S.T.A.L.K.E.R Lore
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Lorebook on the video game S.T.A.L.K.E.R. Briefly describes the locations, mutants and key characters that appear in the first part of stalker. If there are any suggestions, go on.
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Stalker
15 entries · scan depth 2 · budget 512 tokens · recursive scanning off
Book settings
- #1First location
Keys: Cordon
Enabled · After character · Order 10 · 100%
Entry settings
The Cordon is a rather compact area centered around a single, main road that connects the northern and southern ends of the area. The surrounding area is comprised of various hills, abandoned buildings, farmsteads and industrial sites. From the main road stretches a smaller, dirt road which extends eastwards to a road tunnel leading to the Dark Valley.
The southern end of the Cordon is delimited by a military checkpoint which marks the boundary between the Zone and the outside world. At the northern end of the Cordon is another, smaller military checkpoint which connects to the Garbage. The area is divided into two parts by a railway line and its associated bridge, which collapsed some time after an emission. The bridge serves as a military checkpoint, but it can be bypassed through a tunnel that goes underneath the railway line.
- #2Anomaly
Keys: Anomaly, Anomalies
Enabled · After character · Order 10 · 100%
Entry settings
After the second Chornobyl disaster, most of the Zone was littered with spots where the laws of nature and physics had been corrupted. These small oddities are called anomalies. They are hazardous, often deadly, towards human beings and other creatures as they can deliver electric shocks or burn, corrode and distort physical objects
- #3Military
Keys: Military
Enabled · After character · Order 10 · 100%
Entry settings
The Ukrainian military supposedly has the Zone contained in order to prevent the looting of dangerous, radioactive materials and to prevent the unauthorized entering of any individuals. They allegedly enforce this rule with a "Shoot-on-sight" declaration. In an ironic twist, because of major corruption within their ranks, they themselves are the reason why Stalkers can continue to operate, and why radioactive materials from the Zone keep flowing to the outside world. Overtly, the Military are hostile to all Stalkers, to keep up appearances; but they also make shady dealings with them at the same time.
- #4Bandits
Keys: Bandit, thug, robber
Enabled · After character · Order 10 · 100%
Entry settings
The Bandits are raiders and marauders of the Zone, ranging from petty thugs and gangsters to organized crime syndicates. Apart from Freedom, which treats them with marginal contempt, everyone hates the Bandits due to their nefarious acts of robbing and exploiting honest Stalkers. Most Bandits are unorganized and leaderless; there are only a few known Bandit leaders and camps, and even then their groups are still fairly disorganized, with underlings always trying to take control by overthrowing the previous leader. Their unit size is mediocre, and their equipment is cheap and shoddy; because of this they've adapted to a guerilla style of warfare, ambushing small groups with large numbers by camping in locations just off the normal paths.
- #5Duty
Keys: Duty
Enabled · After character · Order 10 · 100%
Entry settings
Duty was founded by former military expedition survivors and Stalkers concerned about the looming horrors of the Zone. They are one of the largest Stalker clans in the Zone. They have a strict military code (such as no smoking, maintaining one's weapons, etc...) and operate in a military fashion, using ranks like Sergeant, Major, Captain, and General. Their goal is to contain and destroy the Zone, fearing that it will spread to the outside world. They view the Zone as an ulcer in the world and their efforts are a way to excise it. They do this with blunt force by killing mutants, eliminating all who oppose them or exploit the free, and burning down or drowning mutant dens. They are neutral toward other Zone factions, save for the Bandits and their long-time nemesis: the Freedom faction. It is said that Duty also has deep connections within the military, specifically Spetsnaz detachments within the Zone, although they treat regular grunts with utter contempt.
- #6Freedom
Keys: Freedom
Enabled · After character · Order 10 · 100%
Entry settings
Freedom is a clan of stalkers who fight for free access to the Zone, and their views are somewhat anarchistic, believing nobody can own the Zone and seeing it both as a scientific marvel and as a free life inside the Zone's borders. In contrast to the regimented, highly disciplined atmosphere of Duty, the members of Freedom have a much more relaxed, informal attitude. They appear to have a more casual command structure, often referring to each other as "bro", with a number of members shown making regular recreational use of alcohol and marijuana. This further reflects their status as a clan of like-minded free spirits, unlike the ex-military soldiers of Duty.
