Location stalker. Story mod large zone Names of locations in stalker

general description:
1. There is transport in the game.
2. For the military military equipment: tanks, armored personnel carriers, helicopters.
3. Transitions to all locations are open.
4. All locations are populated and involved in the plot (except for the Pripyat-1 overpass, the location is populated, but it is only mentioned in the plot)
5. 5 locations of Chernobyl - these are locations from the Doomed City mod. I also transferred the plot from there and remade it to suit my theme.
6. I borrowed a few tasks from Narodnaya Solyanka and also remade it to suit my plot.
7. Lots of NPC visuals. I bought most of the models here.
8. Maybe something else, you won’t remember everything.

All locations on global map located in a new way.

Plot

The main plot of PM remains and the whole game also ends with the wish-granter or Chernobyl Nuclear Power Plant-2. Plus you have to (optional, since it does not intersect (by information pistons) with the main plot) to go through 7 more plot branches. In general, the plot turned out as follows. After the first disaster, many years later (when the USSR disappeared and Russia was greatly weakened in the early 90s, scientists from the West arrived in Ukraine to study the radiation background around and at the Chernobyl nuclear power plant itself. But in fact, these scientists began to do completely different things. Themselves these scientists were under the patronage of the CIA and other secret forces of the United States. They offered a substantial sum to the treasury of Ukraine and they allowed them into the territory of the Zone. The territory of the Zone is large, abandoned and, moreover, not far from the border of enemy Russia. A number of laboratories were rebuilt and restored on the territory of the Zone Work began on the creation of biological weapons (monsters, viruses), artificial intelligence(robots, androids), weapons based on EM radiation (Gauss gun - manual and high power (on Zaton and in X18)). Work began that continued the HAARP experiment (but the scientists behind it saw another opportunity, namely the opportunity to connect to the planet’s noosphere). Powerful antennas were built at Chernobyl NPP-2 and on the territory of the Generators. At the Chernobyl nuclear power plant, one of the reactors was launched, which was in the most favorable condition. In parallel with the interests of the American intelligence services, scientists worked on their own projects, one of which was called “O-Consciousness”. In 2006, the experiment got out of control: the reactor was launched at maximum power and all of it was sent to emit antennas, thereby generating a powerful emission that created the current anomalous Zone. All scientists from "O-Consciousness" disappeared, most people turned into monsters, some laboratories were destroyed. But some scientists still managed to survive. The US government managed to convince the Ukrainian government of its innocence in what happened. At a UN security meeting, it was decided to take the territory of the Zone under military control: the southern half of the Zone remained with the Ukrainian military, and the northern part was guarded by NATO military. The CIA managed to establish contact with the “new” scientists (who became part of the Noosphere). An informal agreement was concluded between them under which the CIA provided security for the scientists, and they, in turn, continued to work for them. The Monolith detachment was created. These are former military men who were brainwashed and indoctrinated with the myth of the monolith. The monolith itself is of artificial origin. From the outside it looks like a huge block of stone, and inside there is a generator of sound and electromagnetic waves at the frequency of the human brain. Work at the Chernobyl nuclear power plant continued until Strelok arrived!
The mod also contains many simple tasks like: bring this, kill that, etc. In almost every location there will be some character with a task for you. In my mod, it turns out that the shooter will visit Zaton, Jupiter and eastern Pripyat before Degtyarev arrives. And will do almost the same investigation regarding secret weapon(but will not get to the truth). Entering the Chernobyl Nuclear Power Plant-1 also has 2 options: if you do not complete the plot of Jupiter and Zaton, then it will be as usual, and if you pass, they will help you.

