuation choppers are called, there's no turning back as you, the remnants of Operation Fairway and Strelok have no option but rush to the LZ to keep Monolith from shooting down the helicopters, so you better tie up any loose ends and pay the shopkeepers one last visit while you still can.
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S.T.A.L.K.E.R. (Video Game) / int_7ae4d273
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Arms Dealer
 S.T.A.L.K.E.R. (Video Game) / int_7aeb0635
comment
The Eliminator in Call of Pripyat. While not the most powerful weapon, it is quite lightweight for a shotgun, and is the only weapon of its class to mount a scope. It can easily dispatch any mutant that isn't a Chimera or Pseudogiant and even Exoskeleton-clad mooks aren't immune to the sheer power of this shotgun. With the right upgrades (especially with the full auto mod), you'll become near unstoppable, and it only gets better when shotgun shells are easy to come by and are cheap as dirt. The only thing to consider is its strenuous reload time. Of course, it's unlikely there will be anything left alive after using up the full magazine, and you can feed in a shell or two during the firefights. There's also only three or four places where you can be certain to find it, only two of which will be available to you before the halfway point. Some artifact hunting will get you enough money to pick one up from Nimble within a couple hours.
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S.T.A.L.K.E.R. (Video Game) / int_7aeb0635
 S.T.A.L.K.E.R. (Video Game) / int_7c4ba0e0
type
Red Sky, Take Warning
 S.T.A.L.K.E.R. (Video Game) / int_7c4ba0e0
comment
Red Sky, Take Warning: The anomalous blowouts in Clear Sky, that become more frequent in Call of Pripyat. The moment the sky turns red with white highlights, you better be already in proper cover, very close to it, or have Anabiotic medicine handy; otherwise, have fun reloading a save. They're a scripted event in Shadow of Chernobyl.
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 S.T.A.L.K.E.R. (Video Game) / int_7d53bc0b
type
Hollywood Silencer
 S.T.A.L.K.E.R. (Video Game) / int_7d53bc0b
comment
Hollywood Silencer: Averted. Suppressors do make guns more quiet, but they're nowhere near inaudible, they only make your position harder to pinpoint. And unless it's an integrated suppressor like some unique guns, the Val and the Vintorez have, expect your shots to (realistically) pack less of a punch and (unrealistically) be less accurate.
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 S.T.A.L.K.E.R. (Video Game) / int_7d561d58
type
Too Awesome to Use
 S.T.A.L.K.E.R. (Video Game) / int_7d561d58
comment
Too Awesome to Use: The RPG-7, which has the most rare ammo type in the entire game. One hit will kill literally anything... which is almost completely offset by the fact that you're only guaranteed to find ONE rocket outside of Pripyat and the NPP. It subverts this in Call of Pripyat, where it becomes an Infinity -1 Sword instead, once you've attained certain achievements with traders. To a marginally lesser extent, the PKM light machine gun. It weighs almost as much as the RPG, cannot be properly aimed with, is highly inaccurate, mostly due to the "no aiming" thing, and upgrading just one tier is likely to set you back 20,000 rubles. Add on to that the fact that it fires the 7.62 PP rounds, which can only be found in one faction-neutral location in Clear Sky, and only from the military quartermaster (limited supply) or looting the corpses of zombies which have it in Call of Pripyat, and the thing is the definition of Cool, but Inefficient. To put the icing on the cake, it's a light machine gun, and chews through the ammo that you worked so hard to get like a starved dog. But man does it lay down the hurt! Patches seem to have made the Call of Pripyat version more practical. You still can't run with it and it's still inaccurate, damned heavy, and expensive to use, but you can get a (heavier but allowing for even More Dakka) version for free from Zulu in Pripyat. Ammo can be bought from the trader at Yanov if one gets the Friend of Duty achievement (though there are other ways of getting it and thus preventing making one an enemy to both Duty and Freedom), and aside from maybe a sniper rifle to pick off enemies at a distance or a shotgun for varmint duty the PKM will carry you through the endgame, because nothing that can be killed survives an entire belt. The Gauss Rifle in both Shadow of Chernobyl and Clear Sky, in which it appears as a late-game weapon with pitifully scarce ammo, and the latter version is only useful for the endgame. Averted in Call of Pripyat, where it instead becomes an Infinity +1 Sword.
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S.T.A.L.K.E.R. (Video Game) / int_7d561d58
 S.T.A.L.K.E.R. (Video Game) / int_7fbb2a3
type
Nice Job Breaking It, Hero!
 S.T.A.L.K.E.R. (Video Game) / int_7fbb2a3
comment
Nice Job Breaking It, Hero: The "Good" and Canon Ending in Shadow of Chernobyl, as seen in Call of Pripyat. Turns out killing the only thing keeping the zone from expanding out of control wasn't such a good idea after all..
 S.T.A.L.K.E.R. (Video Game) / int_7fbb2a3
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S.T.A.L.K.E.R. (Video Game) / int_7fbb2a3
 S.T.A.L.K.E.R. (Video Game) / int_80580ffe
type
Optional Stealth
 S.T.A.L.K.E.R. (Video Game) / int_80580ffe
comment
Optional Stealth: You can either play the games by focusing on firepower and noise be damned, or go for the stealthy route with night movements, silenced weapons and a total lack of detection. The latter tends to be the easier way around a heavily guarded area.
 S.T.A.L.K.E.R. (Video Game) / int_80580ffe
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 S.T.A.L.K.E.R. (Video Game) / int_80df060c
type
Mascot Mook
 S.T.A.L.K.E.R. (Video Game) / int_80df060c
comment
Mascot Mook: Arguable, but Bloodsucker is one of the most recognizable monsters in the game.
 S.T.A.L.K.E.R. (Video Game) / int_80df060c
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_80df060c
 S.T.A.L.K.E.R. (Video Game) / int_8151ec48
type
Driving Question
 S.T.A.L.K.E.R. (Video Game) / int_8151ec48
comment
Driving Question: For Shadow of Chernobyl: Who and where is Strelok? And in Call of Pripyat: What happened to Operation Fairway?
 S.T.A.L.K.E.R. (Video Game) / int_8151ec48
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S.T.A.L.K.E.R. (Video Game) / int_8151ec48
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type
Night-Vision Goggles
 S.T.A.L.K.E.R. (Video Game) / int_823769b7
comment
Night-Vision Goggles: Two kinds are present: the crappy one with low resolution that flickers every once in a while, and the good one that doesn't distort the image and is one hundred percent stable. The low-tier are most often green, while the decent kind is blue in vanilla (green as well in Call of Pripyat). In both cases, the batteries are eternal.
 S.T.A.L.K.E.R. (Video Game) / int_823769b7
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S.T.A.L.K.E.R. (Video Game) / int_823769b7
 S.T.A.L.K.E.R. (Video Game) / int_823c6e3e
type
Large Ham
 S.T.A.L.K.E.R. (Video Game) / int_823c6e3e
comment
Large Ham: The Bandits in all three games while in combat. Most of Freedom are this in Clear Sky, especially Uncle Yar and Ashot while arguing over the loudspeakers. Hawaiian, the merchant at the Yanov station in Call of Pripyat.
 S.T.A.L.K.E.R. (Video Game) / int_823c6e3e
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S.T.A.L.K.E.R. (Video Game) / int_823c6e3e
 S.T.A.L.K.E.R. (Video Game) / int_83f0971b
type
Mexican Standoff
 S.T.A.L.K.E.R. (Video Game) / int_83f0971b
comment
Mexican Standoff: In one particular side quest in Call of Pripyat, the leader of an arms exchange in an abandoned warehouse of the first map turns on the mercenaries and bandits who accompany him during the stalker ambush, should you work for him.
 S.T.A.L.K.E.R. (Video Game) / int_83f0971b
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 S.T.A.L.K.E.R. (Video Game) / int_85557b38
type
Reality Is Unrealistic
 S.T.A.L.K.E.R. (Video Game) / int_85557b38
comment
Reality Is Unrealistic: A mild example involving the weapons shooting the default 5.45x39 bullet (the AKs, the Abakan, what have you) and their bizarre inability to pierce armor. "They're FMJ rounds, right? They shouldn't have this much trouble downing a single mook!" Well, there's a funny story behind that... Unlike RGD-5 grenades, F1 frags have absolutely devastating fragmentation, and you'll most likely get yourself killed if you think they're Concussion Frags and spam them willy-nilly like in a generic FPS game. At best, you'll have to waste a bandage. You always need to find solid cover if you're gonna use these, as their item description indicates. The Walker P9M pistol (the S.T.AL.K.E.R. version of the German pistol Walther P99) is one of the sidearms which can be looted from the corpses of members of the Military faction. While encountering soldiers from a former Eastern bloc country wielding NATO guns looks like an example of Improperly Placed Firearms, this sidearm is really used by members of the Security Service of Ukraine, a real life Ukrainian security agency (the Call of Pripyat protagonist is an agent of said agency), though the Military from the series isn't part of it.
 S.T.A.L.K.E.R. (Video Game) / int_85557b38
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S.T.A.L.K.E.R. (Video Game) / int_85557b38
 S.T.A.L.K.E.R. (Video Game) / int_85b5dc7
type
Never Bring a Knife to a Gun Fight
 S.T.A.L.K.E.R. (Video Game) / int_85b5dc7
comment
Never Bring a Knife to a Gun Fight: While you always have your knife with you, every faction likes using guns so much that it has become the standard rule of engagement, so trying to knife your way into a gunfight is downright suicidal. Even when you're stealthing, when you get within less than a meter of a stalker, he'll magically know you're there, turn around blindingly fast with his gun already raised, and pump you full of lead. On the other hand... You can use your knife to slay certain mutants, especially Burers, as they obviously can't use guns. Really, the only mutants that are too impractical to use the knife on are Chimeras and Pseudogiants, since they deal too much damage to even try. In a subversion, the knife can be useful against zombified stalkers, provided that you don't get in their line of sight and you approach quietly. Their reflexes are far slower than those of a normal human, making them valid targets. In Shadow of Chernobyl, one arena match in Rostok forces you to use the knife against a Stalker clad in an Exoskeleton and brandishing an F2000. However, you also receive about four grenades in the match to hopefully get the drop on that guy. It's also the best weapon to keep equipped when going stealthy. Why? Because the games have this irritating habit of having you draw your weapon when you load a save file, and when you have a gun or the binoculars as the last wielded item, that action makes enough noise to alert hostiles that something's up. And if you have grenades or bolts equipped, when you load a game the player character always switches to the noisy-to-draw binoculars. The knife doesn't have that problem.
 S.T.A.L.K.E.R. (Video Game) / int_85b5dc7
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_85b5dc7
 S.T.A.L.K.E.R. (Video Game) / int_863fa679
type
What Happened to the Mouse?
 S.T.A.L.K.E.R. (Video Game) / int_863fa679
comment
What Happened to the Mouse?: The unnamed stalker that rescues you in the intro of Shadow of Chernobyl is never mentioned again in either of the three games. It could be speculated that he probably went off on another quest and met an untimely demise off-screen or probably met a Fate Worse than Death.
 S.T.A.L.K.E.R. (Video Game) / int_863fa679
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S.T.A.L.K.E.R. (Video Game) / int_863fa679
 S.T.A.L.K.E.R. (Video Game) / int_8673b3dc
type
Player-Exclusive Mechanic
 S.T.A.L.K.E.R. (Video Game) / int_8673b3dc
comment
Player-Exclusive Mechanic: Only the player can use the knife. Using mods reveals that NPCs, when forced to fight with one, stand perfectly still while madly swiping with the knife. Some mods, like ''Return to the Zone'', give Knife Stalkers actual AI, which results in them becoming Demonic Spiders, as they are able to quickly approach you and rapidly drain your health with several swipes.
 S.T.A.L.K.E.R. (Video Game) / int_8673b3dc
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type
Initialism Title
 S.T.A.L.K.E.R. (Video Game) / int_8898ce54
comment
Initialism Title
 S.T.A.L.K.E.R. (Video Game) / int_8898ce54
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1.0
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 S.T.A.L.K.E.R. (Video Game) / int_8976acda
type
Civil War
 S.T.A.L.K.E.R. (Video Game) / int_8976acda
comment
Civil War: If all the mutants and anomalies weren't enough to make your life a living hell, the Zone is trapped in a perpetual multi-sided conflict between opposing paramilitaries and other armed groups with their own territories, the presence of government troops and foreign mercenaries only worsening the situation from time to time.
 S.T.A.L.K.E.R. (Video Game) / int_8976acda
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S.T.A.L.K.E.R. (Video Game) / int_8976acda
 S.T.A.L.K.E.R. (Video Game) / int_8aae41e3
type
Saharan Shipwreck
 S.T.A.L.K.E.R. (Video Game) / int_8aae41e3
comment
Saharan Shipwreck: The barges and ships in the Zaton area. The area was partially drained of water to help calm the fires at the NPP back in '86. Time finished the job, though not entirely, the place is still somewhat of a swamp.
 S.T.A.L.K.E.R. (Video Game) / int_8aae41e3
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_8aae41e3
 S.T.A.L.K.E.R. (Video Game) / int_8acdb476
type
Suddenly Sober
 S.T.A.L.K.E.R. (Video Game) / int_8acdb476
comment
Suddenly Sober: Drink a bottle of vodka and you'll be drunk as your screen will sway and, in heavier periods, flash white for several seconds. After a while, you'll be sober and regain your senses. In Call of Pripyat, the resident mechanic in the wrecked Skadovsk ship, Cardan, is resigned to hard drinking after a falling out with two fellow stalkers during a trip to hunt down a special artifact, who later passed away in two separate occasions. When you show him the Gauss Rifle after the Monolith ambush in the Pripyat hospital, however, he gets shocked back into sobriety and swears never to drink again.
 S.T.A.L.K.E.R. (Video Game) / int_8acdb476
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1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_8acdb476
 S.T.A.L.K.E.R. (Video Game) / int_8ad43dc9
type
Ragtag Bunch of Misfits
 S.T.A.L.K.E.R. (Video Game) / int_8ad43dc9
comment
Ragtag Bunch of Misfits: In Call of Pripyat the people you can recruit to accompany you to Pripyat itself are a colorful bunch: Zulu, a former Duty member; Vano, a cheerful and friendly unaffiliated Stalker; Sokolov, a military pilot who survived crashing his helicopter in the Zone; and Strider, a former Monolith member.
 S.T.A.L.K.E.R. (Video Game) / int_8ad43dc9
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S.T.A.L.K.E.R. (Video Game) / int_8ad43dc9
 S.T.A.L.K.E.R. (Video Game) / int_8b0a127
type
Rocket-Tag Gameplay
 S.T.A.L.K.E.R. (Video Game) / int_8b0a127
comment
Rocket-Tag Gameplay: What with the series being on the grittier end of the Fackler Scale of FPS Realism, bullets hurt. Fights between two stalkers are decided in less than ten shots from each part, and none of the common mutants can tough out an entire MP5 magazine to the vital organs while their own attacks (save for the Rodent) kill humans in four or five hits. Often, the winner of a confrontation is decided on who spots who first.
 S.T.A.L.K.E.R. (Video Game) / int_8b0a127
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1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_8b0a127
 S.T.A.L.K.E.R. (Video Game) / int_8b6e8d7
type
Anachronic Order
 S.T.A.L.K.E.R. (Video Game) / int_8b6e8d7
comment
Anachronic Order: In terms of plot, the order of the games is Clear Sky (2008), Shadow of Chernobyl (2007), and Call of Pripyat (2010).
