History Main / Stalker

5th Jun '15 3:13:05 AM Morgenthaler
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If you were looking for a stalking ''character'', see the tropes StalkerWithACrush or StalkerWithoutACrush.
24th Oct '14 11:16:27 PM Ominae
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* ''[[VideoGame/{{STALKER}} S.T.A.L.K.E.R.]]'', a series of SurvivalHorror computer games.

* ''[[VideoGame/{{STALKER}} S.T.A.L.K.E.R.]]'', a series of SurvivalHorror computer games.
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* ''[[VideoGame/{{STALKER}} S.T.A.L.K.E.R.]]'', a series of SurvivalHorror computer games.
21st Oct '14 12:12:29 AM Ominae
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* ''Series/{{Stalker}}'', a 2014 television series on [=CBS=].

To different degrees, both are {{inspired by}} the Creator/StrugatskyBrothers novel ''Literature/RoadsidePicnic''.
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To different degrees, both the film and video game adaptations of [=STALKER=] are {{inspired by}} the Creator/StrugatskyBrothers novel ''Literature/RoadsidePicnic''.
18th Sep '12 12:52:19 PM FireWalk
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* ''Film/{{Stalker}}'', the 1979 Russian film by AndreiTarkovsky.
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* ''Film/{{Stalker}}'', the 1979 Russian film by AndreiTarkovsky.Creator/AndreiTarkovsky.
8th May '12 3:33:47 AM LordGro
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* ''Film/{{Stalker}}'', the 1979 Russian film by AndreiTarkovski.
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* ''Film/{{Stalker}}'', the 1979 Russian film by AndreiTarkovski.AndreiTarkovsky.
8th May '12 3:33:04 AM LordGro
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Stalker can refer to: * ''Film/{{Stalker}}'', A Russian film. * [[VideoGame/{{STALKER}} S.T.A.L.K.E.R.]], a series of SurvivalHorror computer games. To different degrees, both are {{inspired by}} the StrugatskyBrothers novel ''Literature/RoadsidePicnic''.
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Stalker '''''Stalker''''' can refer to: * ''Film/{{Stalker}}'', A the 1979 Russian film. film by AndreiTarkovski. * [[VideoGame/{{STALKER}} ''[[VideoGame/{{STALKER}} S.T.A.L.K.E.R.]], ]]'', a series of SurvivalHorror computer games. To different degrees, both are {{inspired by}} the StrugatskyBrothers Creator/StrugatskyBrothers novel ''Literature/RoadsidePicnic''.''Literature/RoadsidePicnic''. ----
22nd Apr '12 4:38:43 AM DougSMachina
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* [[Film/{{Stalker}} A Russian film]] * [[VideoGame/{{STALKER}} S.T.A.L.K.E.R.]], a series of SurvivalHorror computer games.
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* [[Film/{{Stalker}} ''Film/{{Stalker}}'', A Russian film]] film. * [[VideoGame/{{STALKER}} S.T.A.L.K.E.R.]], a series of SurvivalHorror computer games.games. To different degrees, both are {{inspired by}} the StrugatskyBrothers novel ''Literature/RoadsidePicnic''.
17th Mar '12 3:29:06 PM EarlOfSandvich
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[[quoteright:250:http://static.tvtropes.org/pmwiki/pub/images/stalker.jpg]] ->''"You are approaching the military secured border of an ecological disaster zone."'' S.T.A.L.K.E.R.: Shadow of Chernobyl is a WideOpenSandbox FirstPersonShooter loosely based on the Russian novel ''Literature/RoadsidePicnic'', as well as the visually stunning Russian film ''Film/{{Stalker}}'' by Andrei Tarkovsky, which was based on the novel. The game takes place in the Zone of Exclusion (known simply as the Zone) around the infamous Chernobyl Nuclear Power Plant, a "Man-Made Hell" following the nuclear accident that originally created the Zone, 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 brain-melting barrier known as the [[ExactlyWhatItSaysOnTheTin 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'', has been released. 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 GoneHorriblyWrong. This game also takes place [[spoiler:after the good ending of ''Shadow of Chernobyl'', so apparently things didn't turn out okay after all]]. ''Call of Pripyat'' is available worldwide on Steam as of Feb. 21, 2010. The first proper sequel, ''S.T.A.L.K.E.R. II'', was [[http://www.1up.com/news/stalker-2-announced-gsc-game announced]] at [=GamesCom=], due 2012. Announcements were made on the 9th of December, 2011. GSC has been forced into closure, but the GSC team promises more announcements in mid-January. ---- !!The Examples Are In The Basement: * AbnormalAmmo: The Gauss Gun uses Flash artifact fragments in its batteries to provide the vast amount of power to fire it. ** Taken a step further in some GameMods, where the addition of an artifact turns the weapon into a less-powerful gauss gun by flinging the bullet with tremendous energy (but shearing off a lot of metal in the process). * AbandonedHospital: One in ''Clear Sky'' and one in ''Call of Pripyat''. * AbandonedLaboratory: A good number of them, in all games. * AbandonedWarehouse: More often than not serving as bases for various factions. * AdamSmithHatesYourGuts: Mostly averted, as doing quests for factions causes respective traders to give you better prices (for gears bought and sold). Additionally, in ''Call of Pripyat'', where [[spoiler: a fellow military technician (you play a 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, compared to Barkeep or Sakharov, for loot, mostly because he sells to newbies at lower prices and deals mostly in smuggling non-combat things ''out''. * AfterTheEnd: Although the post-apocalyptic nature of the game world is restricted to the Zone itself, with life on the outside world proceeding as normal. ** Arguably 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. * AKA47: The game features several dozen real-world firearms, all of whom have had their names changed for copyright reasons. The game files [[DummiedOut still use the real names]]. ** The punctuated title ''S.T.A.L.K.E.R''. was chosen because there was already a video game called "Stalker". ** Amusingly, the "correct" names in the files have typos, making it hell for the more grammar sensitive modders. Notably the Winchester is w_wincheaster.ltx. * AllYourBaseAreBelongToUs: Played straight both in ''Shadow of Chernobyl'', with the mercenaries attacking [[spoiler: 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. * AlternateHistory: [[spoiler:The secret C-Consciousness project, a Soviet attempt to try and manipulate mankind's consciousness to eliminate suffering and wars, moved to Chernobyl to operate in secret after the disaster. In 1989, the experiment went off the rails, caused the first blowout, and eventually changed the the area into a bizarre post-apocalyptic DarkWorld.]] 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. * AlwaysChaoticEvil: 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 [[JerkAss 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 [[MoreThanMindControl psychic influence]] that strips them of their free will. In ''Call of Pripyat'', the player character meets [[spoiler:former Monolith soldiers]] suffering from retrograde [[LaserGuidedAmnesia amnesia]] who most probably 'awoke' after [[spoiler: Strelok destroyed the C-Consciousness lab]]. They are pretty decent guys. ** The leader of the Mercenaries in Shadow of Chernobyl is rather evil, however, indulging in activities like randomly murdering Stalkers for fun. ** Eventually subverted with the Military in ''Call of Pripyat'' - no longer glorified gangsters torturing and murdering Stalkers for artifacts, they are now your allies (what with you being from the military 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 [[NamesToRunAwayFromReallyFast Sultan]], and will attack Stalkers/Loners (and you) without warning sometimes, maybe even perhaps only a dozen meters from 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 [[DecapitatedArmy completely 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. * AncientTradition: ''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. * AnyoneCanDie: And how! There are literally hundreds of friendly and hostile [=NPCs=] in the game world. Precisely two of them are unkillable. As for the rest, ''every single one'' can be killed off at any point in the game, including story-important and mission-important characters. It's not at all uncommon to be given an assignment to meet with a certain character to obtain information, only to find a pack of wild dogs picking over his corpse and being forced to scavenge the info from his PDA. ** A few missions that threaten your relationship with different factions can be completed just by waiting for the environment to kill off the person you've been asked to assassinate. * ApocalypseHow: The Zone is a Class 0, Emissions are a localized Class 3b. To make things worse in ''Call Of Pripyat'', they happen once a '''day'''. * ArcWords: '''Find Strelok. Kill Strelok.''' * ArmorIsUseless: 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 [=NPCs=]). * ArtificialBrilliance: 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. ** WordOfGod 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 ArtificialBrilliance got ''too'' brilliant it would stop being fun. These abilities, and others, were gradually reactivated in later games. *** If you play a mod where they can throw grenades it becomes obvious why that was removed, they're pinpoint accurate with them and even in the best situations they can kill you in one shot. * ArtificialStupidity: 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. ** This has been fixed in numerous mods, as apparently anomaly avoidance was originally coded into the AI but disabled for some reason. ** 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 {{NPC}}s 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 AI bugs in the original ''STALKER'' was the AI's tendency to end up mysteriously dead around fireplaces. Community research discovered that the AI kept spawning inside the fireplaces and killing themselves; 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 mod makers were forced to compensate by rendering the AI immune to fire damage, or force spawnpoints to keep them away from the firepits. * NuclearPhysicsGoof: 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. * ArtShift: 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. * AwesomeMcCoolName: Most plot un-important [=NPCs=] have such nicknames (including true oddities like "Samurai" on a guy who sounds as obviously Russian/Ukrainian as everyone else and a high presence of WikiWord style names) due to their random generation. ** FailOSuckyname: The game will sometimes dish out nicknames such as "Neudachnik"(unlucky guy), "Petukh" (Literally "rooster" but among criminals "[[PrisonRape prison sex slave]]") or "Pokoinik" (dead man). * AwesomeYetPractical: The H&K G36, USP .45 Compact (and the custom version "[[ICallItVera March]]"), Storm (unique OC-14 Groza that fires the common 5.45 ammo), AS VAL (late game at least), Strelok's rapid-fire AK-74, the VSS Vintorez and its custom variant "Tide", and the Armsel Protecta. Getting any of these weapons, however, requires you to either have a small mountain of cash, fight through a bunch of enemies, or get on good standings with a certain faction. Once you do that however, and fully upgrade them, you're more or less set for the majority of the game. * BadassBookworm: Dr. Kruglov, a minor character in ''Shadow of Chernobyl'' that the player can encounter in the Wild Territory. His science team is being besieged by a group of heavily-armed mercenaries attempting to get the data he is carrying. The player can, of course, choose to help him, but if you don't, the mercenaries will continue to pick off his team one by one until he's the last one left. Wolfhound, the leader of the mercs, will then call him up over the radio and try to negotiate with the scientist - his life for the information. Kruglov ignores him; when Wolfhound gives up and says, basically, "I've had enough. Looks like this is going to get ugly," Kruglov defiantly replies, [[CrowningMomentOfAwesome "As you wish."]] If the mercs manage to kill him and you search his corpse, you find out that his last act was to [[spoiler: delete the data so the mercenaries couldn't get it]]. [[{{Badass}} Bad. Ass.]] ** If the player ''does'' choose to help him, he becomes the subject of one of the most bearable escort missions in game history, as although he calls himself a 'third-rate fighter' he's actually a fairly skilled marksman (will score headshots with any decent assault rifle regularly), and is equipped with rather tough armor. ** Not so much in [[GameMod Oblivion Lost]]. You'll find it very likely he and his entire team, packing [=MP7s=] and Gauss Rifles (a great SMG and a ''very'' good sniper rifle, respectively), and having taken out at least a few mercs, are dead. Not by the mercs, who are probably dead, dying, or trying to survive themselves. It's the sheer amount of mutants that murder all of them, consisting of about sixty snorks, psuedogiants, and burers. ** Also Lebedev, the leader of the ''Clear Sky'', who is virtually a scientist turned militiaman. In ''Call of Pripyat'' we learn, that Lebedev was the physicist [[spoiler: who, among other things was charged with development of the Gauss Gun.]] * BadassBystander: Noah from ''Call of Pripyat'', a batshit-insane lone stalker trying to build himself an ark to protect against mutants. He's got a ''tame pseudodog'' (for those who don't know, [[http://images2.wikia.nocookie.net/__cb20100212004823/stalker/images/0/01/Noah%27s_dog.jpg this]] is a pseudodog, and they're well known for tearing well-armed-and-armored Stalkers to shreds) named [[FluffyTheTerrible Lassie]]. When a military squad came they tried to detain him for shooting at them (he does that to everyone), but instead ''he'' tried to detain ''them''. At one point in the game, the player's tasked with tracking down an incredibly rare artifact, one which hasn't been seen in a very long time, and apparently Noah has a lead on where to find one. Turns out he has ''three of them'', which he will just ''give away'', implying he has ''even more''. Finally, if he survives until the end of the game, his ending describes some Stalkers taking shelter in his ark during a particularly bad blowout/emission. Turns out it actually works, and during the ensuing mutant attack he charges into battle backed-up by Lassie and ''three pseudodog puppies''. * BadassGrandpa: Implied in ''Clear Sky'': while bloodsuckers can take out even veteran stalkers with top-tier gear with ease, the old forester, named Leshy (after a Russian forest spirit/demon, which are known for being extremely powerful), living near the Red Forest was able to bag himself one with little more than a double-barreled shotgun and an [[NiceHat ushanka]] for protection. In addition, he lives in the [[DeathWorld Red Forest]] (a place where most Stalkers are afraid to set foot even in heavily-armed groups), ''alone''. * BadassLongcoat: Scar. There is also the option for the player to invoke this by wearing the leather jacket armour in all three games. 