- #7Loners
Keys: Neutral Stalkers, Free Stalkers, Loners
Enabled · After character · Order 10 · 100%
Entry settings
Loners are a nomadic semi-unified group of Stalkers who simply live off the Zone in order to earn some coin for their daily lives. Loners are neutral toward almost all other factions, but do have complications with the Military, and, to a lesser extent, the Mercenaries, and openly oppose the Bandit faction for their actions against free Stalkers. Most Loners are only concerned with the riches of the Zone, and do not pay attention to the other factions' hatred for each other - provided, of course, they do not threaten them. Because of this, Loners are often recruited by various factions as mercenaries. Some have banded together into small factions, most notably in the Cordon. In the Cordon, Wolf leads the group and helps train new stalkers, preparing them for what they will face later in the Zone. They hold the small hamlet near Sidorovich's bunker, but most of the Cordon is under Military control. They are at war with the Bandit faction.
- #8Mercenaries
Keys: blue eagle, eagle, Mercenary
Enabled · After character · Order 10 · 100%
Entry settings
The Mercenaries are a private military force operating within the Zone. They are professional soldiers who will do just about anything in the Zone, ranging from retrieval, assassinations, body-guarding, etc. Though, of course, it must be for the right price. Mercenaries are usually neutral toward other factions, as they are a source of income, unless they interfere with their operations.
In S.T.A.L.K.E.R. Shadow Of Chernobyl, they are not a true factions since most are employed by different employers, so most squads serve different goals than others. They are hostile to the player (as well as most factions, most notably the Ecologists.)
- #9Monolith
Keys: Monolith
Enabled · After character · Order 10 · 100%
Entry settings
The Monolith were originally ordinary Stalkers who believed in the power of the Wish Granter. Prior to Clear Sky, the faction reportedly made an exodus to the Zone's center and disappeared. After the large emission during the events of S.T.A.L.K.E.R.: Clear Sky, they became active. The Monolith are the front line soldiers of the C-Consciousness, and would rather die than let any Stalker reach the sacred crystal. Although capable of higher reasoning and emotion, they nevertheless carry out orders with fanatic effectiveness. The Monolith faction has no allies, and actively attacks all other factions.
In S.T.A.L.K.E.R.: Shadow of Chernobyl, they are entirely hostile, the largest group in the Zone with the most advanced equipment. They are led by the C-Consciousness, but their leader in the field is Charon. Their main base of operations is the entire Pripyat town, but they also hold a base in the Sarcophagus.
- #10Ecologists
Keys: scientist, Eco, ecologist
Enabled · After character · Order 10 · 100%
Entry settings
The Ecologists are Ukrainian scientists sent into the Zone on behalf of the government, but seem to be affiliated with outside organizations (namely, foreign governments who, knowing how dangerous the Zone is, and with their own goals towards the Zone's materials, are willing to pay more to the Ecologists than the Ukrainian government does). Their main purpose is the study of all aspects of the Zone, using scientific methods to further explain what the Zone is, and its purpose. The Ecologists are neutral to all factions, and are not involved in any of their conflicts. Due to the military's slipping grip on the Zone, the Ecologists rely on opportunistic Dutyers, Loners, and Mercenaries to provide them protection, and to perform errands that may require combat, since the scientists are better thinkers than fighters.
- #11Death truck
Keys: Death truck
Enabled · After character · Order 10 · 100%
Entry settings
Death Trucks refer to the ZIL-130s used by the C-Consciousness to transport their newly brainwashed subjects back into the Zone. Most of these poor souls don't survive however, hence the name – Death Truck. At the beginning of the game, Marked One was being sent away in one of these trucks. The trip is cut short when the truck is struck by lightning, making the truck explode and crash. Savior later found Marked One alive and brought him back to Sidorovich. Who drives these vehicles is unknown. In the intro video of Shadow of Chernobyl, the driver appears to be a former Duty stalker. He is wearing a PSZ-9d Duty suit, as evidenced by the four red chest panels in the bulletproof vest and somewhat dark color of the suit. This leads some to suspect that the newly-inducted subjects drive these trucks, explaining why these stalkers have not yet been given the Monolith colors, or it's to fool unaware people. As Savior is inspecting the scattered corpses, two bodies from the Mercenaries and Freedom respectively can be seen. It is thought that the player could find a death truck at Cordon in Shadow of Chernobyl. This particular vehicle is located a little south of the abandoned military outpost, which connects Cordon and the Garbage level. The vehicle is tipped over and surrounded by gravitational anomalies, along with high levels of radiation. Dead Monolith and other factions soldiers are lying around the perimeter. This could be a giveaway that it's a death truck. It could be the same truck Strelok was rescued from, since his rescuer went to Sidorovich on foot. However, this also brings the question of how the truck got there, as it would have had to gone though the military checkpoint, or come from the (cut) Darkscape level.
- #12Brain Scorcher
Keys: Brain scorcher
Enabled · After character · Order 10 · 100%
Entry settings
The Brain Scorcher is a major location in the Red Forest in S.T.A.L.K.E.R. While superficially appearing as a massive radar installation, the Scorcher was from the beginning, created as a massive mind-altering antenna, designed to suppress aggression (codenamed Rainbow). Its design was created in Lab X-8, in Pripyat[1].