 S.T.A.L.K.E.R. (Video Game) / int_8b6e8d7
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S.T.A.L.K.E.R. (Video Game) / int_8b6e8d7
 S.T.A.L.K.E.R. (Video Game) / int_8ba9512b
type
Our Zombies Are Different
 S.T.A.L.K.E.R. (Video Game) / int_8ba9512b
comment
Our Zombies Are Different: Zombified stalkers are not Romero-style undead cannibals, but rather men who've suffered irreversible brain damage from exposure to psi-emissions. They still retain enough intelligence to fire and reload guns (with reduced speed and accuracy compared to a normal stalker), but they are unable to heal themselves and still shamble about, mumbling incoherent fragments of sentences..
 S.T.A.L.K.E.R. (Video Game) / int_8ba9512b
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_8ba9512b
 S.T.A.L.K.E.R. (Video Game) / int_8c16c5d
type
Powers That Be
 S.T.A.L.K.E.R. (Video Game) / int_8c16c5d
comment
Powers That Be: C-Consciousness, the entity that controls the Zone. By the time of Call of Pripyat, they're entirely gone thanks to Strelok eliminating them for good, but things are getting worse, due to their absence.
 S.T.A.L.K.E.R. (Video Game) / int_8c16c5d
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S.T.A.L.K.E.R. (Video Game) / int_8c16c5d
 S.T.A.L.K.E.R. (Video Game) / int_8d6c8737
type
Insurmountable Waist-Height Fence
 S.T.A.L.K.E.R. (Video Game) / int_8d6c8737
comment
Insurmountable Waist-Height Fence: The 5-foot-tall barbed wire fence that prevents you from exiting each area of the game except via the few designated exit points.
 S.T.A.L.K.E.R. (Video Game) / int_8d6c8737
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_8d6c8737
 S.T.A.L.K.E.R. (Video Game) / int_8e0430ab
type
Non-Standard Game Over
 S.T.A.L.K.E.R. (Video Game) / int_8e0430ab
comment
Non-Standard Game Over: In Call of Pripyat, when Beard asks you to retrieve a strange glowing artifact in a wrecked ship east of Skadovsk, after retrieving said artifact from the ship, as you try to leave, a Stalker named Tuna stops you and asks for that artifact you have, claiming a friend of his is dying. If you refuse to hand it him, either by telling him that you indeed have it but keep it for yourself, or lie to him that you don't know what that artifact is (highly recommended that you don't take that option), his two buddies will stop you at gunpoint and warn you to not make any sudden moves. You have about five seconds of free movement to attempt an escape (unless you took the third option, which means you won't get any free movement). If you just stand still and let Tuna walk to you, he angrily demands that you hand over that special artifact. If you still refuse to hand it over, you get a bad cutscene where Tuna stuns you with his rifle butt and tells his buddies to shoot you dead. If you do this, there's no way to control your character, as it's a scripted event. The only way to avoid this is by either handing over the artifact to Tuna or shoot him and his buddies down when you refuse the first time. The latter option is better because an important achievement is unlocked after doing this quest, which also contributes to one of the game's many endings.
 S.T.A.L.K.E.R. (Video Game) / int_8e0430ab
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1.0
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 S.T.A.L.K.E.R. (Video Game) / int_8e59e4a6
type
Cthulhumanoid
 S.T.A.L.K.E.R. (Video Game) / int_8e59e4a6
comment
Cthulhumanoid: Bloodsuckers.
 S.T.A.L.K.E.R. (Video Game) / int_8e59e4a6
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1.0
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 S.T.A.L.K.E.R. (Video Game) / int_8e9cf84e
type
 S.T.A.L.K.E.R. (Video Game) / int_8e9cf84e
comment
"Blind Idiot" Translation: The original game had some serious translation errors in mission descriptions; the most serious was all instances of "Attic" were translated as "Basement," leading to players scouring for non-existent basement entrances to stashes that were actually above them, and translating "shotgun" as "rifle" in quests. "Find the family rifle" was made particularly perplexing by the latter. Many bugfix-centered modpacks correct these to their true meanings.
 S.T.A.L.K.E.R. (Video Game) / int_8e9cf84e
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1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_8e9cf84e
 S.T.A.L.K.E.R. (Video Game) / int_8fcb1ef4
type
Pixel Hunt
 S.T.A.L.K.E.R. (Video Game) / int_8fcb1ef4
comment
There's a hidden stash at the top of the Swamps that requires some exploration to reach as well as dodging a heavily irradiated spot. Reaching it rewards you with a well-hidden Veles detector, making artifact hunting a trivial affair.
 S.T.A.L.K.E.R. (Video Game) / int_8fcb1ef4
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S.T.A.L.K.E.R. (Video Game) / int_8fcb1ef4
 S.T.A.L.K.E.R. (Video Game) / int_90965cc7
type
Hive Mind
 S.T.A.L.K.E.R. (Video Game) / int_90965cc7
comment
Justified in Shadow of Chernobyl, as the player character has amnesia - amnesia given to him by the ultra-psychic Hive Mind of Soviet scientists, too. Also averted, in that you have the option of skipping the tutorial entirely by telling Sidorovich that you still remember how to survive in the Zone.
 S.T.A.L.K.E.R. (Video Game) / int_90965cc7
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-1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_90965cc7
 S.T.A.L.K.E.R. (Video Game) / int_912b24c4
type
Art Shift
 S.T.A.L.K.E.R. (Video Game) / int_912b24c4
comment
Art Shift: The characters in the ending cutscene of Call of Pripyat are played by actual humans (the same people who their in-game faces are modeled on) instead of computer-drawn characters like in Shadow of Chernobyl. This is most glaring when comparing all the new characters to Strelok, who (being based on his Shadow of Chernobyl appearance) is computer-drawn instead of played by a live person.
 S.T.A.L.K.E.R. (Video Game) / int_912b24c4
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_912b24c4
 S.T.A.L.K.E.R. (Video Game) / int_9156bc50
type
Death by Gluttony
 S.T.A.L.K.E.R. (Video Game) / int_9156bc50
comment
Subverted in Call of Pripyat; while you still do suffer from the ill effects of vodka, it also causes you to slowly starve with each drink you take. See Death by Gluttony above.
 S.T.A.L.K.E.R. (Video Game) / int_9156bc50
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-0.3
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S.T.A.L.K.E.R. (Video Game) / int_9156bc50
 S.T.A.L.K.E.R. (Video Game) / int_91e3910c
type
Ruins of the Modern Age
 S.T.A.L.K.E.R. (Video Game) / int_91e3910c
comment
Ruins of the Modern Age/And Man Grew Proud: And how! Obviously, the area around the Chernobyl power plant is really Truth in Television. And it does have a greatly haunting vibe to it, even without the presence of bizarre mutated monsters and paranormal activity like in the game.
 S.T.A.L.K.E.R. (Video Game) / int_91e3910c
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S.T.A.L.K.E.R. (Video Game) / int_91e3910c
 S.T.A.L.K.E.R. (Video Game) / int_91e894b4
type
Apocalypse How
 S.T.A.L.K.E.R. (Video Game) / int_91e894b4
comment
Apocalypse How: The Zone is a regional catastrophe and the Emissions wipe out anything awake/conscious or not in cover in their area. To make things worse in Call Of Pripyat, they happen once a day. Even worse, the Scientists and quite a few Loners are concerned the Zone will spread and spread until it swallows the Earth.
 S.T.A.L.K.E.R. (Video Game) / int_91e894b4
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_91e894b4
 S.T.A.L.K.E.R. (Video Game) / int_940a5958
type
Artificial Stupidity
 S.T.A.L.K.E.R. (Video Game) / int_940a5958
comment
Artificial Stupidity: As mentioned, the A.I. does not recognize environmental hazards, and as a result traveling NPCs will often walk right through Anomalies, leading to their death by crushing/eruption/electrocution/etc. Fixed in Call of Pripyat, at least with NPCs who are part of your squad. They will deliberately and exactly follow the player's path through anomaly-filled areas in order to stay safe. In Call of Pripyat, some NPCs will continue to enjoy a relaxing, slow-paced stroll, during an emission. Or inexplicably decide that the current safe building about five meters away isn't safe enough after just starting a patrol to have it interrupted by a storm, and run off in a random direction instead. As discussed below, one of the biggest A.I. bugs in the original S.T.A.L.K.E.R. was the AI's tendency to end up mysteriously dead around fireplaces. Community research discovered that the AI kept spawning inside the fireplaces and burning to death; it wasn't uncommon to find entire camps bereft of life. Although later sequels avoided this issue, it was never fixed in the original and modders were forced to compensate by rendering the AI immune to fire damage, or force spawnpoints to keep them away from the firepits. In Call of Pripyat, it's nearly impossible to get the best result for one mission due to the friendly NPCs throwing grenades while inside a building, completely ignoring the walls and the ceiling. Despite being outnumbered two to one, they'll likely kill themselves long before the enemies would have. There are some serious consequences if they get killed so your best bet is to save scum your way through. The A.I. in general has real trouble dealing with large numbers of weak mutants. Even a mighty Master Stalker in exosuit armor can often fall to more than 3 or 4 dogs at once.
 S.T.A.L.K.E.R. (Video Game) / int_940a5958
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_940a5958
 S.T.A.L.K.E.R. (Video Game) / int_9446f847
type
Death or Glory Attack
 S.T.A.L.K.E.R. (Video Game) / int_9446f847
comment
Death or Glory Attack: In-universe, going into the Zone at all is this. An aspiring artifact hunter will either end up rich beyond his wildest dreams, or killed horrifically. Or worse.
 S.T.A.L.K.E.R. (Video Game) / int_9446f847
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S.T.A.L.K.E.R. (Video Game) / int_9446f847
 S.T.A.L.K.E.R. (Video Game) / int_95ff52c7
type
Guns Do Not Work That Way
 S.T.A.L.K.E.R. (Video Game) / int_95ff52c7
comment
Guns Do Not Work That Way: The standard PM pistol wouldn't be able to use extra-powerful rounds designed for the improved PMM. There is no version of the Desert Eagle in .45ACP. And it would be impossible to chamber one in 9x39mm. The Cutter is a specially modified Viper 5 (MP5) chambered in .45 ACP. IRL, there is no version of the MP5 chambered in .45 ACP (its closest equivalents are two versions chambered in 10mm Auto {MP5/10} and .40 S&W {MP5/40}), though its successor, the UMP, has a version chambered in that specific caliber. The SUSAT scope was designed to use in conjunction with L85 rifles, and is not supposed to be installed on weapons without proprietary mounts (like LR-300 and SG 550). Some of the gun modifications in Call of Pripyat will not work IRL as described. For example: barrel modifications will affect accuracy, but will not increase rate of fire.
 S.T.A.L.K.E.R. (Video Game) / int_95ff52c7
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1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_95ff52c7
 S.T.A.L.K.E.R. (Video Game) / int_96181ea7
type
Loads and Loads of Loading
 S.T.A.L.K.E.R. (Video Game) / int_96181ea7
comment
Loads and Loads of Loading: The main problem of the first game. Other two games have long, but not so annoying loading screens.
 S.T.A.L.K.E.R. (Video Game) / int_96181ea7
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_96181ea7
 S.T.A.L.K.E.R. (Video Game) / int_963086ce
type
Damn You, Muscle Memory!
 S.T.A.L.K.E.R. (Video Game) / int_963086ce
comment
Damn You, Muscle Memory!: The grenades seem to follow much steeper arcs than in most FPS games, making it very easy to blow yourself up by mistake.
 S.T.A.L.K.E.R. (Video Game) / int_963086ce
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_963086ce
 S.T.A.L.K.E.R. (Video Game) / int_964ea66c
type
A-Team Firing
 S.T.A.L.K.E.R. (Video Game) / int_964ea66c
comment
Zombified stalkers shuffle slowly while moaning out Russian phrases yet are still quite capable of firing and reloading automatic weapons (though they're hilariously incapable of aiming those weapons}. When they die, they do cry for their mothers, and in fact, most of their phrases are actually fragments of the stuff stalkers talk about:
 S.T.A.L.K.E.R. (Video Game) / int_964ea66c
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S.T.A.L.K.E.R. (Video Game) / int_964ea66c
 S.T.A.L.K.E.R. (Video Game) / int_967856d8
type
Hired to Hunt Yourself
 S.T.A.L.K.E.R. (Video Game) / int_967856d8
comment
Hired to Hunt Yourself: In Shadow of Chernobyl, you are only known as the Marked One who has a PDA telling you of an objective to "Find and kill Strelok". However, later in the game, it is revealed that you were Strelok all along. Even so, the objective itself does not disappear even after The Reveal.
 S.T.A.L.K.E.R. (Video Game) / int_967856d8
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1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_967856d8
 S.T.A.L.K.E.R. (Video Game) / int_96ecc67e
type
Shotguns Are Just Better
 S.T.A.L.K.E.R. (Video Game) / int_96ecc67e
comment
In the same vein as the Vintar above, a savvy player can net a whole lot of good gear by heading from the entrance of the Bar straight into the Army Warehouses. The initial Freedom squad killed by Skull's team yields a few decent NATO guns; if you tattle on Skull to Freedom and head with them to ambush the invading Dutyers, you can net yourself an AS Val for when the VSS scope is too unwieldy and lots of high-level guns and grenades (without pissing off Duty as long as you don't shoot at Skull's squad); the next mission from Freedom is an opportunity to nab yourself a SPAS-12 for a step up from the sawn-off; and finally, in the Barrier defense mission, at least one Freedomer is bound to be killed and leave a juicy G36 for you to swipe, along with all of the gear from the dead Monolithians.
 S.T.A.L.K.E.R. (Video Game) / int_96ecc67e
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1.0
 S.T.A.L.K.E.R. (Video Game) / int_96ecc67e
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_96ecc67e
 S.T.A.L.K.E.R. (Video Game) / int_98b1dc8f
type
Luck-Based Mission
 S.T.A.L.K.E.R. (Video Game) / int_98b1dc8f
comment
The OTs-14 5.45mm is often sold by Sidorovich in the early game (before you speak to Wolf and after you've rescued Nimble) for 20,000 RU. Needless to say, it's highly unlikely you'll get this amount in time. You'd need to gather all of the loot in the first map and maybe some of the second to amass the amount needed. However, it's a very useful gun in the early game, as it is a high tier assault rifle chambered for an ammo type common throughout the entire game. The only other way to get it is to loot it off a dead Duty stalker, Barin, and that has the problems that either A) you have to kill him yourself and make an enemy out of the faction that controls the Bar area, or B) you have to wait until he's killed by bandits or mutants, a Luck-Based Mission at best.
 S.T.A.L.K.E.R. (Video Game) / int_98b1dc8f
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1.0
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Immune to Bullets
 S.T.A.L.K.E.R. (Video Game) / int_99db72ee
comment
Noah is outright Immune to Bullets, capable of surviving several hundred shots from a high-end assault rifle unscathed. The only way to kill him is with several headshots or a direct grenade hit. Made all the more glaring by the fact his only "armor" is a simple trenchcoat. It's suggested that he's got some insanely powerful artifacts in his possession, which may be how he's able to shrug off bullets to the torso.