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 because they're cool.) * BadassNormal: The Marked One, a.k.a. [[spoiler: Strelok]]. ** To a slightly lesser degree, ''[[WorldOfBadass every single person in the entire Zone]]''. The ones who aren't [[AnyoneCanDie generally don't last long]] - or are traders. * BadassAbnormal: The PlayerCharacter, once they get hold of some decent artifacts. Also, Scar... [[InformedAbility apparently]]. ** One possible option for Major Degtayrev. Knock yourself out with Anabiotic drugs during a blowout thrice, and you'll become "marked by the Zone", allowing you to survive blowouts without shelter (barely). * BackStab: The knife's secondary attack insta-kills unaware or wounded enemies. In ''Shadow of Chernobyl'', [[GoodBadBugs 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. * TheBartender: Several of them. In a [[SarcasmMode shining display of creativity]], the bartender at the 100 Rads Bar (the bar in Rostok, the main Stalker settlement in the Zone) is called '[[EveryoneCallsHimBarkeep Barkeep]]'. * BeCarefulWhatYouWishFor: In ''Shadow of Chernobyl'' the player can reach the Wish Granter and make a wish. [[spoiler: None of the "wishes" end [[CruelTwistEnding well.]]]] * BigLabyrinthineBuilding: The Chernobyl NPP itself. And to a lesser extent, all the labs, too (smaller than NPP, but quite labyrinthine). * BilingualBonus: 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 {{NPC}}s 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 [[AwesomeMcCoolName "Gunslinger]]/[[MeaningfulName Shooter."]] * BlindIdiotTranslation: 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. * BoomTown: 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 DyingTown - rather than a thriving town becoming a ghost town, the ghost towns are resettled. * BoozeBasedBuff: Vodka can cure ''radiation poisoning''. ** This was actually a popular folk medicine for preventing radiation poisoning in the Soviet bloc. And, yes there was a lot of drinking at [[http://www.wired.com/dangerroom/2009/09/dyi-dirty-bomb-remedies-and-off-the-shelf-measures/ Chernobyl.]] * BoringButPractical: 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 ShoutOut[=/=]MythologyGag toward the original book and Tarkovsky's movie adaptation, where screws and bolts served the same "test-probe" function. ** Don't forget most of the early-mid game weapons, like the [[KineticWeaponsAreJustBetter 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. * BrainInAJar: During the quest to disable the Miracle Maker in the [[spoiler: Lake Yantar's Lab]], you might be a little too busy fighting zombies to look at the device you're trying to disable - a ''giant'' computer-controlled brain. * BrainwashResidue: Ex-Monolith squad leader Strider and the rest of his squad. Strider himself is unable to talk in anything but CreepyMonotone, while some of his squad are said to be unable to verbally communicate at all. * BreakableWeapons: All guns degrade with use, becoming more prone to jamming and less accurate. Annoyingly, in ''Shadow of Chernobyl'', no one knows how to repair them, so you have to throw your rifle away and get a new one after using it for firing a few dozen magazines of bullets. ** Even worse, this applies to ''armor.'' Considering how lethal the zone is, this leads to some heartbreaking encounters: there's nothing like paying a king's ransom for a military-grade protective suit only to get it chewed up by one of the ubiquitous packs of wild dogs in the zone. ** However a exploit allows you to use artifacts to become immune to a certain kind of damage, which then heals you and repairs your armour when you receive that damage. This exploit proved so popular that [[AscendedGlitch 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 first game). ** Of course, it has since been modded. Expect to pay a daily fee to the few merchants to repair your stuff, or find some rare and limited repairing kits on the battlefield. * BringMyBrownPants [[BrownNote Note]]: The low, rumbling sound that precedes any blowout in ''Call of Pripyat''. It's not harmful by itself (so it's not a classic BrownNote) but it is always unsettling, and an indication that you have only a minute or two to get somewhere safe. * CharlesAtlasSuperpower: 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...[[WhatKindOfLamePowerIsHeartAnyway 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 GameplayAndStorySegregation. * ChurchMilitant[=/=]{{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. [[spoiler:Monolith soldiers are all BrainwashedAndCrazy, so.]] * ContinueYourMissionDammit: I said come in! Don't just stand there! * ContinuityCameo: The guy who saves Marked One at the start of ''Shadow of Chernobyl'' fits the description of Redrick from ''Literature/RoadsidePicnic''. * ConvenientQuesting: Especially obvious in ''Clear Sky''. Largely avoided in ''Shadow of Chernobyl''. * CoolButInefficient: 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 ''Call of Pripyat'', it's possible to buy large quantities of grenades and rockets after completing the right sidequests[[hottip:* :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. * CrapsackWorld: You bet. * CrateExpectations: 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). ** 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. ** 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 [[GuideDangIt without consulting an online walkthrough]]. * CreepyMonotone: Monolith members. Also Strider/Rogue, the ex-Monolith trooper in ''Call of Pripyat''. ** GutturalGrowler - Monolith members the other half of the time they speak. * {{Cthulhumanoid}}: Bloodsuckers. * CuttingOffTheBranches: As mentioned above, [[spoiler:''Call of Pripyat'' takes the good ending of ''Shadow of Chernobyl'' as canon.]] * DamnYouMuscleMemory: The grenades seem to follow much steeper arcs than in most FPS games, making it very easy to blow yourself up by mistake. * DarkWorld : What the Zone of the games is, especially when compared to the RealLife Chernobyl Exclusion Zone. * DeathOrGloryAttack: 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 [[FateWorseThanDeath worse]]. * DemonicSpiders: In-Universe: 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'''. * DevelopmentHell: First game, whose original subtitle was ''Oblivion Lost''. No less than six years. Calling Stalker ЖДАЛКЕР (translation: WAITER) became [[MemeticMutation an Internet meme]] itself. Astonishingly, when it hit store shelves, it was ''still'' an ObviousBeta. * DiscOneNuke: Every few games, the store in the first town of ''Shadow of Chernobyl'' carries an extremely powerful assault rifle that uses a very common caliber. There's also a very useful armor nearby. They become obsolete once you get past the first few areas, though. ** To be more specific, Barin's Tunder 5.45mm is 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 an mid to endgame gun chambered for an ammo type common in the early game. ** In ''Call Of Pripyat'', one can find the recurring NPC Nimble on board Skadovsk, the first real hub of the game. You can special order rare/upgraded weapons and armor, including the vaunted Exoskeleton. The prices are somewhat steep, but judicious artifact hunting quickly makes cash a non-issue. ** Within the first hour of ''Call of Pripyat'' you can go to the sawmill and one of the zombies will always carry a AN-94 ([[AKA47 AC96]] in game). While in poor condition, it is easily repaired for cheap (very easy if you grab tools while at the sawmill), but is a very accurate, reliable, and uses 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 Nimble's price. ** In ''Call of Pripyat'' you can find a Vintar (VSS) in perfect condition right after the beginning of the game, provided you know where to look. [[spoiler: It's on top of one of the burnt-out houses in the fire anomaly location.]] There's also an SVD up for grabs: [[spoiler: it's leaning against one of the trees on the edge of the map.]] * DirtyCoward: 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. * DoomedByCanon: The player character of the prequel ''Clear Sky'', Scar, is speculated by fans to become [[spoiler:the brainwashed Monolith leader, Charon, that Strelok blows away in Pripyat during the first game,]] due to his use of a VSS Vintorez (Scar using such a weapon in Clear Sky's opening (which can latter 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 [[spoiler:Charon is the only NPC to use the weapon in ''Shadow of Chernobyl'']]) ** Some other minor [=NPCs=], such as Wolf, are mentioned in passing in ''Pripyat'' as having died. ** It's also inverted, in that some [[=NPCs=]] from earlier games who, owing to [[AnyoneCanDie 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), and another (Nimble) is your main source of high-end weaponry in the game. In ''Shadow of Chernobyl'', the first game in which these two characters appeared, it was entirely possible for both of them to die - in fact, it was actually fairly ''likely'' for Guide to die, as he set up camp in a rather dangerous locale. * DoNotDropYourWeapon: 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. ** 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. * DoNotRunWithAGun: The default movement speed, [[AvertedTrope contrary]] [[RunDontWalk to most first-person shooters]], is walking (or if you're packing light, running really slowly), and "sprinting" is the only time you actually run. Naturally, you can't shoot while running, and neither can the enemy. With the right artifacts, you can run indefinitely, as long as you don't carry too much. * DownerEnding: Clear Sky ends like this, in order to set up the plot for ''Shadow of Chernobyl''. Also, all but two (three if you're charitable) of the endings to ''Shadow of Chernobyl'' are like this. ** ''Call of Pripyat'' has 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 [[spoiler: Strelok]] definitely qualify. * DroneOfDread - Psy attacks come with this (most noticeably with Controllers), along with Blowouts. * DummiedOut: ''Shadow of Chernobyl'' contains unimplemented code for a variety of features that never made it into the final game, including unused areas, weapons, the ability to drive vehicles, and a Faction Wars system, much of which can be found in the ''Oblivion Lost'' [[http://www.3dnow.net/phpBB2/viewtopic.php?f=6&t=1616 beta build 1935]]. The Faction Wars system was finally implemented in ''Clear Sky'', and it and ''Call of Pripyat'' include some weapons that had been originally cut from the first. ** Some of the remaining code could cause serious issues; for example, the Yantar lab was still technically affiliated with the Duty faction in the final game, and this could cause a vital NPC to become hostile to the player after waking up from the Blowout if the player was Freedom-affiliated at the time. ** Several were officially added in ''Call of Pripyat'', though Faction Wars was cut because they felt it wasn't working out well. ** This led to creation of several mods unlocking the original game content - and eventually releasing an official "development build" patch (at least, for the Russian version). You think the game wasn't NintendoHard enough? ''You'll have to fight your way through a zombie assault right after exiting the bunker [[WithThisHerring with a knife and a handgun.]]'' * DrivingQuestion: For ''Shadow of Chernobyl'': Who or what is the Strelok? * DrunkenMaster: Cardan, the mechanic at Skavodsk, 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. [[spoiler: [[IGotBetter He Gets Better]] after you show him the Gauss Rifle, which shocks him into sobriety.]] * DwindlingParty: In ''Call of Pripyat'', once you finally reach Pripyat, you'll rendevous with a platoon-sized group of allied military Spetznaz 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). * EldritchLocation: 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...