Return to site

Stalker Call Of Pripyat Tips

broken image


Kingpin (Unconfirmed): Successfully complete Stalker quests in favor of Sultan. Leadership: Recruit a full squad including, Zulu, Strider, Vanov, and Sokolov for the Pripyat Underground Mission. Marked by Zone: Survive three blowouts using Experimental Anabolic drugs. Man Of Balance: Sell General Tachenko's and Morgan's PDA to Owl. Stalker Clear Sky is the unwanted middle child in the Stalker series.In 2007, Shadow of Chernobyl enthralled PC gamers around the world with one of the most atmospheric game environments ever crafted. 2011's Call of Pripyat refined the RPG-shooter formula and opened up the series to a wider mainstream audience.

Index
Site map
ZSG Network
Blog - The 100 Rads
Call of Pripyat
Far Cry 2
Prison Architect
My YouTube channel
Twitter
S.T.A.L.K.E.R. Guides
Animals and Mutants
Anomalies
Equipment & Artifacts
Armor
Artifacts
Items
Weapons & Ammunition
Exploring the Zone
HUD
Inventory
Item Location Videos
Items in the Open
Maps
Interactive Maps
Optional Missions
Persons, Contacts & Factions
Stashes
Tips & Tricks
Traders, Inventory & Prices
Translations
Walkthrough
Other
About the Author
Links
Last modified: 15/7/2010 20:14:28 CET

Pripyat 6.1 Hospital 6.2 Gauss Rifle 6.3 Missing Recon Squad 6.4 Book Store 6.5 The Sentry 6.6 The Lab 6.7 The Kindergarten 6.8 The Moving Signal 6.9 The Finale 7. Pripyat misc missions 7.1 Saving Zulu 7.2 One Shot @@@@@ 1.

This page provides information about all the different artifacts that are available in S.T.A.L.K.E.R.: Shadow of Chernobyl. The list is sorted into major categories defining the positive properties provided by the artifacts (eg. Health regeneration or resistance to Impact damage); artifacts within each major category are sorted by name. Since alot of the artifacts are quite common I've only included location descriptions for rare artifacts. Artifacts that has radiation as a negative factor means that, when wearing them, you'll slowly accumulate radiation; you should therefore wear an anti-radiation artifact along with these to prevent this.
Table of content
Bleeding
Mica
Slime
Slug
Bulletproof cap
Jellyfish
Mama's Beads
Night Star
Stone Flower
Burn
Battery
Chemical burn
Pellicle
Electric shock
Battery
Endurance
Flash
Moonlight
Sparkler
Health
Meat Chunk
Soul
Stone Blood
Impact
Spring
Radiation
Crystal
Droplets
Fireball
Crystal Thorn
Thorn
Urchin
Rupture
Goldfish
Gravi
Kolobok
Wrenched
The artifacts in this section all reduce bleeding.
Mica

Mica

Mica
Anomaly 'Fruit Punch' is able to create such an artifact at the rarest, most extreme collection of physical conditions. The result is a semi-transparent, hard object. A rare and expensive artifact.

Bleeding -400%
Burn -10%
Chemical Burn -10%
Locations
This artifact can be found in at least three different stashes: one in Army Warehouses, another in Wild Territory and finally in a old safe in Yantar.

Slime

Slime

Slime
It is certain that this artifact is created by the anomaly called 'Fruit Punch'. When carried on the best, the wounds bleed less, although the body of its owner becomes vulnerable to various burns.

Bleeding -133%
Burn -10%
Chemical Burn -10%
A more common artifact that can be found in many secret stashes: on a cross and in a trash bin, both in Agroprom Research Institute, in a log in Army Warehouses, and in a stash, inside a backpack, and finally in a chest; the latter three are found in Dark Valley.

Slug

Slug

Slug
Formed by the 'Fruit Punch' anomaly. The negative qualities of this artifact are compensated by the fact that it heightens the coagulation quality of blood. It's not often that one runs into such an artifact, and they pay well for it too.

Bleeding -267%
Burn -10%
Chemical Burn -10%
Locations
This artifact is given as a reward for the optional mission Kill the soldier given by Barkeep and the mission Find the weapon of the Dutyer given by Brome.

The artifacts in this section all provide improved resistance to damage caused by bullets.
Jellyfish

Jellyfish

Jellyfish
Is formed in the Springboard. Forms a weak protective field whose side effect is a slight radiation. The artifact is widespread and not very valuable.