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Took a Level in Badass
 S.T.A.L.K.E.R. (Video Game) / int_9bcd82c0
comment
Took a Level in Badass: Nimble, the weedy guy your first real mission focused on saving from some poorly armed bandits from in the very beginning of Shadow of Chernobyl, and originally a recently fresh neophyte of the Clear Sky faction in Clear Sky, becomes a master arms dealer, and one of the few ways to get an Exosuit, in Call of Pripyat. There's also Petruha, who was a rookie doing scouting duty for Wolf in the Cordon in the first game. In Call of Pripyat, he's an experienced artifact hunter who's made his way to the center of the Zone and has taken a rookie under his wing. Although, unfortunately for Petruha, since he's sporting rather mediocre equipment (yet, it's much better than what he had in Shadow of Chernobyl), it's more than likely he'll die after you meet him. On the other hand, with a little bit of work you can trade him and his rookie buddy Awl some real equipment, resulting in two pretty badass fighters. The only thing you can't do is have them change outfits (applies to every NPC in all three games), unfortunately. Also, in Call of Pripyat, if you manage to save the entire squad of Ecologists during their volunteer job of helping out the scientists in the second map, including the notoriously difficult Escort Mission, later on, they'll go from being clad in mediocre stalker suits and brandishing average Warsaw Pact weaponry to wearing snappy SEVA suits and badass-looking Exoskeletons and sporting powerful NATO weaponry. They'll even reward you with some nice equipment if you visit them once more. However, they'll remain outside the scientist bunker for the rest of the game unless an emission occurs.
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Eldritch Location
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Eldritch Location: The laws of physics in the Zone are...different. It seems relatively normal at first glance, until you walk down a seemingly empty street and accidentally step in an area where gravity is about a hundred times Earth normal, and find yourself experiencing life as a pancake...very briefly. Or decide to stay outside and watch the sky turn red, which is really interesting right up until the hallucinations start and your head blows up. And that's just the start. Suffice it to say that overall, the Zone is both very weird and very dangerous. A more mundane, but still notable, example is the lake in Zaton that is also a hill. No, that's not a typo - it's an otherwise normal body of water that has absolutely no problem at all flowing twenty feet uphill and staying there, completely covering the hill in a sort of sheet of water.
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Hyperspace Arsenal
 S.T.A.L.K.E.R. (Video Game) / int_9c7e3137
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Hyperspace Arsenal: Averted... yet, somehow, played straight. You can only equip one sidearm and one primary weapon. However, you're able to carry up to 59.9 kg of anything (including additional guns) in your backpack, however going above 50kg reduces your sprinting ability to next to zero. Break it with a piece of bread and you're totally immobile. Also played straight with the various storage crates which can be used to stash extra inventory, all of which have a seemingly infinite amount of space, able to store dozens of guns and outfits, thousands of rounds of ammo, weeks worth of food, and artifacts galore with room to spare. Justified for gameplay reasons; you need somewhere to store all that stuff and it's more convenient than just dropping it on the ground. However, be aware that recklessly storing your equipment may come back to bite you in the ass. One quest in Call of Pripyat involves having ALL the equipment in one of your storage crates stolen. You can find and get it all back later on, but depending on how much you can carry and how many things you have, you're going to have to make multiple trips at full load or leave some behind. Small supply kits, which are the main source of supplies in the dungeons, sometimes release an insane amount of items upon slashing them open. To the degree you can be killed or thrown high into the air by stuff flying out of it. NPCs will sometimes play a tune on a guitar by a campfire to pass the time. However, they pull the guitar out of a backpack clearly too small for it when they begin, and stow it away likewise when finished. A crafty player can start this in Call of Pripyat. With the right artifacts and a fully upgraded Exoskeleton, you can be carrying: an RPG launcher; a drum-fed grenade launcher; a unique assault rifle with a silencer, a scope, and an under-barrel grenade launcher; a drum-fed automatic shotgun; a unique, silenced sniper rifle that could one-shot enemies; a specialized plot-important sniper rifle; a light machine gun; a pistol modified for automatic fire; and hand grenades.
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Hand Cannon
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Hand Cannon: The Black Kite, based on the frame of an IMI Desert Eagle. It shoots .45 ACP rounds, which are also used by a bunch of other pistols, but it weighs almost twice as much as they do. The unique variant that can be found in Shadow of Chernobyl is Big Ben: it fires 9x39mm rifle rounds.
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Made of Iron
 S.T.A.L.K.E.R. (Video Game) / int_9d17b859
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Made of Iron: In Clear Sky, NPCs can absorb far more damage than the player (and friendly NPCs wearing comparable armor). Even on the easiest difficulty, a low-ranking Ukrainian military trooper can easily survive a point-blank shotgun blast or two full magazines of MP-5 fire to the chest. Especially jarring since enemies in the first game were exactly as strong as friendly NPCs and the player, and even enemies wearing exceptionally tough armor could still be dropped by a few well-placed armor-piercing rounds. Headshots from anything will still kill anyone not wearing an Exoskeleton, and even those can be brought down with one armor-piercing assault rifle round to the head. With late-game armour and health artifacts, the player is quite capable of shrugging off automatic gunfire, at least from a single enemy. In SoC, if you're lucky, you can encounter a bandit with three Meat Chunk artifacts in the Junkyard. Put these on together with anti-bleed and you're a freaking walking tank, because the artifacts' effect multiplies instead of adding. High instant damage, however, will still kill you, and since each Meat Chunk makes you 10% more vulnerable to damage overall, so your increased metabolism comes at the price of taking significantly more damage. Played straight in Call of Pripyat too. Only the most powerful sniper rifle in the game will bring down a Monolith trooper with a single headshot. Justified, since they're, well, brainwashed and ignoring damage. Averted by a large number of enemies though, especially depending on difficulty and weapon used. Most bandits are poorly armoured thugs that go down with little trouble. Still played straight by zombies to a certain degree - they are much more resistant to torso/extremity shots (on account of being... well, mindless zombies) but still vulnerable to headshots. Noah is outright Immune to Bullets, capable of surviving several hundred shots from a high-end assault rifle unscathed. The only way to kill him is with several headshots or a direct grenade hit. Made all the more glaring by the fact his only "armor" is a simple trenchcoat. It's suggested that he's got some insanely powerful artifacts in his possession, which may be how he's able to shrug off bullets to the torso. Some mutants also can soak up a lot of damage before finally going down for good. The Pseudogiant, for example, while it was only fairly durable in Shadow of Chernobyl, takes ungodly amounts of punishment to take down in Clear Sky and Call of Pripyat, and can take two shots from an RPG-7 in the face, while at the same time whittling away your health faster than the blink of an eye. If you don't have an RPG-7 or Gauss Rifle with you, you better hope you have enough ammo and medkits if you're going to kill this thing, otherwise you'll have to run away, hopefully avoiding its stomp attack which has a damaging area of effect and which can briefly stun you. This makes the Pseudogiant a Boss in Mook Clothing, barring the SoC variant. The Marked One, obviously. When you go to meet Doctor in the Agroprom Underground, an explosive goes off in your face while you're climbing a ladder. You're knocked out and dazed a bit, but you don't take any damage.
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The All-Seeing A.I.
 S.T.A.L.K.E.R. (Video Game) / int_9d73dfcc
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The All-Seeing A.I.: Enemies can see you and shoot you perfectly fine through bushes, while you can't see them when they're behind a bush.
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New-Age Retro Hippie
 S.T.A.L.K.E.R. (Video Game) / int_9e09fbd7
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New-Age Retro Hippie: Ganja, Freedom's barman in Clear Sky. Comes complete with reggae music and a fondness for the 'erb. As an added bonus, his name literally means "marijuana" in Indian.
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Punctuated! For! Emphasis!
 S.T.A.L.K.E.R. (Video Game) / int_9e0c3153
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Punctuated! For! Emphasis!: Quoth a Freedom stalker during a raid:
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One-Man Army
 S.T.A.L.K.E.R. (Video Game) / int_9e943076
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One-Man Army: Zigzagged. There are few places where you can go on alone and take out an entire base/lair full of heavily armed soldiers and/or mutants, and still come out alive. In other places you have to rely on numbers to complete your objectives. In the first game, right at the beginning, you can tell a group of stalkers to sit out and let you do your thing Rambo-style on a car park full of bandits that are holding a semi-important NPC, Nimble, hostage. The leader, Petruha, will call you out on it if you do so, and if you come back to his group without completing your objective, he'll mock you for being a wussy and won't give you any support. Complete the objective by yourself and he will be astonished at your success. Played straight in Shadow of Chernobyl, and, depending on the skill of the player, can be taken to ludicrous levels. It's not impossible to rack up kills into the four digits, and keep in mind, every man in the Zone is dangerous. Even the rookies are competent with firearms, to say nothing of the well trained and well equipped military, the experienced and deadly Duty & Freedom factions, and the other various Stalkers who come to the zone and face down terrifying monsters as part of their daily job. You can pick fights with all of these people. And win.
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Elite Mooks
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The finale, where you have to escort the Military survivors through the city fighting through zombies, mutants, and finally several waves of Monolith fighters. On the plus side, the survivors are Spetsnaz Elite Mooks who can hold their own in the fight, especially if you have the maximum of 8 survivors helping you in the shootout by saving them all during earlier missions.
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Our Vampires Are Different
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Our Vampires Are Different: Bloodsuckers, more like hideous Umbrella mutants than actual vampires. Then there's one STALKER in Call of Pripyat with some form of condition that causes him to crave blood.
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First Town
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First Town: The rookie village serves this purpose both in game terms for the player in Shadow of Chernobyl, and in-universe for new arrivals to the Zone. It's located in the safest district in the Zone (relatively speaking), has a large number of intact buildings, underground cellars to guard against emissions, walls to keep out wandering mutants, patrolling guards, a well-stocked trader, and actual beds, so overall it's actually one of the most well-stocked settlements in the entire Zone.
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Abandoned Hospital
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Abandoned Hospital: One in Clear Sky and one in Call of Pripyat.
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Respawning Enemies
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Respawning Enemies: Bandit and merc camps, Duty and Freedom squads, and mutant packs all spawn new members if they die, whether by your hand or not. Surprisingly averted completely in Call of Pripyat when you're taking missions to clean out Monolith bases - with no Monolith Device, Wish Granter, or C-Consciousness to finish their brainwashing, they can't replenish their numbers. If you choose to stay in the Zone after you evac the Hind helicopters in the final mission, you can attack their last, unmarked base in the gas station and remove them from the game entirely.
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Doomed by Canon
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Doomed by Canon / Dropped a Bridge on Him: The player character of the prequel Clear Sky, Scar, is speculated by fans to become the brainwashed Monolith leader, Charon, that Strelok blows away in Pripyat during the first game, due to his use of a VSS Vintorez - Scar uses such a weapon in Clear Sky's opening, which can later be retrieved, and one log in SoC mentions a man with a Vintorez doing a deed that Scar does in CS, further associating Scar with the weapon, while Charon is the only NPC to use the weapon in Shadow of Chernobyl. It's speculation at best, however, as this was never confirmed. Some other minor NPCs, such as Wolf, are mentioned in passing in Call of Pripyat as having died. One or two you might have killed, such as Wolfhound, whose custom .45 "March" can be bought from Nimble. Wolfhound was a mercenary leader who was chasing after Kruglov, and ordered his men to fire on the Marked One; chances are he shredded Wolfhound without a second thought. Then there's Max, whose custom sniper rifle is also available from Nimble. Nimble mentions having bought the rifle from Max, but depending on how you played SoC, you might have seen Max die at the hands of a Duty squad you were supposed to help take out, or you might have killed him yourself with the help of said Duty squad. It's also inverted, in that some NPCs from earlier games who, owing to the nature of the game, might have ended up dead in your playthrough, will appear in Call of Pripyat alive and well. One in particular (Guide) actually plays a role in the plot (albeit a minor one), another (Nimble) is your main source of high-end weaponry in the game, and a third (Petruha) plays a momentary role that could go entirely unnoticed. In Shadow of Chernobyl, the first game in which these characters appear, it's entirely possible for both of them to die - in fact, it is actually fairly likely for all of them to die, as Guide sets up camp in a rather dangerous locale, Nimble stays at the rookie camp and will charge into battle against mercenaries and military with nothing but a leather jacket and a Makarov, and Petruha and his crew are at the auto park, where bandits constantly attack. Coming back to find Guide butchered by wildlife and Petruha being roasted over the fire at the bandit camp isn't uncommon.
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Enemy Chatter
 S.T.A.L.K.E.R. (Video Game) / int_a1f82f86
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Enemy Chatter: Although not much use in Shadow of Chernobyl, as it's all in Russian. At least "granáta" isn't hard to figure out. Unfortunately for those who don't speak Russian even that won't help much as often alternate phrasing would be used for a grenade toss, which don't actually contain the word. "A vot tebe limonchik!", translated as "Here, have some lemon!", is one example, stemming from Russian equivalent to "pineapple" bomb, "Limonka", the lemon bomb. In the English speaking community, the highly idiomatic "chiki briki i v damke" or just "chiki briki" has become a miniature meme of sorts, precisely because no one can agree on what it means and the way the Bandit hunting you says it. (It's the equivalent of "checkmate" in checkers. Dissection/translation here◊.) Some of it is translated in Clear Sky (e.g.: TAKE THIS, YOU FUCKING NAZI!). Then there's "Suka!" shouted out by the Bandits, which literally means "Bitch!". Although this is a more or less ordinary Russian curse, it takes a much darker meaning when you consider the Bandits' origins.
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No Canon for the Wicked
 S.T.A.L.K.E.R. (Video Game) / int_a2326b6a
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No Canon for the Wicked: The best ending of Shadow of Chernobyl is made canon in Call of Pripyat, so any chance of Marked One making a selfish wish is denied.
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Eye Scream
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"I want the Zone to disappear." The PC goes blind.
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One-Hit Kill
 S.T.A.L.K.E.R. (Video Game) / int_a414c3f0
comment
One-Hit Kill: In Shadow of Chernobyl, the alt-fire stab attack of your knife kills everything in one hit. Stab a guy in Powered Armor? One-hit kill. Stab an armored personnel carrier? One-hit kill. It's actually rather funny. Hell, in one arena match, you're required to use this attack if you want to survive (you + knifenote You also get several frag grenades in this match... you just don't know it until you're dropped in. versus some guy with an F2000, the best CQC assault rifle, and an Exosuit). Of course, actually getting close enough to do so is so difficult that this is practically useless unless your target doesn't know you're there, and even then they will notice you if you're less than a meter away, so you have to rush and stab. It's also a surprisingly viable option when forced to engage a Controller or Burer up close - all weapons take too long to recock when pulling them back out after a psi attack or when you have to pick them back off the floor after a disarming psi-pull.
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Majorly Awesome
 S.T.A.L.K.E.R. (Video Game) / int_a5a4c9a2
comment
Majorly Awesome: The protagonist of Call of Pripyat, SBU Major Degtyarev. His epilogue reveals he goes from this to Colonel Badass, and turns down a desk job to return to the Zone.
 S.T.A.L.K.E.R. (Video Game) / int_a5a4c9a2
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Infinity +1 Sword
 S.T.A.L.K.E.R. (Video Game) / int_a5e02e9e
comment
The Gauss Rifle in both Shadow of Chernobyl and Clear Sky, in which it appears as a late-game weapon with pitifully scarce ammo, and the latter version is only useful for the endgame. Averted in Call of Pripyat, where it instead becomes an Infinity +1 Sword.
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 S.T.A.L.K.E.R. (Video Game) / int_a5fb0d24
type
Healing Factor
 S.T.A.L.K.E.R. (Video Game) / int_a5fb0d24
comment
Healing Factor: Although it takes a while, the player character will slowly heal when not taking damage (or bleeding). Artifacts can speed up this process, though not by much. Ironically, the artifacts that provide this - the Stone Blood, Meat Chunk, and Soul - increase your health regeneration, but decrease your overall hit protection, meaning you'll wind up being more fragile than you were to start with. Getting 4 or more flame or electricity battery artifacts and jumping into a fire/electrical surge will restore your health and repair your armor.
