History VideoGame / Stalker

21st Sep '17 9:13:53 AM RemiV
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* DemotedToExtra: Strelok, the protagonist of Shadow of Chernobyl (the first in the series), returns in the prequel and sequel as an NPC.
4th Sep '17 11:25:32 AM HalcyonDayz
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** One of the mercenary [=NPCs=] you will eventually come across in ''Call of Pripyat'' is called Corpse. [[spoiler: It later serves as an ironic foreshadowing of what will eventually become of him during a later quest in the game.]]

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** One of the mercenary [=NPCs=] {{Non Player Character}}s you will eventually come across in ''Call of Pripyat'' is called Corpse. [[spoiler: It later serves as an ironic foreshadowing of what will eventually become of him during a later quest in the game.]]



** The difficulty settings in ''Shadow of Chernobyl'' and ''Clear Sky'' pretty much only influence what percentage of NPC shots will "glance" and not hit the player, and how much damage they do to both player and NPCs when they hit. Due to a programming oversight, the player has the same resistance on all dificulties. Once you learn how to score headshots reliably, the enemies still have a harder time killing you than you killing them.

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** The difficulty settings in ''Shadow of Chernobyl'' and ''Clear Sky'' pretty much only influence what percentage of NPC shots will "glance" and not hit the player, and how much damage they do to both player and NPCs {{Non Player Character}}s when they hit. Due to a programming oversight, the player has the same resistance on all dificulties.difficulties. Once you learn how to score headshots reliably, the enemies still have a harder time killing you than you killing them.
25th Aug '17 7:22:19 PM Yalsaris63
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** Loners typically use olive green in their regular outfits, and black in their Exosuits. They use a darker, more faded shade of green in their [=SEVA=] suits, while their novice rookie suits use light brown and (in ''Shadow of Chernobyl'') silver-y white colors.

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** Loners typically use olive green in their regular outfits, and black dark gray in their Exosuits. They use a darker, more faded shade of green in their [=SEVA=] suits, while their novice rookie suits use light brown and (in ''Shadow of Chernobyl'') silver-y white colors.
25th Aug '17 7:17:06 PM Yalsaris63
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** Loners typically use olive green in their regular outfits, and black in their Exosuits. They use a darker, more faded shade of green in their [=SEVA=] suits, while their novice rookie suits use light brown and silver-y white (in ''Shadow of Chernobyl'') colors.

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** Loners typically use olive green in their regular outfits, and black in their Exosuits. They use a darker, more faded shade of green in their [=SEVA=] suits, while their novice rookie suits use light brown and silver-y white (in ''Shadow of Chernobyl'') silver-y white colors.
25th Aug '17 7:16:15 PM Yalsaris63
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** Loners typically use olive green and black (in their Exosuits).

to:

** Loners typically use olive green in their regular outfits, and black (in in their Exosuits).Exosuits. They use a darker, more faded shade of green in their [=SEVA=] suits, while their novice rookie suits use light brown and silver-y white (in ''Shadow of Chernobyl'') colors.
21st Aug '17 4:56:51 PM REV6Pilot
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* ChromosomeCasting: Due to time constraints and developer laziness, there ''are'' women Stalkers in the Zone. You just never see them. [=PDAs=] often refer to girlfriends in the Zone, and with mods, you can encounter some women Stalkers.
* ChurchMilitant[=/=]CargoCult : The Monolith faction, who ''worship'' the Wish Granter and by extension the Zone itself, and are viewed as dangerous psychotic fanatics by everyone else, ''Call of Pripyat'' expands on this, introducing elite members called Preachers, who wield gauss rifles and give ''sermons'' before and ''during'' battles. It helps they're all BrainwashedAndCrazy.

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* ChromosomeCasting: Due There ''are'' female stalkers in the Zone. You just never see them, due to time constraints and developer laziness, there ''are'' women Stalkers in the Zone. You just never see them.laziness. [=PDAs=] often refer to girlfriends in the Zone, and with mods, you can encounter some women Stalkers.
* ChurchMilitant[=/=]CargoCult : The Monolith faction, who ''worship'' the Wish Granter and by extension the Zone itself, and are viewed as dangerous psychotic fanatics by everyone else, else. ''Call of Pripyat'' expands on this, introducing elite members called Preachers, who wield gauss rifles and give ''sermons'' before and ''during'' battles. It helps they're all BrainwashedAndCrazy.



** Freedom sports colors similar to Loners, except they use orange and yellow in their more advanced suits.

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** Freedom sports colors similar to Loners, except their greens are more vivid and they use orange and yellow in their more advanced suits.



* DrivenToSuicide: [[spoiler: In ''Call of Pripyat'', TheMedic from the main wrecked ship offs himself when he is discovered by the protagonist for his actions against fellow stalkers. You do, however, have a couple of seconds to shoot him yourself before he does this after hearing his little story, thereby averting this trope.]]

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* DrivenToSuicide: [[spoiler: In [[spoiler:In ''Call of Pripyat'', TheMedic from the main wrecked ship offs himself when he is discovered by the protagonist for his actions against fellow stalkers. You do, however, have a couple of seconds to shoot him yourself before he does this after hearing his little story, thereby averting this trope.]]



** 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.]]''

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** 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.]]''handgun]]''.



* EliteMooks: The military Spetsnaz 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. - silenced, damaging, and heavily accurate.

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* EliteMooks: EliteMooks:
**
The military Spetsnaz units. Also, affiliated to them, 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 VLA assault rifles. rifles - silenced, damaging, accurate, and heavily accurate.powerful.



* EmbarrassingNickname: The games will sometimes dish out nicknames such as "Neudachnik" (unlucky guy), "Petukh" (Literally "rooster" but among criminals "[[PrisonRape prison sex slave]]") or "Pokoinik" (dead man). Or use regular English nouns like "Butt" (seriously), "Turd", "Simpleton", "Scab", "Crybaby", "Long John" (a euphemism for GagPenis), etc.

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* EmbarrassingNickname: EmbarrassingNickname:
**
The games will sometimes dish out nicknames such as "Neudachnik" (unlucky guy), "Petukh" (Literally "rooster" but among criminals "[[PrisonRape prison sex slave]]") or "Pokoinik" (dead man). Or use regular English nouns like "Butt" (seriously), "Turd", "Simpleton", "Scab", "Crybaby", "Long John" (a euphemism for GagPenis), etc.



* EmpoweredBadassNormal: All three player characters can use artifacts that boost various abilities, such as sprinting or the ability to carry more, at the cost of getting irradiated. Scar is supposedly stronger, healthier, and tougher than the average human, thanks to the blowouts of the Zone powering his unique nervous system instead of destroying it, but it has no effect in-game.

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* EmpoweredBadassNormal: All three player characters can use artifacts that boost various abilities, such as sprinting or the ability to carry more, at the cost of getting irradiated. irradiated or other drawbacks. Scar is supposedly stronger, healthier, and tougher than the average human, thanks to the blowouts of the Zone powering his unique nervous system instead of destroying it, [[InformedAbility but it has no effect in-game.in-game]].



** Unfortunately for those who don't speak Russian even that won't help much as often alternate phrasing would be used for a grenade toss, which don't actually contain the word, "A vot tebe limonchik!", "Here, have some lemon!", is one example, stemming from Russian equivalent to "pineapple" bomb, "Limonka", the lemon bomb.

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** Unfortunately for those who don't speak Russian even that won't help much as often alternate phrasing would be used for a grenade toss, which don't actually contain the word, word. "A vot tebe limonchik!", translated as "Here, have some lemon!", is one example, stemming from Russian equivalent to "pineapple" bomb, "Limonka", the lemon bomb.



** Some of it is translated in ''Clear Sky'' (e.g.: TAKE THIS, YOU FUCKING NAZI!)

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** Some of it is translated in ''Clear Sky'' (e.g.: TAKE THIS, YOU FUCKING NAZI!)NAZI!).