After the Soviet Union's dissolution, the Group continued the research started in Lab X-8 and adapted the installation at the Scorcher, most importantly, Lab X-10 located in an old bunker underneath the facility. A total of five antennas were constructed, although by 2012, one antenna has sustained extensive damage of unknown origin, rendering it non-functional.
When the Zone was created, the Scorcher was activated by the Common Consciousness in order to obstruct the way into the center of the Zone. The psi-emissions generated by the installation were effective at mind controlling trespassers and subjecting them to the will of the collective, creating mindless zombified stalkers out of some and raw recruits for the Monolith faction out of others.
While the majority of stalkers who came too close to the Brain Scorcher became zombies, Strelok's Group were able to slip past the Brain Scorcher, most likely with the help of Guide and reach the center of the Zone. The path to the Brain Scorcher and the installation itself is heavily guarded by a large number of Monolith soldiers.
- #13Wish granter
Keys: Wish granter
Enabled · After character · Order 10 · 100%
Entry settings
The Wish Granter (also referred to as The Monolith) is said to be an entity that grants the wishes of those worthy enough to reach its resting place deep within the bowels of the Sarcophagus at the Chernobyl NPP. In reality, it is a powerful device built by the C-Consciousness as their last line of defense against intruders. Standing tall in the ruined Chernobyl Nuclear Power Plant, the Wish Granter is a legend among many Stalkers of the Zone. Rumors say that the Monolith will grant any wish given, starting from eternal glory to limitless power.
In reality, however, it is much more sinister. The Wish Granter is a trap created by the C-Consciousness to protect their secret. After a 'wish' has been granted, the Zone expands by 5 km in all directions. The wish 'granted' is an illusion or a violent trick, often brainwashing the victim into seeing the Wish Granter as a divine being and turning them into a Monolith cultist in service of the C-Consciousness, willingly or not.
Not many have reached the Wish Granter, and there are no confirmed reports of anyone coming back after visiting it without facing death, insanity, or Monolith brainwashing. One possible exception could be the Doctor who, as rumor has it, managed to reach it and come back alive still as a human. However, this is just a tale or a myth that became a part of local folklore rather than a fact.
- #14Kaymanov emitter
Keys: x-10, Kaymanov emitter, lab, x-18, x-16
Enabled · After character · Order 10 · 100%
Entry settings
After finding out this information, the Marked One traveled through Wild Territory and reached toward Yantar, where he meets Professor Sakharov. With his help, the Marked One is given a psi-protection device, which allowed him to be able to enter the nearby Yantar factory safely and explore the depths of Lab X-16. After turning off the psi-emitter or "miracle machine" (which was an experimental Kaymanov emitter created after a breakthrough in Lab X-18), he discovers the corpse of Ghost, along with important files on him that the Barkeep is looking for. After escaping Lab X-16, the Marked One is thanked by Sakharov for disabling the psi-emitter, and then proceeds to head back to the 100 Rads Bar and turns over the documents to Barkeep.
- #15Strelok
Keys: marked, The marked one, strelok, marked one
Enabled · After character · Order 10 · 100%
Entry settings
Strelok (Russian: Стрелок), also known as the Marked One (Russian: Mеченый), is the protagonist and player character of S.T.A.L.K.E.R.: Shadow of Chernobyl. He also appears as the main antagonist of S.T.A.L.K.E.R.: Clear Sky and a major character in S.T.A.L.K.E.R.: Call of Pripyat. He was originally intended to be the protagonist of S.T.A.L.K.E.R. 2, but was later confirmed to be a stalker by the name of Skif in the S.T.A.L.K.E.R. 2 Official In-Engine Gameplay Teaser. One of the most experienced and capable stalkers in the Zone, Strelok and his associates are some of the few people that managed to reach the Chernobyl Nuclear Power Plant and live to tell the tale. He began accumulating experience early on, as he was one of the first stalkers, people to enter the Zone and bring back artifacts. During one of his excursions, he found maps of the underground city under Pripyat. Realizing that this would allow him to bypass the Brain Scorcher and reach the power plant, he gathered his men and set out. This first raid to the center of the Zone was unsuccessful - while Ghost, Fang, and Strelok infiltrated the Sarcophagus, they were stopped from reaching the Monolith Control Center by a code-locked door.[6] During their retreat, the Common Consciousness became aware of their presence virtually on its doorstep. Furious, it unleashed a massive emission in an attempt to kill them. Strelok was critically wounded in the process and put in the care of Doctor by his two friends.[7]
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