 S.T.A.L.K.E.R. (Video Game) / int_a5fb0d24
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type
Imperial Stormtrooper Marksmanship Academy
 S.T.A.L.K.E.R. (Video Game) / int_a796d2a6
comment
Imperial Stormtrooper Marksmanship Academy: The AI's aim can get... weird. A Duty or Monolith trooper can empty an entire magazine of assault rifle ammo at you at point-blank range and miss completely, while bandits will wing you from a hundred meters off with wildly-fired buckshot. Played straight and justified with zombified stalkers: their lack of intelligence and judgment causes them to fire wildly and blindly towards their targets. Averted completely with grenades in Clear Sky, which will Robotech to land directly at your feet.
 S.T.A.L.K.E.R. (Video Game) / int_a796d2a6
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type
No Woman's Land
 S.T.A.L.K.E.R. (Video Game) / int_a8357dc2
comment
No Woman's Land: You will be very hard pressed to find a single female character in any of the games of any kind. Guaranteed. See Chromosome Casting above.
 S.T.A.L.K.E.R. (Video Game) / int_a8357dc2
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 S.T.A.L.K.E.R. (Video Game) / int_a8559a9f
type
RealLife
 S.T.A.L.K.E.R. (Video Game) / int_a8559a9f
comment
9x39mm rifles, while correctly depicted with much steeper bullet trajectory, got substantial power buff. In Real Life, SP-6 rounds were rated to penetrate light pistol-proof armor, while in the game they can perforate heaviest armor up to exoskeletons.
 S.T.A.L.K.E.R. (Video Game) / int_a8559a9f
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S.T.A.L.K.E.R. (Video Game) / int_a8559a9f
 S.T.A.L.K.E.R. (Video Game) / int_a86069f
type
Alternate History
 S.T.A.L.K.E.R. (Video Game) / int_a86069f
comment
Alternate History: The secret C-Consciousness project, a Soviet attempt to try and manipulate mankind's consciousness to eliminate suffering and wars (given that it was a Soviet project, there was probably some "Take over the world for communism"-type motivation in there as well, at least at first), moved to Chernobyl to operate in secret after the disaster. In 2006, the experiment went off the rails, caused the first blowout, and eventually changed the area into a bizarre post-apocalyptic Dark World. Aside from some technological changes (gauss rifles and exoskeletons, albeit extremely unwieldy prototypes manufactured illegally), life goes on in the outside world. Southern Hospitality, the first English Stalker novel, states a nuclear bomb was detonated in Afghanistan and spread the Zone to Kabul. Clear Sky heavily implies the Soviets had managed to figure out a method of short-range mind control before the disaster, with Forester, a native of the area, talking about the town of Limansk-13, and how the people there always seemed to be either muttering to themselves or praising the Soviet government, even during food shortages, and were suspicious of outsiders, who got nasty headaches if they stayed there for too long. For some reason, it wasn't evacuated when the disaster happened.
 S.T.A.L.K.E.R. (Video Game) / int_a86069f
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S.T.A.L.K.E.R. (Video Game) / int_a86069f
 S.T.A.L.K.E.R. (Video Game) / int_a8a04f6f
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And I Must Scream
 S.T.A.L.K.E.R. (Video Game) / int_a8a04f6f
comment
"I want to be immortal." The PC is turned into a still-living but immobile metal statue.
 S.T.A.L.K.E.R. (Video Game) / int_a8a04f6f
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 S.T.A.L.K.E.R. (Video Game) / int_ac81e4b0
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Dueling Player Characters
 S.T.A.L.K.E.R. (Video Game) / int_ac81e4b0
comment
Dueling Player Characters: The final battle of Clear Sky involves you fighting Strelok, the protagonist of the first game. You don't actually fight him directly (and he doesn't shoot at you), but rather snipe at him at long range as he makes his way across the superstructure of the Chernobyl Power Plant. You have to constantly chase him to get good angles, and Monolith goons will constantly be spawning in to fight both of you.
 S.T.A.L.K.E.R. (Video Game) / int_ac81e4b0
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 S.T.A.L.K.E.R. (Video Game) / int_acdc4c5d
type
Anti-Hoarding
 S.T.A.L.K.E.R. (Video Game) / int_acdc4c5d
comment
Anti-Hoarding: You have a weight limit that's not particularly generous, and everything you can carry has an assigned weight, even ammunition. Going one gram over the limit makes your Sprint Meter deplete insanely fast, and if you're 10kg or more over the limit, you can't move at all. The exosuit and a few weight-related artifacts can add to your max carry weight, though.
 S.T.A.L.K.E.R. (Video Game) / int_acdc4c5d
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 S.T.A.L.K.E.R. (Video Game) / int_ad4a45be
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Final Boss
 S.T.A.L.K.E.R. (Video Game) / int_ad4a45be
comment
Enforced in Clear Sky, where it is chronologically a prototype version of the original that shoots electromagnetic rounds, and is essential to defeating the Final Boss, Strelok.
 S.T.A.L.K.E.R. (Video Game) / int_ad4a45be
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 S.T.A.L.K.E.R. (Video Game) / int_add931af
type
I Choose to Stay
 S.T.A.L.K.E.R. (Video Game) / int_add931af
comment
Averted towards the end of Call Of Pripyat. You can end up with several unsolved missions when you are informed by your superiors of your imminent rescue. Thankfully, you don't have to go immediately.
 S.T.A.L.K.E.R. (Video Game) / int_add931af
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 S.T.A.L.K.E.R. (Video Game) / int_af8974a3
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Breakable Weapons
 S.T.A.L.K.E.R. (Video Game) / int_af8974a3
comment
Breakable Weapons: All guns degrade with use, becoming more prone to jamming and less accurate. Same goes with armor: it protects less and less the worse its condition gets. With very few exceptions, Warsaw Pact weapons lasts a good while longer before becoming reliably unreliable than NATO gear. Annoyingly, in vanilla Shadow of Chernobyl, nobody knows how to repair anythingnote all you have is an exploit that allows you to use artifacts to become immune to a certain kind of damage, which then both heals you and repairs your current armour when you receive that particular damage. This exploit proved so popular that it was actually deliberately left unfixed, and is in fact commonly considered to be a valid tactic by the community (what with there being no other way to repair armor in the vanilla first game); but with guns, no luck, so you have to throw your rifle away and get a new one after using it for firing a few dozen magazines. In Call of Pripyat, this becomes a plot point for two sidequests: two mechanics (one in the Skadovsk and the other in the train station, respectively) ask you to fetch them three toolkits in order to provide the full service for upgrading both your armor and weaponry. The catch is that the toolkits tend to be in rather dangerous and sometimes anomaly-ridden areas, so you better have above adequate equipment to retrieve these kits. Not only that, but the most advanced toolkits won't be available until you venture your way into Pripyat via the underground tunnel.
 S.T.A.L.K.E.R. (Video Game) / int_af8974a3
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 S.T.A.L.K.E.R. (Video Game) / int_afc8ddc7
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Armor-Piercing Attack
 S.T.A.L.K.E.R. (Video Game) / int_afc8ddc7
comment
Armor-Piercing Attack: The game has a very detailed ballistics system in which different ammo has different characteristics in regards to both damage and armor penetration, and each caliber has a few variations such as +P or armor-piercing for even more variety. A special forces Vintar BC sniper rifle loaded with SP-6 rounds can take down even a mighty Exosuit Stalker (who can normally soak 2-3 mags of assault rifle fire) with just 4 torso shots. Also, NATO weapons actually deal less raw damage than Warsaw Pact weapons, but are listed as having higher damage in the weapons stats because their 5.56mm ammo has significantly better armor penetration and thus are noticeably more effective against human enemies.
 S.T.A.L.K.E.R. (Video Game) / int_afc8ddc7
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S.T.A.L.K.E.R. (Video Game) / int_afc8ddc7
 S.T.A.L.K.E.R. (Video Game) / int_afd68598
type
Inventory Management Puzzle
 S.T.A.L.K.E.R. (Video Game) / int_afd68598
comment
Inventory Management Puzzle: A major part of all three games. You've got 50 kg of weight capacity, past which you're reduced to a hobble. At 60 kg, you can't move at all, unless you're wearing the Powered Armor Exoskeleton, which (except in the third game when properly modified) prevents you from sprinting. Between armor, medkits, anti-rads, a handful of artifacts, and ammo, you'll only have room left for two or three guns (which is all you should be carrying anyway) before breaking the weight limit, leaving little room for extra hardware. There are several ways around this: Ignore most of the artillery you come across and leave it right where it is; Make several trips back and forth between the trader and the corpses to offload the extra weapons and ammo; or go the way the developers probably intended, and cache the equipment in nearby stashes. Just like a real Stalker!
 S.T.A.L.K.E.R. (Video Game) / int_afd68598
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S.T.A.L.K.E.R. (Video Game) / int_afd68598
 S.T.A.L.K.E.R. (Video Game) / int_b02f996a
type
Town with a Dark Secret
 S.T.A.L.K.E.R. (Video Game) / int_b02f996a
comment
Town with a Dark Secret: Limansk-13 was this before the Chernobyl disaster. On top of being so remote and secretive many people doubted it's existence, the population was extremely distrustful of non-residents, mumbling to themselves and constantly praising the Soviet regime even during food shortages. In addition, the inhabitants of the smaller villages nearby always had violent headaches when they stayed nearby, something Forester blames the radio research center the city housed and their massive antenna for. The research center studied possible applications of mind control via radiowaves, with the antenna being the first field test of their research.
 S.T.A.L.K.E.R. (Video Game) / int_b02f996a
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 S.T.A.L.K.E.R. (Video Game) / int_b06bbf4b
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Be Careful What You Wish For
 S.T.A.L.K.E.R. (Video Game) / int_b06bbf4b
comment
Be Careful What You Wish For: In Shadow of Chernobyl, the player can reach the Wish Granter and make a wish. None of the "wishes" end well. "I want the Zone to disappear." The PC goes blind. "Mankind is corrupt, it must be controllednote Destroyed, in the original translation." Images of war and death flash by, and the PC is left standing in a lifeless void. "I want to be rich." It begins to literally rain gold coins, which bring down the roof under their weight and the PC is crushed to death. "I want to rule the world." The PC is absorbed into the C-Consciousness. "I want to be immortal." The PC is turned into a still-living but immobile metal statue.
 S.T.A.L.K.E.R. (Video Game) / int_b06bbf4b
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type
Fridge Brilliance
 S.T.A.L.K.E.R. (Video Game) / int_b0cd3349
comment
Fridge Brilliance: Perhaps it's because nobody actually believes you can be that good.
 S.T.A.L.K.E.R. (Video Game) / int_b0cd3349
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1.0
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type
Real Is Brown
 S.T.A.L.K.E.R. (Video Game) / int_b23e7ba9
comment
Real Is Brown: Surprisingly subverted for the most part. While the Zone is a land full of Scenery Gorn, there are a few colorful, lush places that help minimize the use of brown backgrounds that usually equate to the despair and hopelessness in a mainly abandoned locale, mixing it with Scenery Porn.
 S.T.A.L.K.E.R. (Video Game) / int_b23e7ba9
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S.T.A.L.K.E.R. (Video Game) / int_b23e7ba9
 S.T.A.L.K.E.R. (Video Game) / int_b3168a4d
type
Previous Player-Character Cameo
 S.T.A.L.K.E.R. (Video Game) / int_b3168a4d
comment
Previous Player-Character Cameo: The player character of Shadow of Chernobyl, the Marked One also known as Strelok, is an important character in the last act of Call of Pripyat.
 S.T.A.L.K.E.R. (Video Game) / int_b3168a4d
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Too Dumb to Live
 S.T.A.L.K.E.R. (Video Game) / int_b58b4e3c
comment
Too Dumb to Live / Miles Gloriosus: Magpie/Flint in Call of Pripyat for some reason thinks taking credit for the player's quest completion is a good idea when people in the same building (one who is within 30 feet) can confirm he is lying through his teeth. He also has a habit of bragging about his double crosses including the one where the crossed people didn't die. When the player finishes up the quest chain, he predictably gets killed. THREE factions line up to do it for you: Freedom for robbing their customers, Duty for backstabbing artifact-hunters, and the mutant-hunting loners for leaving Crab to die in the mutant lair.
 S.T.A.L.K.E.R. (Video Game) / int_b58b4e3c
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 S.T.A.L.K.E.R. (Video Game) / int_b71c764e
type
Demonic Spiders
 S.T.A.L.K.E.R. (Video Game) / int_b71c764e
comment
Demonic Spiders: Invoked. The PDA explicitly lists blind dogs (and by extension, pseudodogs) as deadly to even the most experienced Stalkers, as they are fast, small (compared to humans), slightly stealthy, and most importantly, hunt in packs. Then there's the Controllers, which will, because of the interface screw that comes with their psychic attack, likely kill you if they manage to score a single hit, the Burers, who generally start their assault by telekinetically throwing your gun halfway across the map before pummeling you to death with heavy objects and telekinetic blasts, the Bloodsuckers, who'll turn invisible as soon as they spot you and perform hit and run attacks while circling your position or just tear you to shreds immediately in melee combat. Let's just say everything and everyone in the Zone is this to some degree.
 S.T.A.L.K.E.R. (Video Game) / int_b71c764e
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 S.T.A.L.K.E.R. (Video Game) / int_b77808f2
type
"Where Are They Now?" Epilogue
 S.T.A.L.K.E.R. (Video Game) / int_b77808f2
comment
"Where Are They Now?" Epilogue: Call of Pripyat ends this way.
 S.T.A.L.K.E.R. (Video Game) / int_b77808f2
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S.T.A.L.K.E.R. (Video Game) / int_b77808f2
 S.T.A.L.K.E.R. (Video Game) / int_b7920c43
type
Lost in Translation
 S.T.A.L.K.E.R. (Video Game) / int_b7920c43
comment
Lost in Translation: In Russian, "C-Consciousness" is "О-Сознание": either "O-Consciousness" or "R-Ealisation", depending on how you read it.
 S.T.A.L.K.E.R. (Video Game) / int_b7920c43
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S.T.A.L.K.E.R. (Video Game) / int_b7920c43
 S.T.A.L.K.E.R. (Video Game) / int_b8e3f20a
type
Demoted to Extra
 S.T.A.L.K.E.R. (Video Game) / int_b8e3f20a
comment
Demoted to Extra: Downplayed for Strelok, the protagonist of Shadow of Chernobyl (the first in the series), he returns in the prequel as the antagonist and the sequel as a supporting NPC.
 S.T.A.L.K.E.R. (Video Game) / int_b8e3f20a
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S.T.A.L.K.E.R. (Video Game) / int_b8e3f20a
 S.T.A.L.K.E.R. (Video Game) / int_b9f472b
type
Storming the Castle
 S.T.A.L.K.E.R. (Video Game) / int_b9f472b
comment
Storming the Castle: The climactic assault against the Center of the Zone in Shadow of Chernobyl, with all Stalker factions (as well as a Military assault force) making their way to Pripyat and the Chernobyl Nuclear Power Plant, battling the forces of Monolith (as well as each other). You'll most likely have go through all of them to get there.
 S.T.A.L.K.E.R. (Video Game) / int_b9f472b
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 S.T.A.L.K.E.R. (Video Game) / int_bb98e39a
type
Shiny New Australia
 S.T.A.L.K.E.R. (Video Game) / int_bb98e39a
comment
Shiny New Ukraine: The people behind the C-Consciousness experiment chose the Chernobyl area for the experiment because it had recently been evacuated and abandoned, following the explosion of reactor 4. This allowed the researchers great freedom and easy secrecy. The Chernobyl region also had a number of large antennas, necessary for the experiment's goal: the controlled manipulation of the noosphere.