Locations

1. Cordon
2. Landfill
3. Research Institute Agroprom
4. Dungeons of Agroprom
5. Dark Valley
6. Laboratory X18
7. Bar
8. Wild territory
9. Amber
10. Laboratory X16
11. Army warehouses
12. Radar
13. Western region of Pripyat
14. Chernobyl NPP-1
15. Sarcophagus
16. Secret laboratory
17. Chernobyl NPP-2
18. Bunker (X10)
19. ATP
20. Cave
21. Forgotten Forest
22. Unexplored land
23. Labyrinth
24. Limansk
25. Hospital
26. Generators
27. Warlab
28. Red Forest
29. Old village
30. Swamps
31. Dead City
32. Backwater
33. Jupiter
34. Eastern district of Pripyat
35. Pripyat-1 overpass
36. Laboratory X8
37. Mysterious laboratory
38. Dressing room
39. Industrial zone (old landfill)
40. Air defense station (old amber)
41. Swamps (old swamps)
42. Hidden Road
43. Dark Hollow
44. Grove (dark forest)
45. Kolkhoz Chervone drawbar
46. ​​Chernobyl (beautiful)
47. Chernobyl (main)
48. Chernobyl (market)
49. Chernobyl (cemetery)
50. Chernobyl (station)
51. Digger's Mine
52. Laboratory X14
53. Polygon

Groups:
Stalkers, Bandits, Ukrainian Military, NATO Military, Mercenaries, Last Day, Clear Sky, Nazis, Zombies, Monolith, Environmentalists, Traders, Freedom, Debt

Script system:
AI_Pack_Add_AMKII_1, OGSM release, dynamic_weather_v0.9.4, Panoramic_Mod_2.1 final, respawn from panzuza, ability to sleep in a bag

Acknowledgments:
1. Thanks to Vampire-35 for creating such a large pack of locations.
2. Thanks to azrael1325 for adding the ability to sleep and other help and tips on the mod.
3. Thanks to all those who post their works for use by other modders.

Unsolved (yet) problems:
1. Not always, it crashes when moving from one location to another. The location then loads normally. No-log crash (appeared when I added a transition between the Digger's Mine location and its adjacent ones. It seems like I added it correctly)
2. The characters of Chernobyl have a dialogue skeleton that I transferred from the Doomed City mod. For some reason, the dialogue does not always appear when trying to communicate. Dialogue appears after 3-5 attempts to talk.
3. New, and most other (ordinary) NPCs do not have icon coordinates written down (they will all have the Bartender’s face).
4. The grenadier scheme works like this: NPCs throw 2 grenades, and only 1/4 of them explode
5. It is necessary to edit the lethality of weapons and the lives of monsters (I roughly edited it, but that’s not it).
6. There are 2 files all.spawn and all_respawn.spawn. Most of the monster respawn sections were removed from the first file because... A logless crash appeared, complaining about the respawn of monsters. In the second file, all sections are present.
7. You need to create a slot for binoculars in your inventory. I have 2 of them: regular and NATO.
8. It would be nice to start counting cartridges from the belt, and not from the backpack. Like unloading.
9. Here's another bad crash:
Expression: (*elements.begin())->numberOfGeoms()
Function: CPHShell::preBuild_FromKinematics
File: E:\stalker\patch_1_0004\xr_3da\xrGame\PHShell.cpp
Line: 616
Description: No physics shapes was assigned for model or no shapes in main root bone!!!
The description says that the trunk is glitching when NPCs spawn. One of the German trunks is faulty, and one of the trunks of the bandits with profiles bandit_novice and sim_bandit_novice1. Maybe someone else’s barrel is faulty.
10. On the global map, the polygon location is circled with a square. In Photoshop I did everything the same as with other minimaps of locations, but on this one the outline of the location remained.
11. Merchants take up the weapons they have for sale.
12. Quests are not completed. There will be no hints. All information is in the dialogues.
13. I didn't play my mod, I just tested the additions and the operation of quests.

Big Zone- with this name a new modification developed for the game Stalker Shadows of Chernobyl has been released, which adds 7 new story branches, a huge number of locations and quests. The mod offers the player an interesting and non-linear plot that can only be described as an investigation that the Shooter has to carry out. During the passage of the Big Zone mod, you will have to complete quests borrowed from such mods as Doomed City and People's Solyanka, which have been completely changed and adapted to the new plot. Additionally, transport and military equipment have been added to the mod.