Radiation +5
Bulletproof cap +2%

Mama's Beads

Mama's Beads

Mama's Beads
Wonderful artifact. Keep it safe - it's good because it only has positive qualities. Scientists can't figure out how to create such an artifact in laboratory conditions.

Bulletproof cap +5%
Locations
This is another rare artifact that is hard to come by. It's given as a reward for the optional mission, Kill master stalker, given by Snitch at the Bar. I have also been able to find another near the exit to the Garbage area in Dark Valley. Finally, a third one can be obtained from the stash that contains the Exoskeleton PNB-4UZ in Pripyat. The information about the stash can be found on the corpses of the rookie stalkers in Yantar after you've disabled the psi-emitter there.

Night Star

Night Star

Night Star
This wonderful artifact is formed by the anomaly Springboard. The use of the artifact demands the neutralization of deadly radiation. Expensive and rare, this artifact is extremely interesting for scientific expeditions and other research activity in the Zone.

Radiation +5
Bulletproof cap +5%
This is a rare artifact that I have only found five times - the first I found in a secret stash in X18 (and yes, it's a secret stash so you'll need to find information about it first, otherwise it'll be empty) - refer to this image for the location of the stash. The second one is given as a reward by Baldy for the optional mission Kill the traitor. The third I managed to find southeast of stash #9 in Agroprom Research Institute. The last two I found inside the room containing the Monolith 'sculpture' in Pripyat. In case you're looking for something that will make you carry more weight, you can exchange a Night Star for the Tourist Suit by picking up an optional mission from Sidorovich.

Stone Flower

Stone Flower

Stone Flower
Born in the Springboard anomaly. This artifact is found in only a few areas of the Zone. The bits of metallic compounds create a beautiful light play. It is very calming to study this artifact at night by the fire.

Radiation +5
Bulletproof cap +3%
Locations
This artifact is quite common and can be found in many places around the Zone. You will also get this artifact as a reward from Nimble for the optional mission Find the perfected suit.

The artifacts in this section all provide improved Burn resistance.
Battery

Battery

Battery
When wearing this artifact the denaturalization of proteins happens slower. In other words, the flesh is able to endure higher temperatures and burns less. In itself it is an expensive and rare thing.

Burn +30%
Locations
This artifact can be found on the north-western scrap heap in Garbage - refer to this page for the precise location. I have also found one to the very north in Army Warehouses, slightly north-east of the Merc outpost (the same place where you find the enhanced rifle mission item). Refer to the Items in the Open page for the location. You can also find this artifact is some stashes: inside a pipe in Wild Territory, in a log in Yantar and finally in a stash in Pripyat.

The artifacts in this section all provide improved resistance to Chemical burn damage.
Pellicle

Pellicle

Pellicle
This artifact is so rare that many researchers can't even imagine that such a substance can exist in a natural setting. Emmits acidic chemical components.

Chemical Burn +30%
Locations
This is a rare artifact that I have only found three times so far; the first one can found in the same tunnel where you find the Family Rifle and Big Ben at the Wild Territory. The second is given to you as a reward for the optional mission Bring the Fireball artifact provided by Sakharov. The third one I found in a secret stash in Yantar.

The artifacts in this section all provide improved resistance to Electric shock damage.
Battery

Battery

Battery
The origin of this object is shrouded in scientific mystery. It's clear that it's made in part by di-electric elements, but science does not know the physical conditions in which it is formed.

Electric Shock +30%
Locations
I have found a Battery in a secret stash inside the radiated house in Wild Territory. The artifact is also given as a reward by Hunter for the optional mission Destroy the lair of the bloodsucker.

The artifacts in this section all provide improved endurance recovery.
Flash

Flash

Flash
'Electro' sometimes births this artifact. Stalkers readily use it because of its good qualities. Not a bad price and a good external look make this artifact appealing to collectors.

Endurance +73
Electric Shock -10%
Locations
A number of secret stashes contain this artifact: inside a chest and in a stash referred to as Nychka, both located in Wild Territory. You may also be able to find numerous Flash artifacts in a tunnel in the Agroprom Underground.

Moonlight

Moonlight

Moonlight
Degenerate case of the activity of the Electro anomaly. It seems that such a wonderful round form is created when the anomaly is subjected to thermal influences. Expensive artifact.