[[LudicrousGibs very briefly]]. Or decide to stay outside and watch the [[RedSkyTakeWarning sky turn red]], which is really interesting right up until the [[NightmareFuel hallucinations]] start and your [[YourHeadAsplode head blows up]]. And that's just the start. Suffice it to say that overall, the Zone is both very weird and very dangerous. * EliteMooks: The military Spetznaz units. Also, the rarely encountered Military Stalkers, who are sort of the Elite of the Elites. These guys are equipped with extremely good armor, and the Military Stalkers are armed with Russian Special Forces AS Val assault rifles. * EnemyChatter: Although not much use in ''Shadow of Chernobyl'', as it's all in Russian. At least "[[GrenadeTropes granáta]]" isn't hard to figure out. ** 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.) ** Some of it is translated in ''Clear Sky'' (e.g.: TAKE THIS, YOU FUCKING NAZI!) * EnvironmentalSymbolism: 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). * EscortMission: Escorting the scientist Kruglov through the Wild Territories while protecting him from Mercs (and perhaps random mutants). Made alright because he has surprisingly tough armor, and can also be equipped with an assault rifle. ** He also stays behind you and refuses to enter an area that you haven't already cleared of hostiles. ** The finale of ''Call of Pripyat'' is one of these, 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 Spetznaz EliteMooks 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. *** ''Call of Pripyat'' also has 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 MadeOfPlasticine 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. * EverythingTryingToKillYou: Monsters - and the Zone itself - want every human in its boundaries dead. The military will shoot you on sight. Bandits will rob - and kill you. There are only a few places in the whole ''game'' where you won't be attacked. --> ''"Such is life in the zone"'' - [[MemeticMutation Popular maxim]] * TheEvilsOfFreeWill: [[spoiler: 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 - in essence, they were attempting to create a HiveMind under their direct control. The fact that they've literally ripped a hole in reality hasn't caused them to give up in the attempt, either, and they continue to experiment right up until Strelok kills them at the end of ''Shadow of Chernobyl''.]] * FacklerScaleOfFPSRealism: 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 ''GhostRecon'' series. * FiveManBand: During the Pripyat Underground section in ''Call of Pripyat'': ** TheHero: Degtyarev. ** TheLancer: Vano. ** TheSmartGuy: Strider. ** TheBigGuy: Zulu. ** TheChick: Sokolov. * FirstTown: The rookie village serves this purpose both in game terms for the player, and in-universe for new arrivals to the Zone. It's located in the safest district in the Zone ([[DeathWorld 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. * ForbiddenZone: 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. * FunWithAcronyms: ''S.T.A.L.K.E.R.'' stands for "Scavenger, Trespasser, Adventurer, Loner, Killer, Explorer, Robber" according to TheOtherWiki. * GameBreakingBug: Enemy-thrown grenades in ''Clear Sky'' will quite literally ''[[TheComputerIsACheatingBastard home in on the player]]'', [[{{Roboteching}} actually changing direction in mid-air]] to ensure that they always land at the player's feet. ** Also, ''Clear Sky'' and possibly ''STALKER'' apply 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 [[UpToEleven 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. * GameMod: 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. * GameplayGuidedAmnesia: Justified in ''Shadow of Chernobyl'', as the player character has amnesia. Also averted, in that you have the option of skipping the tutorial entirely by telling the Trader that you still remember how to survive in the Zone. * GameplayAndStorySegregation: Completing Trapper's mutant-hunting quests in ''Call Of Pripyat'' [[MultipleEndings unlocks an ending]] describing how Yanov has become a safer place for Stalkers thanks to your efforts. In-game, however, [[TheFarmerAndTheViper Yanov becomes even more dangerous]] as completing all the hunting missions causes [[DemonicSpiders Chimeras, Burers and Pseudogiants]] to spawn randomly throughout the area. [[SarcasmMode Yay.]] * GasMaskMooks: 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. Also, snorks. * GeniusLoci: The Zone is revealed to be one of these [[spoiler: controlled by C-Consciousness]], and actively fights back against Stalkers that try to fight against it using mutants and emissions. * GhostTown: Pripyat, naturally. Also Limansk. * GoodGunsBadGuns: 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. ** 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. * GreyAndGreyMorality: The Duty and Freedom factions, neither of which are particularly good ''or'' particularly bad despite being diametrically opposed to each other. ** Soldiers are usually trigger-happy, but most stalkers are indeed illegal trespassers on military territory. * GunAccessories * HandCannon: One of the unique weapons which can be found in ''Shadow of Chernobyl'' is a custom pistol based on the frame of an [[RareGuns IMI Desert Eagle]] that fires ''9x39mm sniper rifle rounds''. * HealingFactor: Although it takes a while, the player character will slowly heal when not taking damage (or bleeding). Artifacts can speed up this process ** Getting 4 or more flame or electricity battery artifacts and jumping into a fire/electrical surge will restore your health [[GoodBadBugs and repair your armor]]. * HealThyself - Comes in two flavors, medkits which heal injuries and bandages which stop bleeding. Interestingly, the enemy is capable of doing this too as long as they have medkits. * HeKnowsTooMuch: Why Strelok must be killed. ** [[spoiler:In ''Call of Pripyat'', it seems that the main purpose of the Mercenaries is to silence everyone who digs too deep into the secret of the Zone, including our hero, Degtyarev]]. * HelmetsAreHardlyHeroic: 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. ** One of the first mods released by the Russian community (later translated into English) was actually called, when translated, 'Wear Your Goddamn Helmet, Man!', and causes Degtyarev to [[ExactlyWhatItSaysOnTheTin actually wear whatever headgear he has equipped]]. * HeroOfAnotherStory: The series is positively loaded with these. The biggest example is probably the [[BadassGrandpa 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. * HoistByHisOwnPetard: [[spoiler: The player. [[NonStandardGameOver 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 [[EyeScream only to him]].]] * TheHunter: 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. * HyperspaceArsenal: 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. *** [[spoiler: However, be aware that recklessly storing your equipment may come back to bite you in the ass. One quest 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.]] ** 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. * ImpairmentShot: 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 ''RiseOfTheTriad''; 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. [[SchmuckBait You'd BETTER NOT do this while in the middle of combat, an impending emission, or an important mission, as you'll get screwed spectacularly.]] * InfinityMinusOneSword: The [[GrenadeLauncher 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. * InfinityPlusOneSword: The Gauss Rifle, a hilariously powerful experimental semi-automatic rifle that can OneHitKill literally any enemy in the game and can only be obtained from Monolith troopers at the very end of the main story. Balanced out slightly due to ammo being virtually impossible to find and very low rate of fire. Game Mods often gimp it to be only useful against humans and weaker mutants, and it was changed to just that in Call of Pripyat. ** There's only one though, and if you sell it, [[LostForever you are not getting it back]]. * InformedEquipment: 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. * InitialismTitle * ItCanThink: Bloodsuckers are ''smart''. [[DemonicSpiders Dangerously so]]. ** The other mutants, however, are noted to be stupid, exception of the Burers. ** 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. * ItGotWorse: ''Call Of Pripyat'' hints [[spoiler: 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 [[spoiler: which makes Strelok's accomplishment in ''Shadow of Chernobyl'' a PyrrhicVictory.]] ** 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 is getting worse with each game. ''Clear Sky'' added some more complex anomalies, even those that affect the ground. ''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. * ItsUpToYou: 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 [[WhatTheHellHero mock your uselessness]] if you can't or don't help them fight off an attack. * InsurmountableWaistHeightFence: The 5-foot-tall barbed wire fence that prevents you from exiting each area of the game except via the few designated exit points. * InvulnerableCivilians: Majorly averted. 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, [[http://www.youtube.com/watch?v=3tGvj4B9_00 you just have to wait...]] ** Played straight in one case in ''Call of Prypiat'': two {{NPC}} 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. * ItMayHelpYouOnYourQuest: [[spoiler: The Doctor's]] stash key. * JustThinkOfThePotential: The Ecologists' attitude towards the Zone. ** Freedom's as well, to a less scientific extent. * KarmaMeter: 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 AlwaysChaoticEvil 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. ** FridgeBrilliance: Perhaps it's because nobody actually believes you can be ''that'' good. * KleptomaniacHero: 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. * KnowledgeBroker: Owl. * LandmineGoesClick: 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. [[OneHitKill 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.]] * LeParkour: A mutant example in the case of Snorks when in attack mode. * LeadTheTarget: 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. * LeaningOnTheFourthWall: 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: --> One more anecdote... A stalker walks in the bar and says: --> '''Stalker:''' Hey, can anyone sell me a Goldfish artifact? Heard it can protect you from bullets. --> '''Local:''' Got one, but it's unlikely you're gonna use one - it's very radioactive! --> '''Stalker:''' Like I'm going to put it in my pants? Nah, I will wear it on a chain! * LostInTranslation: In Russian, "C-Consciousness" is "О-Сознание": either "O-Consciousness" or "R-Ealisation", depending on how you read it. * MadeOfIron: In ''Clear Sky'', [=NPCs=] [[FakeDifficulty 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 ImmuneToBullets, 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. * LoadsAndLoadsOfLoading: The main problem of the first game. Other two games have long, but not so annoying loading screens. * MajorlyAwesome: The protagonist of ''Call of Pripyat'', SBU Major Degtyarev. * MascotMook: Arguable, but Bloodsucker is one of the most recognizable monsters in the game. * TheMedic: Camp Doctors who fix you up and sell medical supplies. [[spoiler:One of them has a thing for blood, though]]. * MeleeATrois: Every faction, be it military, Duty, Freedom 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 [[EverythingIsTryingToKillYou won't last long]] ). The zombies are self-explanatory, . The only faction that doesn't have some sort of war going against someone are the Loners, though they are notoriously attacked by bandits and some Merc squads. ** 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. * MildlyMilitary: 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. * MindManipulation: 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 LaserGuidedAmnesia if they ever manage to escape. * MultipleEndings: 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 [[TakeOverTheWorld 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 [[spoiler: 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 BigBad and help them maintain the Zone, or choosing to defeat the BigBad 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. * NewAgeRetroHippie: Ganja, Freedom's barman in ''Clear Sky.'' Comes complete with [[{{Reggae}} reggae]] [[http://www.youtube.com/watch?v=WYMVCogRsrA music]] and [[TheStoner and a fondness for the 'erb.]] * NightOfTheLivingMooks: The zombified Stalkers that populate Yantar. They move like zombies, but still have enough brains to use assault rifles - but being zombies, they're hideously inaccurate. ** They're back in ''Call of Pripyat'', but are generally 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) ForMassiveDamage. 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, with Uncle Yar commenting on how peaceful it is ("Peaceful like a village!") as you walk right past a shambling zombie. ** Game mods often restore the "basic" zombie, which act like stereotypical zombies. However, they possess much more health than zombified stalkers, and are able to take several headshots. * NintendoHard: 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 ZeroPunctuation, the average player will likely find themselves pressing Quicksave and Quickload more often then the Fire button. ** ...while many popular modifications have been released with the express purpose of making the game ''[[BeyondTheImpossible even harder]].'' * NoCanonForTheWicked: The good ending of ''Shadow of Chernobyl'' is made canon in ''Call of Pripyat''. * NoExportForYou: The spinoff novels. only available in Russia, written by prolific Russian sci-fi authors, it took some hard digging from the non-eastern-european fans to find out about them. and we still barely know much about them. all we know is that they take place in the 2050's, show that things did indeed [[ItGotWorse get worse]] after COP (a third explosion at Chernobyl wipes out the original Zone, but places five more throughout former Soviet states - and has even nastier mutants and unfortunate Stalkers left over turned into man-machine fusions), and images of the book covers are hanging around somewhere on the internet. The official website has some info on them... in Russian. ** There are two book series: "Зона Смерти", "The Death Zone", which is described above, consisting of 15 books, and "S.T.A.L.K.E.R." series, set in the same zone as the games, consisting of about 60 books from dozen of writers. ** Recently a novel set in the S.T.A.L.K.E.R. universe called "Southern Comfort" was released in english so this might be averted if we're lucky. * NonIndicativeDifficulty: The difficulty settings pretty much only influence what percentage of shots not hitting the head "glance" and do negligible damage to the player. Due to an oversight, this also applies to enemies, leading to humorous situations where you can unload an entire magazine on an enemy on Easy and the target will just shuffle off harmlessly. 