S.T.A.L.K.E.R. Wiki
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  • Tip #1: Following the treaty, Rostok fell into Freedom's hands, becoming their stronghold and the Zone's largest market. Whether you're looking for relaxation, thrills, or trade, Rostok is the place to be.
  • Tip #2: If you're going to be sneaking around, do it on a rainy day – it reduces visibility and muffles your footsteps. And another piece of advice: remember to turn that flashlight off, unlike some smartasses from my past...
  • Tip #3: You can't spot an artifact without a detector, no matter what other people might say. Invest in a top-notch detector for better loot. Don't be stingy if you're going on a serious run.
  • Tip #4: Every artifact comes with its own set of pros and cons. A seasoned stalker picks their artifacts wisely, ensuring that the positives outweigh the negatives. Be careful when experimenting, though. Or, at the very least, stay close to a medic.
  • Tip #5: Discovering an anomaly doesn't guarantee that you're going to find an artifact. The Zone is a capricious mistress – if you come up empty-handed in one anomaly, try your luck in the next one.
  • Tip #6: “Specific anomalies tend to cough up specific artifacts,” some know-it-all once said. He might have a point about the ordinary stuff, but what about the truly rare finds? You'll only stumble across those if the Zone really loves you. No amount of scientific insight can help you there.
  • Tip #7: The better your armor, the more artifact slots you'll have. Once you're accustomed to the Zone, the first thing on your shopping list should be armor. It'll shield you from bullets, and your artifacts won't just gather dust in your backpack.
  • Tip #8: Putting random artifacts on your armor might make your life thrilling, but it'll also make it ruefully short. Study each artifact, understand how their properties mesh, then incorporate them into your loadout.
  • Tip #9: You can't pinpoint an artifact without a detector, but even with one, you might end up chasing your tail. Artifacts are crafty little swines – they won't just drop into your lap. If it were that easy, everyone would be a stalker.
  • Tip #10: Artifacts come in all kinds of flavors. Some shield you from bullets, others from psi effects. Some might boost your strength, or even help you heal faster. But tread lightly around them, or no amount of anti-rads will save your ass.
  • Tip #11: Don't offload all your artifacts – keep a few for yourself. Coupons won't protect you from radiation or bullets, but artifacts just might.
  • Tip #12: You can actually hear artifacts if you listen closely enough. But take it from an old man – it's more important to listen for a branch snapping under a bandit's boot... or a mutant's foot.
  • Tip #13: There's one rule everyone follows in the Zone: toss a bolt in there first, then make your move. Anomalies don't discriminate – discharging into a piece of iron or ripping you apart, it's all the same to them.
  • Tip #14: Rookie stalkers are an increasingly common sight in Zalissya, while at the Cordon, their numbers are dwindling. Whether it's due to the new Perimeter, the IPSF replacing the military, or Sidorovich going nuts is anyone's guess.
  • Tip #15: The balloon floating above Zalissya used to hover over the CNPP Sarcophagus. No one knows how it ended up there or why… and those who do keep quiet about it.
  • Tip #16: When the Ward arrived in the Zone, Korshunov had one condition: either you all agree to a non-aggression pact, or we bring the fight to you. Duty, Freedom, the Corps, Noontide – everyone signed that treaty. The faction war has toned down since then, and Korshunov's ego is at an all-time high.
  • Tip #17: There's been a shortage of mercs since the Ward rolled in. Some say the Ward even went after them for a while. But when it comes to professionals who don't ask questions, the Zone's surviving mercenaries are your best bet. Just don't expect them to work for canned goods.
  • Tip #18: Clear Sky used to be a small, but tight-knit faction in their own right. I've run into them myself. These days, they're more of a myth — no one's caught sight of them in years, and the word is they made their way to the center of the Zone too.
  • Tip #19: Noontide is a group of former Monolithians who joined forces to build a “new life.” Strider, their leader, might seem reliable to those willing to trust them. But mark my words, the only Monolithian you can trust is a dead one.