Endurance +109
Electric Shock -10%
You will receive this as a reward for doing the mission Kill the stalker called Sparrow for the Barkeep. I've also found this artifact in the Agroprom Underground, in Wild Territory, as well as the room containing the Monolith 'sculpture' in Pripyat; the latter may be a random spawn.

Sparkler

Sparkler

Sparkler
Found near the Electro type of anomaly. Quite widespread and inexpensive artifact. But still ist is valued among the researchers in the Zone for its qualities.

Endurance +36
Electric Shock -10%
Locations
This artifact can be found in two stashes: a chest in Dark Valley and inside a backpack in Yantar.

The artifacts in this section all provide improved health regeneration.
Meat Chunk

Meat Chunk

Meat Chunk
Manufactured by the Whirligig anomaly. Causes increased cell growth. On the other hand, the newly formed cells are much more receptive to the effects of physical uranium. The artifact doesn't show up very often, but it's hard to call it rare.

Health +400%
Impact -10%
Rupture -10%
Bulletproof cap -10%
Locations
This is also a fairly common artifact and beyond finding it in various places you can obtain one by completing the Purge the dog lair mission for Sergeant Kitsenko.

Soul

Soul

Soul
Very rarely found artifact, located near the Whirligig anomaly. Only a very few manage to find this artifact, and few have even seen it. It has a nice shape and an equally nice price.

Health +600%
Impact -10%
Rupture -10%
Bulletproof cap -10%
I've been able to find this artifact near the exit to Garbage in Dark Valley.

Stalker call of pripyat beginner tips
Stone Blood

Stone Blood

Stone Blood
You can find this artifact near the anomaly 'Whirligig'. It is quite an ugly reddish object made out of pressed together and curiosuly bent polymerized remnants of plants, soil, and bones. Quite widespread and not very effective.

Health +200%
Impact -10%
Rupture -10%
Bulletproof cap -10%
Locations
This artifact is given as a reward for completing the Kill the rookie stalker for Sidorovich. You will also receive this as a reward by completing the optional mission Destroy the mutants at the farm for Wolf.

The artifacts in this section all provide improved resistance to Impact damage.
Spring

Spring

Spring
According to the opinion of some researchers-theorists, this artifact is a hybrid between Batteries and Shell.

Impact +30%
Locations
I've found this artifact inside a 'scoop' just north of the building containing the entrance to X18 in Dark Valley (refer to this page) and another one in the tower of the Bloodsucker village in Army Warehouses as well as the room containing the Monolith 'sculpture' in Pripyat - the latter seems to be a random spawn.

The artifacts in this section all provide protection against Radiation and they can also help remove radiation accumulation.
Crystal

Crystal

Crystal
Is created when heavy metals fall into the Burner anomaly. This artifact eliminates radiation wonderfully. It is highly valued by stalkers and hard to find.

Radiation -30
Endurance -18
Locations
You'll be rewarded with this artifact by Skinflint if you do the mission that requires you to kill the Bloodsuckers in the Bloodsucker village of the Army Warehouses area; the mission can be picked up from either Murk or Skinflint.

Droplets

Droplets

Droplets
Formed in the anomaly 'Burner' at high temperatures. From the exterior looks like a tear-like shade compound with a glossy surface, covered in cracks.

Radiation -10
Endurance -18

Fireball

Fireball

Fireball
Crystallizes in the anomaly Burner. Fights well with radioactivity, though the heightened rate of energy exchange wears out the muscles of the moving apparatus. Won't be able to run for long. Artifact emmits heat.

Radiation -20
Endurance -18

Crystal Thorn

Crystal Thorn

Crystal Thorn
Crystallizes in the anomaly Burnt Fuzz. Naturally takes out the radiation from the organism. That is, through the ears along with some amount of blood. Blood loss is possible also through over openings. Widespread and quite effective, which is the cause for the stable price in the artifact market.

Radiation -20
Bleeding +100%
A couple of stashes contain this artifact: a stash in the Bar area, a chest in Dark Valley and a stash in Wild Territory.

Thorn

Thorn

Thorn
The result of the interaction between the anomaly Burnt Fuzz and the body of a careless stalker. The Thorn artifact pikes the body of its owner, no matter what. But it also helps clean the body of radionucliodes. Quite widespread and cheap.