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, but there is no longer a situation where you can unload an entire magazine on someone and deal next to no damage. * NoScope: 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 high rate of fire. * ObviousBeta: Both ''Shadow of Chernobyl'' and ''Clear Sky'' were this at release, though they were both eventually patched to full playability. ''Call of Pripyat'' was, [[AndTheFandomRejoiced fortunately]], playable straight out of the box, because the non-English versions were the ObviousBeta. * OddlySmallOrganization: Strelok's Loner crew in the backstory was four people if you count Strelok himself, making it the smallest "Faction" of the Zone. * OneHitKill: In ''Shadow of Chernobyl'', the alt-fire stab attack of your knife ''kills everything in one hit''. Stab a guy in PoweredArmor? OneHitKill. Stab an [[http://www.youtube.com/watch?v=CUPR2WFRPxc armored personnel carrier]]? OneHitKill. It's actually rather funny. ** Of course, actually getting close enough to do so is so difficult that this is [[UselessUsefulSpell practically useless]] unless your target doesn't know you're there. ** Hell, one arena match, you're required to use this attack if you want to survive (you + knife versus some guy with a F2000, the best CQC assault rifle, and an Exo.) *** You also get several frag grenades in this match... you just don't know it until you're dropped in. ** It's also a surprisingly viable option when forced to engage a Controller up close - all weapons take too long to recock when pulling them back out after a psy attack. * OneGenderRace: Due to time constraints and developer laziness, there ''are'' women Stalkers in the Zone... you just never see them. PDAs often refer girlfriends in the Zone, and with mods, you can encounter some women Stalkers. ** Female stalkers will apparently appear in STALKER 2. * OrderVersusChaos: 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. * OurVampiresAreDifferent - Bloodsuckers, more like hideous [[ResidentEvil Umbrella]] mutants than actual vampires. There's one STALKER who's got a condition that forces him to crave blood in CallOfPripyat... * OurZombiesAreDifferent: They still retain enough intelligence to fire and reload guns, but they are unable to heal themselves and still shamble about, mumbling incoherent fragments of sentences. If you have mods, you can encounter more "traditional" zombies, but they're much more resistant to damage than regular zombies, requiring several good hits to the head (and then some) to take them down permanently. ** And some of are actually semi-transparent glowing ''[[HalfLifeFullLifeConsequences zombie ghosts]]''. Technically, they've been warped further by the Zone and are in some sort of odd quantum state, similar to some anomalies, but they're just harder to kill. * PersonalSpaceInvader: The Controllers have a [[InterfaceScrew unique]] [[MindRape way]] of going about this. Every other mutant, on the other hand, is fond of getting in close to eat your face. ''Especially Bloodsuckers.'' * PoweredArmor: Exosuits (which have a rather Industrial-Punk design, with lots of external batteries and cables), which makes the wearer a walking tank, but is also too bulky to sprint in. For you, anyway. Nobody else seems to have any problem running around in them. In ''Call of Pripyat'', you can upgrade past that sole limitation, which more or less makes you unstoppable. * PowersThatBe: [[spoiler: C-Consciousness, the entity that controls the Zone. It's gone, now, but things are getting worse, due to their absence.]] * PrivateMilitaryContractors: The Mercenaries. * PunchClockVillain - 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 ChaoticEvil bastards who'd stab each other for fun and profit. * PunctuatedForEmphasis - Quoth a Freedom stalker during a raid: -->'''Stalker''': ''How... I... hate... to run!'' * RagnarokProofing: Almost completely averted. Buildings, vehicles, [[spoiler: 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. * RealityIsOutToLunch: The Anomalies. * RealityIsUnrealistic: A mild example involving the weapons shooting the default 5.45x39 bullet (the AKs, the Akaban, what have you) and their bizarre inability to pierce armor. "They're [[ArmorPiercingAttack FMJ rounds]], right? They shouldn't have this much trouble downing a single mook!" Well, [[ShownTheirWork there's a funny story behind that...]] *** Actually, contrary to what some games might tell you, FMJ, or full metal jacket rounds are almost always standard. The 5.45 BP ammunition is the type that chews through the Spetsnaz Berill-5M armor. ** ''F1'' frag grenades have absolutely devastating fragmentation, and you'll most likely die if you use them 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. * RedSkyTakeWarning: The nuclear blowouts in ''Clear Sky''. Also present in ''Call of Pripyat''. ** As well as a few scripted events in ''Shadow of Chernobyl''. If they were once dynamic, then they were one of many features culled from the final product - dynamic blowouts are restored in Oblivion Lost, along with other mods. * RequiredSecondaryPowers: All of the protagonists appear to have limited SuperStrength; 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". * RespawningEnemies * RightHandedLeftHandedGuns: Every single rifle has its ejection port on the left side. ItGotWorse with the world models - they have ejection ports on left and right sides of the receiver. * RuinsOfTheModernAge[=/=]AndManGrewProud : ''And how !'' Obviously, the area around the Chernobyl power plant is really TruthInTelevision. And it does have a greatly haunting vibe to it, even without the presence of bizzare mutated monsters and paranormal activity like in the game. * SaharanShipwreck: 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. * SaveScumming: 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. * SceneryGorn * SeeTheInvisible: 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. * SinisterGeometry: The Monolith. * [[ShinyNewAustralia Shiny New Ukraine]]: [[spoiler: the people behind the C-Conciousness 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.]] * ShootingGallery: 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. * ShoutOut: [[HalfLife Gordon Freeman]]'s corpse can be found as an Easter Egg in ''Shadow of Chernobyl'', complete with PDA entry lamenting that he had to sell his crowbar. ** The rare and dangerous mutant type known as 'Controllers' use literally the exact same sound files as Half-Life 2's headcrab zombies, although it's not clear whether this is a shout-out or just plain laziness. *** The developer had licenced a number of assets from Valve so it may be more just a [[StockSoundEffects stock sound effect]]. ** Several small cardboard boxes marked 'Fragile' and quite clearly labeled with the [[{{Lost}} Dharma Initiative]] logo can be found in lab X-18 in ''Shadow of Chernobyl''. ** The Gauss Gun looks like ''{{Fallout 2}}'''s M72 Gauss rifle exactly except the ''Fallout'' one has a wooden stock and handle. This is reinforced by their ammo, which looks even more similar and are of the same caliber. * ShortRangeShotgun: 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. * ShownTheirWork: At this point, the good folks in GSC Game World probably know more about the Chernobyl Exclusion Zone than the people that used to ''live there''. They took numerous trips there in order to make the gameworld as close to reality as possible, with the only significant changes being that places of interest are put closer together, as trekking through the empty countryside for 5 hours in real time would be boring. The actual town of Pripyat and NPP are also amazingly detailed, from building exteriors to small things like old Soviet-era propaganda posters, foliage and sounds. And as the RealityIsUnrealistic example states above, they also managed to create one of the most realistic ballistics models ever, with correct bullet drop calculation and real life firearm specs being just the icing on the cake. One example is the British [=L85A1=] rifle, whose early models in real life had very poor reliability and so were pulled from mass production; STALKER's lore actually plays on this and states that the decomissioned rifles made it to the Zone via the black market. Of course this is reflected in gameplay as well, with the [=L85A1=] having a ridiculously low reliability rating and starting to jam after the ''third mag'' of firing. ** And that just begins to scratch the surface. Another good example is 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. * SnipingMission: At one point in ''Call of Pripyat'' you are charged with sniping the local Mercenary leader and their employer representative during the meeting. * SprintMeter: You'll be blessing it and cursing it when you're trying to sprint the last few dozen meters to shelter 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. * StockSoundEffects: The SEVA suit's automatic anti-rad distribution system shares a voice with the HEV Suit of ''{{Half-Life}}'' fame (they are even under a "HEV" directory in the game data folder) * StormingTheCastle: The climactic assault against the Center of the Zone in ''Shadow of Chernobyl'', with all Stalker factions (as well as a Military assault force) storming Pripyat and the Chernobyl Nuclear Power Plant, battling the forces of Monolith (as well as each other). * SurrealHorror: Borderline. Despite its focus on realistic combat, it's still fundamentally a horror-themed game about a place in which people ''randomly exploding into gore'' while walking down the street is a fairly regular occurrence, the weather includes psychic storms, and space occasionally folds in on itself. * SurvivalHorror: or Survival Shooter as the developers say. * TakeYourTime: 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, {{NPC}}s 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 [[spoiler: you are informed by your superiors of your imminent rescue.]] * TalkingIsAFreeAction: 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. * TechnicallyLivingZombie: The zombie stalkers are not dead, they just got their higher-brain functions scorched out. * TheComputerIsACheatingBastard: 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. * ThePiratesWhoDontDoAnything: 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. * TheVeryDefinitelyFinalDungeon: The Chernobyl Nuclear Power Plant. * ThrivingGhostTown: 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. * TwentyMinutesIntoTheFuture - The games take place in 2012, with the first known instances of Stalking happening in 2009. * TomatoInTheMirror: [[spoiler: YOU are Strelok... which is OK, because Strelok is actually the good guy.]] * TooAwesomeToUse: 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. ** To a marginally lesser extent, the [[MoreDakka PKM light machine gun.]] It weighs almost as much as the RPG, cannot be properly aimed with (without mods), 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 CoolButInefficient. To put the icing on the cake, it's [[ExactlyWhatItSaysOnTheTin 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! * TooDumbToLive: Magpie/Flint 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 barging about his double crosses ''including'' the one where the crosses people didn't die. [[spoiler:When the player finishes up the quest chain, he predictably gets killed]]. * TookALevelInBadass: [[spoiler:Nimble, the guy you got a flash drive from in the very beginning Shadow of Chernobyl, 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. * TruceZone: Played straight between the Freedom and Duty factions in Yanov station in ''Call of Pripyat''. * TwentyBearAsses: 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.) * [[RussiansWithRustingRockets Ukrainians With Rusting Rockets]]: Although the Spetsnaz troopers you encounter generally avert this, the regular Ukrainian army troopers in the Zone are poorly equipped, insufficiently supplied, inexperienced, and unmotivated. ** In ''Shadow of Chernobyl'', one of the easiest ways to obtain a semi-decent weapon right off the bat is to raid the military base that's at the far end of the road in Cordon, the newbie area. A dozen-plus soldiers, and if you're good about staying under cover, you might not take any damage at all. Unless the Spetznaz are there, which can happen. If you kill ''them'', though, you should be set on weapons for half the game. Eventually, when you return to Sidorovich halfway through the game, you ''are'' going to have to raid it. You'll make a neat profit off it, even if Sidorovich is rather tightwadded. * VaderBreath - The player, whenever they equip anything with a gas mask. * VideoGameCaringPotential: 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? ** 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 [[spoiler: 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. * VisibleInvisibility: Poltergeists and Bloodsuckers fit the "Predator" version. Poltergeists appear as a distortion with embers or electric arcs around it, Bloodsuckers have [[NightmareFuel glowing eyes]] and become slightly opaque when charging at you. * WarpWhistle: Both ''Clear Sky'' and ''Call of Pripyat'' have guides - stalkers that'll take you directly to specific areas, for a varying fee. * WastelandElder: A few have shades of this, with Beard from ''Call of Pripyat'' being closest to this trope. * WeCanRuleTogether: [[spoiler: After Strelok successfully discovers the C-Consciousness and makes his way to their control center, they offer him an opportunity to join them in their efforts to create a species-wide HiveMind. Canonically, he refuses, and then proceeds to fight his way through their entire guard force before killing the entire Consciousness with assault rifle fire while they sit helpless in their pods.]] * WhatTheHellPlayer: 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 an increasingly confused and enraged 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 [[ShoutOut 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. * WhereAreTheyNowEpilogue: ''Call of Pripyat'' ends this way. * WideOpenSandbox: 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. * WithThisHerring: Averted. In first and second installment you start as accident victim theoretically indebted to your helpers. In the third you are equipped with average gear quite well suited for your default task. * WelcomeToCorneria: In the bar area, one character in particular (Snitch) repeats the same two phrases [[MostAnnoyingSound over and over again]]. Also the current page quote and the last page quote. --> ''I said come in! Don't stand there.'' --> Get out of here stalker ** The scientist merchant at Yantar. ''"Hello? Hello."'' * ZombieGait: ** 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 [[ATeamFiring 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: ---> ''...it's so cold here...'' ---> ''...just one more artifact, aarrrgh, then I would...'' ** "Real" zombies and their cousins, Izlolms, some sort of hunchbacks (brought back in the Oblivion Lost mod, and countless other mods), do the same thing. Snorks count a bit, but run on all fours. ---- <<|FirstPersonShooter|>> -> ''...I said come in, don't stand there!''