 S.T.A.L.K.E.R. (Video Game) / int_bb98e39a
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1.0
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Non-Player Character
 S.T.A.L.K.E.R. (Video Game) / int_bb9e6960
comment
The difficulty settings in Shadow of Chernobyl and Clear Sky pretty much only influence what percentage of NPC shots will "glance" and not hit the player, and how much damage they do to both player and Non Player Characters when they hit. Due to a programming oversight, the player has the same resistance on all difficulties. Once you learn how to score headshots reliably, the enemies still have a harder time killing you than you killing them.
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type
Knight Templar
 S.T.A.L.K.E.R. (Video Game) / int_bbfaa837
comment
Knight Templar: The Duty faction are supposedly campaigning for the destruction of the Zone and will stop at nothing to prevent anybody and anything from spreading its horrific corruption outside its borders. In Call of Pripyat, however, they're not what they claim to be, once their history is dug up.
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type
Impairment Shot
 S.T.A.L.K.E.R. (Video Game) / int_bc3b029b
comment
Impairment Shot: If you drink vodka, your screen will slowly sway side to side and become blurry for several seconds. Now if you drink as much as 15 or even more, you're going to experience a trip far worse than the 'Shrooms effect from Rise of the Triad; in other words, your camera will sway violently and the screen will frequently flash white every few seconds, and it's going to take a LONG while for the effects to dissipate. You'd better not do this while in the middle of combat, an impending emission, or an important mission, as you'll get SPECTACULARLY screwed. Subverted in Call of Pripyat; while you still do suffer from the ill effects of vodka, it also causes you to slowly starve with each drink you take. See Death by Gluttony above.
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type
Short-Range Shotgun
 S.T.A.L.K.E.R. (Video Game) / int_bcf69f60
comment
Short-Range Shotgun: Played straight AND averted. Sawed-off shotguns have a ridiculously short range, but regular shotguns have a more realistic range. You can extend the range by using slug and/or dart rounds. Moreso if you give the weapon a rifled barrel.
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type
The Bartender
 S.T.A.L.K.E.R. (Video Game) / int_be5e459b
comment
The Bartender: Several of them. In a shining display of creativity, the bartender at the 100 Rads Bar (the bar in Rostok, the main Stalker settlement in the Zone) is called 'Barkeep'.
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type
Weaksauce Weakness
 S.T.A.L.K.E.R. (Video Game) / int_c09dbbbb
comment
Weaksauce Weakness: Mutants... can't climb. And neither do humans (aside from both lifeforms using the stairs). Only you can, and this can be exploited to your advantage if you find a high enough ledge and/or find a usable ladder on a particular building. That said, you still have to watch out for Controllers and/or Burers, though; the former can interrupt your assault by telekinetically disorienting you from a distance if you don't have a solid barrier near you, while the latter can still snatch your weapon away despite your height advantage.
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type
Fun with Acronyms
 S.T.A.L.K.E.R. (Video Game) / int_c25c7890
comment
Fun with Acronyms: S.T.A.L.K.E.R. stands for "Scavenger, Trespasser, Adventurer, Loner, Killer, Explorer, Robber" according to The Other Wiki.
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 S.T.A.L.K.E.R. (Video Game) / int_c25f7913
type
By the Lights of Their Eyes
 S.T.A.L.K.E.R. (Video Game) / int_c25f7913
comment
By the Lights of Their Eyes: All mutants have glowing eyes, but it's most noticeable on bloodsuckers - because their eyes are the only thing you can see when they cloak.
 S.T.A.L.K.E.R. (Video Game) / int_c25f7913
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A.K.A.-47
 S.T.A.L.K.E.R. (Video Game) / int_c2b28f75
comment
The Cutter is a specially modified Viper 5 (MP5) chambered in .45 ACP. IRL, there is no version of the MP5 chambered in .45 ACP (its closest equivalents are two versions chambered in 10mm Auto {MP5/10} and .40 S&W {MP5/40}), though its successor, the UMP, has a version chambered in that specific caliber.
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 S.T.A.L.K.E.R. (Video Game) / int_c3478f1d
type
Badass Bookworm
 S.T.A.L.K.E.R. (Video Game) / int_c3478f1d
comment
Badass Bookworm: Nearly all of Clear Sky and the Ecologists count. The "badass" part comes from living in the Zone, the "bookworm" as the former was founded by former Soviet/Russian scientists who worked in the secret Zone labs and left after the C-Consciousness failed attempt to modify the noosphere and their allied stalkers; the latter are scientists working for the Ukrainian government on a shoestring budget (albeit bringing them the Fruit of the Oasis in Call of Pripyat will give them enough leverage to petition the government for a massive grant).
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 S.T.A.L.K.E.R. (Video Game) / int_c3585f4a
type
Boom, Headshot!
 S.T.A.L.K.E.R. (Video Game) / int_c3585f4a
comment
Boom, Headshot!: Unless a human is clad in an Exoskeleton or facing any mutant above Bloodsucker level, headshots are almost always lethal for most enemies, if they aren't moving fast enough. Also, the lethality of headshots depends upon the weapon you're using. This is also half-subverted in facing human enemies, in that shooting in the center of their mass can stun them for a couple of seconds, which gives you the opportunity to follow up for the obligatory headshot (AKA the Mozambique Drill tactic). And again subverted with the rather realistically detailed ballistics system; bullets do not always travel in a straight trajectory like you'd expect in typical FPS games. If you really want to turn your weapon into an accurate headshot machine, you'll have to pay the resident mechanics in their respective maps for upgrades, and, depending on the weapon, it can cost you an arm and a leg for a full service. To make things more complicated, the upgrades are separated into tiers, and once a particular upgrade is chosen, the other gets locked out forever. This turns painful once you realize that a few certain weapons you might stumble upon can only be obtained once, and thus, you must choose your upgrades wisely. Only in Clear Sky and Call of Pripyat, though; Shadow of Chernobyl has no such system to tinker with your weapons or armor outside of mods.
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 S.T.A.L.K.E.R. (Video Game) / int_c446f93c
type
Artistic License – Nuclear Physics
 S.T.A.L.K.E.R. (Video Game) / int_c446f93c
comment
Artistic License – Nuclear Physics: Radiation is treated as evil mud that will kill you if you forget to wash it off, either with magical anti-radiation pills or drinking enough vodka. Obviously, gameplay-wise, this beats dying a slow, hideous death for going the wrong way.
 S.T.A.L.K.E.R. (Video Game) / int_c446f93c
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type
The Soulless
 S.T.A.L.K.E.R. (Video Game) / int_c4dc0698
comment
The Soulless: The Monolith faction.
 S.T.A.L.K.E.R. (Video Game) / int_c4dc0698
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 S.T.A.L.K.E.R. (Video Game) / int_c5e42cbd
type
Cutscene Incompetence
 S.T.A.L.K.E.R. (Video Game) / int_c5e42cbd
comment
Cutscene Incompetence: A particularly egregious example in the side quest involving the special artifact in a wrecked ship east of the main camp in Call of Pripyat: this one ends in a Non-Standard Game Over in a situation that you could otherwise hulk out from. Namely, the event where Tuna stuns you with the butt end of his rifle and his two stalker goons shoot you dead regardless of whatever armor you're wearing, especially made all the more glaring if you are donning an Exoskeleton. You get this if you refuse to hand Tuna that particular artifact twice, with the first refusal allowing you to initiate combat against him and his buddies after they ambush you unless you allow Tuna to come up to you or taking the third option the first time he asks you by lying to him that you don't know what that artifact is (which in this case, Tuna automatically walks up to you after his buddies ambush you). It would be justifiable if you were playing on the harder difficulties (Veteran and especially Master), but on Novice and even Stalker, it's less believable and rather jarring. This event did not sit well with some fans.
 S.T.A.L.K.E.R. (Video Game) / int_c5e42cbd
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 S.T.A.L.K.E.R. (Video Game) / int_c6695a49
type
Mêlée à Trois
 S.T.A.L.K.E.R. (Video Game) / int_c6695a49
comment
Mêlée à Trois: Every faction, be it military, Duty, Freedom, Monolith or Mercs want to kill someone else. There is balance, as the two main rival Stalker factions (Duty and Freedom), tend to occupy only the regions their bases are, only doing some raids on more neutral zones, and the military only patrolling the border, with the occasional raid on a strategically important location. Then there are Mercs and Bandits who attack almost everyone on sight (except Call of Pripyat but that won't last long). Monolith stick to their own zones (except in Shadow of Chernobyl, where they frequently go against Freedom) but are hostile to everyone who steps on their turf. The zombies are self-explanatory. The Loners are notoriously attacked by bandits, the military and some Merc squads, being a full turf war against the former two in Clear Sky. The only faction that doesn't have some sort of war going against someone are the Ecologists, who only have occasional tangles with the Mercenaries. In the first game, Faction Wars was only available in left-behind code, and could only be restored and made into something functional by mods - for example, Military and Duty will raid Bandit and Merc bases on patrols, Freedom will ask for assistance when attacked by mutants, and so on. It made a return for real in Clear Sky, where devs implanted missions wherein you could try to help the faction grow in power. By the time Call of Pripyat rolls around, it manages to hold up a dose of realism.
 S.T.A.L.K.E.R. (Video Game) / int_c6695a49
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 S.T.A.L.K.E.R. (Video Game) / int_c7270d1c
type
With This Herring
 S.T.A.L.K.E.R. (Video Game) / int_c7270d1c
comment
With This Herring: Averted. In the first and second installments, you start as an accident victim theoretically indebted to your helpers. In the third, you are equipped with average gear quite well suited for your default task. Justified in all cases, since as mentioned you're benefitting from a Bedouin Rescue Service in the first two games. In the third, you're undercover since being dropped in the starting area with top-of-the-line gear would be too conspicuous. Played straight in the penultimate round of the Arena in Shadow of Chernobyl, in which you fight a Master Stalker in full Powered Armor armed with the 11th-Hour Superpower assault rifle... while you're armed with only a knife and no armor of your own. It's not as hopeless a fight as you might think, though, since the alt-fire of the knife in Shadow of Chernobyl is a one-hit kill and you have four F1 grenades (much more powerful and with a wider radius than regular ones).
 S.T.A.L.K.E.R. (Video Game) / int_c7270d1c
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 S.T.A.L.K.E.R. (Video Game) / int_c75df49a
type
Shout-Out
 S.T.A.L.K.E.R. (Video Game) / int_c75df49a
comment
In the same game, you can tell Petruha and the rookie stalker squad to not assist you on your assault on the makeshift bandit base. Petruha will tell you off for being a Rambo wannabe. If you manage to wipe the base out singlehandedly (which is quite a feat on harder difficulties), Petruha will be astonished. If you come back before killing all the bandits, Petruha will mock you and tell you to piss off.
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 S.T.A.L.K.E.R. (Video Game) / int_c7b81bd3
type
Knockout Ambush
 S.T.A.L.K.E.R. (Video Game) / int_c7b81bd3
comment
Knockout Ambush: In Clear Sky, Scar is knocked out by a tripmine set up by Bandits in the basement containing Fang's PDA, the Bandits also take all of the player's equipment and money, although it is possible to get all of the stolen equipment back shortly afterwards, the money cannot be retrieved.
 S.T.A.L.K.E.R. (Video Game) / int_c7b81bd3
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 S.T.A.L.K.E.R. (Video Game) / int_c84d4d4c
type
Fackler Scale of FPS Realism
 S.T.A.L.K.E.R. (Video Game) / int_c84d4d4c
comment
Fackler Scale of FPS Realism: Heavily on the realistic side (unless you're wearing military-grade combat armor, expect to die after only a few assault rifle shots), with very tactical combat similar to the Ghost Recon series.
 S.T.A.L.K.E.R. (Video Game) / int_c84d4d4c
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 S.T.A.L.K.E.R. (Video Game) / int_c95d04f2
type
It Can Think
 S.T.A.L.K.E.R. (Video Game) / int_c95d04f2
comment
It Can Think: Bloodsuckers are smart. Dangerously so. The other mutants, however, are noted to be stupid, as they suicidally charge at you head-on (what with being animals and all, since they rely purely on their instincts instead of intelligence), with the exception of the Burers and Snorks (since in the latter's case, they can actually make [rather] limited use of guerrilla tactics). Controllers, obviously, being the most humanoid mutant. One has a lair in Call of Pripyat, and will actually warn you (via Mind Powers, of course) if you come too close to said lair. Most mindlessly attack, however.
 S.T.A.L.K.E.R. (Video Game) / int_c95d04f2
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S.T.A.L.K.E.R. (Video Game) / int_c95d04f2
 S.T.A.L.K.E.R. (Video Game) / int_c9861848
type
Video Game Caring Potential
 S.T.A.L.K.E.R. (Video Game) / int_c9861848
comment
Video Game Caring Potential: The player may find badly-wounded NPCs curled up and crying out in pain. If the player goes up and interacts with them, they will have the option to give them a Medkit so that they can survive. The problem with that is that the people who shot them down in the first place may likely still be around, and so will only end up shooting them down again for good. So do you save the badly wounded individual crying out for help by killing his assailants (who may be nominally friend or foe) and healing him, or leave him to die? Ties in with Video Game Cruelty Potential. If you think there might be baddies about, healing him and having another gun in the fight or a distraction could be useful. On the other hand, finishing him off and looting his corpse for ammo and gear is also a viable option. Or both, healing him, using him in a gunfight, and then shooting him in the back. Another jarring but subtle occurrence of this happens near the end of the Call of Pripyat main storyline. In one of the missions, you will be sent out with a couple of troopers to ambush and get ambushed by a Monolith patrol. If you lose a few or all of them, the atmosphere back at base goes from lively conversation to solemn silence. Also, you can find a group of mercenaries camping in a substation in Zaton. They need a day's supply of food, badly. If you manage to give them what they need, not only do they welcome you to their camp (and allow you to grab one of three important toolkits for an important sidequest), but later on, when another group of mercenaries have left their duty of guarding a scientist bunker in Yanov, you can even recruit these Zaton mercenaries to guard that bunker. If you do, they'll gladly accept you into their new encampment.
 S.T.A.L.K.E.R. (Video Game) / int_c9861848
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 S.T.A.L.K.E.R. (Video Game) / int_ca04edd6
type
Charles Atlas Superpower
 S.T.A.L.K.E.R. (Video Game) / int_ca04edd6
comment
Charles Atlas Superpower: Story-wise, Scar is supposed to have enhanced physical abilities (i.e. endurance and strength) due to "being touched by the Zone". In-game this manifests as...slightly more health and stamina than the average NPC. Story-wise, he does survive several emissions that wiped out every other person not in cover, so it's more a case of Gameplay and Story Segregation.
 S.T.A.L.K.E.R. (Video Game) / int_ca04edd6
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S.T.A.L.K.E.R. (Video Game) / int_ca04edd6
 S.T.A.L.K.E.R. (Video Game) / int_ca3a6dbd
type
Informed Ability
 S.T.A.L.K.E.R. (Video Game) / int_ca3a6dbd
comment
Informed Ability: In Call of Pripyat you are told the locations of the anomalies change with each Emission. They never have this effect in the actual gameplay and it serves only as a plot point.