ABOUT THE PLOT OF THE LARGE ZONE FASHION:

Many years after the first disaster in the early 90s after the collapse of the USSR, Russia experienced better times and was greatly weakened. At this time, a group of Western scientists arrives on the territory of Ukraine, under the guise of studying the radiation background inside the Chernobyl station and its adjacent territories. But the measurement of background radiation was a legend; scientists pursued far different goals. The group of scientists was under the patronage of the CIA and other US intelligence agencies. They managed to enter the territory of the Exclusion Zone thanks to the substantial financial investments that the special services made into the treasury of Ukraine, in return for which they were issued passes for the perimeter. After the appearance of Western scientists in the Zone, work began on restoring a number of scientific laboratories. In these laboratories they began to develop various types of biological weapons in the form of mutants and viruses, and experimental development of artificial intelligence and android robots was carried out. At the same time, the development of weapons based on electromagnetic radiation was carried out, these included Gauss guns, both manual and stationary. Laboratories for the creation of gauss guns were located on Zaton and the X-18 laboratory. Work continued to continue the HAARP experiment, which opened up the possibility of connecting to the earth's noosphere. Powerful antennas were installed in the territories of Generators and Chernobyl NPP 2, and one of the surviving reactors was launched. In parallel with the project, which was supervised by the intelligence services, scientists created their own project called O-Consciousness.

In 2006, the experiment got out of control: the reactor was launched at maximum power, all the generated energy was directed to the antennas, the radiation of which in turn provoked a powerful release. This emission became the creator of the current anomalous zone. Almost all the scientists from “O-Consciousness” disappeared, some people turned into mutants, most of the laboratories were destroyed. It later turned out that some scientists managed to survive.

The United States convinced the Ukrainian government that it was not involved in what happened. At the UN meeting, a decision was made to establish military control on the territory of the Exclusion Zone. The southern part of the Zone remained under the jurisdiction of the Ukrainian military, and the northern half was taken under control by NATO troops. The CIA intelligence services managed to contact the “new” scientists. An unofficial agreement was concluded between them, according to which the CIA provided the scientists with patronage and security, and they, in turn, continued their development but on them. The Monolith detachment was created. This detachment was recruited mainly from former military personnel, who were “brainwashed” and indoctrinated with the myth of the monolith. The Monolith itself looked like a block of stone, inside of which a generator of electromagnetic and sound vibrations was installed, operating at frequencies that coincided with the frequency of the human brain.

According to the plot, in his investigation, Strelok will visit Jupiter, Zaton and Eastern Pripyat before the arrival of Major Degtyarev and will do almost the same investigation into the appearance of a secret weapon in the zone (by looking ahead, Strelok will not get to the bottom of the truth). There will be 2 options to get to Chernobyl Nuclear Power Plant-1: if you do not complete the story on Jupiter and Zaton, then the passage will not change, and if you do, they will help you.

MAIN CHANGES:

  • New plot - the main plot of the game Stalker Shadows of Chernobyl, plus 7 new plot branches. As in the original, the ending of the game takes place at the wish-granter or at the Chernobyl Nuclear Power Plant 2. New storylines do not intersect with the main plot.
  • New quests. The game presents quests of varying complexity; along with complex ones, there will also be simple tasks such as bring items, kill a stalker, etc.. In almost every location there will be characters from whom you can take tasks.
  • 53 new locations.
  • 14 factions
  • Transport is included in the game.
  • The Military group is armed with military equipment: helicopters, armored personnel carriers and tanks.
  • Free movement throughout the Zone; transitions are open in all game locations.
  • In addition to the Pripyat 1 Overpass location, all other locations are involved in the plot.
  • The map of the Zone has been adjusted, the locations on it are located in a new way.
  • The Chernobyl locations and the quests present in them were taken from the Doomed City modification. The plot and quests were moved and adapted to the new plot.
  • Some quests were transferred from Narodnaya Solyanka, the quests were completely changed and laconically fit into the new plot.
  • Many characters have had their visuals changed.
  • Sleep in the game is implemented using a sleeping bag.
  • Added ejection to the game.

53 GAME LOCATIONS ADDED TO THE GAME:

Test site, Western district of Pripyat, Secret laboratory, Dead city, Eastern district of Pripyat, Laboratory X-18, ATP, Kolkhoz Chervone drawbar, Swamps, Air defense station, Unexplored land, Chernobyl NPP-2, Warlab, Generators, Army warehouses, Industrial zone, Forgotten forest , Grove, Cordon, Dark Valley, Laboratory X-16, Old Village, Hospital, Bunker (X-10), Amber, Agroprom Dungeons, Landfill, Wild Area, Labyrinth, Backwater, Mysterious Laboratory, Dark Hollow, Laboratory X-8, Sarcophagus, Chernobyl-1, Agroprom Research Institute, Radar, Swamps, Pripyat-1 Overpass, Cave, Bar, Jupiter, Limansk, Dressing Room, Chernobyl (beautiful), Red Forest, Chernobyl (main), Hidden Road, Chernobyl (cemetery), Laboratory X-14, Chernobyl (market), Digger's Mine.