to:
[[quoteright:250:http://static.tvtropes.org/pmwiki/pub/images/stalker.jpg]] ->''"You are approaching the military secured border of an ecological disaster zone."'' Stalker can refer to: * [[Film/{{Stalker}} A Russian film]] * [[VideoGame/{{STALKER}} S.T.A.L.K.E.R.: Shadow of Chernobyl is ]], a WideOpenSandbox FirstPersonShooter loosely based on the Russian novel ''Literature/RoadsidePicnic'', as well as the visually stunning Russian film ''Film/{{Stalker}}'' by Andrei Tarkovsky, which was based on the novel. The game takes place in the Zone of Exclusion (known simply as the Zone) around the infamous Chernobyl Nuclear Power Plant, a "Man-Made Hell" following the nuclear accident that originally created the Zone, 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 brain-melting barrier known as the [[ExactlyWhatItSaysOnTheTin 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'', has been released. 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 GoneHorriblyWrong. This game also takes place [[spoiler:after the good ending of ''Shadow of Chernobyl'', so apparently things didn't turn out okay after all]]. ''Call of Pripyat'' is available worldwide on Steam as of Feb. 21, 2010. The first proper sequel, ''S.T.A.L.K.E.R. II'', was [[http://www.1up.com/news/stalker-2-announced-gsc-game announced]] at [=GamesCom=], due 2012. Announcements were made on the 9th of December, 2011. GSC has been forced into closure, but the GSC team promises more announcements in mid-January. ---- !!The Examples Are In The Basement: * AbnormalAmmo: The Gauss Gun uses Flash artifact fragments in its batteries to provide the vast amount of power to fire it. ** Taken a step further in some GameMods, where the addition of an artifact turns the weapon into a less-powerful gauss gun by flinging the bullet with tremendous energy (but shearing off a lot of metal in the process). * AbandonedHospital: One in ''Clear Sky'' and one in ''Call of Pripyat''. * AbandonedLaboratory: A good number of them, in all games. * AbandonedWarehouse: More often than not serving as bases for various factions. * AdamSmithHatesYourGuts: Mostly averted, as doing quests for factions causes respective traders to give you better prices (for gears bought and sold). Additionally, in ''Call of Pripyat'', where [[spoiler: a fellow military technician (you play a 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, compared to Barkeep or Sakharov, for loot, mostly because he sells to newbies at lower prices and deals mostly in smuggling non-combat things ''out''. * AfterTheEnd: Although the post-apocalyptic nature of the game world is restricted to the Zone itself, with life on the outside world proceeding as normal. ** Arguably 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. * AKA47: The game features several dozen real-world firearms, all of whom have had their names changed for copyright reasons. The game files [[DummiedOut still use the real names]]. ** The punctuated title ''S.T.A.L.K.E.R''. was chosen because there was already a video game called "Stalker". ** Amusingly, the "correct" names in the files have typos, making it hell for the more grammar sensitive modders. Notably the Winchester is w_wincheaster.ltx. * AllYourBaseAreBelongToUs: Played straight both in ''Shadow of Chernobyl'', with the mercenaries attacking [[spoiler: 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. * AlternateHistory: [[spoiler:The secret C-Consciousness project, a Soviet attempt to try and manipulate mankind's consciousness to eliminate suffering and wars, moved to Chernobyl to operate in secret after the disaster. In 1989, the experiment went off the rails, caused the first blowout, and eventually changed the the area into a bizarre post-apocalyptic DarkWorld.]] 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. * AlwaysChaoticEvil: 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 [[JerkAss 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 [[MoreThanMindControl psychic influence]] that strips them of their free will. In ''Call of Pripyat'', the player character meets [[spoiler:former Monolith soldiers]] suffering from retrograde [[LaserGuidedAmnesia amnesia]] who most probably 'awoke' after [[spoiler: Strelok destroyed the C-Consciousness lab]]. They are pretty decent guys. ** The leader of the Mercenaries in Shadow of Chernobyl is rather evil, however, indulging in activities like randomly murdering Stalkers for fun. ** Eventually subverted with the Military in ''Call of Pripyat'' - no longer glorified gangsters torturing and murdering Stalkers for artifacts, they are now your allies (what with you being from the military 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 [[NamesToRunAwayFromReallyFast Sultan]], and will attack Stalkers/Loners (and you) without warning sometimes, maybe even perhaps only a dozen meters from 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 [[DecapitatedArmy completely 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. * AncientTradition: ''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. * AnyoneCanDie: And how! There are literally hundreds of friendly and hostile [=NPCs=] in the game world. Precisely two of them are unkillable. As for the rest, ''every single one'' can be killed off at any point in the game, including story-important and mission-important characters. It's not at all uncommon to be given an assignment to meet with a certain character to obtain information, only to find a pack of wild dogs picking over his corpse and being forced to scavenge the info from his PDA. ** A few missions that threaten your relationship with different factions can be completed just by waiting for the environment to kill off the person you've been asked to assassinate. * ApocalypseHow: The Zone is a Class 0, Emissions are a localized Class 3b. To make things worse in ''Call Of Pripyat'', they happen once a '''day'''. * ArcWords: '''Find Strelok. Kill Strelok.''' * ArmorIsUseless: 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 [=NPCs=]). * ArtificialBrilliance: 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. ** WordOfGod 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 ArtificialBrilliance got ''too'' brilliant it would stop being fun. These abilities, and others, were gradually reactivated in later games. *** If you play a mod where they can throw grenades it becomes obvious why that was removed, they're pinpoint accurate with them and even in the best situations they can kill you in one shot. * ArtificialStupidity: 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. ** This has been fixed in numerous mods, as apparently anomaly avoidance was originally coded into the AI but disabled for some reason. ** 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 {{NPC}}s 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 AI bugs in the original ''STALKER'' was the AI's tendency to end up mysteriously dead around fireplaces. Community research discovered that the AI kept spawning inside the fireplaces and killing themselves; 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 mod makers were forced to compensate by rendering the AI immune to fire damage, or force spawnpoints to keep them away from the firepits. * NuclearPhysicsGoof: 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. * ArtShift: 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. * AwesomeMcCoolName: Most plot un-important [=NPCs=] have such nicknames (including true oddities like "Samurai" on a guy who sounds as obviously Russian/Ukrainian as everyone else and a high presence of WikiWord style names) due to their random generation. ** FailOSuckyname: The game will sometimes dish out nicknames such as "Neudachnik"(unlucky guy), "Petukh" (Literally "rooster" but among criminals "[[PrisonRape prison sex slave]]") or "Pokoinik" (dead man). * AwesomeYetPractical: The H&K G36, USP .45 Compact (and the custom version "[[ICallItVera March]]"), Storm (unique OC-14 Groza that fires the common 5.45 ammo), AS VAL (late game at least), Strelok's rapid-fire AK-74, the VSS Vintorez and its custom variant "Tide", and the Armsel Protecta. Getting any of these weapons, however, requires you to either have a small mountain of cash, fight through a bunch of enemies, or get on good standings with a certain faction. Once you do that however, and fully upgrade them, you're more or less set for the majority of the game. * BadassBookworm: Dr. Kruglov, a minor character in ''Shadow of Chernobyl'' that the player can encounter in the Wild Territory. His science team is being besieged by a group of heavily-armed mercenaries attempting to get the data he is carrying. The player can, of course, choose to help him, but if you don't, the mercenaries will continue to pick off his team one by one until he's the last one left. Wolfhound, the leader of the mercs, will then call him up over the radio and try to negotiate with the scientist - his life for the information. Kruglov ignores him; when Wolfhound gives up and says, basically, "I've had enough. Looks like this is going to get ugly," Kruglov defiantly replies, [[CrowningMomentOfAwesome "As you wish."]] If the mercs manage to kill him and you search his corpse, you find out that his last act was to [[spoiler: delete the data so the mercenaries couldn't get it]]. [[{{Badass}} Bad. Ass.]] ** If the player ''does'' choose to help him, he becomes the subject of one of the most bearable escort missions in game history, as although he calls himself a 'third-rate fighter' he's actually a fairly skilled marksman (will score headshots with any decent assault rifle regularly), and is equipped with rather tough armor. ** Not so much in [[GameMod Oblivion Lost]]. You'll find it very likely he and his entire team, packing [=MP7s=] and Gauss Rifles (a great SMG and a ''very'' good sniper rifle, respectively), and having taken out at least a few mercs, are dead. Not by the mercs, who are probably dead, dying, or trying to survive themselves. It's the sheer amount of mutants that murder all of them, consisting of about sixty snorks, psuedogiants, and burers. ** Also Lebedev, the leader of the ''Clear Sky'', who is virtually a scientist turned militiaman. In ''Call of Pripyat'' we learn, that Lebedev was the physicist [[spoiler: who, among other things was charged with development of the Gauss Gun.]] * BadassBystander: Noah from ''Call of Pripyat'', a batshit-insane lone stalker trying to build himself an ark to protect against mutants. He's got a ''tame pseudodog'' (for those who don't know, [[http://images2.wikia.nocookie.net/__cb20100212004823/stalker/images/0/01/Noah%27s_dog.jpg this]] is a pseudodog, and they're well known for tearing well-armed-and-armored Stalkers to shreds) named [[FluffyTheTerrible Lassie]]. When a military squad came they tried to detain him for shooting at them (he does that to everyone), but instead ''he'' tried to detain ''them''. At one point in the game, the player's tasked with tracking down an incredibly rare artifact, one which hasn't been seen in a very long time, and apparently Noah has a lead on where to find one. Turns out he has ''three of them'', which he will just ''give away'', implying he has ''even more''. Finally, if he survives until the end of the game, his ending describes some Stalkers taking shelter in his ark during a particularly bad blowout/emission. Turns out it actually works, and during the ensuing mutant attack he charges into battle backed-up by Lassie and ''three pseudodog puppies''. * BadassGrandpa: Implied in ''Clear Sky'': while bloodsuckers can take out even veteran stalkers with top-tier gear with ease, the old forester, named Leshy (after a Russian forest spirit/demon, which are known for being extremely powerful), living near the Red Forest was able to bag himself one with little more than a double-barreled shotgun and an [[NiceHat ushanka]] for protection. In addition, he lives in the [[DeathWorld Red Forest]] (a place where most Stalkers are afraid to set foot even in heavily-armed groups), ''alone''. * BadassLongcoat: Scar. There is also the option for the player to invoke this by wearing the leather jacket armour in all three games. 