** In ''Shadow of Chernobyl'', you can choose to escort the scientist Kruglov through the western half of the Wild Territory, while protecting him from Wolfhound's mercs (and perhaps random mutants). Made alright because he has surprisingly tough armor and can be equipped with an assault rifle, which he's a ''damn good shot'' with. He also has the common sense of staying behind you and refusing to rush into an area that you haven't already cleared of hostiles, instead giving you covering fire from the rear and likely bagging a few kills of his own. Third-rate fighter my nuts.
** 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 Spetsnaz 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, not necessarily in that order. There are only a few places ''in the whole game'' where you won't be attacked, and that doesn't necessarily include the starting areas.

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** In ''Shadow of Chernobyl'', you can choose to escort the scientist Professor Kruglov through the western half of the Wild Territory, while protecting him from Wolfhound's mercs (and perhaps random mutants). Made alright because he has surprisingly tough armor and can be equipped with an assault rifle, which he's a ''damn good shot'' with. He also has the common sense of staying behind you and refusing to rush into an area that you haven't already cleared of hostiles, instead giving you covering fire from the rear and likely bagging a few kills of his own. Third-rate fighter "Third-rate fighter" my nuts.
** The finale of ''Call of Pripyat'' is one of these, Pripyat''
*** The finale,
where you have to escort the Military survivors through the city fighting through zombies, mutants, and finally several waves of Monolith fighters. On the plus side, the survivors are Spetsnaz 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 Also, an insanely annoying side quest (the most insanely annoying one in the game) where you have to protect a group of Ecologist stalkers studying an anomaly from waves of wild boars. The stalkers are 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.
reward. If you somehow end up with only one or two, get ready to huff in frustrated boredom, because the reduced manpower means they take ''even longer'' to finish.
* EverythingTryingToKillYou: Monsters Mutants - and the Zone itself - want every human in its boundaries dead. The military will shoot you on sight. Bandits will rob and kill you, not necessarily in that order. There are only a few places ''in the whole game'' where you won't be attacked, and that doesn't necessarily include the starting areas.



*** TheHero: Degtyarev
*** TheLancer: Zulu, he is the one who helps you form the group.
*** TheSmartGuy: Vano, he is the one to find the way through anomalous fields, [[spoiler: and in his good ending he leads Freedom's anomaly research group.]]

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*** TheHero: Degtyarev
Degtyarev.
*** TheLancer: Zulu, he Zulu. He is the one who helps you form the group.
*** TheSmartGuy: Vano, he Vano. He is the one to find the way through anomalous fields, [[spoiler: and in his good ending he leads Freedom's anomaly research group.]]group]].



*** TheChick: Sokolov, you deserve to be left here because of all of your whining.
* 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.
* TheFool: [[spoiler: Nimble. His lucky nature didn't come in play originally in ''Clear Sky'' until the events of ''Shadow of Chernobyl'' when it started showing its true colors once the Marked One (AKA Strelok) intervened. When ''Call of Pripyat'' came around, it is revealed that his being an ArmsDealer is the result of lucky circumstances. Ironically, in ''Shadow of Chernobyl'', despite his informed lucky attribute, he can quite possibly die in that game, whether by your hand or the environment.]]

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*** TheChick: Sokolov, you Sokolov. You deserve to be left here because of all of your whining.
* FirstTown: The rookie village serves this purpose both in game terms for the player, player in ''Shadow of Chernobyl'', 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.
* TheFool: [[spoiler: Nimble. His lucky nature didn't come in play originally in ''Clear Sky'' until the events of ''Shadow of Chernobyl'' when it started showing its true colors once the Marked One (AKA Strelok) [[spoiler:(AKA Strelok)]] intervened. When ''Call of Pripyat'' came around, it is revealed that his being an ArmsDealer is the result of lucky circumstances. Ironically, in ''Shadow of Chernobyl'', despite his informed lucky attribute, he can quite possibly die in that game, whether by your hand hand, the environment or the environment.]]bandits at the car park [[ArtificialStupidity that he insists on going back to for no given reason]].



* HealingFactor: Although it takes a while, the player character will slowly heal when not taking damage (or bleeding). Artifacts can speed up this process.

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* HealingFactor: Although it takes a while, the player character will slowly heal when not taking damage (or bleeding). Artifacts can speed up this process.process, though not by much.



* 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.

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* HealThyself: Comes in two flavors, medkits three flavors: medkits, which heal injuries and bandages injuries, bandages, which stop bleeding.bleeding, and [[HyperactiveMetabolism food, which restores tiny bits of health per item eaten]]. Interestingly, the enemy is capable of doing this too as long as they have medkits.



* 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.
** Guide and Doctor. Doctor apparently is past-middle aged man living on the swamps with a tamed Pseudodog. Guide is able to show the military Stingray team way to Pripyat way before anyone else (except Monolith) reached it in Call of Pripyat. In ExtendedUniverse they are called Legendary or Touched by the Zone.
** [[VideoGame/HalfLife Gordon Freeman,]] natch.
* HiredToHuntYourself: In ''Shadow of Chernobyl'', you are only known as the Marked One who has a PDA telling you of an objective to "Find and kill Strelok". However, later in the game, it is revealed that [[spoiler: you are Strelok all along]]. Even so, the objective itself does not disappear even after TheReveal.

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* 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 stalker suit modified by a hiker who'd been all over the world and went through the Zone as a challenge.
** Guide and Doctor. Doctor apparently is past-middle aged a past-middle-aged man living on the swamps with a tamed Pseudodog. Guide is able to show the military Stingray team way to Pripyat way before anyone else (except Monolith) reached it in Call ''Call of Pripyat.Pripyat''. In ExtendedUniverse they are called Legendary or Touched by the Zone.
** [[VideoGame/HalfLife [[ShoutOut Gordon Freeman,]] natch.
* HiredToHuntYourself: In ''Shadow of Chernobyl'', you are only known as the Marked One who has a PDA telling you of an objective to "Find and kill Strelok". However, later in the game, it is revealed that [[spoiler: you are were Strelok all along]]. Even so, the objective itself does not disappear even after TheReveal.



* HyperactiveMetabolism: In ''Shadow of Chernobyl'' and ''Clear Sky'', eating a food item instantly restores a small bit of health. ''Call of Pripyat'' [[AvertedTrope does away with this]] - food only serves to combat [[WizardNeedsFoodBadly hunger]].



* 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 ''VideoGame/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.]]

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* 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 ''VideoGame/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 better not do this while in the middle of combat, an impending emission, or an important mission, as you'll get screwed spectacularly.]]SPECTACULARLY screwed]].



** 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.

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** 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.
***
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.



** The LR-300 in Shadow of Chernobyl. Not the hardest-hitting, or fastest-firing, but it's bizarrely lightweight for a NATO weapon, accurate, accepts all the accessories for the NATO weaponry (grenade launcher, scope, and silencer), and you can get almost a dozen in good condition off the mercenaries in the Wild Territory/Rostok with about half an hour's work, making them trivially easy to replace when one wears out. Ammo is also easy to come by. It's a match for the Strelok's (unique) fast-firing AK, but can be found in numbers.
** The Armsel in ''Call of Pripyat''. While not the most powerful weapon, it is quite lightweight for a shotgun, and is the only weapon of its class to mount a scope. It can easily dispatch any mutant that isn't a Chimera or Pseudogiant and even Exoskeleton-clad mooks aren't immune to the sheer power of this shotgun. With the right upgrades (especially with the full auto mod), you'll become near unstoppable, and it only gets better when shotgun shells are easy to come by and are cheap as dirt. The only thing to consider is its strenuous reload time. Of course, it's unlikely there will be anything left alive after using up the full magazine, and you can feed in a shell or two during the firefights. There's also only three or four places where you can be certain to find it, only two of which will be available to you before the halfway point. Some artifact hunting will get you enough money to pick one up from [[ArmsDealer Nimble]] [[DiscOneNuke within a couple hours]].