Radiation -10
Bleeding +100%

Urchin

Urchin

Urchin
The anomaly Burnt Fuzz very rarely gives rise to this artifact. Blood pressure rises, the body gets rid of a large amount of red blood cells. But along with them the stored radiation leaves the body as well. In his fundamental work titled 'Ionization and polarization of the components of rare artifacts', Saharov noted that the content of this formation has a critical stability, and it's not realistic to create such an artifact in lab conditions in the next ten years.

Radiation -30
Bleeding +100%
Locations
You can find an Urchin in the Agroprom Underground and it is also given as a reward by Lukash for each of the optional missions Destroy the neutral stalker and Protect border.

The artifacts in this section all provide improved resistance to Rupture damage.
Goldfish

Goldfish

Goldfish
An artifact formed in the Vortex anomaly. Is activated by the heat of the body. Decide what's worse: radiation or knife wounds, and chose the lesser of the two evils. In any case you can sell the artifact for good profit.

Radiation +5
Rupture +5%
Locations
You can find a Goldfish artifact up the stairs near the entrance to X16 in Yantar. It is also contained in two stashes: a stash in Army Warehouses and inside a backpack in Yantar.

Gravi

Gravi

Gravi
Can spot it near anomalies such as 'Vortex' or in the hands of another stalker. While wearing it a certain amount of radiation is stored in the body while the rest of it is scattered in the radial direction away from the body. A good price.

Radiation +5
Rupture +3%
Given as a reward by Sidorovich for the optional mission Kill the trader stalker.

Kolobok

Kolobok

Kolobok
When you hold this mystery of the Zone in your hands, you feel how your skin becomes tougher and less sensitive. You can still shoot through it with a bullet, but it's much more difficult to cut through.

Rupture +5%
Locations
This artifact can be found in a couple of stashes: one in Red Forest and one in Yantar.

Wrenched

Wrenched

Wrenched
Located in the anomaly called 'Vortex'. When it touches the body it disseminates the directed of the radiation, protection from scratches or wounds made by weapons. This artifact isn't hard to find, that's why they don't pay much for it.

Radiation +5
Rupture +2%
This artifact is given as a reward for the optional mission Kill the 'sales representative' provided by Sidorovich. Another one is given by Wolf upon completion of his optional mission, Destroy the boar lair.

Index
Site map
ZSG Network
Blog - The 100 Rads
Call of Pripyat
Far Cry 2
Prison Architect
My YouTube channel
Twitter
S.T.A.L.K.E.R. Guides
Animals and Mutants
Anomalies
Equipment & Artifacts
Exploring the Zone
HUD
Inventory
Item Location Videos
Items in the Open
Maps
Interactive Maps
Optional Missions
Persons, Contacts & Factions
Stashes
Tips & Tricks
Traders, Inventory & Prices
Translations
Walkthrough
General Gameplay Tips
Combat Tips
Cordon
Garbage
Agroprom Research Institute
Agroprom Underground
Bar
Dark Valley
X18
Wild Territory
Yantar
X16
Army Warehouses
Red Forest
X10: The Brain Scorcher
Pripyat
Chernobyl NPP
The Sarcophagus
Outside Chernobyl
Endings
Other
About the Author
Links
Last modified: 15/7/2010 20:28:02 CET
This page contains various tips and information regarding gameplay and game mechanics of S.T.A.L.K.E.R.: Shadow of Chernobyl.
Table of content
Anomalies
Artifacts
Endurance and Carrying Capacity
Firing mode - full auto, semi-auto, and single shot
Aiming
Food and Hunger
Game difficulty
Health and healing wounds
Locked doors and containers
Optional missions
Radiation and antiradiation
Artifacts and radiation
Savegames
Selling loot
Stashes
Secret stashes
Weapons, ammunition and attachments
Wodden crates and metal boxes
Anomalies
Endurance and Carrying CapacityRay Of Hope StalkerDepending on how much weight you carry, running (and sprinting especially) will drain your endurance. When your endurance is almost out, you can't run nor sprint anymore and you'll have to stop and catch your breath. The more you carry the faster your endurance will decrease, especially if you exceed the regular 50 kilo mark - in this case the weight indicator of your inventory will be displayed in red, and sprinting at this point will drain your endurance alot faster. You can find certain artifacts (Flash, Moonlight and Sparkler) that will help you recover endurance faster - and if you have enough of them, you'll be able to sprint for as long as you'd like. Also, quaffing energy drinks will completely replenish your endurance. You can increase your carrying capacity by wearing certain types or armor such as the Tourist Suit and the Exoskeleton.
Firing mode - full auto, semi-auto, and single shot
Stalker cop walkthrough
S.T.A.L.K.E.R.: Shadow of Chernobyl has a somewhat realistic damage simulation - in other words, headshots are much more effective than shots to the body or limbs.
Food and Hunger
Health and healing wounds