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 because they're cool.) * BadassNormal: The Marked One, a.k.a. [[spoiler: Strelok]]. ** To a slightly lesser degree, ''[[WorldOfBadass every single person in the entire Zone]]''. The ones who aren't [[AnyoneCanDie generally don't last long]] - or are traders. * BadassAbnormal: The PlayerCharacter, once they get hold of some decent artifacts. Also, Scar... [[InformedAbility apparently]]. ** One possible option for Major Degtayrev. Knock yourself out with Anabiotic drugs during a blowout thrice, and you'll become "marked by the Zone", allowing you to survive blowouts without shelter (barely). * BackStab: The knife's secondary attack insta-kills unaware or wounded enemies. In ''Shadow of Chernobyl'', [[GoodBadBugs 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. * TheBartender: Several of them. In a [[SarcasmMode shining display of creativity]], the bartender at the 100 Rads Bar (the bar in Rostok, the main Stalker settlement in the Zone) is called '[[EveryoneCallsHimBarkeep Barkeep]]'. * BeCarefulWhatYouWishFor: In ''Shadow of Chernobyl'' the player can reach the Wish Granter and make a wish. [[spoiler: None of the "wishes" end [[CruelTwistEnding well.]]]] * BigLabyrinthineBuilding: The Chernobyl NPP itself. And to a lesser extent, all the labs, too (smaller than NPP, but quite labyrinthine). * BilingualBonus: 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 {{NPC}}s 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 [[AwesomeMcCoolName "Gunslinger]]/[[MeaningfulName Shooter."]] * BlindIdiotTranslation: 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. * BoomTown: 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 DyingTown - rather than a thriving town becoming a ghost town, the ghost towns are resettled. * BoozeBasedBuff: Vodka can cure ''radiation poisoning''. ** This was actually a popular folk medicine for preventing radiation poisoning in the Soviet bloc. And, yes there was a lot of drinking at [[http://www.wired.com/dangerroom/2009/09/dyi-dirty-bomb-remedies-and-off-the-shelf-measures/ Chernobyl.]] * BoringButPractical: 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 ShoutOut[=/=]MythologyGag toward the original book and Tarkovsky's movie adaptation, where screws and bolts served the same "test-probe" function. ** Don't forget most of the early-mid game weapons, like the [[KineticWeaponsAreJustBetter 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. * BrainInAJar: During the quest to disable the Miracle Maker in the [[spoiler: Lake Yantar's Lab]], you might be a little too busy fighting zombies to look at the device you're trying to disable - a ''giant'' computer-controlled brain. * BrainwashResidue: Ex-Monolith squad leader Strider and the rest of his squad. Strider himself is unable to talk in anything but CreepyMonotone, while some of his squad are said to be unable to verbally communicate at all. * BreakableWeapons: All guns degrade with use, becoming more prone to jamming and less accurate. Annoyingly, in ''Shadow of Chernobyl'', no one knows how to repair them, so you have to throw your rifle away and get a new one after using it for firing a few dozen magazines of bullets. ** Even worse, this applies to ''armor.'' Considering how lethal the zone is, this leads to some heartbreaking encounters: there's nothing like paying a king's ransom for a military-grade protective suit only to get it chewed up by one of the ubiquitous packs of wild dogs in the zone. ** However a exploit allows you to use artifacts to become immune to a certain kind of damage, which then heals you and repairs your armour when you receive that damage. This exploit proved so popular that [[AscendedGlitch 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 first game). ** Of course, it has since been modded. Expect to pay a daily fee to the few merchants to repair your stuff, or find some rare and limited repairing kits on the battlefield. * BringMyBrownPants [[BrownNote Note]]: The low, rumbling sound that precedes any blowout in ''Call of Pripyat''. It's not harmful by itself (so it's not a classic BrownNote) but it is always unsettling, and an indication that you have only a minute or two to get somewhere safe. * CharlesAtlasSuperpower: 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...[[WhatKindOfLamePowerIsHeartAnyway 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 GameplayAndStorySegregation. * ChurchMilitant[=/=]{{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. [[spoiler:Monolith soldiers are all BrainwashedAndCrazy, so.]] * ContinueYourMissionDammit: I said come in! Don't just stand there! * ContinuityCameo: The guy who saves Marked One at the start of ''Shadow of Chernobyl'' fits the description of Redrick from ''Literature/RoadsidePicnic''. * ConvenientQuesting: Especially obvious in ''Clear Sky''. Largely avoided in ''Shadow of Chernobyl''. * CoolButInefficient: 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 ''Call of Pripyat'', it's possible to buy large quantities of grenades and rockets after completing the right sidequests[[hottip:* :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. * CrapsackWorld: You bet. * CrateExpectations: 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). ** 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. ** 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 [[GuideDangIt without consulting an online walkthrough]]. * CreepyMonotone: Monolith members. Also Strider/Rogue, the ex-Monolith trooper in ''Call of Pripyat''. ** GutturalGrowler - Monolith members the other half of the time they speak. * {{Cthulhumanoid}}: Bloodsuckers. * CuttingOffTheBranches: As mentioned above, [[spoiler:''Call of Pripyat'' takes the good ending of ''Shadow of Chernobyl'' as canon.]] * DamnYouMuscleMemory: The grenades seem to follow much steeper arcs than in most FPS games, making it very easy to blow yourself up by mistake. * DarkWorld : What the Zone of the games is, especially when compared to the RealLife Chernobyl Exclusion Zone. * DeathOrGloryAttack: 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 [[FateWorseThanDeath worse]]. * DemonicSpiders: In-Universe: 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'''. * DevelopmentHell: First game, whose original subtitle was ''Oblivion Lost''. No less than six years. Calling Stalker ЖДАЛКЕР (translation: WAITER) became [[MemeticMutation an Internet meme]] itself. Astonishingly, when it hit store shelves, it was ''still'' an ObviousBeta. * DiscOneNuke: Every few games, the store in the first town of ''Shadow of Chernobyl'' carries an extremely powerful assault rifle that uses a very common caliber. There's also a very useful armor nearby. They become obsolete once you get past the first few areas, though. ** To be more specific, Barin's Tunder 5.45mm is 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 an mid to endgame gun chambered for an ammo type common in the early game. ** In ''Call Of Pripyat'', one can find the recurring NPC Nimble on board Skadovsk, the first real hub of the game. You can special order rare/upgraded weapons and armor, including the vaunted Exoskeleton. The prices are somewhat steep, but judicious artifact hunting quickly makes cash a non-issue. ** Within the first hour of ''Call of Pripyat'' you can go to the sawmill and one of the zombies will always carry a AN-94 ([[AKA47 AC96]] in game). While in poor condition, it is easily repaired for cheap (very easy if you grab tools while at the sawmill), but is a very accurate, reliable, and uses 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 Nimble's price. ** In ''Call of Pripyat'' you can find a Vintar (VSS) in perfect condition right after the beginning of the game, provided you know where to look. [[spoiler: It's on top of one of the burnt-out houses in the fire anomaly location.]] There's also an SVD up for grabs: [[spoiler: it's leaning against one of the trees on the edge of the map.]] * DirtyCoward: 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. * DoomedByCanon: The player character of the prequel ''Clear Sky'', Scar, is speculated by fans to become [[spoiler:the brainwashed Monolith leader, Charon, that Strelok blows away in Pripyat during the first game,]] due to his use of a VSS Vintorez (Scar using such a weapon in Clear Sky's opening (which can latter 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 [[spoiler:Charon is the only NPC to use the weapon in ''Shadow of Chernobyl'']]) ** Some other minor [=NPCs=], such as Wolf, are mentioned in passing in ''Pripyat'' as having died. ** It's also inverted, in that some [[=NPCs=]] from earlier games who, owing to [[AnyoneCanDie 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), and another (Nimble) is your main source of high-end weaponry in the game. In ''Shadow of Chernobyl'', the first game in which these two characters appeared, it was entirely possible for both of them to die - in fact, it was actually fairly ''likely'' for Guide to die, as he set up camp in a rather dangerous locale. * DoNotDropYourWeapon: 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. ** 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. * DoNotRunWithAGun: The default movement speed, [[AvertedTrope contrary]] [[RunDontWalk to most first-person shooters]], is walking (or if you're packing light, running really slowly), and "sprinting" is the only time you actually run. Naturally, you can't shoot while running, and neither can the enemy. With the right artifacts, you can run indefinitely, as long as you don't carry too much. * DownerEnding: Clear Sky ends like this, in order to set up the plot for ''Shadow of Chernobyl''. Also, all but two (three if you're charitable) of the endings to ''Shadow of Chernobyl'' are like this. ** ''Call of Pripyat'' has 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 [[spoiler: Strelok]] definitely qualify. * DroneOfDread - Psy attacks come with this (most noticeably with Controllers), along with Blowouts. * DummiedOut: ''Shadow of Chernobyl'' contains unimplemented code for a variety of features that never made it into the final game, including unused areas, weapons, the ability to drive vehicles, and a Faction Wars system, much of which can be found in the ''Oblivion Lost'' [[http://www.3dnow.net/phpBB2/viewtopic.php?f=6&t=1616 beta build 1935]]. The Faction Wars system was finally implemented in ''Clear Sky'', and it and ''Call of Pripyat'' include some weapons that had been originally cut from the first. ** Some of the remaining code could cause serious issues; for example, the Yantar lab was still technically affiliated with the Duty faction in the final game, and this could cause a vital NPC to become hostile to the player after waking up from the Blowout if the player was Freedom-affiliated at the time. ** Several were officially added in ''Call of Pripyat'', though Faction Wars was cut because they felt it wasn't working out well. ** This led to creation of several mods unlocking the original game content - and eventually releasing an official "development build" patch (at least, for the Russian version). You think the game wasn't NintendoHard enough? ''You'll have to fight your way through a zombie assault right after exiting the bunker [[WithThisHerring with a knife and a handgun.]]'' * DrivingQuestion: For ''Shadow of Chernobyl'': Who or what is the Strelok? * DrunkenMaster: Cardan, the mechanic at Skavodsk, 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. [[spoiler: [[IGotBetter He Gets Better]] after you show him the Gauss Rifle, which shocks him into sobriety.]] * DwindlingParty: In ''Call of Pripyat'', once you finally reach Pripyat, you'll rendevous with a platoon-sized group of allied military Spetznaz 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). * EldritchLocation: 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...[[LudicrousGibs very briefly]]. Or decide to stay outside and watch the [[RedSkyTakeWarning sky turn red]], which is really interesting right up until the [[NightmareFuel hallucinations]] start and your [[YourHeadAsplode head blows up]]. And that's just the start. Suffice it to say that overall, the Zone is both very weird and very dangerous. * EliteMooks: The military Spetznaz units. Also, the rarely encountered Military Stalkers, who are sort of the Elite of the Elites. These guys are equipped with extremely good armor, and the Military Stalkers are armed with Russian Special Forces AS Val assault rifles. * EnemyChatter: Although not much use in ''Shadow of Chernobyl'', as it's all in Russian. At least "[[GrenadeTropes granáta]]" isn't hard to figure out. ** 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.) ** Some of it is translated in ''Clear Sky'' (e.g.: TAKE THIS, YOU FUCKING NAZI!) * EnvironmentalSymbolism: 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). * EscortMission: Escorting the scientist Kruglov through the Wild Territories while protecting him from Mercs (and perhaps random mutants). Made alright because he has surprisingly tough armor, and can also be equipped with an assault rifle. ** He also stays behind you and refuses to enter an area that you haven't already cleared of hostiles. ** The finale of ''Call of Pripyat'' is one of these, 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 Spetznaz EliteMooks 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. *** ''Call of Pripyat'' also has 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 MadeOfPlasticine 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. * EverythingTryingToKillYou: Monsters - and the Zone itself - want every human in its boundaries dead. The military will shoot you on sight. Bandits will rob - and kill you. There are only a few places in the whole ''game'' where you won't be attacked. --> ''"Such is life in the zone"'' - [[MemeticMutation Popular maxim]] * TheEvilsOfFreeWill: [[spoiler: 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 - in essence, they were attempting to create a HiveMind under their direct control. The fact that they've literally ripped a hole in reality hasn't caused them to give up in the attempt, either, and they continue to experiment right up until Strelok kills them at the end of ''Shadow of Chernobyl''.]] * FacklerScaleOfFPSRealism: 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 ''GhostRecon'' series. * FiveManBand: During the Pripyat Underground section in ''Call of Pripyat'': ** TheHero: Degtyarev. ** TheLancer: Vano. ** TheSmartGuy: Strider. ** TheBigGuy: Zulu. ** TheChick: Sokolov. * FirstTown: The rookie village serves this purpose both in game terms for the player, and in-universe for new arrivals to the Zone. It's located in the safest district in the Zone ([[DeathWorld 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. * ForbiddenZone: 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. * FunWithAcronyms: ''S.T.A.L.K.E.R.'' stands for "Scavenger, Trespasser, Adventurer, Loner, Killer, Explorer, Robber" according to TheOtherWiki. * GameBreakingBug: Enemy-thrown grenades in ''Clear Sky'' will quite literally ''[[TheComputerIsACheatingBastard home in on the player]]'', [[{{Roboteching}} actually changing direction in mid-air]] to ensure that they always land at the player's feet. ** Also, ''Clear Sky'' and possibly ''STALKER'' apply 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 [[UpToEleven 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. * GameMod: 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. * GameplayGuidedAmnesia: Justified in ''Shadow of Chernobyl'', as the player character has amnesia. Also averted, in that you have the option of skipping the tutorial entirely by telling the Trader that you