GROUPS:

Freedom, Environmentalists, Ukrainian Military, Clear Sky, NATO Military, Zombies, Nazis, Last Day, Mercenaries, Merchants, Bandits, Stalkers, Monolith, Debt.

PATCH No. 1 dated 03/15/2015 MUST be installed!
Installation - Copy the spawns, scripts, config folders from the archive --->

PATCH No. 2 dated 04/07/2015 MUST be installed!
Installation - Copy the config folder from the archive ---> to the gamedata folder, agree to replace the files.

UNSOLVED ISSUES:

  • Not always, it crashes when moving from one location to another. The autosave loads normally.
  • New, and most other (ordinary) NPCs do not have icon coordinates written down (they will all have the Bartender’s face).
  • Merchants pick up the weapons they have for sale. I tried to fix this bug, but I can only check it during the game, because... traders often do not immediately reset their inventory.
  • Quests are not completed. There will be no hints. All information is in the dialogues.
  • I've played through the game twice and everything seems to be working.
  • NVGs do not work, it is better not to turn them on.
  • I added a cleaner, but it doesn't work. The corpses disappear, but weapons and other items do not.
  • In Chernobyl and at the Pre-Bannik, sometimes the release does not end, i.e. it ends, but there is no message about its end and the shelter marks do not disappear on the mini map. I replayed from an early save - everything was fine.
  • Sometimes dead NPCs or trunks fall under the textures.
  • Sometimes a crash occurs when a monster (at spawn) or the trunk of a killed NPC (I don’t know why this happens) falls outside the location. We just replay from an early save and that’s it.
  • WHAT HAS CHANGED AND WHAT TO PAY ATTENTION TO:

    • Most crashes and non-connections have been fixed.
    • In some locations there are actually no ejection shelters. Some more repairmen have been added to the game (they repair after completing some tasks for them).
    • I edited the lethality of the trunks and the lives of monsters, adjusted the body kits on all the trunks.
    • The guide has been corrected.
    • Flights have been fixed in Chernobyl.
    • Treason traders, so as not to dump inventory, but it is not possible to check, because... they throw it off during the game.
    • Added cleaner, removes everything except trunks. Therefore, during the game, try to hide the trunks of the NPCs you killed in their inventory, otherwise in the future you will be haunted by a crash due to the overflow of items in the game.

INSTALLATION:

  • Unzip the downloaded archive with the mod.
  • Copy the resulting gamedata folder to the folder with installed game Stalker PM 1.0004.
  • Install the patch (above in the description)

Part one. Cordon


2002 The developers switched to a new - “Chernobyl” concept and the first playable build was assembled under number 1114. It is in this build that we can see the first version of the Cordon location, which is the first Stalker location, assembled based on the l05_aztek level from build 1097\1098. It looked completely different compared to the release version. Instead of “thorns” and small grassy cliffs, the map was “fenced” by huge and high gray rocks. At the site of the Lokomotiv ATP complex there was an empty area. In front of the railway embankment on the right on the rock there was an abandoned factory. It is within the walls of the gloomy factory that we begin our journey in the Zone in build 11 14. From the factory it is quite easy to go down to the outpost, but it is impossible to get from below. That is why it is uninhabited and very atmospheric. The railway embankment has become impregnable, and the huge rusty bridge looks more interesting.

There are no soldiers under the bridge. By the will of stupidity, the AI ​​takes them to another part of the cordon. And to be more precise, then they were not planned there at all. And the tunnel connecting the southern and northern parts of the map is located in a completely different direction in the build. And in general, it feels like, in comparison with the release cordon, the location was mirrored. However, the village is presented very interestingly, the tunnel under the road under which the river was supposed to pass, and the military checkpoint became truly improvised and also better in every sense than in the final version of the location. Behind the checkpoint at the very end of the map, or rather even at the very beginning of the map and the Zone in general, we can observe the first line of defense - a huge fence with barbed wire and watchtowers. This landscape immediately brings to mind the ending of the book “The Deserter”...