Locked doors.
During the course of the game you'll often come across different cabinets, lockers, desks and other objects that may have doors in them. These will sometimes be locked, and the majority of them can actually be shot open - however not all of them. This is demonstrated in the video. To shoot a door open, aim for the lock and shoot until the door swings open. For those you cannot open, you can often 'grab' any items through the door, which many times eliminate the need to open the door in the first place - however, there are very rare situations where you actually need to open a locked door or container to be able to get all the items inside.

You will also come across doors that are locked with a padlock. Some of these can be opened if you shoot (or stab with your knife) the padlock until it falls off.

Optional missions

Here Sid has four optional missions - two of which require you to bring him a specific mutant bodypart or item, and two that require you to eliminate one or more targets.
Tips for a new player. : stalker
As you'll soon find out, artifacts and mutant body parts can be quite expensive and can be sold for a good profit. However, I personally tend to keep the artifacts for as long as possible (ie. hide the ones I don't use in personal stashes). This is because, often certain people such as Sidorovich will provide optional missions that require you to find certain artifacts, and since these missions simply require you to find any artifact of a given type, you can often just pick up these missions, grab the artifact from your stash (if you have the artifact, of course) and use that to complete the mission. Doing these optional missions will not only earn you more money that you would gain from just selling the artifact, but may also give you some additional items (usually medkits and/or ammunition).

The same goes for mutant body parts - although Sidorovich personally wont buy these, you can sell body parts to other stalkers (and some vendors) for a nice price; but as explained with artifacts above, you can often pick up optional missions that require you to find a specific body part from a mutant. So if you always search the bodies of mutants and pick up any body parts that they may have, you can collect these and keep them in your stashes ready to use if an optional mission should be available.

Also note that you can cancel an optional mission if you wish to. To do this, talk to the person that you picked up the mission from (or who gave it to you) and tell him that you're there 'for the job'. You can then say that you refuse to do that particular job. As far as I know, doing this does not have any negative consequences and it can be useful if you're looking for a specific optional mission - usually certain contacts will only have about 4 or 5 different optional missions at a time, and if you're looking for a mission that isn't in this list you can pick up some of the optional missions, refuse to do them, and the list of missions available will have changed.

All around the Zone you'll run into pockets of radiation - areas full of radioactivity. When you're in such an area you can hear your geiger counter ticking; you'll be accumulating radiation which can be seen in the radiation indicator in your inventory, and a radioactivity icon will also appear on your screen. Also, when you're heavily radiated the screen will become brighter; for an example, check out this video. Even small amounts of radiation will mean that you'll start to lose health, increasing with the amount of radiation you've accumulated. The screen icon will be green initially to indicate low radiation but may become darker ending in red to indicate lethal radiation. You can drink vodka, use antiradiation drugs or special first aid kits to decrease or completely remove any radiation; also, certain artifacts can protect you against radiation and be used to remove radiation (although not as effectively - or fast - as antiradiation drugs).
Artifacts and radiationThe radiation properties of artifacts are added and subtracted to a final 'value'. Say, for example, that you are wearing three Stone Flower artifacts and a Droplets artifact. Each Stone Flower has a +5 Radiation property and the Droplets artifact has a -10 Radiation property. This means that the sum of wearing those artifacts is +5 (3 * 5 - 10), which means that you'll slowly be accumulating radiation by wearing them - to prevent this, you'll need to replace the Droplets with an antiradiation artifact with -20 Radiation (well, technically -15 but artifacts with this value do not exist) or wear a second antiradiation artifact. Using a single -20 Radiation artifact along with the three Stone Flower artifacts would also mean that you'd have a -5 Radiation 'surplus' (the -15 is negated by the +15 from the Stone Flower artifacts) that would help you remove any radiation that you do accumulate eg. from pockets of radiation.