still remember how to survive in the Zone. * GameplayAndStorySegregation: Completing Trapper's mutant-hunting quests in ''Call Of Pripyat'' [[MultipleEndings unlocks an ending]] describing how Yanov has become a safer place for Stalkers thanks to your efforts. In-game, however, [[TheFarmerAndTheViper Yanov becomes even more dangerous]] as completing all the hunting missions causes [[DemonicSpiders Chimeras, Burers and Pseudogiants]] to spawn randomly throughout the area. [[SarcasmMode Yay.]] * GasMaskMooks: 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. Also, snorks. * GeniusLoci: The Zone is revealed to be one of these [[spoiler: controlled by C-Consciousness]], and actively fights back against Stalkers that try to fight against it using mutants and emissions. * GhostTown: Pripyat, naturally. Also Limansk. * GoodGunsBadGuns: 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. ** 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. * GreyAndGreyMorality: The Duty and Freedom factions, neither of which are particularly good ''or'' particularly bad despite being diametrically opposed to each other. ** Soldiers are usually trigger-happy, but most stalkers are indeed illegal trespassers on military territory. * GunAccessories * HandCannon: One of the unique weapons which can be found in ''Shadow of Chernobyl'' is a custom pistol based on the frame of an [[RareGuns IMI Desert Eagle]] that fires ''9x39mm sniper rifle rounds''. * HealingFactor: Although it takes a while, the player character will slowly heal when not taking damage (or bleeding). Artifacts can speed up this process ** Getting 4 or more flame or electricity battery artifacts and jumping into a fire/electrical surge will restore your health [[GoodBadBugs and repair your armor]]. * HealThyself - Comes in two flavors, medkits which heal injuries and bandages which stop bleeding. Interestingly, the enemy is capable of doing this too as long as they have medkits. * HeKnowsTooMuch: Why Strelok must be killed. ** [[spoiler:In ''Call of Pripyat'', it seems that the main purpose of the Mercenaries is to silence everyone who digs too deep into the secret of the Zone, including our hero, Degtyarev]]. * HelmetsAreHardlyHeroic: 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. ** One of the first mods released by the Russian community (later translated into English) was actually called, when translated, 'Wear Your Goddamn Helmet, Man!', and causes Degtyarev to [[ExactlyWhatItSaysOnTheTin actually wear whatever headgear he has equipped]]. * HeroOfAnotherStory: The series is positively loaded with these. The biggest example is probably the [[BadassGrandpa 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. * HoistByHisOwnPetard: [[spoiler: The player. [[NonStandardGameOver 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 [[EyeScream only to him]].]] * TheHunter: 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. * HyperspaceArsenal: 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. *** [[spoiler: However, be aware that recklessly storing your equipment may come back to bite you in the ass. One quest 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.]] ** 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. * ImpairmentShot: 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 ''RiseOfTheTriad''; 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. [[SchmuckBait You'd BETTER NOT do this while in the middle of combat, an impending emission, or an important mission, as you'll get screwed spectacularly.]] * InfinityMinusOneSword: The [[GrenadeLauncher 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. * InfinityPlusOneSword: The Gauss Rifle, a hilariously powerful experimental semi-automatic rifle that can OneHitKill literally any enemy in the game and can only be obtained from Monolith troopers at the very end of the main story. Balanced out slightly due to ammo being virtually impossible to find and very low rate of fire. Game Mods often gimp it to be only useful against humans and weaker mutants, and it was changed to just that in Call of Pripyat. ** There's only one though, and if you sell it, [[LostForever you are not getting it back]]. * InformedEquipment: 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. * InitialismTitle * ItCanThink: Bloodsuckers are ''smart''. [[DemonicSpiders Dangerously so]]. ** The other mutants, however, are noted to be stupid, exception of the Burers. ** 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. * ItGotWorse: ''Call Of Pripyat'' hints [[spoiler: 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 [[spoiler: which makes Strelok's accomplishment in ''Shadow of Chernobyl'' a PyrrhicVictory.]] ** 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 is getting worse with each game. ''Clear Sky'' added some more complex anomalies, even those that affect the ground. ''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. * ItsUpToYou: 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 [[WhatTheHellHero mock your uselessness]] if you can't or don't help them fight off an attack. * InsurmountableWaistHeightFence: The 5-foot-tall barbed wire fence that prevents you from exiting each area of the game except via the few designated exit points. * InvulnerableCivilians: Majorly averted. 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, [[http://www.youtube.com/watch?v=3tGvj4B9_00 you just have to wait...]] ** Played straight in one case in ''Call of Prypiat'': two {{NPC}} 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. * ItMayHelpYouOnYourQuest: [[spoiler: The Doctor's]] stash key. * JustThinkOfThePotential: The Ecologists' attitude towards the Zone. ** Freedom's as well, to a less scientific extent. * KarmaMeter: 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 AlwaysChaoticEvil 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. ** FridgeBrilliance: Perhaps it's because nobody actually believes you can be ''that'' good. * KleptomaniacHero: 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. * KnowledgeBroker: Owl. * LandmineGoesClick: 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. [[OneHitKill 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.]] * LeParkour: A mutant example in the case of Snorks when in attack mode. * LeadTheTarget: 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. * LeaningOnTheFourthWall: 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: --> One more anecdote... A stalker walks in the bar and says: --> '''Stalker:''' Hey, can anyone sell me a Goldfish artifact? Heard it can protect you from bullets. --> '''Local:''' Got one, but it's unlikely you're gonna use one - it's very radioactive! --> '''Stalker:''' Like I'm going to put it in my pants? Nah, I will wear it on a chain! * LostInTranslation: In Russian, "C-Consciousness" is "О-Сознание": either "O-Consciousness" or "R-Ealisation", depending on how you read it. * MadeOfIron: In ''Clear Sky'', [=NPCs=] [[FakeDifficulty 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 ImmuneToBullets, 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. * LoadsAndLoadsOfLoading: The main problem of the first game. Other two games have long, but not so annoying loading screens. * MajorlyAwesome: The protagonist of ''Call of Pripyat'', SBU Major Degtyarev. * MascotMook: Arguable, but Bloodsucker is one of the most recognizable monsters in the game. * TheMedic: Camp Doctors who fix you up and sell medical supplies. [[spoiler:One of them has a thing for blood, though]]. * MeleeATrois: Every faction, be it military, Duty, Freedom 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 [[EverythingIsTryingToKillYou won't last long]] ). The zombies are self-explanatory, . The only faction that doesn't have some sort of war going against someone are the Loners, though they are notoriously attacked by bandits and some Merc squads. ** 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. * MildlyMilitary: 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. * MindManipulation: 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 LaserGuidedAmnesia if they ever manage to escape. * MultipleEndings: 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 [[TakeOverTheWorld 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 [[spoiler: 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 BigBad and help them maintain the Zone, or choosing to defeat the BigBad 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. * NewAgeRetroHippie: Ganja, Freedom's barman in ''Clear Sky.'' Comes complete with [[{{Reggae}} reggae]] [[http://www.youtube.com/watch?v=WYMVCogRsrA music]] and [[TheStoner and a fondness for the 'erb.]] * NightOfTheLivingMooks: The zombified Stalkers that populate Yantar. They move like zombies, but still have enough brains to use assault rifles - but being zombies, they're hideously inaccurate. ** They're back in ''Call of Pripyat'', but are generally 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) ForMassiveDamage. 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, with Uncle Yar commenting on how peaceful it is ("Peaceful like a village!") as you walk right past a shambling zombie. ** Game mods often restore the "basic" zombie, which act like stereotypical zombies. However, they possess much more health than zombified stalkers, and are able to take several headshots. * NintendoHard: 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 ZeroPunctuation, the average player will likely find themselves pressing Quicksave and Quickload more often then the Fire button. ** ...while many popular modifications have been released with the express purpose of making the game ''[[BeyondTheImpossible even harder]].'' * NoCanonForTheWicked: The good ending of ''Shadow of Chernobyl'' is made canon in ''Call of Pripyat''. * NoExportForYou: The spinoff novels. only available in Russia, written by prolific Russian sci-fi authors, it took some hard digging from the non-eastern-european fans to find out about them. and we still barely know much about them. all we know is that they take place in the 2050's, show that things did indeed [[ItGotWorse get worse]] after COP (a third explosion at Chernobyl wipes out the original Zone, but places five more throughout former Soviet states - and has even nastier mutants and unfortunate Stalkers left over turned into man-machine fusions), and images of the book covers are hanging around somewhere on the internet. The official website has some info on them... in Russian. ** There are two book series: "Зона Смерти", "The Death Zone", which is described above, consisting of 15 books, and "S.T.A.L.K.E.R." series, set in the same zone as the games, consisting of about 60 books from dozen of writers. ** Recently a novel set in the S.T.A.L.K.E.R. universe called "Southern Comfort" was released in english so this might be averted if we're lucky. * NonIndicativeDifficulty: The difficulty settings pretty much only influence what percentage of shots not hitting the head "glance" and do negligible damage to the player. Due to an oversight, this also applies to enemies, leading to humorous situations where you can unload an entire magazine on an enemy on Easy and the target will just shuffle off harmlessly. 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, but there is no longer a situation where you can unload an entire magazine on someone and deal next to no damage. * NoScope: 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 high rate of fire. * ObviousBeta: Both ''Shadow of Chernobyl'' and ''Clear Sky'' were this at release, though they were both eventually patched to full playability. ''Call of Pripyat'' was, [[AndTheFandomRejoiced fortunately]], playable straight out of the box, because the non-English versions were the ObviousBeta. * OddlySmallOrganization: Strelok's Loner crew in the backstory was four people if you count Strelok himself, making it the smallest "Faction" of the Zone. * OneHitKill: In ''Shadow of Chernobyl'', the alt-fire stab attack of your knife ''kills everything in one hit''. Stab a guy in PoweredArmor? OneHitKill. Stab an [[http://www.youtube.com/watch?v=CUPR2WFRPxc armored personnel carrier]]? OneHitKill. It's actually rather funny. ** Of course, actually getting close enough to do so is so difficult that this is [[UselessUsefulSpell practically useless]] unless your target doesn't know you're there. ** Hell, one arena match, you're required to use this attack if you want to survive (you + knife versus some guy with a F2000, the best CQC assault rifle, and an Exo.) *** You also get several frag grenades in this match... you just don't know it until you're dropped in. ** It's also a surprisingly viable option when forced to engage a Controller up close - all weapons take too long to recock when pulling them back out after a psy attack. * OneGenderRace: Due to time constraints and developer laziness, there ''are'' women Stalkers in the Zone... you just never see them. PDAs often refer girlfriends in the Zone, and with mods, you can encounter some women Stalkers. ** Female stalkers will apparently appear in STALKER 2. * OrderVersusChaos: 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. * OurVampiresAreDifferent - Bloodsuckers, more like hideous [[ResidentEvil Umbrella]] mutants than actual vampires. There's one STALKER who's got a condition that forces him to crave blood in CallOfPripyat... * OurZombiesAreDifferent: They still retain enough intelligence to fire and reload guns, but they are unable to heal themselves and still shamble about, mumbling incoherent fragments of sentences. If you have mods, you can encounter more "traditional" zombies, but they're much more resistant to damage than regular zombies, requiring several good hits to the head (and then some) to take them down permanently. ** And some of are actually semi-transparent glowing ''[[HalfLifeFullLifeConsequences zombie ghosts]]''. Technically, they've been warped further by the Zone