 S.T.A.L.K.E.R. (Video Game) / int_ca3a6dbd
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1.0
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 S.T.A.L.K.E.R. (Video Game) / int_cbd0ac32
type
Environmental Symbolism
 S.T.A.L.K.E.R. (Video Game) / int_cbd0ac32
comment
Environmental Symbolism: Take your pick. From irradiated mounds of dirt, to trees and landscape twisted by anomalies, to long-abandoned farms, villages, factories and warehouses, to the horribly mutated fauna of the Zone. It's also stuck in eternal autumn and one will very often find themselves travelling through all of the above under heavy rain and thunderstorms, accompanied by the lone caws of crows (the only animals to not have been wiped out... or worse).
 S.T.A.L.K.E.R. (Video Game) / int_cbd0ac32
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 S.T.A.L.K.E.R. (Video Game) / int_cc374ba6
type
It's Up to You
 S.T.A.L.K.E.R. (Video Game) / int_cc374ba6
comment
It's Up to You: Subverted in Clear Sky. On the first level, if you don't accomplish the mission objectives, your allies will eventually finish them for you. Also, in Yantar, Lefty's group is perfectly capable of assaulting the factory without your help. Also mostly averted in Shadow of Chernobyl. The friendly AI is good enough that, depending on their equipment and experience level (and that of their enemies), they can win many firefights entirely without your assistance (though they'll usually take increased casualties). Occasionally, they'll even call you up to mock your uselessness if you can't or don't help them fight off an attack.
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Word of God
 S.T.A.L.K.E.R. (Video Game) / int_cc4b45f6
comment
invoked Word of God states the A.I. actually had to be toned down because in early builds, it would regularly and consistently outsmart the player, to the point that the game became outright frustrating - and eventually completely unplayable. The original pre-release A.I. apparently would have been more than capable of beating the game entirely without player intervention if it hadn't been dialed back. Digging around in the game's files reveals that much of their behavior is strictly limited to keep the game playable - in Shadow of Chernobyl, for example, they are unable to heal each other, loot bodies, throw grenades, or intelligently avoid environmental hazards, not because the programming isn't there, but because the devs were worried that if the Artificial Brilliance got too brilliant it would stop being fun. These abilities, and others, were gradually reactivated in later games. If you play a mod or a later game where they can throw grenades it becomes obvious why that was removed, as they're pinpoint accurate with them and even in the best situations they can kill you in one shot.
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 S.T.A.L.K.E.R. (Video Game) / int_ccab244d
type
Kinetic Weapons Are Just Better
 S.T.A.L.K.E.R. (Video Game) / int_ccab244d
comment
Don't forget most of the early-mid game weapons, like the MP5, AK-74, AN-94, Walther P99, Browning HiPower, Colt 1911, and TOZ-34. None of them are flashy in any way, but all use common ammo types and perform well enough to get the job done. The second pistol you can find is a Makarov with a permanently attached Hollywood Silencer and (while seriously underpowered) is good for starting ambushes until you can find a silencer and a higher-powered weapon to attach it to.
 S.T.A.L.K.E.R. (Video Game) / int_ccab244d
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Gun Twirling
 S.T.A.L.K.E.R. (Video Game) / int_ce4f133d
comment
Gun Twirling: You actually do this when pulling out any pistol equipped in your weapon slot in Call of Pripyat, including the Black Kite. While it is uncommon, NPCs can be seen twirling their pistols when idle and provided that they do not have a rifle/shotgun/machine gun equipped. This most likely happens when they get severely wounded but not killed in a fight and their main weapon is taken away (either by you or another passing NPC), then get revived with a medkit.
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 S.T.A.L.K.E.R. (Video Game) / int_ce7fe38e
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No Scope
 S.T.A.L.K.E.R. (Video Game) / int_ce7fe38e
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No Scope: It's not uncommon to see players laying in ambush with a sniper rifle at close range in multiplayer matches, as the sniper rifles are much better at piercing armor than the shotguns and the handling penalty doesn't factor in when you stand still for a couple of seconds. The VSS Vintorez in particular is used more often as an assault rifle than as a sniper rifle because of its great handling and full-auto mode with a high rate of fire.
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 S.T.A.L.K.E.R. (Video Game) / int_cfd569ac
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Take Your Time
 S.T.A.L.K.E.R. (Video Game) / int_cfd569ac
comment
Take Your Time: For the main quest. Side quests WILL fail if you take too long (which includes not returning quickly enough to collect your reward). With early missions, Non Player Characters might go do it themselves if you hang around. Averted towards the end of Call Of Pripyat. You can end up with several unsolved missions when you are informed by your superiors of your imminent rescue. Thankfully, you don't have to go immediately.
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Escort Mission
 S.T.A.L.K.E.R. (Video Game) / int_cfda0ecb
comment
Also, in Call of Pripyat, if you manage to save the entire squad of Ecologists during their volunteer job of helping out the scientists in the second map, including the notoriously difficult Escort Mission, later on, they'll go from being clad in mediocre stalker suits and brandishing average Warsaw Pact weaponry to wearing snappy SEVA suits and badass-looking Exoskeletons and sporting powerful NATO weaponry. They'll even reward you with some nice equipment if you visit them once more. However, they'll remain outside the scientist bunker for the rest of the game unless an emission occurs.
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Badass Longcoat
 S.T.A.L.K.E.R. (Video Game) / int_d01cffbc
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Badass Longcoat: The Trenchcoat in Call of Pripyat. Of course, this tends to make the game even more difficult: it's even lampshaded in the item's description that it's useless in the Zone but many Bandits wear them anyway, just because they're cool. Call of Pripyat allows you to upgrade the longcoat with chainmail lining. However, it is a Tier 3 upgrade, and you need a SEVA hazard suit just to provide traders with Tier 3 instruments.
 S.T.A.L.K.E.R. (Video Game) / int_d01cffbc
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Developer's Foresight
 S.T.A.L.K.E.R. (Video Game) / int_d24ed873
comment
Developer's Foresight: In Call of Pripyat, if you buy and receive a weapon from Nimble, the resident special Arms Dealer in the main Saharan Shipwreck, a shady stalker will stop you from going out and claims that the recently purchased weapon of yours belongs to him, believing it to have been stolen from him. If you try entering or exiting out the main entrance, this scripted event will occur. However, if you choose the alternate entrance by getting aboard a wrecked tugboat conveniently moored next to the ship with a wooden plank and/or not have the supposedly stolen weapon in your inventory, he'll be unaware of it and act as any normal NPC would.
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Lead the Target
 S.T.A.L.K.E.R. (Video Game) / int_d2f577a1
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Lead the Target: Thanks to a detailed ballistic system, this is often a necessity. Have fun learning how to use that VSS Vintorez and the subsonic rounds it fires.
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Hoist by His Own Petard
 S.T.A.L.K.E.R. (Video Game) / int_d397657d
comment
Hoist by His Own Petard: The player. If he makes a wish to the wish granter. Asking for immortality turns him into a statue to stand for all eternity. Asking for wealth makes the ceiling crush him, Strelok believing it to be endless amounts of coins. Asking for power makes him powerful... over an endless void. Asking to make the Zone disappear makes it go away... but only to him.
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What the Hell, Hero?
 S.T.A.L.K.E.R. (Video Game) / int_d39e327f
comment
Also mostly averted in Shadow of Chernobyl. The friendly AI is good enough that, depending on their equipment and experience level (and that of their enemies), they can win many firefights entirely without your assistance (though they'll usually take increased casualties). Occasionally, they'll even call you up to mock your uselessness if you can't or don't help them fight off an attack.
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Hypocrite
 S.T.A.L.K.E.R. (Video Game) / int_d52d28b6
comment
Hypocrite: The Duty faction constantly preaches that they're striving to create a world free of the Zone's corruption, but in Call of Pripyat, you're able to find the corpse of their original founder. His PDA reveals that Duty's original purpose was literally no different from that of any other opportunistic Stalker hoping to make their fortune in the Zone. If you choose to send this PDA to the leader of Freedom in the train station, he'll gladly call Duty as nothing more than a bunch of frauds. Depending on your perspective, this may be a case of Motive Decay or Becoming the Mask, as current-day Duty does seem dedicated to what they claim their mission is. If you give the PDA to the Duty commander, though he's obviously going to make sure it never sees the light of day, he's also genuinely shocked and appalled at what it says. In Shadow of Chernobyl, one side mission involves assassinating a minor NPC who preaches some religious dogma that concerns about how artifacts in the Zone are evil to the entire world and must be destroyed. In an ironic twist, however, he possesses a special combat shotgun whose properties are enhanced by a small fragment of the Gravi artifact in its barrel, thus legitimately making him a Straw Hypocrite.
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Anti-Frustration Features
 S.T.A.L.K.E.R. (Video Game) / int_d6f284a3
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Anti-Frustration Features: In Call of Pripyat once you accept a randomly generated mission from Beard to bring him a specific type of artefact, one is guaranteed to appear in one of the anomalies on the map after the next blowout.
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Concussion Frags
 S.T.A.L.K.E.R. (Video Game) / int_d8310fe8
comment
Unlike RGD-5 grenades, F1 frags have absolutely devastating fragmentation, and you'll most likely get yourself killed if you think they're Concussion Frags and spam them willy-nilly like in a generic FPS game. At best, you'll have to waste a bandage. You always need to find solid cover if you're gonna use these, as their item description indicates.
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Do Not Drop Your Weapon
 S.T.A.L.K.E.R. (Video Game) / int_da0beee1
comment
Do Not Drop Your Weapon: Averted in that severely wounded human NPC characters (the guys rolling around on the floor in need of medkits) will drop their weapons. Of course, if they're not wounded, then they'll hold onto their weapons until they die. However, grabbing their weapon and then healing them can doom them, because they'll pull out their pistol and continue fighting. Most likely they'll get killed, so watch it if you pick up any weapon you see to strip it of ammo. Also averted by the player: heavy melee hits and some psychic attacks can send your weapon flying halfway across the room. Which is sort of a bad thing, considering whoever tossed your weapon is presumably still right in your face and busy clawing it off. Fortunately, the knife is impossible to pry away from your hands.
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 S.T.A.L.K.E.R. (Video Game) / int_da484c4a
type
Drunken Master
 S.T.A.L.K.E.R. (Video Game) / int_da484c4a
comment
Drunken Master: Cardan, the mechanic at Skadovsk, is only competent when he's completely wasted - in fact, he can only perform high-level weapon modifications after downing at least two bottles of vodka. Showing him the Gauss Rifle, however, shocks him into sobriety.
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Hand Wave
 S.T.A.L.K.E.R. (Video Game) / int_dbb414ed
comment
Likewise, some of the upgrades turn guns into a whole other gun, but it's ignored for the sake of gameplay. The AK-74 converted for 5.56mm is technically an AK-101 as the original AK-74 was only made for 5.45mm ammo.
 S.T.A.L.K.E.R. (Video Game) / int_dbb414ed
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Reality Is Out to Lunch
 S.T.A.L.K.E.R. (Video Game) / int_dc1a6b76
comment
Reality Is Out to Lunch: The Anomalies, as well as some of the monsters and nontraditionally anomalous locations. In few other games can you say that you just fought through swarms of mutant hamsters and traversed an endlessly looping room to find a magic oasis in the middle of a radioactive concrete bunker, only to be bitten to death by imaginary dogs.
 S.T.A.L.K.E.R. (Video Game) / int_dc1a6b76
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type
Contrived Coincidence
 S.T.A.L.K.E.R. (Video Game) / int_dc579c91
comment
Contrived Coincidence: The C-Consciousness acknowledges this in the finale of Shadow Of Chernobyl. They wanted to kill Strelok as he had become dangerously close to discovering them, so they assigned a stalker to kill him. Ironically, they picked the guy himself, Strelok, for this task, without knowing it at the time, as he was rendered amnesiac prior to being brainwashed during the finale of Clear Sky.
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 S.T.A.L.K.E.R. (Video Game) / int_dd8c255
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Hunter of Monsters
 S.T.A.L.K.E.R. (Video Game) / int_dd8c255
comment
Hunter of Monsters: Some characters are "professional" mutant hunters. In Call of Pripyat, the player is regarded as one after completing a quest to kill several dangerous groups of mutants. Duty is known and respected for clearing out mutant lairs and such, when they are not busy fighting with Freedom.
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type
Continuity Cameo
 S.T.A.L.K.E.R. (Video Game) / int_de70f5a4
comment
Continuity Cameo: The guy who saves Marked One at the start of Shadow of Chernobyl fits the description of Redrick from Roadside Picnic.
 S.T.A.L.K.E.R. (Video Game) / int_de70f5a4
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 S.T.A.L.K.E.R. (Video Game) / int_df11acbe
type
Artificial Brilliance
 S.T.A.L.K.E.R. (Video Game) / int_df11acbe
comment
Artificial Brilliance: The game has a very well developed Artificial Life system, with an ecosystem that includes both packs of migrating, territorial monsters and wandering NPCs who travel from map to map scavenging, fighting with each other and the monsters, and resting at rest-stops and friendly camps in between journeys. All occurring independently while the player is off doing their thing. Tactically, the combat A.I. is pretty damn good too, being able to flank, use cover, circle around the player through buildings and behind obstacles, and even silently follow you from behind to shoot you in the head when they got close enough. The camps themselves are pretty good looking too. Some NPCs patrol the border, while most sit around a campfire, drinking coke, eating sausages, or playing the occasional guitar tune. Some go to sleep when night appears, making the transition between day and night all the more realistic. invoked Word of God states the A.I. actually had to be toned down because in early builds, it would regularly and consistently outsmart the player, to the point that the game became outright frustrating - and eventually completely unplayable. The original pre-release A.I. apparently would have been more than capable of beating the game entirely without player intervention if it hadn't been dialed back. Digging around in the game's files reveals that much of their behavior is strictly limited to keep the game playable - in Shadow of Chernobyl, for example, they are unable to heal each other, loot bodies, throw grenades, or intelligently avoid environmental hazards, not because the programming isn't there, but because the devs were worried that if the Artificial Brilliance got too brilliant it would stop being fun. These abilities, and others, were gradually reactivated in later games. If you play a mod or a later game where they can throw grenades it becomes obvious why that was removed, as they're pinpoint accurate with them and even in the best situations they can kill you in one shot.
 S.T.A.L.K.E.R. (Video Game) / int_df11acbe
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 S.T.A.L.K.E.R. (Video Game) / int_dfcb2c08
type
The Evils of Free Will
 S.T.A.L.K.E.R. (Video Game) / int_dfcb2c08
comment
The Evils of Free Will: The Zone came into existence as the direct result of a botched attempt by a team of ex-Soviet scientists to tap into humanity's collective unconscious and manually remove all thoughts and impulses they considered to be dangerous, such as violence and hatred. It failed, spectacularly. The fact that they've literally ripped a hole in reality caused them to give up in the attempt, and they switch over to trying to contain the Zone and conceal its secrets - along with turning all of humanity into a Hive Mind - until Strelok kills them in self-defense at the end of Shadow of Chernobyl.
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Post-Apocalyptic Gas Mask
 S.T.A.L.K.E.R. (Video Game) / int_e1de6cc1
comment
Post Apocalyptic Gasmask: Justified. Almost all of the human NPCs wear one due to the Zone being contaminated with varying levels of radiation and being infested with dangerous anomalies.
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The Fool
 S.T.A.L.K.E.R. (Video Game) / int_e3d2f2
comment
The Fool: Nimble. His lucky nature didn't come in play originally in Clear Sky until the events of Shadow of Chernobyl when it started showing its true colors once the Marked One (AKA Strelok) intervened. When Call of Pripyat came around, it is revealed that his being an Arms Dealer is the result of lucky circumstances. Ironically, in Shadow of Chernobyl, despite his informed lucky attribute, he can quite possibly die in that game, whether by your hand, the environment or the bandits at the car park that he insists on going back to for no given reason.