It is worth noting another unique feature of the location. The cordon in this build is very gloomy and deserted. Rain is pouring from the sky, there are gray impenetrable clouds overhead, and the highway stretches in a long broken line to the north. And ahead you can see the dark silhouette of a nuclear power plant. Dumps, rusty road signs, narrow highway with markings. The ground is strewn with gray dried leaves and tree branches. Everything makes it clear that this world has long been dead and forgotten. And this gloom and realism creates a strong atmosphere. Perhaps the cordon from this build can be included in the list of the most atmospheric locations in the world of Stalker. It is worth noting that the size of the Cordon territory from build 1114 says “Come on, goodbye!” to the release version.


The map is populated by well-equipped military personnel patrolling the outpost area, rats and zombies in blue shirts.

Despite its atmosphere, uniqueness and size, this version still has a considerable number of disadvantages compared to the final one. For example, where there was a farm on Zastava (rez version), now you can see a dump of various metal objects and more. Although it looks very realistic and for some reason catches you, you still have to admit that, yes, the map is beautiful, deserted and atmospheric, but it is uninteresting. An empty and unplayable ravine. This is also reflected by the presence of a decorative current distributor in place of the Elevator. The Merchant's bunker and the pit with anomalies have not yet appeared, which also became one of the features of the Cordon. And there is no PDA at the end of the location at all. But only closed gates and some small building the size of a watchtower of a decorative nature. And so the list can go on for a long time.
















2003 Build 1154 has been assembled. And the Cordon location in it has changed dramatically. Summer has arrived in the Zone. Bright sunny weather and beautiful light sky. And even if there are clouds overhead, they radiate brightness, sharpness, charm and contrast. The bright blue sky breaks through the holes. In any case, we see that summer has come.


Instead of a litter of dead leaves, we see bright green grass, a lot of vegetation, lush green trees that delight the eye with their beauty. In terms of facilities, nothing much has changed. We can probably only highlight that the plant was moved from the cliff to the place where we roughly see the ATP in “Shadow of Chernobyl.”





















In subsequent builds, the location changed slightly. I would like to note that the new and unique look of the cordon includes only a few assemblies.
Build 1842 shows us a version of the Cordon location similar to version 1154, but with a completely different atmosphere. That extraordinarily beautiful and realistic range of 2003-2004 has arrived. The location is dark, but beautiful at the same time. The rocks along the edges of the map now have a different shade, more typical of Chernobyl - brown. The village has become noticeably overgrown, and a merchant's cellar has appeared, similar to the final one. A large number of objects appeared at the location, including a lot of physics. Now the population of the location is impressive. A merchant in his place, several military men at a checkpoint armed with an AK-74 and VSS Vintorez, military patrols on the roads and roadsides throughout the map, various mutants, including “Flesh”, Blind Dogs, Pseudo-Dogs, etc. Location generally noticeably revived. It is full of all kinds of sounds, objects and inhabitants. The railway embankment has changed a lot, the tunnel under the embankment has moved to its usual place.






























In the 1865 assembly the cordon was endowed with a huge river. It stretches all the way from behind the checkpoint, and passes through almost half of the location. In general, there is a lot of water on the cordon in this build.



Build 1935 presented us with the most original and unique version cards. The rocks disappeared, and their place was taken by green hills and cliffs. Appeared in build 1472 and had not yet been cut out, a swamp with reeds to the left of the village and on the approach to the plant. The population of the location has increased greatly. More anomalies, NPCs and mutants. And at the entrance to Sidorovich’s bunker, the legendary vodka appeared, shown in the first video of the “Final Report” from “Gambling”. For the first time, a railway bridge was replaced. Now it is a completely new object, different from the old bridge. It is also very broken in the middle. It looks very atmospheric.


The year 2004 died down with the 1994 assembly, and 2005 arrived. Between 1994 and 2205 compilations there is a considerable gap both in terms of time and in terms of developments. But the differences in Cordon locations are only minor. In other words, in the 1994, 2205\2215 and intermediate builds a new and unique image of the location is presented. There are a huge number of differences from the 1935 version. If you remember, in previous builds the village stood almost on a mountain. A smooth approach from the side of the bridge, but on the approach from the checkpoint, Captain Butyrin or Lieutenant Lisichansky needed to raise their heads up. Now the village is located, to put it mildly, in a lowland.