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** The LR-300 in Shadow ''Shadow of Chernobyl.Chernobyl''. Not the hardest-hitting, or fastest-firing, but it's bizarrely lightweight for a NATO weapon, accurate, accepts all the accessories for the NATO weaponry (grenade launcher, scope, and silencer), and you can get almost a dozen in good condition off the mercenaries in the Wild Territory/Rostok with about half an hour's work, making them trivially easy to replace when one wears out. Ammo is also easy to come by. It's a match for the Strelok's (unique) fast-firing AK, but can be found in numbers.
** The Armsel Eliminator in ''Call of Pripyat''. While not the most powerful weapon, it is quite lightweight for a shotgun, and is the only weapon of its class to mount a scope. It can easily dispatch any mutant that isn't a Chimera or Pseudogiant and even Exoskeleton-clad mooks aren't immune to the sheer power of this shotgun. With the right upgrades (especially with the full auto mod), you'll become near unstoppable, and it only gets better when shotgun shells are easy to come by and are cheap as dirt. The only thing to consider is its strenuous reload time. Of course, it's unlikely there will be anything left alive after using up the full magazine, and you can feed in a shell or two during the firefights. There's also only three or four places where you can be certain to find it, only two of which will be available to you before the halfway point. Some artifact hunting will get you enough money to pick one up from [[ArmsDealer Nimble]] [[DiscOneNuke within a couple hours]].



** 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.

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** Fixed in Clear Sky ''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 ''Call of Pripyat.Pripyat''.



* 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, the military, and some Merc squads.

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* 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 (except ''Call of Pripyat'' but that [[EverythingIsTryingToKillYou [[EverythingTryingToKillYou won't last long]] ).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, the military, and some Merc squads.



* MexicanStandoff: In one particular side quest in ''Call of Pripyat'', [[spoiler: the leader of an arms exchange in an abandoned warehouse of the first map turns on the mercenaries and bandits who accompany him during the stalker ambush, should you work for him.]]

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* MexicanStandoff: In one particular side quest in ''Call of Pripyat'', [[spoiler: the leader of an arms exchange in an abandoned warehouse of the first map turns on the mercenaries and bandits who accompany him during the stalker ambush, should you work for him.]]him]].



* NeverBringAKnifeToAGunFight: While you always have your knife with you, every faction likes using guns so much that it has become the standard rule of engagement, so trying to knife your way into a gunfight is downright suicidal. Even when you're stealthing, when you get within less than a meter of a stalker, he'll magically know you're there, turn around blindingly fast with his gun already raised, and pump you full of lead. On the other hand, you can use your knife to slay certain mutants, especially Burers, as they obviously can't use guns. Really, the only mutants that are too impractical to use the knife on are Chimeras and Pseudogiants, since they deal too much damage to even try. In a subversion, the knife can be useful against zombified stalkers, provided that you don't get in their line of sight and you approach quietly. Their reflexes are far slower than those of a normal human, making them valid targets.
** A subversion: in ''Shadow of Chernobyl'', one arena match in Rostok forces you to use the knife against a Stalker clad in an Exoskeleton and brandishing an F2000. However, you also receive about four grenades in the match to hopefully get the drop on that guy.
* NewAgeRetroHippie: Ganja, Freedom's barman in ''Clear Sky.'' Comes complete with [[{{Reggae}} reggae]] [[http://www.youtube.com/watch?v=WYMVCogRsrA music]] [[TheStoner and a fondness for the 'erb.]] [[BilingualBonus As an added bonus]], his name literally means [[MeaningfulName "marijuana"]] in Indian.
* NiceJobBreakingItHero: The "Good" and Canon Ending in ''Shadow of Chernobyl'', as seen in ''Call of Pripyat''. [[spoiler:Turns out killing the only thing keeping the zone from expanding out of control wasn't such a good idea after all...]]

to:

* NeverBringAKnifeToAGunFight: While you always have your knife with you, every faction likes using guns so much that it has become the standard rule of engagement, so trying to knife your way into a gunfight is downright suicidal. Even when you're stealthing, when you get within less than a meter of a stalker, he'll magically know you're there, turn around blindingly fast with his gun already raised, and pump you full of lead. On the other hand, you hand...
** You
can use your knife to slay certain mutants, especially Burers, as they obviously can't use guns. Really, the only mutants that are too impractical to use the knife on are Chimeras and Pseudogiants, since they deal too much damage to even try. In a subversion, the knife can be useful against zombified stalkers, provided that you don't get in their line of sight and you approach quietly. Their reflexes are far slower than those of a normal human, making them valid targets.
** A subversion: in In ''Shadow of Chernobyl'', one arena match in Rostok forces you to use the knife against a Stalker clad in an Exoskeleton and brandishing an F2000. However, you also receive about four grenades in the match to hopefully get the drop on that guy.
** It's also the best weapon to keep equipped when going stealthy. Why? Because the games have this irritating habit of having you draw your weapon
* NewAgeRetroHippie: Ganja, Freedom's barman in ''Clear Sky.'' Comes complete with [[{{Reggae}} reggae]] {{reggae}} [[http://www.youtube.com/watch?v=WYMVCogRsrA music]] [[TheStoner and a fondness for the 'erb.]] 'erb]]. [[BilingualBonus As an added bonus]], his name literally means [[MeaningfulName "marijuana"]] in Indian.
* NiceJobBreakingItHero: The "Good" and Canon Ending in ''Shadow of Chernobyl'', as seen in ''Call of Pripyat''. [[spoiler:Turns Turns out killing [[spoiler:killing the only thing keeping the zone from expanding out of control wasn't such a good idea idea]] after all...]]all..



* NightOfTheLivingMooks: Game mods often restore the cut zombie enemy, which acts like a stereotypical Romero undead. However, they possess much more health than [[TechnicallyLivingZombie 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 ''WebAnimation/ZeroPunctuation'', the average player will likely find themselves pressing quicksave and quickload more often then the Fire button. Meanwhile, some of the more well-known modifications have been released with the express purpose of making the games ''[[UpToEleven even harder]].'' MISERY mod, anyone?
* NoArcInArchery: Averted. All firearms have appropriate bullet drop. This is especially noticeable with the 9x39mm weapons, which use a heavy, subsonic round with limited range due to bullet drop. Sniping with a Vintorez is an affair with a learning curve.
* NoCanonForTheWicked: [[spoiler:The best ending of ''Shadow of Chernobyl'' is made canon in ''Call of Pripyat''.]]
* NonIndicativeDifficulty: The difficulty settings pretty much only influence what percentage of NPC shots will "glance" and not hit the player, and how much damage they do to both player and NPCs when they hit. Due to a programming oversight, the player has the same resistance on all dificulties. Once you learn how to score headshots reliably, the enemies still have a harder time killing you than you killing them.

to:

* NightOfTheLivingMooks: Game mods often restore the cut DummiedOut zombie enemy, which acts like a stereotypical Romero undead. However, they possess much more health than [[TechnicallyLivingZombie 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 ''WebAnimation/ZeroPunctuation'', the average player will likely find themselves pressing quicksave and quickload more often then than the Fire button. Meanwhile, some of the more well-known modifications have been released with the express purpose of making the games ''[[UpToEleven even harder]].'' MISERY mod, anyone?
* NoArcInArchery: Averted. All Averted: all firearms have appropriate bullet drop. This is especially noticeable with the 9x39mm weapons, which use a heavy, heavy subsonic round with limited range due to bullet drop. Sniping with a Vintorez Vintorez, for example, is an affair with a learning curve.
curve. There is but one exception, and that is [[MagneticWeapons the Gauss rifle]].
* NoCanonForTheWicked: [[spoiler:The best ending of ''Shadow of Chernobyl'' is made canon in ''Call of Pripyat''.Pripyat'', so any chance of Marked One making a selfish wish is denied.]]
* NonIndicativeDifficulty: NonIndicativeDifficulty:
**
The difficulty settings in ''Shadow of Chernobyl'' and ''Clear Sky'' pretty much only influence what percentage of NPC shots will "glance" and not hit the player, and how much damage they do to both player and NPCs when they hit. Due to a programming oversight, the player has the same resistance on all dificulties. Once you learn how to score headshots reliably, the enemies still have a harder time killing you than you killing them.