and are in some sort of odd quantum state, similar to some anomalies, but they're just harder to kill. * PersonalSpaceInvader: The Controllers have a [[InterfaceScrew unique]] [[MindRape way]] of going about this. Every other mutant, on the other hand, is fond of getting in close to eat your face. ''Especially Bloodsuckers.'' * PoweredArmor: Exosuits (which have a rather Industrial-Punk design, with lots of external batteries and cables), which makes the wearer a walking tank, but is also too bulky to sprint in. For you, anyway. Nobody else seems to have any problem running around in them. In ''Call of Pripyat'', you can upgrade past that sole limitation, which more or less makes you unstoppable. * PowersThatBe: [[spoiler: C-Consciousness, the entity that controls the Zone. It's gone, now, but things are getting worse, due to their absence.]] * PrivateMilitaryContractors: The Mercenaries. * PunchClockVillain - 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 ChaoticEvil bastards who'd stab each other for fun and profit. * PunctuatedForEmphasis - Quoth a Freedom stalker during a raid: -->'''Stalker''': ''How... I... hate... to run!'' * RagnarokProofing: Almost completely averted. Buildings, vehicles, [[spoiler: 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. * RealityIsOutToLunch: The Anomalies. * RealityIsUnrealistic: A mild example involving the weapons shooting the default 5.45x39 bullet (the AKs, the Akaban, what have you) and their bizarre inability to pierce armor. "They're [[ArmorPiercingAttack FMJ rounds]], right? They shouldn't have this much trouble downing a single mook!" Well, [[ShownTheirWork there's a funny story behind that...]] *** Actually, contrary to what some games might tell you, FMJ, or full metal jacket rounds are almost always standard. The 5.45 BP ammunition is the type that chews through the Spetsnaz Berill-5M armor. ** ''F1'' frag grenades have absolutely devastating fragmentation, and you'll most likely die if you use them 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. * RedSkyTakeWarning: The nuclear blowouts in ''Clear Sky''. Also present in ''Call of Pripyat''. ** As well as a few scripted events in ''Shadow of Chernobyl''. If they were once dynamic, then they were one of many features culled from the final product - dynamic blowouts are restored in Oblivion Lost, along with other mods. * RequiredSecondaryPowers: All of the protagonists appear to have limited SuperStrength; 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". * RespawningEnemies * RightHandedLeftHandedGuns: Every single rifle has its ejection port on the left side. ItGotWorse with the world models - they have ejection ports on left and right sides of the receiver. * RuinsOfTheModernAge[=/=]AndManGrewProud : ''And how !'' Obviously, the area around the Chernobyl power plant is really TruthInTelevision. And it does have a greatly haunting vibe to it, even without the presence of bizzare mutated monsters and paranormal activity like in the game. * SaharanShipwreck: 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. * SaveScumming: 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. * SceneryGorn * SeeTheInvisible: 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. * SinisterGeometry: The Monolith. * [[ShinyNewAustralia Shiny New Ukraine]]: [[spoiler: the people behind the C-Conciousness 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.]] * ShootingGallery: 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. * ShoutOut: [[HalfLife Gordon Freeman]]'s corpse can be found as an Easter Egg in ''Shadow of Chernobyl'', complete with PDA entry lamenting that he had to sell his crowbar. ** The rare and dangerous mutant type known as 'Controllers' use literally the exact same sound files as Half-Life 2's headcrab zombies, although it's not clear whether this is a shout-out or just plain laziness. *** The developer had licenced a number of assets from Valve so it may be more just a [[StockSoundEffects stock sound effect]]. ** Several small cardboard boxes marked 'Fragile' and quite clearly labeled with the [[{{Lost}} Dharma Initiative]] logo can be found in lab X-18 in ''Shadow of Chernobyl''. ** The Gauss Gun looks like ''{{Fallout 2}}'''s M72 Gauss rifle exactly except the ''Fallout'' one has a wooden stock and handle. This is reinforced by their ammo, which looks even more similar and are of the same caliber. * ShortRangeShotgun: 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. * ShownTheirWork: At this point, the good folks in GSC Game World probably know more about the Chernobyl Exclusion Zone than the people that used to ''live there''. They took numerous trips there in order to make the gameworld as close to reality as possible, with the only significant changes being that places of interest are put closer together, as trekking through the empty countryside for 5 hours in real time would be boring. The actual town of Pripyat and NPP are also amazingly detailed, from building exteriors to small things like old Soviet-era propaganda posters, foliage and sounds. And as the RealityIsUnrealistic example states above, they also managed to create one of the most realistic ballistics models ever, with correct bullet drop calculation and real life firearm specs being just the icing on the cake. One example is the British [=L85A1=] rifle, whose early models in real life had very poor reliability and so were pulled from mass production; STALKER's lore actually plays on this and states that the decomissioned rifles made it to the Zone via the black market. Of course this is reflected in gameplay as well, with the [=L85A1=] having a ridiculously low reliability rating and starting to jam after the ''third mag'' of firing. ** And that just begins to scratch the surface. Another good example is 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. * SnipingMission: At one point in ''Call of Pripyat'' you are charged with sniping the local Mercenary leader and their employer representative during the meeting. * SprintMeter: You'll be blessing it and cursing it when you're trying to sprint the last few dozen meters to shelter 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. * StockSoundEffects: The SEVA suit's automatic anti-rad distribution system shares a voice with the HEV Suit of ''{{Half-Life}}'' fame (they are even under a "HEV" directory in the game data folder) * StormingTheCastle: The climactic assault against the Center of the Zone in ''Shadow of Chernobyl'', with all Stalker factions (as well as a Military assault force) storming Pripyat and the Chernobyl Nuclear Power Plant, battling the forces of Monolith (as well as each other). * SurrealHorror: Borderline. Despite its focus on realistic combat, it's still fundamentally a horror-themed game about a place in which people ''randomly exploding into gore'' while walking down the street is a fairly regular occurrence, the weather includes psychic storms, and space occasionally folds in on itself. * SurvivalHorror: or Survival Shooter as the developers say. * TakeYourTime: 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, {{NPC}}s 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 [[spoiler: you are informed by your superiors of your imminent rescue.]] * TalkingIsAFreeAction: 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. * TechnicallyLivingZombie: The zombie stalkers are not dead, they just got their higher-brain functions scorched out. * TheComputerIsACheatingBastard: 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. * ThePiratesWhoDontDoAnything: 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. * TheVeryDefinitelyFinalDungeon: The Chernobyl Nuclear Power Plant. * ThrivingGhostTown: 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. * TwentyMinutesIntoTheFuture - The games take place in 2012, with the first known instances of Stalking happening in 2009. * TomatoInTheMirror: [[spoiler: YOU are Strelok... which is OK, because Strelok is actually the good guy.]] * TooAwesomeToUse: 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. ** To a marginally lesser extent, the [[MoreDakka PKM light machine gun.]] It weighs almost as much as the RPG, cannot be properly aimed with (without mods), 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 CoolButInefficient. To put the icing on the cake, it's [[ExactlyWhatItSaysOnTheTin 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! * TooDumbToLive: Magpie/Flint 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 barging about his double crosses ''including'' the one where the crosses people didn't die. [[spoiler:When the player finishes up the quest chain, he predictably gets killed]]. * TookALevelInBadass: [[spoiler:Nimble, the guy you got a flash drive from in the very beginning Shadow of Chernobyl, 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. * TruceZone: Played straight between the Freedom and Duty factions in Yanov station in ''Call of Pripyat''. * TwentyBearAsses: 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.) * [[RussiansWithRustingRockets Ukrainians With Rusting Rockets]]: Although the Spetsnaz troopers you encounter generally avert this, the regular Ukrainian army troopers in the Zone are poorly equipped, insufficiently supplied, inexperienced, and unmotivated. ** In ''Shadow of Chernobyl'', one of the easiest ways to obtain a semi-decent weapon right off the bat is to raid the military base that's at the far end of the road in Cordon, the newbie area. A dozen-plus soldiers, and if you're good about staying under cover, you might not take any damage at all. Unless the Spetznaz are there, which can happen. If you kill ''them'', though, you should be set on weapons for half the game. Eventually, when you return to Sidorovich halfway through the game, you ''are'' going to have to raid it. You'll make a neat profit off it, even if Sidorovich is rather tightwadded. * VaderBreath - The player, whenever they equip anything with a gas mask. * VideoGameCaringPotential: 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? ** 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 [[spoiler: 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. * VisibleInvisibility: Poltergeists and Bloodsuckers fit the "Predator" version. Poltergeists appear as a distortion with embers or electric arcs around it, Bloodsuckers have [[NightmareFuel glowing eyes]] and become slightly opaque when charging at you. * WarpWhistle: Both ''Clear Sky'' and ''Call of Pripyat'' have guides - stalkers that'll take you directly to specific areas, for a varying fee. * WastelandElder: A few have shades of this, with Beard from ''Call of Pripyat'' being closest to this trope. * WeCanRuleTogether: [[spoiler: After Strelok successfully discovers the C-Consciousness and makes his way to their control center, they offer him an opportunity to join them in their efforts to create a species-wide HiveMind. Canonically, he refuses, and then proceeds to fight his way through their entire guard force before killing the entire Consciousness with assault rifle fire while they sit helpless in their pods.]] * WhatTheHellPlayer: 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 an increasingly confused and enraged 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 [[ShoutOut 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. * WhereAreTheyNowEpilogue: ''Call of Pripyat'' ends this way. * WideOpenSandbox: 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. * WithThisHerring: Averted. In first and second installment you start as accident victim theoretically indebted to your helpers. In the third you are equipped with average gear quite well suited for your default task. * WelcomeToCorneria: In the bar area, one character in particular (Snitch) repeats the same two phrases [[MostAnnoyingSound over and over again]]. Also the current page quote and the last page quote. --> ''I said come in! Don't stand there.'' --> Get out of here stalker ** The scientist merchant at Yantar. ''"Hello? Hello."'' * ZombieGait: ** 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 [[ATeamFiring 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: ---> ''...it's so cold here...'' ---> ''...just one more artifact, aarrrgh, then I would...'' ** "Real" zombies and their cousins, Izlolms, some sort of hunchbacks (brought back in the Oblivion Lost mod, and countless other mods), do the same thing. Snorks count a bit, but run on all fours. ---- <<|FirstPersonShooter|>> -> ''...I said come in, don't stand there!''SurvivalHorror computer games.
14th Mar '12 12:00:22 AM battosaijoe
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*** [[{{U2}} Bono?]] *** [[TheSimpsonsMovie HE'S NOT BONO!]] * ZombieGait: Zombified stalkers shuffle slowly while moaning out nonsensical Russian phrases... yet are still quite capable of firing and reloading automatic weapons (though they're hilariously incapable of [[ATeamFiring aiming]] those weapons. ** When they die, they do cry for their mothers. ** Most of their phrases are actually fragments of the stuff stalkers talk about:
to:
*** [[{{U2}} Bono?]] *** [[TheSimpsonsMovie HE'S NOT BONO!]] * ZombieGait: ZombieGait: ** Zombified stalkers shuffle slowly while moaning out nonsensical Russian phrases... phrases yet are still quite capable of firing and reloading automatic weapons (though they're hilariously incapable of [[ATeamFiring aiming]] those weapons. ** weapons}. When they die, they do cry for their mothers. ** Most mothers, and in fact, most of their phrases are actually fragments of the stuff stalkers talk about:
10th Mar '12 7:28:16 PM MrGarfed
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** The name "Strelok" is both Russian and Ukrainian for [[AwesomeMcCoolName "Gunslinger/Shooter."]]
to:
** The name "Strelok" is both Russian and Ukrainian for [[AwesomeMcCoolName "Gunslinger/Shooter."Gunslinger]]/[[MeaningfulName Shooter."]]
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