  • Tip #20: Monolith was a secretive group that used to protect the center of the Zone against intruders – or sometimes folks who were just passing through. While the group itself is no more, the Monolithians are still among us… the bastards.
  • Tip #21: Spark is made up of stalkers who worked exclusively with scientists, dreaming of uncovering the secrets of the Zone. However, after the Ward overran and occupied their base, they started working toward a different goal. You can probably figure out what it is.
  • Tip #22: Back in the day, the military held down the Perimeter. But then, some bigwigs on the Mainland shook hands, and control was handed over to the International Perimeter Security Force, or “IPSF” for short. It's a fancy name, but let's face it, it's still the same old song and dance.
  • Tip #23: Freedom's always believed that the Zone could bring out the best in folks, erasing the lines that divide us. That mindset hasn't changed since the beginning, but now, with Myklukha back in the picture, they've decided that being free and rolling in dough beats the hell outta just being free.
  • Tip #24: Duty's set on one thing: wiping the Zone off the face of the Earth and saving humanity from the threat it represents. It's admirable, sure, but here's the rub: the Zone just keeps on spreading, and Duty… well, they've seen better days.
  • Tip #25: The Zone is a realm with its own set of rules. No wonder it draws in those who had issues with the law back on the Mainland. Here, bandits are as common as mutants. A word of advice: if you spot either of 'em, shoot 'em on sight. Better safe than sorry.
  • Tip #26: The Zone is mainly populated by loners – ordinary stalkers who march to the beat of their own drum and haven't joined any factions. They can lend you a hand or stab you in the back, so you gotta think twice before placing your trust in them. Here in the Zone, friends are a rare commodity.
  • Tip #27: As the years roll on, the number of scientists in the Zone keep swelling. We've got SIRCAA, STC Malachite, and even occasional loners from the Mainland, all hustling to neatly organize our miracles into their filing cabinets. But something tells me those cabinets ain't gonna hold up forever.
  • Tip #28: Help a guy out, and he'll probably tell his buddies about it. Same goes for hurting a guy. If you wanna stay under the radar, just keep on walking. And keep your finger off the trigger.
  • Tip #29: Life in the Zone is simple and straightforward. If you've botched your reputation or unintentionally taken someone out, keep some coupons handy… or be prepared to face off against the entire faction.
  • Tip #30: When an Emission hits, the worst thing you can do is get into a fight. All that matters is finding shelter and riding it out; everything else can wait. But don't expect any help either – in these situations, it's every man for himself.
  • Tip #31: The enemy of your enemy might not be your friend, but they might be a buddy of sorts. Kill someone, and their rivals might treat you better. Their friends, though… not so much.
  • Tip #40: If you've wrecked your reputation with a faction and have no intention of greasing the leader's palms, gear up for war. Just don't plan on surviving too long.
  • Tip #42: Pointing a gun at someone's face is a bad call. At best, they might not get it. At worst, you'll lose both your face and your gun.
  • Tip #43: PDAs are handy, but don't forget to keep an eye on your surroundings. The world around you doesn't stand still while you're staring at a map.
  • Tip #44: Watch your step, and not just because of anomalies. Folks set traps near their stashes… or worse.
  • Tip #45: When the sky turns blood-red, bolt for the nearest shelter like your life's on the line – 'cuz it is. An Emission spares no one, and there's no escape out in the open.
  • Tip #46: Plenty of stalkers carry info about their stashes around just in case. So if you come across someone who won't be needing his stuff anymore, give his body a once-over – if you ain't too squeamish, of course.
  • Tip #48: You can't cram everything you find in the Zone into a single suit. Just like with artifacts, pick your upgrades wisely. Otherwise you'll be lugging around a ton of dead weight, and before long, you'll wind up dead.
  • Tip #50: The Gilka may not be the most accurate detector, but it can sniff out an artifact on the other side of the Zone. Some say it makes artifact hunting even more exciting.