The place of the plant was taken by Lokomotiv ATP, which is very different from both the plant and the release complex. The vegetation has changed greatly. Dense grass is less common. The weather has lost all its charm and contrast. But the map was replenished with many objects and, sacrificing the atmosphere, became the most playable and interesting for the player. Then there was already part of an almost complete plot, into which the map fit very smoothly. The game was enjoyable and addictive.

















A lot of pine trees and spruce litter appeared at the location, just like in coniferous forests. This atmosphere was also supported by the characteristic weather, which can be observed in the screenshots shown from the location from the build. The relief of the level has changed noticeably. The terrain was also changed.
Next, the Cordon location was slowly but surely being finalized and getting closer to release. The last at least slightly unique location option can be seen in build 2571.


The village has completely changed to the one we see in the original. One of the distinctive features of the property is the old version of the basement in the center of the village. The bridge changed and remained that way until the release of the game. The ATP was greatly compressed and reduced in size and differs from the original only in some textures. You can notice these minor differences on one of the calendars from GSC for 2006.
However, there are still traces of markings on the road, poles with wires on the side of the road, and some more realistic and clear textures of the soil and ground. It is also worth noting that the fence in the village is slightly broken. Perhaps the version of the location from the 2006 builds no longer has distinctive features.


ATP is inhabited by bandits. The military appeared under the bridge; the terrain was quite simplified. The development of the location has already reached its final stage.
So, the final version of the location. The cordon was strongly “shook” and as a result was reduced in size by 3 and a half times. Markings on the asphalt and rusty road signs have disappeared. Gone were the pine trees and spruce litter, the river, the swamp, high fences with barbed wire and watchtowers. The checkpoint has turned into a small one military base and stopped looking improvised. The village has become a corridor. Also, the location has almost no vegetation and a very boring, monotonous topography.


The appearance of the location is no longer pleasing to the eye. However, it became playable. And the fact that she came to this option is probably even good. At the end of the location a full-fledged checkpoint appeared, to the left of the village there was a quarry with anomalies, the edges of the location were no longer empty and uninteresting, and behind the bridge an exploded death truck and a couple of interesting buildings appeared. Also, at the end, the location narrows so as not to leave useless wastelands.



Population of Cordon



Old merchant. IN kindergarten he sold chewing gum, cigarettes at school, and drugs at university. With the advent of the Zone in 2006, I sensed the benefits and was one of the pioneers. Having given up stalking, he soon became an entrepreneur in the Zone. He settled in an anti-radiation military shelter near the village of newcomers at the cordon. In the Zone they call him Toad. Among business people, such as Barman or Sakharov, he is known as Sidorovich. The merchant is quite squeamish, harmful and petty. However, this is the only person in the southern part of the Zone who can give good work, buy artifacts and equipment, or sell them. Provisions from the outside world pass through Sidorovich. She is carried through the checkpoint by the military under the leadership of Captain Butyrin for the artifacts. There is also a whole group of stalkers working for Sidorovich: Wolf, Shustry and Tolik, a couple more people from the village, and then Marked.

Experienced stalker. Leader in the village of newcomers. Formerly a miner. With the closure of the mine, I left my life problems in the Zone. But he was about to leave these places and return to the outside world. But when he sends the main character to the ATP (not in the release version), he instructs him to bring dynamite. When we go to Sidorovich for a mission, he quietly goes to the Army warehouses and hands over the dynamite to Skull, the commander of the “Dolg” group’s detachment. After which he joins some crazy stalkers on the side of the road to the Burner. One of these stalkers makes stuffed mutants, the other is a traitor, and the third is a priest who has come to destroy all the artifacts. A old version game, when we pass through a farm in the Dark Valley, a stalker offers to buy a Gauss gun from him, but when we give money, the stalker leaves and does not return. If we follow him into the farm building, we will meet there Oleg Demon Gusarov (who wants to seize power at the cordon), the Wolf and this vile deceiver. Roughly speaking, this is a gang of robbers. There is a high probability that it will be the Wolf who will put a bullet in our head. That's why I described him in the game as a negative character.