Although S.T.A.L.K.E.R.: Shadow of Chernobyl has quickload and quicksave functions (F7 and F6, respectively), you should be sure to make 'main' (or manual) savegames often. You'll likely find yourself quicksaving during firefights which usually is a good idea, but in case you make one at a bad spot (ie. just before getting shot in the back) you'll want to have an earlier savegame to go back to. Since the quicksave will use the same save slot every time you quicksave, you'll basically be overwriting it all the time - and you won't be able to go back to an earlier quicksave. The same goes for autosaves - every time you enter a new area the game will make an autosave for you - but like quicksaves, these will also use the same slot and will eventually be overwritten. I personally tend to make at least one manual save at the beginning of a new area - and possibly a few more along the way. This way you always have a recent (or semi-recent) savegame to rely on in case something goes wrong with your quicksave.
Traders and trading

For a comprehensive list of traders, inventory and prices, etc. please refer to this page.


The condition indicator.
After having ventured into the Zone you're likely to find yourself with alot of weapons and possibly an armor or two. These items, along with ammunition, food, artifacts, etc. can be sold to vendors - other stalkers will also buy certain items, except for weapons, ammunition and armor. This is a great way to earn additional money that you can spend on the equipment you really need.

When you open your inventory and click on these items, you'll notice that they have a condition indicator below the item price. This indicator is important when it comes to weapons and armors since the condition of a weapon, for example, directly affects the chance of it to become jammed when you use it - a jam will require that you reload the weapon before you can fire it again, which obviously not only can be annoying but also quite fatal in the right (or should I say wrong) situation. This means that whatever weapons you decide to sell should be the ones with the worst condition; they wont be as valuable as the ones with better condition, but that shouldn't be a problem - you'll never get rich by selling weapons alone anyway, and soon enough you'll come across more weapons than you really need or even wish to carry around. The condition of a weapon (and armor) will decrease as it's used; the condition of weapons decrease very slowly with every use (ie. each time you fire), and for armors it's dependant on how much damage you've taken from bullets, explosions, etc. As the condition of an armor decreases so does its protective features - which means that you may wish, from time to time, to replace your armor with a 'fresh' (or better) version. Armors, like weapons, can be found in stashes and various places, but also be bought from vendors around the Zone.

More often than not you'll end up having too much loot - finding more items, weapons, etc. than you can actaully carry with you. You can of course simply make trips back and forth from a vendor to make sure you sell it all, but it's time consuming and weapons, for example, won't really be worth it considering the amount of money you get compared to how much a weapon weighs. Ammunition is a different story - you can carry alot of ammunition at the expense of a looted weapon, and it will often net you alot more money. Also antiradiation drugs are not only more effective than vodka bottles, but they also weigh less and are more expensive - in other words, always take preference to antiradiation drugs if you're faced with a choice between the two. The Traders, Inventory & Prices page includes a weight vs. price comparison (the RU/Kg column) for all items that you can use to determine which ones are the most lucrative to haul back to a trader.

Stashes

A private stash.
Immediately after starting a new game and having talked to Sidorovich you should see a blue box on the floor - this is a so-called private stash, and it's there for you to use. There are two different types of stashes - private stashes (blue boxes) and secret stashes. The private stashes are basically places where you can safely store equipment, meaning that other stalkers or enemies won't touch or take items from them, and anything in these stashes will be saved when you save your current game. They are extremely handy because often you may find weapons and equipment that you wish to keep, but at the same time don't want to carry around all the time. In short, use the private stashes to store equipment. These types of stashes can be found in various key areas around the Zone.

I have seen reports that some people have had their blue box stashes wiped and replaced with random loot; this is obviously concerning, and indicates that not all blue box stashes are 'safe' to use; in fact, some secret stashes (see below) appear as blue boxes which means that just because you see a blue box doesn't mean it's a safe place to store equipment. However, consider the blue box stashes in some key locations (at Sidorovich in Cordon and the 100 Rads bar in the Bar area) safe to use since they are located in 'havens' - places where other stalkers either don't come or don't wander about.

Secret stashes are scattered all over the Zone but you'll need to find information about them first - this means that even if you come by a place to 'put things' (such as a pipe, a safe, or whatever) it's more than likely going to be empty unless you have found information about that particular stash first. Information about secret stashes can be found by searching the bodies of dead stalkers, bandits, etc. (mutants and zombies will not reveal such information) or may sometimes be given to you as part of a mission reward. Once you have found enough information about a secret stash it will be shown on the map in your PDA with a round, purple icon; you can hover your mouse over these icons to see a description of the individual stashes. Sometimes when you empty a secret stash the icon on your map will disappear, sometimes it wont. The latter case is experienced when you have found information about the stash more than once, without looting it in the meantime. I reckon this is a bug.