 S.T.A.L.K.E.R. (Video Game) / int_e3d2f2
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S.T.A.L.K.E.R. (Video Game) / int_e3d2f2
 S.T.A.L.K.E.R. (Video Game) / int_e4cf1ef0
type
Load-Bearing Boss
 S.T.A.L.K.E.R. (Video Game) / int_e4cf1ef0
comment
Load-Bearing Boss: Kill the C-Consciousness? Congratulations, you've just destroyed the only thing keeping the Zone from going out of control.
 S.T.A.L.K.E.R. (Video Game) / int_e4cf1ef0
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S.T.A.L.K.E.R. (Video Game) / int_e4cf1ef0
 S.T.A.L.K.E.R. (Video Game) / int_e5066b68
type
11th-Hour Superpower
 S.T.A.L.K.E.R. (Video Game) / int_e5066b68
comment
11th-Hour Superpower: The Gauss Rifle in all three incarnations. In Shadow of Chernobyl, this is subverted in that only a few Elite Mooks from the Monolith faction carry the weapon in the Pripyat map and ammo is restrictively scarce enough that it isn't worth taking it during the final levels. Enforced in Clear Sky, where it is chronologically a prototype version of the original that shoots electromagnetic rounds, and is essential to defeating the Final Boss, Strelok. In Call of Pripyat, this is played dead straight during the first mission of the Pripyat map where you must defeat a Monolith party and its commanding leader possessing the weapon in an abandoned hospital. Subverted in that after acquiring the rifle, it is in a broken state after you kill the leader, who is then sent plummeting to the second level, and that you must show it to the technician back in the first map, and then do a particular side quest for him (after he wakes up from his fainting spell for showing him the rifle) that involves retrieving documents about the weapon at an abandoned lab in the southwestern-most part of the first map so that he can get it back into working condition again and offer you homemade batteries at a hefty cost. The final tier of upgrades in Call of Pripyat fall under this as well. Each tier of upgrades requires a higher-level set of tools, and the third set can only be found in Pripyat itself. By the time you get the opportunity to take the tools back to the mechanics, there's only a few story missions left to do, and players will most likely have done most of the side missions.
 S.T.A.L.K.E.R. (Video Game) / int_e5066b68
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S.T.A.L.K.E.R. (Video Game) / int_e5066b68
 S.T.A.L.K.E.R. (Video Game) / int_e5507f60
type
Truce Zone
 S.T.A.L.K.E.R. (Video Game) / int_e5507f60
comment
Truce Zone: The Yanov train station in Call of Pripyat, out of necessity. It's the only building in the area that is safe from emissions, free from anomalies, and large enough to house a sizable population of Stalkers, so the Duty and Freedom detachments sent to that area of the Zone have agreed to treat it as neutral ground, allow each other to operate freely within the immediate vicinity, and work together to defend it. Once you're out of sight of the train station, however, the two factions are still openly at war, and it's implied that the main Duty and Freedom commanders (who are on the other side of the Zone) are unaware of the train station arrangement. The Skadovsk wrecked ship in the Zaton map also serves as one for both Loners and Bandits, despite their mutual hatred of each other. A prominent ensemble of significant ranking members belonging to both factions happen to take residence in the ship and offer jobs to would-be seekers of fortune.
 S.T.A.L.K.E.R. (Video Game) / int_e5507f60
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 S.T.A.L.K.E.R. (Video Game) / int_e758e4d6
type
Ghibli Hills
 S.T.A.L.K.E.R. (Video Game) / int_e758e4d6
comment
Ghibli Hills: The Oasis is the only spot in the Zone completely free of radiation, where vegetation grows lush and untainted by fallout and pollution and the only spot where you can find the Fruit of the Oasis, implied to be a fruit or plant turned into an artifact, the only one in the whole series to give several bonuses and no drawbacks. Good luck finding it, though. It's deep down in a buried factory accessible only in Call of Pripyat, hidden behind an endlessly looping room and guarded by a Psi Dog.
 S.T.A.L.K.E.R. (Video Game) / int_e758e4d6
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S.T.A.L.K.E.R. (Video Game) / int_e758e4d6
 S.T.A.L.K.E.R. (Video Game) / int_e7c671f3
type
Mildly Military
 S.T.A.L.K.E.R. (Video Game) / int_e7c671f3
comment
Mildly Military: The Freedom faction, which has a command structure of sorts and functions as a paramilitary organization but has no real rank structure and very few rules or regulations. In spite of this they're still quite capable of kicking large amounts of ass.
 S.T.A.L.K.E.R. (Video Game) / int_e7c671f3
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S.T.A.L.K.E.R. (Video Game) / int_e7c671f3
 S.T.A.L.K.E.R. (Video Game) / int_e7fd5cdc
type
Brain Bleach
 S.T.A.L.K.E.R. (Video Game) / int_e7fd5cdc
comment
The Brain Scorcher is pretty much this, in-universe. Most of the psychic barriers around the CNPP such as the Brain Scorcher are basically Brain Bleach weaponized. You come within their range and start to forget who you are until you fall under the control of the Monolith.
 S.T.A.L.K.E.R. (Video Game) / int_e7fd5cdc
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 S.T.A.L.K.E.R. (Video Game) / int_e83fc5
type
No "Arc" in "Archery"
 S.T.A.L.K.E.R. (Video Game) / int_e83fc5
comment
No "Arc" in "Archery": Averted: all firearms have appropriate bullet drop. This is especially noticeable with the 9x39mm weapons, which use a heavy subsonic round with limited range due to bullet drop. Sniping with a Vintorez, for example, is an affair with a learning curve. There is but one exception, and that is the Gauss rifle.
 S.T.A.L.K.E.R. (Video Game) / int_e83fc5
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S.T.A.L.K.E.R. (Video Game) / int_e83fc5
 S.T.A.L.K.E.R. (Video Game) / int_e90a93b2
type
Creepy Monotone
 S.T.A.L.K.E.R. (Video Game) / int_e90a93b2
comment
Creepy Monotone: Monolith members. Also Strider/Rogue, the ex-Monolith trooper in Call of Pripyat.
 S.T.A.L.K.E.R. (Video Game) / int_e90a93b2
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_e90a93b2
 S.T.A.L.K.E.R. (Video Game) / int_eb8e4fa8
type
Jerkass
 S.T.A.L.K.E.R. (Video Game) / int_eb8e4fa8
comment
Subverted (eventually) with the Bandits and Mercenaries, who seem this way unless you join the Bandit faction (Clear Sky only), at which point they become neutral to you and you find out that, like everyone else, they're just ordinary folks trying to make a living (although the way they choose to go about it is pretty socially unacceptable). In fact, in Call of Pripyat, both the Bandits and Mercenaries are neutral to you by default, and won't attack you unless there's a reason to do so (although what they consider a valid reason might not be what you would consider a valid reason).
 S.T.A.L.K.E.R. (Video Game) / int_eb8e4fa8
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-0.3
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S.T.A.L.K.E.R. (Video Game) / int_eb8e4fa8
 S.T.A.L.K.E.R. (Video Game) / int_eb8ec7c8
type
Jerkass
 S.T.A.L.K.E.R. (Video Game) / int_eb8ec7c8
comment
Jerkass: You'll be guaranteed to come across more than a few people of any background who tend to be curt and pissy towards other characters in the Zone. Bandits and most Mercenaries in general tend to behave this way, while Monolith members aren't so much as Jerkasses as they are Brainwashed and Crazy. The Ecologists are perhaps the only faction who don't behave ill-mannered towards other people; justified, since they're mainly concerned about researching and studying the Zone and not about petty politicking. Even then, they do have one particular character who happens to be a Dirty Coward substitute of their primary field researcher if he happens to get killed.
 S.T.A.L.K.E.R. (Video Game) / int_eb8ec7c8
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_eb8ec7c8
 S.T.A.L.K.E.R. (Video Game) / int_ec3768a
type
Sprint Meter
 S.T.A.L.K.E.R. (Video Game) / int_ec3768a
comment
Sprint Meter: You'll be blessing it and cursing it when you're trying to sprint the last few dozen meters to shelter seconds before a blowout whilst carrying ~57kg of gear, hardly any of which you can afford to drop because it's either 1) mission important, or 2) your weapons and ammo, and thus liable to get stolen if you just leave it there.
 S.T.A.L.K.E.R. (Video Game) / int_ec3768a
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1.0
 S.T.A.L.K.E.R. (Video Game) / int_ec3768a
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_ec3768a
 S.T.A.L.K.E.R. (Video Game) / int_ecf76ce6
type
Decapitated Army
 S.T.A.L.K.E.R. (Video Game) / int_ecf76ce6
comment
Decapitated Army: The Bandits in the Jupiter area of Call of Pripyat will scatter and become almost non-existent if their leader (Jack) is killed. This was also the fate of the Clear Sky faction. In chronological terms, during Clear Sky, they were on the brink of collapse until Scar came around. Then they became a legitimately powerful group that rivaled even the Monolith faction. For a while, it looked like they would secure their hold in the Zone until a blowout appeared out of nowhere and ultimately neutralized the Clear Sky faction just after they managed to incapacitate Strelok. Then, during Shadow of Chernobyl, the faction is all but wiped out, with only two (one in this game (Nimble), actually, since the other, Novikov, went in hiding until he resurfaced in Call of Pripyat) left, and given the concrete evidence of the increasingly powerful Monolith faction, it's highly possible that the majority of these soldiers comprised of former Clear Sky members now brainwashed and serving the will of the C-Consciousness, especially with Charon (widely speculated as Scar) at the helm. By the time Call of Pripyat starts, the Clear Sky faction is nothing but a footnote of history.
 S.T.A.L.K.E.R. (Video Game) / int_ecf76ce6
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_ecf76ce6
 S.T.A.L.K.E.R. (Video Game) / int_ed3a5a30
type
Big Labyrinthine Building
 S.T.A.L.K.E.R. (Video Game) / int_ed3a5a30
comment
Big Labyrinthine Building: The Chernobyl NPP, and to a lesser extent, the X-labs. Bonus points to the NPP for featuring a labirynthine outside in form of several cut-off areas linked by portals.
 S.T.A.L.K.E.R. (Video Game) / int_ed3a5a30
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_ed3a5a30
 S.T.A.L.K.E.R. (Video Game) / int_ed68bcc9
type
Dwindling Party
 S.T.A.L.K.E.R. (Video Game) / int_ed68bcc9
comment
Dwindling Party: In Call of Pripyat, once you finally reach Pripyat, you'll rendevous with a platoon-sized group of allied military Spetsnaz soldiers, who serve as your allies for the 3rd and final act. Over the course of the Pripyat missions, this force of a few dozen special forces soldiers will gradually be whittled down by Monolith ambushes and mutant attacks to just 3 to 6 soldiers, plus you, Strelok, and the last member of your 4-man party (the other 3 members having left on their own to pursue their own agendas). Ironically enough, the Monolith faction becomes this in the same game. If you choose to stay in the Zone after completing the final mission, they're down to their Last Stand until you purge them of their existence. At that point, they effectively become a Decapitated Army (although without the objective of killing a specific leader).
 S.T.A.L.K.E.R. (Video Game) / int_ed68bcc9
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1.0
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_ed68bcc9
 S.T.A.L.K.E.R. (Video Game) / int_ee7ed46e
type
The Pirates Who Don't Do Anything
 S.T.A.L.K.E.R. (Video Game) / int_ee7ed46e
comment
The Pirates Who Don't Do Anything: Averted. Bandits are seen raiding camps, extorting merchants, shaking down passing stalkers and taking their valuables, taking and holding hostages, etc. They CAN be found sitting around... until they spot you.
 S.T.A.L.K.E.R. (Video Game) / int_ee7ed46e
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S.T.A.L.K.E.R. (Video Game) / int_ee7ed46e
 S.T.A.L.K.E.R. (Video Game) / int_ee828827
type
Wizard Needs Food Badly
 S.T.A.L.K.E.R. (Video Game) / int_ee828827
comment
Wizard Needs Food Badly: It may not be obvious at first, but hunger is a real meter in all three games. If you're running low, an icon of a spoon and a fork appears on the HUD, and the longer you ignore it the worse it gets until you eat. Go hungry for too long and you'll lose out on stamina and suffer Damage Over Time just like being heavily irradiated. In Call of Pripyat, drinking vodka increases hunger, and you can starve to death if you hit the bottle too hard.
 S.T.A.L.K.E.R. (Video Game) / int_ee828827
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_ee828827
 S.T.A.L.K.E.R. (Video Game) / int_eedee4d
type
The Starscream
 S.T.A.L.K.E.R. (Video Game) / int_eedee4d
comment
The Starscream: A minor one, but Borov in Clear Sky greatly dislikes the loose nature of Yoga's leadership of the Bandits and wishes to wrest control from him someday. In Shadow of Chernobyl, Borov indeed becomes the new leader of the Bandits (although a rather ineffectual one at that, who really hates his life of crime), and it's implied in Call of Pripyat that he slaughtered Yoga when he had the opportunity to do so.
 S.T.A.L.K.E.R. (Video Game) / int_eedee4d
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S.T.A.L.K.E.R. (Video Game) / int_eedee4d
 S.T.A.L.K.E.R. (Video Game) / int_ef42ca88
type
Emergency Weapon
 S.T.A.L.K.E.R. (Video Game) / int_ef42ca88
comment
Emergency Weapon: The knife (although the alt-attack is hilariously powerful in the first game). Later in the games, pistols can become this, as you'll be engaging with a sniper rifle, assault rifle, or shotgun far more often than a pistol, if you even bother to bring one along.
 S.T.A.L.K.E.R. (Video Game) / int_ef42ca88
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1.0
 S.T.A.L.K.E.R. (Video Game) / int_ef42ca88
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S.T.A.L.K.E.R. (Video Game) / int_ef42ca88
 S.T.A.L.K.E.R. (Video Game) / int_f2407aff
type
Infinite Flashlight
 S.T.A.L.K.E.R. (Video Game) / int_f2407aff
comment
Infinite Flashlight: Applies to all games, to both the headlamp and the night vision goggles. They never go out or even dim - at most, a low-tier NVG set will sporadically flicker a little.
 S.T.A.L.K.E.R. (Video Game) / int_f2407aff
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S.T.A.L.K.E.R. (Video Game) / int_f2407aff
 S.T.A.L.K.E.R. (Video Game) / int_f2c895f
type
Your Terrorists Are Our Freedom Fighters
 S.T.A.L.K.E.R. (Video Game) / int_f2c895f
comment
Your Terrorists Are Our Freedom Fighters: The Freedom faction has one defined goal: they want to open the Zone to the world because of its many wonders that could benefit humanity. Duty, the rival faction, however, sees this as spreading the Zone's corruption to the entire world and calls them anarchistic terrorists who have no idea the dangers they're dealing with and letting out. The two factions are constantly at each others' throats for these conflicting interests.
 S.T.A.L.K.E.R. (Video Game) / int_f2c895f
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1.0
 S.T.A.L.K.E.R. (Video Game) / int_f2c895f
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S.T.A.L.K.E.R. (Video Game) / int_f2c895f
 S.T.A.L.K.E.R. (Video Game) / int_f32d85ab
type
20 Minutes into the Future
 S.T.A.L.K.E.R. (Video Game) / int_f32d85ab
comment
20 Minutes into the Future - The games take place in 2012, with the first known instances of Stalking happening in 2009.
 S.T.A.L.K.E.R. (Video Game) / int_f32d85ab
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_f32d85ab
 S.T.A.L.K.E.R. (Video Game) / int_f3fac450
type
Brain in a Jar
 S.T.A.L.K.E.R. (Video Game) / int_f3fac450
comment
Brain in a Jar: During the quest to disable the psi emitter in Lab X-16, you might be a little too busy fighting zombies to look at the device you're trying to disable - a giant computer-controlled brain.