Sidorovich's man from the village of newcomers (Wolf group). He was sent with a group of stalkers for reconnaissance at AgroProm (including Shustry in the group.) Already on the approach to the village, about a hundred meters away, the group was shot by bandits. But Tolik and Shustry will survive depending on the player.



Commander of the Wolf reconnaissance squad. He was sent to monitor the bandits at the ATP, who took Shustroy hostage. Experienced stalker.



A stalker who was in the most mysterious and secretive group, Clear Sky. I was in places where even a master in an Exoskeleton with a grenade launcher could not reach alive. Pretends to be a newbie and no one touches him. However, the stalker works as a scout for Sidorovich. I went on reconnaissance to AgroProm and it was he who found out information about the top-secret documents of the military at the research institute. In the future, Shustry becomes an experienced trader in the center of the Zone.

Commander of a military checkpoint at the cordon. Transports artifacts to the outside world, and in return delivers provisions and ammunition to Sidorovich. Drunkard.



A military major with a group of six privates and sergeants took a position under the railway bridge and rob stalkers passing under it, or charge a fee for passage. But most often he deceives, and even if the stalker has paid, they kill him.



Experienced stalker. I've been to a lot of places and seen a lot of things. Deals with a group of diggers and a group of Gray.

A twenty-year-old newcomer who fails to achieve anything in the Zone.



Stalker Wolf's friend and his deputy. After the Wolf left for the army depots, the Fan commanded the newcomers in the village.

The most legendary stalker in the Zone. He was the first stalker. There is a possibility that he is a member of Strelka's group.


IN Stalker locations together they constitute the Exclusion Zone. Moreover, in the first and second parts of the trilogy, many territories are repeated, with only minor changes in terms of the location of objects. Each area has its own characteristics, and the player will have to visit all the presented locations during the course of the main plot of the game.

In the first part Stalker locations there are the following: Cordon (which is also the outskirts of the Zone), Landfill with mountains of radioactive waste, Agroprom with a military base and underground catacombs, Dark Valley with the X-18 laboratory, Bar, Wild Territory, Yantar Lake with the X-18 laboratory, Army warehouses, Radar with X-10 laboratory, Pripyat Center, Chernobyl Nuclear Power Plant. Each region is ruled by its own factions, and there are certain groups of mutants. For example, hardened and strong monsters cannot be found in locations such as the Cordon or the Landfill. They always live closer to the center of the Zone. “Shadows of Chernobyl” has the largest number of underground locations – 4 pieces. This is exactly the same as in “Clear Sky” and “Call of Pripyat” combined.

In the second part Stalker locations partially coincide with the first. There is also Cordon, Landfill, Agroprom, Dark Valley, Yantar Lake, Army warehouses, Chernobyl Nuclear Power Plant. True, if you play both parts, you will notice a lot of differences, both in the location of objects and in the local population. The only places where even the population turned out to be the same are the Cordon and the Landfill, since in both parts there were military men and stalkers in the first territory, and stalkers and bandits in the second. As for Agroprom, instead of the military from the first part, debtors run everything and fight with mutants, and in the Dark Valley, instead of bandits and mutants, Svoboda members and mercenaries roam everywhere. Of the underground locations, only the catacombs of Agroprom can be distinguished, but they are completely different from the version in PM. Among the new territories we can highlight the Swamps with the main base " Clear skies", the Red Forest with its myriad of mutants, Limansk, a dilapidated hospital.

In the third part Stalker locations large, and there are only 3 main ones: Zaton, Jupiter and the Eastern part of Pripyat. Since each of these territories is huge, it is not so easy to say which area is inhabited by whom. Stalkers from different groups can be found in all areas game world. Among the small underground areas, one can highlight the faults under the gas station, the catacombs of the Krug VNZ, and a small laboratory near the Iron Forest anomaly. There are also two large underground locations: the Pripyat-1 overpass, Laboratory X-8 in the eastern part of the famous city.

Today, an impressive number of locations are added by modmakers. Some of the territories were recreated from scratch, while others were taken from earlier versions of the games. Ultimately, there are now even more fan locations than original ones. This includes ATP, Warlab, Abandoned Factory, Unexplored Lands, Forgotten Forest. The Valley of Rustle is considered one of the most remarkable and largest.



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