* NoHeroDiscount: 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'', [[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''.
* NonStandardGameOver: In ''Call of Pripyat'', [[spoiler: when Beard asks you to retrieve a strange glowing artifact in a wrecked ship east of Skadovsk, after retrieving said artifact from the ship, as you try to leave, a Stalker named Tuna stops you and asks for that artifact you have, [[BlatantLies claiming a friend of his is dying]]. If you refuse to hand it him, either by telling him that you indeed have it but keep it for yourself, or lie to him that you don't know what that artifact is (highly recommended that you ''don't'' take that option), his two buddies will stop you at gunpoint and warn you to not make any sudden moves. You have about five seconds of free movement to attempt an escape (unless you took the third option, which means you won't get any free movement). If you just stand still and let Tuna walk to you, he angrily demands that you hand over that special artifact. If you still refuse to hand it over, you get a bad cutscene where Tuna stuns you with his rifle butt and tells his buddies to shoot you dead. If you do this, there's no way to control your character as it is a scripted event. The only way to avoid this is by either handing over the artifact to Tuna or shoot him and his buddies down when you refuse the first time. The latter option is better because an important achievement is unlocked after doing this quest, which also contributes to one of the game's many endings.]]
* 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.
* NotTheIntendedUse: Mutants have a limited [[Franchise/MetalGearSolid MGS-style]] area they can move in. You can actually shoot from outside this area. This makes killing even the most dangerous mutants like the Chimera and Burer a sniper's cakewalk. However, if you don't manage to kill them, one hit will cause them to run away from whoever is shooting at them until either they encounter another opponent or go back to loafing off when no one else is around attacking them.

to:

* NoHeroDiscount: NoHeroDiscount:
**
Mostly averted, as doing quests for factions causes respective traders to give you better prices (for gears gear bought and sold). Additionally, in ''Call of Pripyat'', [[spoiler: a [[spoiler:a fellow military technician (you play a an undercover government agent) repairs your gear for free. If you elect to stay in the Zone after the evacuation, this technician is replaced by Uncle Yar, who performs the same service.]].
service]].
** Also reversed... or something. Sidorovich pays you less, less for loot 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''.
''out'' of the Zone.
* NonStandardGameOver: In ''Call of Pripyat'', [[spoiler: when [[spoiler:when Beard asks you to retrieve a strange glowing artifact in a wrecked ship east of Skadovsk, after retrieving said artifact from the ship, as you try to leave, a Stalker named Tuna stops you and asks for that artifact you have, [[BlatantLies claiming a friend of his is dying]]. If you refuse to hand it him, either by telling him that you indeed have it but keep it for yourself, or lie to him that you don't know what that artifact is (highly recommended that you ''don't'' take that option), his two buddies will stop you at gunpoint and warn you to not make any sudden moves. You have about five seconds of free movement to attempt an escape (unless you took the third option, which means you won't get any free movement). If you just stand still and let Tuna walk to you, he angrily demands that you hand over that special artifact. If you still refuse to hand it over, you get a bad cutscene where Tuna stuns you with his rifle butt and tells his buddies to shoot you dead. If you do this, there's no way to control your character character, as it is it's a scripted event. The only way to avoid this is by either handing over the artifact to Tuna or shoot him and his buddies down when you refuse the first time. The latter option is better because an important achievement is unlocked after doing this quest, which also contributes to one of the game's many endings.]]
endings]].
* 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 full-auto mode with a high rate of fire.
* NotTheIntendedUse: NotTheIntendedUse:
**
Mutants have a limited [[Franchise/MetalGearSolid MGS-style]] area they can move in. You can actually shoot from outside this area. This makes killing even the most dangerous mutants like the Chimera and Burer a sniper's cakewalk. However, if you don't manage to kill them, one hit will cause them to run away from whoever is shooting at them until either they encounter another opponent or go back to loafing off when no one else is around attacking them.them.
** The knife is the weapon of choice for a stealthy player, but not because it's capable of silent kills, not really. Its main attractive point is that it makes zero noise when drawn or holstered. Upon loading a save, thanks to an irritating bug, the player character will pull out either the gun (or the binoculars if you had it or the equally silent bolts) last drawn or holstered, and that makes enough noise to alert enemy stalkers. This doesn't happen if you save with your knife drawn.



* 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 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, in one arena match, you're required to use this attack if you want to survive (you + knife versus some guy with an 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.
* OneManArmy: Zigzagged. There are few places where you can go on alone and take out an entire base/lair full of heavily armed soldiers and/or mutants, and still come out alive while in other places are you going to have to rely on numbers to complete your objectives.
** In the first game, right at the beginning, you can tell a group of stalkers to sit out and let you do your thing {{Rambo}}-style on a car park full of bandits that are holding a semi-important [=NPC=] hostage. The leader, Petruha, [[WhatTheHellPlayer will call you out on it if you do so]], and if you come back to his group without completing your objective, he'll mock you for being a wussy and won't give you any support. Complete the objective by yourself and he will be astonished at your success.
** Played straight in ''Shadow of Chernobyl'', and, depending on the skill of the player, can be taken to ludicrous levels. It's not impossible to rack up kills into the four digits, and keep in mind, every man in the zone is dangerous. Even the rookies are competent with firearms, to say nothing of the well trained and well equipped military, the experienced and deadly Duty & Freedom factions, and the other various Stalkers who come to the zone and face down terrifying monsters as part of their daily job. You can pick fights with all of these people. And win.
* OneTimeDungeon: In ''Call of Pripyat'', [[spoiler: the Pripyat Underground becomes inaccessible once you (and your four-man party, if you manage to have any of them survive the grueling trip) have reached Pripyat itself. After completing the hospital ambush in the map, you can talk to the guide to have you travel back to the train station. Once there, you can ask the mechanic about trying to go back to the Underground, to which he will say that once the elevator was activated while you and your buddies were on it, the power to that particular shaft went out for good as soon as it reached the bottom. However, there is nothing of particular importance in the Underground to think of aside from a couple of artifacts that you likely had picked up in some empty containers next to the control room that led to the unlocking of the door in the middle section of the Underground, so it isn't worth a bother to stress on.]]

to:

* ObviousBeta: Both ''Shadow of Chernobyl'' and ''Clear Sky'' were this at release, though they were both eventually patched to full playability. playability - sort of. ''Call of Pripyat'' was playable straight out of the box, because the non-English versions were the ObviousBeta.
ObviousBeta. In any case, for all three games, there are still a few GameBreakingBugs that fans have created "[[GameMod unofficial patches]]" for.
* OddlySmallOrganization: Strelok's Loner crew in the backstory was four people if you count Strelok himself, making it the smallest "Faction" "faction" of the Zone.
Zone. It didn't affect their effectiveness any, however.
* 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.
**
funny. Hell, in one arena match, you're required to use this attack if you want to survive (you + knife[[note]]You also get several frag grenades in this match... you just don't know it until you're dropped in. versus some guy with an F2000, the best CQC assault rifle, and an Exosuit). Of course, actually getting close enough to do so is so difficult that this is [[UselessUsefulSpell practically useless]] unless your target doesn't know you're there.
** Hell, in one arena match,
there, and even then they ''will'' notice you if you're required to use this attack if less than a meter away, so you want have to survive (you + knife versus some guy with an F2000, the best CQC assault rifle, rush and an Exo.)
*** You also get several frag grenades in this match... you just don't know it until you're dropped in.
**
stab. It's also a surprisingly viable option when forced to engage a Controller or Burer up close - all weapons take too long to recock when pulling them back out after a psy attack.
attack or when you have to pick them back off the floor after a disarming psy-pull.
* OneManArmy: Zigzagged. There are few places where you can go on alone and take out an entire base/lair full of heavily armed soldiers and/or mutants, and still come out alive while in alive. In other places are you going to have to rely on numbers to complete your objectives.
** In the first game, right at the beginning, you can tell a group of stalkers to sit out and let you do your thing {{Rambo}}-style on a car park full of bandits that are holding a semi-important [=NPC=] [=NPC=], Nimble, hostage. The leader, Petruha, [[WhatTheHellPlayer will call you out on it if you do so]], and if you come back to his group without completing your objective, he'll mock you for being a wussy and won't give you any support. Complete the objective by yourself and he will be astonished at your success.
** Played straight in ''Shadow of Chernobyl'', and, depending on the skill of the player, can be taken to ludicrous levels. It's not impossible to rack up kills into the four digits, and keep in mind, every ''every man in the zone Zone'' is dangerous. Even the rookies are competent with firearms, to say nothing of the well trained and well equipped military, the experienced and deadly Duty & Freedom factions, and the other various Stalkers who come to the zone and face down terrifying monsters as part of their daily job. You can pick fights with all of these people. And win.
* OneTimeDungeon: In ''Call of Pripyat'', [[spoiler: the [[spoiler:the Pripyat Underground becomes inaccessible once you (and your four-man party, if you manage to have any of them survive the grueling trip) have reached Pripyat itself. After completing the hospital ambush in the map, you can talk to the guide to have you travel back to the train station. Once there, you can ask the mechanic about trying to go back to the Underground, to which he will say that once the elevator was activated while you and your buddies were on it, the power to that particular shaft went out for good as soon as it reached the bottom. However, there is nothing of particular importance in the Underground to think of aside from a couple of artifacts that you likely had picked up in some empty containers next to the control room that led to the unlocking of the door in the middle section of the Underground, so it isn't worth a bother to stress on.]]on]].



** With certain mods, you can sell weapons to neutral or friendly stalkers, and they ''will'' equip it if they don't have a primary already. Try giving an Abakan and some ammo to a rookie loner that has only a puny Makarov [[GoodFeelsGood and see if you don't get a smile on your face]].
*** This can lead to some pretty awesome moments, as well. As mentioned above, Petruha and his buddy Awl wind up in trouble at a Boiler anomaly in Call of Pripyat. Save Petruha and they'll most likely wind up dead anyway because they've got awful equipment, but if you take the time and money to kit them out with some decent gear, you'll probably find them later kicking all kinds of ass.
** 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. Also, you can find a group of mercenaries camping in a substation in Zaton. They need a day's supply of food, badly. If you manage to give them what they need, [[spoiler: not only do they welcome you to their camp (and allow you to grab one of three important toolkits for an important sidequest), but later on, when another group of mercenaries have left their duty of guarding a scientist bunker in Yanov, you can even recruit these Zaton mercenaries to guard that bunker. If you do, they'll gladly accept you into their new encampment]].

to:

** With certain mods, you can sell weapons to neutral or friendly stalkers, and they ''will'' equip it if they don't have a primary already. Try giving an Abakan and some ammo to a rookie loner that has only a puny Makarov [[GoodFeelsGood and see if you don't get a smile on your face]].
***
face]]. This can lead to some pretty awesome moments, as well. As well: as mentioned above, Petruha and his buddy Awl wind up in trouble at a Boiler anomaly in Call of Pripyat. Save Petruha and they'll most likely wind up dead anyway because they've got awful equipment, but if you take the time and money to kit them out with some decent gear, you'll probably find them later kicking all kinds of ass.
** 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.
**
Also, you can find a group of mercenaries camping in a substation in Zaton. They need a day's supply of food, badly. If you manage to give them what they need, [[spoiler: not only do they welcome you to their camp (and allow you to grab one of three important toolkits for an important sidequest), but later on, when another group of mercenaries have left their duty of guarding a scientist bunker in Yanov, you can even recruit these Zaton mercenaries to guard that bunker. If you do, they'll gladly accept you into their new encampment]].



** You can actually kill all but one of the traders, [[http://www.youtube.com/watch?v=3tGvj4B9_00 you just have to wait...]] True, code-wise that is not the true Sidorovich, since if you were to somehow go back to the first area, he would still be there, but the thought still counts.

to:

** You can actually kill all but one of the traders, [[http://www.youtube.com/watch?v=3tGvj4B9_00 you just have to wait...]] wait]]. True, code-wise that is not the true Sidorovich, since if you were to somehow go back to the first area, he would still be there, but the thought still counts.



* 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 help contain the Zone (and it's implied in the other ambiguously good ending that you end up helping them continue their experiments 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.]]

to:

* WeCanRuleTogether: [[spoiler: After [[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 help contain the Zone (and it's implied in the other ambiguously good ending that you end up helping them continue their experiments 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.]]



--> Get out of here stalker.
** The scientist merchant at Yantar. ''"Hello? Hello."'' Amusingly, due to a bug, he keeps saying it even when you leave. If your surroundings are quiet, you can hear him ''several meters away even if you're out of the bunker''.
** A lesser-known one is if you try to go to the Bar without grabbing the military documents. A Warrant Officer from Duty will constantly repeat "Buzz off, STALKER. We don't let every ''loser'' go through" each time you approach. As with the "get out of here stalker" Stalker, he'll often say it twice.
* 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 increasingly confused and even more enraged comments from the Barkeep.

to:

--> Get ''Get out of here stalker.
stalker!''
** The scientist merchant at Yantar. ''"Hello? Hello."'' "Hello? Hello!". Amusingly, due to a bug, he keeps saying it even when you leave. If your surroundings are quiet, you can hear him ''several from several meters away even away. Even if you're out of the bunker''.
bunker.
** A lesser-known one is if you try to go to the Bar without grabbing the military documents. A documents: the Warrant Officer from Duty will constantly repeat "Buzz off, STALKER. stalker. We don't let every ''loser'' go through" through!" each time you approach. As with the "get out of here stalker" Stalker, he'll often say it twice.
* WhatTheHellPlayer: 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 increasingly confused and even more enraged comments from the Barkeep.


Added DiffLines:

* WizardNeedsFoodBadly: It may not be obvious at first, but hunger is a real meter in all three games[[note]]''Clear Sky'' dummied it out, but basically every bug-fixing modpack under the sun adds it back[[/note]]. If you're running low, an icon of a spoon and a fork appears on the HUD, and the longer you ignore it the worse it gets until you eat. Go hungry for too long and you'll lose out on stamina and suffer DamageOverTime just like being heavily irradiated. In ''Call of Pripyat'', drinking vodka increases hunger, and you can starve to death if you hit the bottle too hard.
21st Aug '17 1:55:20 PM REV6Pilot
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* AntiHoarding: You have a [[LimitedLoadout weight limit that's not particularly generous]], and everything you can carry has an assigned weight, even ammunition. Going one gram over the limit makes your SprintMeter deplete insanely fast.

to:

* AntiHoarding: You have a [[LimitedLoadout weight limit that's not particularly generous]], and everything you can carry has an assigned weight, even ammunition. Going one gram over the limit makes your SprintMeter deplete insanely fast.fast, and if you're 10kg or more over the limit, [[Critical EncumbranceFailure you can't move at all]]. The exosuit and a few weight-related artifacts can add to your max carry weight, though.