It seems that a few words has been confused in S.T.A.L.K.E.R.: Shadow of Chernobyl regarding stash locations - often you may see the word 'cellar' in the description of a stash where it should actually say 'ceiling' or 'attic', and possibly vice versa.

Make sure you search any bodies you come upon - even if you have already searched them before. If you kill some bandits, for example, you can search their bodies for goodies and information about stashes; if you move to a different area of the Zone, and later come back, searching the bodies again may reveal new information about other stashes. For a list of secret stashes, their locations and content, please refer to this page.

Weapons, ammunition and attachments

Right-click a weapon to see the options available.
Tips
Stone Blood

Stone Blood

Stone Blood
You can find this artifact near the anomaly 'Whirligig'. It is quite an ugly reddish object made out of pressed together and curiosuly bent polymerized remnants of plants, soil, and bones. Quite widespread and not very effective.

Health +200%
Impact -10%
Rupture -10%
Bulletproof cap -10%
Locations
This artifact is given as a reward for completing the Kill the rookie stalker for Sidorovich. You will also receive this as a reward by completing the optional mission Destroy the mutants at the farm for Wolf.

The artifacts in this section all provide improved resistance to Impact damage.
Spring

Spring

Spring
According to the opinion of some researchers-theorists, this artifact is a hybrid between Batteries and Shell.

Impact +30%
Locations
I've found this artifact inside a 'scoop' just north of the building containing the entrance to X18 in Dark Valley (refer to this page) and another one in the tower of the Bloodsucker village in Army Warehouses as well as the room containing the Monolith 'sculpture' in Pripyat - the latter seems to be a random spawn.

The artifacts in this section all provide protection against Radiation and they can also help remove radiation accumulation.
Crystal

Crystal

Crystal
Is created when heavy metals fall into the Burner anomaly. This artifact eliminates radiation wonderfully. It is highly valued by stalkers and hard to find.

Radiation -30
Endurance -18
Locations
You'll be rewarded with this artifact by Skinflint if you do the mission that requires you to kill the Bloodsuckers in the Bloodsucker village of the Army Warehouses area; the mission can be picked up from either Murk or Skinflint.

Droplets

Droplets

Droplets
Formed in the anomaly 'Burner' at high temperatures. From the exterior looks like a tear-like shade compound with a glossy surface, covered in cracks.

Radiation -10
Endurance -18

Fireball

Fireball

Fireball
Crystallizes in the anomaly Burner. Fights well with radioactivity, though the heightened rate of energy exchange wears out the muscles of the moving apparatus. Won't be able to run for long. Artifact emmits heat.

Radiation -20
Endurance -18

Crystal Thorn

Crystal Thorn

Crystal Thorn
Crystallizes in the anomaly Burnt Fuzz. Naturally takes out the radiation from the organism. That is, through the ears along with some amount of blood. Blood loss is possible also through over openings. Widespread and quite effective, which is the cause for the stable price in the artifact market.

Radiation -20
Bleeding +100%
A couple of stashes contain this artifact: a stash in the Bar area, a chest in Dark Valley and a stash in Wild Territory.

Thorn

Thorn

Thorn
The result of the interaction between the anomaly Burnt Fuzz and the body of a careless stalker. The Thorn artifact pikes the body of its owner, no matter what. But it also helps clean the body of radionucliodes. Quite widespread and cheap.

Radiation -10
Bleeding +100%

Urchin

Urchin

Urchin
The anomaly Burnt Fuzz very rarely gives rise to this artifact. Blood pressure rises, the body gets rid of a large amount of red blood cells. But along with them the stored radiation leaves the body as well. In his fundamental work titled 'Ionization and polarization of the components of rare artifacts', Saharov noted that the content of this formation has a critical stability, and it's not realistic to create such an artifact in lab conditions in the next ten years.

Radiation -30
Bleeding +100%
Locations
You can find an Urchin in the Agroprom Underground and it is also given as a reward by Lukash for each of the optional missions Destroy the neutral stalker and Protect border.

The artifacts in this section all provide improved resistance to Rupture damage.
Goldfish

Goldfish

Goldfish
An artifact formed in the Vortex anomaly. Is activated by the heat of the body. Decide what's worse: radiation or knife wounds, and chose the lesser of the two evils. In any case you can sell the artifact for good profit.