 S.T.A.L.K.E.R. (Video Game) / int_f3fac450
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1.0
 S.T.A.L.K.E.R. (Video Game) / int_f3fac450
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_f3fac450
 S.T.A.L.K.E.R. (Video Game) / int_f4869601
type
Foreboding Fleeing Flock
 S.T.A.L.K.E.R. (Video Game) / int_f4869601
comment
Foreboding Fleeing Flock: Appears in the introductory cutscene in Clear Sky as an early sign of the incoming blowout. Another example featuring a flock of rats also appears in one of the dream cutscenes in Shadow of Chernobyl.
 S.T.A.L.K.E.R. (Video Game) / int_f4869601
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_f4869601
 S.T.A.L.K.E.R. (Video Game) / int_f4fd424c
type
All Your Base Are Belong to Us
 S.T.A.L.K.E.R. (Video Game) / int_f4fd424c
comment
All Your Base Are Belong to Us: Played straight both in Shadow of Chernobyl, with the mercenaries attacking the rookie village in Cordon and Monolith's constant attacks on the Barrier, and in Clear Sky where the implementation of the Faction Wars system makes it all but inevitable. The story also ties this in: for example, Bandits have had to switch locations several times and the Military abandons several bases when Shadow of Chernobyl comes around.
 S.T.A.L.K.E.R. (Video Game) / int_f4fd424c
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1.0
 S.T.A.L.K.E.R. (Video Game) / int_f4fd424c
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_f4fd424c
 S.T.A.L.K.E.R. (Video Game) / int_f651b980
type
Forbidden Zone
 S.T.A.L.K.E.R. (Video Game) / int_f651b980
comment
Forbidden Zone: The Zone itself is naturally viewed as such by most people in the world; for stalkers actually living in it, the Brain Scorcher in Shadow of Chernobyl, Red Forest and Limansk in Clear Sky and Pripyat in Call of Pripyat are such.
 S.T.A.L.K.E.R. (Video Game) / int_f651b980
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1.0
 S.T.A.L.K.E.R. (Video Game) / int_f651b980
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1.0
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S.T.A.L.K.E.R. (Video Game) / int_f651b980
 S.T.A.L.K.E.R. (Video Game) / int_f7cee9b
type
Last Stand
 S.T.A.L.K.E.R. (Video Game) / int_f7cee9b
comment
Ironically enough, the Monolith faction becomes this in the same game. If you choose to stay in the Zone after completing the final mission, they're down to their Last Stand until you purge them of their existence. At that point, they effectively become a Decapitated Army (although without the objective of killing a specific leader).
 S.T.A.L.K.E.R. (Video Game) / int_f7cee9b
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The Very Definitely Final Dungeon
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The Very Definitely Final Dungeon: The Chernobyl Nuclear Power Plant.
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Video Game Cruelty Potential
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The player may find badly-wounded NPCs curled up and crying out in pain. If the player goes up and interacts with them, they will have the option to give them a Medkit so that they can survive. The problem with that is that the people who shot them down in the first place may likely still be around, and so will only end up shooting them down again for good. So do you save the badly wounded individual crying out for help by killing his assailants (who may be nominally friend or foe) and healing him, or leave him to die? Ties in with Video Game Cruelty Potential. If you think there might be baddies about, healing him and having another gun in the fight or a distraction could be useful. On the other hand, finishing him off and looting his corpse for ammo and gear is also a viable option. Or both, healing him, using him in a gunfight, and then shooting him in the back.
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The Remnant
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The Remnant: Subverted in Call of Pripyat. Despite Strelok killing the C-Consciousness, the Monolith Cultists are not only still around, but stronger than ever. However, it's double subverted by the fact that by the time you reach Pripyat, their numbers are dwindling, and once you complete the final mission and choose to stay in the Zone, they're down to their Last Stand until you manage to kill every one of them, at which point they become effectively non-existent in the game.
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Sequence Breaking
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Sequence Breaking: Two storyline gates are supposed to block progress. The gate at the north of Garbage can be pushed open by moving at the right angle (although this causes one member of Duty to become hostile) or killing the guards, and the second is a brain scorcher that blocks the north exit of Red Forest. In the latter case, the game thinks you've already done what you needed to do in previous levels. Because of the open world nature of the game, it's still possible to do things out of order. After the meeting at The Bar, it is still possible to go west to Rostov or north to the Army Warehouses, where you can get access to more powerful items before continuing on the main quest.
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Loan Shark: The bandit leader in the Jupiter area of Call of Pripyat, Jack, runs his business by pushing interest in his clients. One of his, Vano, is unable to pay off his debt to him and the player can assist Vano with his problem in either doing the peaceful way, using shotgun diplomacy, or the old-fashioned hard way of killing the leader and his thugs. Taking the third option is honestly the best, because paying his debt legitimately will get you mugged on the way out. Wasting the group of them will net you a ton of high-end grenades and Jack's rare Armsel shotgun.
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This was also the fate of the Clear Sky faction. In chronological terms, during Clear Sky, they were on the brink of collapse until Scar came around. Then they became a legitimately powerful group that rivaled even the Monolith faction. For a while, it looked like they would secure their hold in the Zone until a blowout appeared out of nowhere and ultimately neutralized the Clear Sky faction just after they managed to incapacitate Strelok. Then, during Shadow of Chernobyl, the faction is all but wiped out, with only two (one in this game (Nimble), actually, since the other, Novikov, went in hiding until he resurfaced in Call of Pripyat) left, and given the concrete evidence of the increasingly powerful Monolith faction, it's highly possible that the majority of these soldiers comprised of former Clear Sky members now brainwashed and serving the will of the C-Consciousness, especially with Charon (widely speculated as Scar) at the helm. By the time Call of Pripyat starts, the Clear Sky faction is nothing but a footnote of history.
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Non-Indicative Difficulty
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Non-Indicative Difficulty: The difficulty settings in Shadow of Chernobyl and Clear Sky pretty much only influence what percentage of NPC shots will "glance" and not hit the player, and how much damage they do to both player and Non Player Characters when they hit. Due to a programming oversight, the player has the same resistance on all difficulties. Once you learn how to score headshots reliably, the enemies still have a harder time killing you than you killing them. Call Of Pripyat averts this, removing the "glancing shot" system in favor of a linear damage scale to the player. This has the effect of making the game substantially easier than the other two installments due to the player's relative health being much higher on settings lower than Master difficulty.
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Attack! Attack! Attack!
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The other mutants, however, are noted to be stupid, as they suicidally charge at you head-on (what with being animals and all, since they rely purely on their instincts instead of intelligence), with the exception of the Burers and Snorks (since in the latter's case, they can actually make [rather] limited use of guerrilla tactics).
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Talking Is a Free Action
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Talking Is a Free Action: Averted. Talking to characters does NOT pause the game, so while you're busy reading dialogue, Stalkers and mutants are running around killing each other. Same for using your PDA and fiddling with your inventory. Find somewhere nice and quiet to do it first, lest you end up getting your face bitten off whilst you try to pull out your shotgun.
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Shown Their Work
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Shown Their Work: Zigzagged. The parts of Pripyat (especially in the third game) and NPP are amazingly detailed, but most of the locations in first two games simply have no real equivalents in Zone (good luck to find sprawling abandoned factories or train depots). Call of Pripyat features many real life Zone locations placed very close together in completely random places. Developers also managed to create the ballistics models with the X-Ray engine, but bullet drop calcualtion is nowhere near correct (pistol bullets do not hit the ground in 20 meters and rifle ammo, when fired across the wide street from third floor, do not drop enough to hit the second floor on other side). The British L85A1 rifle is realistically depicted as very unreliable. 9x39mm rifles, while correctly depicted with much steeper bullet trajectory, got substantial power buff. In Real Life, SP-6 rounds were rated to penetrate light pistol-proof armor, while in the game they can perforate heaviest armor up to exoskeletons. The drug "Vinca", which appears in Call of Pripyat. The in-game description lists it as "Ukrainian Vikasolum, the artificial equivalent of Vitamin K. The drug increases the blood's coagulation rate, causing small wounds and lacerations to close up faster." Guess what? Although the drug's in-game effects are (understandably) stronger than one would expect, the drug is real, and the effects and description are 100% accurate to its actual purpose.
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Chromosome Casting
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Chromosome Casting: There are female stalkers in the Zone. You just never see them, due to time constraints and developer laziness. PDAs often refer to girlfriends in the Zone.
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Everything Trying to Kill You
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Every faction, be it military, Duty, Freedom, Monolith or Mercs want to kill someone else. There is balance, as the two main rival Stalker factions (Duty and Freedom), tend to occupy only the regions their bases are, only doing some raids on more neutral zones, and the military only patrolling the border, with the occasional raid on a strategically important location. Then there are Mercs and Bandits who attack almost everyone on sight (except Call of Pripyat but that won't last long). Monolith stick to their own zones (except in Shadow of Chernobyl, where they frequently go against Freedom) but are hostile to everyone who steps on their turf. The zombies are self-explanatory. The Loners are notoriously attacked by bandits, the military and some Merc squads, being a full turf war against the former two in Clear Sky. The only faction that doesn't have some sort of war going against someone are the Ecologists, who only have occasional tangles with the Mercenaries.
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S.T.A.L.K.E.R. (Video Game)

The following is a list of statements referring to the current page from other pages.

 Stalker
seeAlso
S.T.A.L.K.E.R. (Video Game)
 Crossover / Fan Fic
seeAlso
S.T.A.L.K.E.R. (Video Game)
 OperationHomecoming
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S.T.A.L.K.E.R. (Video Game)
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hasFeature
Grenade Launcher / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Grid Inventory / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Gun Porn / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Gun Twirling / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Guns in Church / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Hard-Coded Hostility / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Harder Than Hard / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Hazmat Suit / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Heal It with Booze / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Health/Damage Asymmetry / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Hired to Hunt Yourself / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Hitscan / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Hollywood Silencer / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Hostile Weather / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Hyperactive Metabolism / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Identity Amnesia / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Immersive Sim / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Immune to Drugs / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
In the Hood / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
In-Universe Game Clock / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Inexplicable Treasure Chests / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Infinite Flashlight / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Infinity -1 Sword / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Informed Equipment / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Initialism Title / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Instant Death Bullet / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Insurmountable Waist-Height Fence / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Interface Screw / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Interface Spoiler / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Inventory Management Puzzle / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Invisibility / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Invisible Monsters / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
It's Hard, So It Sucks! / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
It's Up to You / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Jackass Genie / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Kleptomaniac Hero / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Knockout Ambush / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Ladder Physics / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Landmarking the Hidden Base / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Le Parkour / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Lead the Target / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Like a Duck Takes to Water / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Limited Loadout / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Literal Genie / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Loan Shark / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Lord British Postulate / int_ca568f9
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Magnetic Weapons / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Mildly Military / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Miles Gloriosus / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Mind-Control Device / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Misaimed "Realism" / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Misbegotten Multiplayer Mode / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Modular Epilogue / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Money for Nothing / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Money Spider / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Monty Haul / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Mooks, but no Bosses / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
More Criminals Than Targets / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Mutant Media / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Negative Space Wedgie / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Night of the Living Mooks / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Night-Vision Goggles / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
No Canon for the Wicked / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
No Cutscene Inventory Inertia / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
No Sidepaths, No Exploration, No Freedom / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Nominal Importance / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Non-Indicative Difficulty / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Not a Zombie / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Now, Where Was I Going Again? / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Omnicidal Neutral / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
One Bullet Clips / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Only One Name / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Optional Stealth / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Order Versus Chaos / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Organ Drops / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Our Zombies Are Different / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Overheating / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Pamphlet Shelf / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Plot-Powered Stamina / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Post-Apocalyptic Dog / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Post-Apocalyptic Gas Mask / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Powered Armor / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Previous Player-Character Cameo / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Prospector / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Protagonist Without a Past / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Quicksand Box / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Random Drop / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Real Is Brown / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Reality Is Out to Lunch / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Red and Black Totalitarianism / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Red Sky, Take Warning / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Reliably Unreliable Guns / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Respawning Enemies / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Revive Kills Zombie / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Right-Handed Left-Handed Guns / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Road Runner PC / int_ca568f9
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Rocket-Tag Gameplay / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Ruins of the Modern Age / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Run, Don't Walk / int_1670bd19
 Russian Reading
seeAlso
S.T.A.L.K.E.R. (Video Game)
 Russian Relaxing
seeAlso
S.T.A.L.K.E.R. (Video Game)
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Sawed-Off Shotgun / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Scare Chord / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Scolded for Not Buying / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Self-Imposed Challenge / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Sequel Difficulty Drop / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Sequel Difficulty Spike / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Sequence Breaking / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Shoot the Hostage Taker / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Shooting Gallery / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Short-Range Shotgun / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Shotguns Are Just Better / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Sickly Green Glow / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Sliding Scale of Linearity vs. Openness / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Sniper Rifle / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Sniping Mission / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Sorting Algorithm of Evil / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Sorting Algorithm of Weapon Effectiveness / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Sound-Coded for Your Convenience / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Sprint Meter / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Standard FPS Guns / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Strong Flesh, Weak Steel / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Subtitles Are Superfluous / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Suspicious Video-Game Generosity / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Sword of Plot Advancement / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Take Your Time / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Talking Is a Free Action / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Teaser Equipment / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Tech-Demo Game / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Technically-Living Zombie / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
That One Sidequest / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
The All-Seeing A.I. / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
The Enemy Weapons Are Better / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
The Little Detecto / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
The Lost Woods / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
The Many Deaths of You / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
The Maze / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
The Red Stapler / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
The Stoner / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
The Very Definitely Final Dungeon / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
The World Is Not Ready / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
The X of Y / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
There Are No Tents / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Thriving Ghost Town / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Timed Mission / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
To Absent Friends / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Too Awesome to Use / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Trial-and-Error Gameplay / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Truce Zone / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
20 Bear Asses / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Ukrainian Media / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Universal Ammunition / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Useless Useful Stealth / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Video Game Cruelty Punishment / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Video Game Caring Potential / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Video Game Demake / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Vodka Drunkenski / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Vulnerable Civilians / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Warp Whistle / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Watch It for the Meme / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
We Buy Anything / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Weird Weather / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Welcome to Corneria / int_4eddc919
 S.T.A.L.K.E.R. (Video Game)
hasFeature
What the Hell, Player? / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
When It Rains, It Pours / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Wide-Open Sandbox / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Willfully Weak / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Wizard Needs Food Badly / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
World of Badass / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
World Sundering / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
You Shouldn't Know This Already / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Your Terrorists Are Our Freedom Fighters / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Zombie Gait / int_1670bd19
 Lost Alpha (Video Game)
seeAlso
S.T.A.L.K.E.R. (Video Game)
 Stalker
sameAs
S.T.A.L.K.E.R. (Video Game)
 STALKER
sameAs
S.T.A.L.K.E.R. (Video Game)
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Gas Mask, Longcoat / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Real Place Background / int_1670bd19
 S.T.A.L.K.E.R. (Video Game)
hasFeature
Upgrade Artifact / int_ca568f9
 stalker
sameAs
S.T.A.L.K.E.R. (Video Game)