** 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 burning to death; it wasn't uncommon to find entire camps bereft of life. Although later sequels avoided this issue, it was never fixed in the original and mod makers were forced to compensate by rendering the AI immune to fire damage, or force spawnpoints to keep them away from the firepits.

to:

** As discussed below, one of the biggest AI A.I. bugs in the original ''STALKER'' ''S.T.A.L.K.E.R.'' was the AI's tendency to end up mysteriously dead around fireplaces. Community research discovered that the AI kept spawning ''inside'' the fireplaces and burning to death; it wasn't uncommon to find entire camps bereft of life. Although later sequels avoided this issue, it was never fixed in the original and mod makers modders were forced to compensate by rendering the AI immune to fire damage, or force spawnpoints to keep them away from the firepits.



* ArtisticLicenseNuclearPhysics: 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.

to:

* ArtisticLicenseNuclearPhysics: 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.vodka. Obviously, gameplay-wise, this beats dying a slow, hideous death for going the wrong way.



** The RG-6 GrenadeLauncher. It's a weapon powerful enough to take on most any enemy in the Zone, as it uses rifled grenades (duh). But there are several drawbacks that severely limit its usefulness: 1) it has the worst reload speed out of any weapon, 2) the grenades have a rather steep arc, which can be very precarious at close range and forces you to aim carefully, 3) the splash damage can hurt or kill any neutral or friendly [=NPC=]s that might get caught in the middle of a firefight, 4) its ammunition is quite rare and expensive a piece, and 5) the weapon itself is extremely rare, and, in the later games, is also quite expensive to repair and cannot be upgraded. You're probably better off using your under-barrel grenade launcher instead, if you can find it. Or better yet, the [=OTs-14=] Groza's or FN F2000's integrated under-barrel grenade launchers.

to:

** The RG-6 GrenadeLauncher. It's a weapon powerful enough to take on most any enemy in the Zone, as it uses rifled grenades (duh). But there are several drawbacks that severely limit its usefulness: 1) it has the worst reload speed out of any weapon, 2) the grenades have a rather steep arc, which can be very precarious at close range and forces you to aim carefully, 3) the splash damage can hurt or kill any neutral or friendly [=NPC=]s that might get caught in the middle of a firefight, 4) its ammunition is quite rare and expensive a piece, and 5) the weapon itself is extremely rare, and, in the later games, is also quite expensive to repair and cannot be upgraded.impossible to upgrade in the later games. You're probably better off using your under-barrel grenade launcher instead, if you can find it. Or better yet, the [=OTs-14=] Groza's or FN F2000's integrated under-barrel grenade launchers.



* BigLabyrinthineBuilding: The Chernobyl NPP, and to a lesser extent, all the X-# labs, too. Bonus points to the NPP for featuring a labirynthine ''outside'' in form of several cut-off areas linked by portals.

to:

* BigLabyrinthineBuilding: The Chernobyl NPP, and to a lesser extent, all the X-# labs, too.X-labs. Bonus points to the NPP for featuring a labirynthine ''outside'' in form of several cut-off areas linked by portals.



** The name "Strelok" is both Russian and Ukrainian for [[AwesomeMcCoolName "Gunslinger]]/[[MeaningfulName Shooter."]] Although this is ironically subverted with the former since there are no instances of TheGunslinger trope come into play in the games.

to:

** The name "Strelok" is both Russian and Ukrainian for [[AwesomeMcCoolName "Gunslinger]]/[[MeaningfulName Shooter."]] Shooter"]]. Although trope-wise this is ironically subverted with the former since there are no instances of TheGunslinger trope come into play in the games.



* BlackMarket: The Zone has a few traders specializing in the sale and transportation of artifacts and illicit goods to generate profit. The Ukrainian Military frowns upon these activities, yet ironically, a few of their superiors have been known to be involved in the trade thanks to their willingness to accept bribes from other people, and also because of the crappy payroll the Military makes in the Zone thanks to the country's shifty, uncaring government; this in accordance to one particular superior in ''Clear Sky''. You know all those weapons and hardware that normally can't be found and/or aren't native to the countries of Ukraine and Belarus? It's all thanks to these people; the economy in the Zone is thriving like a successful, if shaky, small city.
* 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. The ''Complete 2009'' mod corrects these.

to:

* BlackMarket: The Zone has a few traders specializing in the sale and transportation of artifacts and illicit goods to generate profit. The Ukrainian Military frowns upon these activities, yet ironically, a few of their superiors have been known to be involved in the trade thanks to their willingness to accept bribes from other people, and and, in accordance to one particular superior in ''Clear Sky'', also because of the crappy payroll the Military makes in the Zone thanks to the country's shifty, uncaring government; this in accordance to one particular superior in ''Clear Sky''.government. You know all those weapons and hardware that normally can't be found and/or aren't native to the countries of Ukraine and Belarus? It's all thanks to these people; the economy in the Zone is thriving like a successful, if shaky, small city.
* 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. The ''Complete 2009'' mod corrects these.Many bugfix-centered modpacks correct these to their true meanings.



** Snorks are mutated soldiers who were assigned to patrol the Zone. They look like withered humans with clumps of flesh missing here and there, including their lips. For some reason the skin and flesh on their back has peeled back to expose their spines. Despite appearances, they are extremely agile, running around on all fours and leaping at you.

to:

** Snorks are mutated soldiers who were assigned to patrol the Zone. They look like withered humans with clumps of flesh missing here and there, including their lips. For some reason the skin and flesh on their back has peeled back to expose their spines. Despite appearances, they are extremely agile, running around on all fours RunningOnAllFours and [[DeadlyLunge leaping at you.their enemies]]. Why on all fours? Because ''something'' weakened their spines so much, they can't hold a bipedal stance like a normal human.
** Bloodsuckers are former humans whose mutations include, but are not limited to: skin thickened to a rugged leathery texture; [[{{Cthulhumanoid}} mouth deformed into a tentacled jaw reminiscent of Cthulhu]]; fingers strengthened into claw sharp enough to ignore any kind of body armor; and severe tissue rot, leading to bits of missing flesh and, in later games, an exposed brain.
21st Aug '17 12:18:09 PM REV6Pilot
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* 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'''. Then there's the Controllers, which will, because of the [[InterfaceScrew interface screw]] that comes with their psychic attack, likely kill you if they manage to score a single hit, the Burers, who generally start their assault by telekinetically throwing your gun halfway across the map before pummeling you to death with heavy objects and telekinetic blasts, the Bloodsuckers, who'll turn invisible as soon as they spot you and perform hit and run attacks while circling your position or just tear you to shreds immediately in melee combat. Let's just say [[DeathWorld everything and everyone in the Zone]] is this to some degree.
** Special mention goes to the Poltergeists. Let's run down the list, shall we? They can telekinetically lift just about any loose objects in a room (barrels, boards, boxes, debris, dropped rifles), and fling it at you, making it one of the few situations where you can be killed by a firearm without it shooting at you. At a glance from an inexperienced player, they look like moving electro anomalies, nothing special and something to be avoided, so you can wind up being battered for several minutes the first time you encounter them before you figure out what's going on. They can soak up a surprising amount of damage, once you do figure it out. They tend to show up in groups. And worst of all, ''they don't even have to be in the same room as you to start flinging stuff at you.'' One of the labs becomes an exercise in patience, dodging, and spamming medkits before you can find and kill all of the poltergeists.
* DeusExMachina: The intro of ''Shadow of Chernobyl'' features a lightning strike which totals a Death Truck that was on its way to some undisclosed location, and later features a passing stalker contracted by Sidorovich to look for live bodies from the truck. Once the unnamed stalker does indeed stumble upon one (i.e. you, the player character), both he and Sidorovich are astonished to see a stalker still alive among the corpses of the destroyed Death Truck. Even more surprising is the fact that he is the only stalker to ever come out alive from the Death Truck with the marked tattoo on his arm. He is then given the moniker "Marked One", [[spoiler: who later becomes prophetically influential to the game's and its sequel's storylines.]]
** [[spoiler: To elaborate, the Marked One is actually a veteran stalker named Strelok. In his backstory, he actually managed to reach the CNPP with a miniature band of other stalkers before thanks to finding a map which reveals a secret pathway that would bypass the Brain Scorcher and lead them to not only Pripyat itself but the power plant. They only failed to get to the main area of the CNPP because of a door that was code-locked by the C-Consciousness to prevent any stalker from revealing the true secret of the Zone. Strelok and his group were forced to retreat from the power plant because of this impasse, but not before the C-Consciousness unleashed an emission in an attempt to assassinate them. Strelok and his group were somehow able to survive it, but he managed to get wounded in the process. They then dragged themselves to a secret bunker known only to them and managed to create two decoders (one which would be given to Strelok) in an attempt to unlock the door they couldn't open. However, once they attempted to go back to the CNPP, they found themselves being chased by the Clear Sky faction and Strelok's group disintegrated in order to save themselves from the new threat. Strelok continued on to the CNPP until he was incapacitated by Scar, and one of his comrades, Fang, hid in an abandoned hotel in Pripyat and stored his goods, including one of the decoders, in a safe before he got gunned down by a Monolith sniper. Then an emission came and wiped out the Clear Sky faction. Strelok happened to be caught in the blast and he was knocked unconscious. C-Consciousness, founding a host for their ulterior motives, attempted to program the now unconscious stalker caught in the emission to kill the very stalker that had been trying to dig too deep into the secrets of the Zone, unaware that the stalker that they've brainwashed is the same stalker that they're trying to assassinate. The decoder that Strelok had in his possession was then taken by C-Consciousness and destroyed off-screen. This concludes the events of ''Clear Sky''. And thus, the events of ''Shadow of Chernobyl'' began to unfold.]]
* 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.
* 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 throughout the entire game.
** A lesser Nuke (but still unusually overpowered) is Strelok's Fast-shooting AKM 74/2 that you can pick up in the tunnels underneath Agroprom, where you need to go for one of the first missions anyway; it's placed so close to the objective that it seems like it was meant to be found by starting players. It fires much faster than other weapons but has lower recoil than the standard AK (which makes it seem unnaturally accurate) and uses common 5.45mm ammunition. One burst will generally shred whatever it's pointed at.
** In Shadow of Chernobyl, picking up a couple of Flash or even Moonlight artifacts is ridiculously easy if you know where to look in the Agroprom underground, and wearing two Flash artifacts or one Moonlight artifact lets you sprint indefinitely provided you aren't overloaded on weight, making energy drinks semi-irrelevant and helping the game world open up.
** 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 an 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 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 northwest edge of the map.]]

to:

* DemonicSpiders: In-Universe: Invoked. The PDA explicitly lists blind dogs (and by extension, pseudodogs) as deadly to even the most experienced Stalkers, as they are fast, small (compared to humans), slightly stealthy, and most importantly, '''hunt in packs'''. Then there's the Controllers, which will, because of the [[InterfaceScrew interface screw]] that comes with their psychic attack, likely kill you if they manage to score a single hit, the Burers, who generally start their assault by telekinetically throwing your gun halfway across the map before pummeling you to death with heavy objects and telekinetic blasts, the Bloodsuckers, who'll turn invisible as soon as they spot you and perform hit and run attacks while circling your position or just tear you to shreds immediately in melee combat. Let's just say [[DeathWorld everything and everyone in the Zone]] is this to some degree.
** Special mention goes to the Poltergeists. Let's run down the list, shall we? They can telekinetically lift just about any loose objects in a room (barrels, boards, boxes, debris, dropped rifles), and fling it at you, making it one of the few situations where you can be killed by a firearm without it shooting at you. At a glance from an inexperienced player, they look like moving electro anomalies, nothing special and something to be avoided, so you can wind up being battered for several minutes the first time you encounter them before you figure out what's going on. They can soak up a surprising amount of damage, once you do figure it out. They tend to show up in groups. And worst of all, ''they don't even have to be in the same room as you to start flinging stuff at you.'' One of the labs becomes an exercise in patience, dodging, and spamming medkits before you can find and kill all of the poltergeists.
* DeusExMachina: The intro of ''Shadow of Chernobyl'' features a lightning strike which totals a Death Truck that was on its way to some undisclosed location, and later features a passing stalker contracted by Sidorovich to look for live bodies from the truck. Once the unnamed stalker does indeed stumble upon one (i.e. you, the player character), both he and Sidorovich are astonished to see a stalker still alive among the corpses of the destroyed Death Truck. Even more surprising is the fact that he is the only stalker to ever come out alive from the Death Truck with the marked tattoo on his arm. He is then given the moniker "Marked One", [[spoiler: who later becomes prophetically influential to the game's and its sequel's storylines.]]
**
storylines]]. [[spoiler: To elaborate, the Marked One is actually a veteran stalker named Strelok. In his backstory, he actually managed to reach the CNPP with a miniature band of other stalkers before thanks to finding a map which reveals a secret pathway that would bypass the Brain Scorcher and lead them to not only Pripyat itself but the power plant. They only failed to get to the main area of the CNPP because of a door that was code-locked by the C-Consciousness to prevent any stalker stalkers from revealing the true secret of the Zone. Strelok and his group were forced to retreat from the power plant because of this impasse, but not before the C-Consciousness unleashed an emission in an attempt to assassinate them. Strelok and his group were somehow able to survive it, but he managed to get wounded in the process. They then dragged themselves to a secret bunker known only to them and managed to create two decoders (one which would be given to Strelok) in an attempt to unlock the door they couldn't open. However, once they attempted to go back to the CNPP, they found themselves being chased by the Clear Sky faction and Strelok's group disintegrated in order to save themselves from the new threat. Strelok continued on to the CNPP until he was incapacitated by Scar, and one of his comrades, Fang, hid in an abandoned hotel in Pripyat and stored his goods, including one of the decoders, in a safe before he got gunned down by a Monolith sniper. Then an the gigantic emission at the end of ''Clear Sky'' came and wiped out the Clear Sky faction. Strelok happened to be caught in the blast and he was knocked unconscious. The C-Consciousness, founding finding a host for their ulterior motives, attempted to program the now unconscious stalker caught in the emission to kill the very stalker that had been trying to dig too deep into the secrets of the Zone, unaware that the stalker that they've brainwashed is the same stalker that they're trying to assassinate. The decoder that Strelok had in his possession was then taken by C-Consciousness and destroyed off-screen. This concludes the events of ''Clear Sky''. And thus, the events of ''Shadow of Chernobyl'' began to unfold.]]
* DirtyCoward: 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.
** Magpie, a rookie in ''Call of Pripayt'', chickened out during a Chimera hunting expedition and ran off with the supplies of the team he was with. Gonta, one of the expedition's members, has sworn bloody vengeance over him, and finding the chickenshit is an actual quest line.
* DiscOneNuke: Every few games, the store in the first town of All three games have their own.
**
''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
Chernobyl'':
*** The
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 a high tier assault rifle chambered for an ammo type common throughout the entire game.
**
game. The only other way to get it is to loot it off a dead Duty stalker, Barin, and that has the problems that either A) you have to kill him yourself and make an enemy out of the faction that controls the Bar area, or B) you have to wait until he's killed by bandits or mutants, a LuckBasedMission at best.
***
A lesser Nuke (but still unusually overpowered) nuke is Strelok's Fast-shooting AKM 74/2 that you fast-shooting AKM-74/2. You can pick it up in the tunnels underneath Agroprom, where you need to go for one of the first big missions anyway; it's placed so close to the objective that it seems like it was meant ''meant'' to be found by starting players. It fires much faster than most other Warsaw Pact weapons but has lower recoil than the standard AK (which makes it seem unnaturally accurate) and uses common 5.45mm ammunition. One burst will generally shred whatever it's pointed at.
** In Shadow of Chernobyl, picking
ammunition.
*** Picking
up a couple of Flash or even Moonlight artifacts is ridiculously easy if you know where to look in the Agroprom underground, and wearing two Flash artifacts or one Moonlight artifact lets you sprint indefinitely provided you aren't overloaded on weight, overburdened, making energy drinks semi-irrelevant and helping the game world open up.
*** As soon as Sidorovich's mission in the Agroprom is done, the road north is open. From there, it's child's play to pick up a Vintar BC suppressed armor piercing sniper rifle in ''perfect'' condition, left abandoned on the floor of a dormitory in the Freedom base. A box on the roof immediately above it contains a lot of good ammunition for it. With it, you're free to pummel '''any''' group of stalkers out in the open even before you talk to the Barkeep. It makes the Dark Valley missions absurdly easy.
*** One not-so-powerful nuke that depends heavily on luck but isn't exceptionally hard to get is a stash location at Agroprom that nets you a universal silencer. A rifle with it attached is way more flexible for stealth than the Noiseless [=PB1s=] pistol.
*** Between the Rookie Village and the crashed truck in the Cordon, there's a box that when broken, yields 400 9x18mm rounds, way more than you need early on. At the entrance of the vehicle graveyard near where you enter the Garbage from the Cordon, a similar thing happens: two boxes on top of a tower with a broken ladder can be shot open, containing over a thousand high quality 9x19mm rounds, just in time for the player to score a Viper 5 SMG. Keeping this ammo equals never having a dry sidearm, and seeling it earns you a tidy little profit early on.
** In ''Clear Sky'': Scar's old Vintar BC is up for grabs in the Great Swamp, near the train tracks. It's totally broken, but putting together the cash to repair it is as difficult as it may seem at first, and ammo for it is not too hard to collect if you trade with the right stalkers.
**
''Call Of Pripyat'', one can find Pripyat'':
*** Inside
the recurring NPC Nimble on board Skadovsk, the first real hub of the game. game, there's a weapons dealer called Nimble. You can place special order rare/upgraded orders for unique weapons and armor, including the vaunted Exoskeleton. Exoskeleton, from him at ''any'' point in the game. The prices are somewhat steep, steep early on and he demands an initial pay, but judicious artifact hunting and gun trading with Beard and Owl quickly makes cash a non-issue.
** *** Within the first hour of ''Call of Pripyat'' hour, you can go to the sawmill and one of the zombies will always carry an AN-94 ([[AKA47 AC96]] in game). AC96/2. While in poor condition, it is easily repaired for cheap (very easy if you grab tools while at the sawmill), but is very accurate, reliable, and uses 5.45mm ammo that is extremely common early on, plus 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
prices for a Storm.
*** You
can find a Vintar (VSS) BC 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.]] burnt farmstead. There's also an SVD up for grabs: [[spoiler: it's grabs leaning against one of the trees on the northwest edge of the map.]]