  • Tip #52: Capable technicians, the ones with the right set of skills, can both install and remove upgrades. However, some modifications are irreversible, no matter how hard you try. So think twice before taking a hacksaw to a gun barrel.
  • Tip #54: The Veles is the best detector out there. It's not just about artifacts, though – it also sniffs out anomalies. So if you don't want to end up in the wrong place after dark, get ready to fork over some serious cash.
  • Tip #55: A good technician is like a doctor – they've all got their specializations. If you want to add something unique, you'll have to run around looking for a specialist.
  • Tip #58: You can track any location tag on your PDA, or even add your own markers. Don't overdo it, though, or you might end up with a busted PDA… or a busted noggin.
  • Tip #60: Your compass doesn't just display targets, it can also steer you toward folks who have already met their end. What you do with this information is your call, but the bandits are right about one thing: a dead stalker is as lucrative as a top-tier anomaly. So why let an opportunity go to waste?
  • Tip #61: You can always check your compass to see how much farther you have to go, but it doesn't factor in obstacles. There's no telling if you'll need to take a detour around a hill, river, or the whole goddamn Slag Heap.
  • Tip #63: Some of the markers on your PDA point above or below you. When that happens, the compass will have an arrow next to the marker. If it points up, look up, and if it points down, look under your feet. And if it doesn't point anywhere, just go straight ahead.
  • Tip #66: Radiation is more insidious than mutants and anomalies – mutants, you can spot, but radiation is invisible. So pay attention to your Geiger counter, have same anti-rad or vodka on hand, and keep an eye out, as lots of old radiation zones are marked with signs.
  • Tip #69: Bleeding isn't “just a flesh wound” – it's a serious, life-threatening condition. Remember to pack bandages and quality medkits.
  • Tip #70: Wild dashes, erratic jumps, and haphazard knife-waving might impress frightened rookies, but seasoned fighters know the importance of precision and restraint. They understand that conserving your energy is vital for survival.
  • Tip #71: To avoid becoming a mutant's breakfast, make sure to grab a bite when you're hungry. A starved stalker won't last if he has to run, and the sound of your stomach growling can give away your position.
  • Tip #73: You know what kills folks more surely than any anomaly, mutant, or bandit? A backpack so crammed with loot that walking around with it becomes a struggle. Don't get too greedy – stashes are there for a reason.
  • Tip #77: More than anything, mutants love sleepy stalkers – they're so easy to catch! Make sure you always get enough sleep.
  • Tip #79: You gotta know your gun inside and out. The ammo it uses, its firing modes, compatible attachments – the whole megillah. You might forget your birthday, but always remember your gun's caliber.
  • Tip #80: A real stalker has a steady hand, a cool head, and a spare mag. Once you've got that covered, the rest will follow.
  • Tip #84: Word on the street is that Strelok's been sighted in the Zone again. He's been to the Mainland, but now he's made a comeback. As the saying goes, once you enter the Zone, there's no turning back.
  • Tip #88: I heard a story about that smartass who thought it was a good idea to toss a grenade at stashes tucked away in tricky spots. The loot stayed intact, but I'm willing to bet the mutants in the area appreciated the dinner bell.
  • Tip #89: Humans rely on sight, but mutants typically depend on smell. So don't assume you're the sharpest tool in the shed and the first guy to come up with the idea of sneaking past a pack of boars. Boars eat smartasses like that for breakfast.
  • Tip #91: In the old days, large packs of mutant rats were limited to the northern part of the Zone. However, their numbers have surged in recent years, and you can now run into them even in the areas that were previously considered “safe.”
  • Tip #93: Normally, if you fall into a stupor in the middle of a fight, you're toast. But when all sorts of debris starts flying around, the best move is to freeze. Stop, duck, and crawl away nice and slow. If luck's on your side, you might just make it out in one piece.
  • Tip #97: If you're going on a hunt, make sure you're packing the right piece. For dogs or Fleshes, a regular AK will do. If you're after a boar or a deer, bring along a shotgun. And if you spot a chimera or a pseudogiant, ditch everything and run for it.
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