* 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.
* 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 uses such a weapon in Clear Sky's opening, which can later be retrieved, and one log in [=SoC=] mentions a man with a Vintorez doing a deed that Scar does in CS, further associating Scar with the weapon, while [[spoiler:Charon is the only NPC to use the weapon in ''Shadow of Chernobyl'']].
** Some other minor [=NPC=]s, such as Wolf, are mentioned in passing in ''Pripyat'' as having died.
*** One or two you might have killed, such as Wolfhound, whose custom .45 "March" can be bought from Nimble. Wolfhound was a mercenary leader who was chasing after Kruglov, and ordered his men to fire on the Marked One. Chances are he blew Wolfhound away without a second thought. Then there's Max, whose custom sniper rifle is also available from Nimble. Nimble mentions having bought the rifle from Max, but depending on how you played ''SoC'', you might have seen Max die at the hands of a Duty squad you were supposed to help take out, or you might have killed him yourself with the help of said Duty squad.

to:

* DoNotRunWithAGun: The default movement speed, [[AvertedTrope contrary]] [[RunDontWalk to most first-person shooters]], is walking (or if you're packing light, running jogging really slowly), and "sprinting" 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.
* DoomedByCanon: 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,]] game]], due to his use of a VSS Vintorez - Scar uses such a weapon in Clear Sky's opening, which can later be retrieved, and one log in [=SoC=] mentions a man with a Vintorez doing a deed that Scar does in CS, further associating Scar with the weapon, while [[spoiler:Charon is the only NPC to use the weapon in ''Shadow of Chernobyl'']].
Chernobyl'']]. It's speculation at best, however, as this was never confirmed.
** Some other minor [=NPC=]s, such as Wolf, are mentioned in passing in ''Pripyat'' ''Call of Pripyat'' as having died.
***
died. One or two you might have killed, such as Wolfhound, whose custom .45 "March" can be bought from Nimble. Wolfhound was a mercenary leader who was chasing after Kruglov, and ordered his men to fire on the Marked One. Chances One; chances are he blew Wolfhound away without a second thought. Then there's Max, whose custom sniper rifle is also available from Nimble. Nimble mentions having bought the rifle from Max, but depending on how you played ''SoC'', you might have seen Max die at the hands of a Duty squad you were supposed to help take out, or you might have killed him yourself with the help of said Duty squad.
17th Aug '17 6:02:08 AM REV6Pilot
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** The RG-6 GrenadeLauncher. It's a weapon powerful enough to take on most any enemy in the Zone, as it uses rifled grenades (duh). But there are several drawbacks that severely limit its usefulness: 1) it has the worst reload speed out of any weapon, 2) the grenades have a rather steep arc, which can be very precarious at close range and forces you to aim carefully, 3) the splash damage can hurt or kill any neutral or friendly [=NPC=]s that might get caught in the middle of a firefight, 4) its ammunition is quite rare and expensive a piece, and 5) the weapon itself is extremely rare, and, in the later games, is also quite expensive to repair and cannot be upgraded. You're probably better off using your under-barrel grenade launcher instead, if you can find it. Or better yet, the OC-14 Groza's or FN F2000's integrated under-barrel grenade launchers.

to:

** The RG-6 GrenadeLauncher. It's a weapon powerful enough to take on most any enemy in the Zone, as it uses rifled grenades (duh). But there are several drawbacks that severely limit its usefulness: 1) it has the worst reload speed out of any weapon, 2) the grenades have a rather steep arc, which can be very precarious at close range and forces you to aim carefully, 3) the splash damage can hurt or kill any neutral or friendly [=NPC=]s that might get caught in the middle of a firefight, 4) its ammunition is quite rare and expensive a piece, and 5) the weapon itself is extremely rare, and, in the later games, is also quite expensive to repair and cannot be upgraded. You're probably better off using your under-barrel grenade launcher instead, if you can find it. Or better yet, the OC-14 [=OTs-14=] Groza's or FN F2000's integrated under-barrel grenade launchers.
15th Aug '17 8:28:24 AM WaterBlap
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* TheDevTeamThinksOfEverything: In ''Call of Pripyat'', when you get your first weapon from Nimble and decide to go outside taking the front door instead of the back door path, and do some testing, [[spoiler: you get confronted by some guy who has noticed that nice piece of hardware you're carrying and claims that it was stolen from him not long ago. However, if you put the thing in question in your backpack instead of equipping it right away, he'll act as usual.]]
This list shows the last 10 events of 655. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Stalker