Radiation +5
Rupture +5%
Locations
You can find a Goldfish artifact up the stairs near the entrance to X16 in Yantar. It is also contained in two stashes: a stash in Army Warehouses and inside a backpack in Yantar.

Gravi

Gravi

Gravi
Can spot it near anomalies such as 'Vortex' or in the hands of another stalker. While wearing it a certain amount of radiation is stored in the body while the rest of it is scattered in the radial direction away from the body. A good price.

Radiation +5
Rupture +3%
Given as a reward by Sidorovich for the optional mission Kill the trader stalker.

Kolobok

Kolobok

Kolobok
When you hold this mystery of the Zone in your hands, you feel how your skin becomes tougher and less sensitive. You can still shoot through it with a bullet, but it's much more difficult to cut through.

Rupture +5%
Locations
This artifact can be found in a couple of stashes: one in Red Forest and one in Yantar.

Wrenched

Wrenched

Wrenched
Located in the anomaly called 'Vortex'. When it touches the body it disseminates the directed of the radiation, protection from scratches or wounds made by weapons. This artifact isn't hard to find, that's why they don't pay much for it.

Radiation +5
Rupture +2%
This artifact is given as a reward for the optional mission Kill the 'sales representative' provided by Sidorovich. Another one is given by Wolf upon completion of his optional mission, Destroy the boar lair.

Index
Site map
ZSG Network
Blog - The 100 Rads
Call of Pripyat
Far Cry 2
Prison Architect
My YouTube channel
Twitter
S.T.A.L.K.E.R. Guides
Animals and Mutants
Anomalies
Equipment & Artifacts
Exploring the Zone
HUD
Inventory
Item Location Videos
Items in the Open
Maps
Interactive Maps
Optional Missions
Persons, Contacts & Factions
Stashes
Tips & Tricks
Traders, Inventory & Prices
Translations
Walkthrough
General Gameplay Tips
Combat Tips
Cordon
Garbage
Agroprom Research Institute
Agroprom Underground
Bar
Dark Valley
X18
Wild Territory
Yantar
X16
Army Warehouses
Red Forest
X10: The Brain Scorcher
Pripyat
Chernobyl NPP
The Sarcophagus
Outside Chernobyl
Endings
Other
About the Author
Links
Last modified: 15/7/2010 20:28:02 CET
This page contains various tips and information regarding gameplay and game mechanics of S.T.A.L.K.E.R.: Shadow of Chernobyl.
Table of content
Anomalies
Artifacts
Endurance and Carrying Capacity
Firing mode - full auto, semi-auto, and single shot
Aiming
Food and Hunger
Game difficulty
Health and healing wounds
Locked doors and containers
Optional missions
Radiation and antiradiation
Artifacts and radiation
Savegames
Selling loot
Stashes
Secret stashes
Weapons, ammunition and attachments
Wodden crates and metal boxes
Anomalies
Endurance and Carrying CapacityRay Of Hope StalkerDepending on how much weight you carry, running (and sprinting especially) will drain your endurance. When your endurance is almost out, you can't run nor sprint anymore and you'll have to stop and catch your breath. The more you carry the faster your endurance will decrease, especially if you exceed the regular 50 kilo mark - in this case the weight indicator of your inventory will be displayed in red, and sprinting at this point will drain your endurance alot faster. You can find certain artifacts (Flash, Moonlight and Sparkler) that will help you recover endurance faster - and if you have enough of them, you'll be able to sprint for as long as you'd like. Also, quaffing energy drinks will completely replenish your endurance. You can increase your carrying capacity by wearing certain types or armor such as the Tourist Suit and the Exoskeleton.
Firing mode - full auto, semi-auto, and single shotS.T.A.L.K.E.R.: Shadow of Chernobyl has a somewhat realistic damage simulation - in other words, headshots are much more effective than shots to the body or limbs.
Food and Hunger
Health and healing wounds

Locked doors.
During the course of the game you'll often come across different cabinets, lockers, desks and other objects that may have doors in them. These will sometimes be locked, and the majority of them can actually be shot open - however not all of them. This is demonstrated in the video. To shoot a door open, aim for the lock and shoot until the door swings open. For those you cannot open, you can often 'grab' any items through the door, which many times eliminate the need to open the door in the first place - however, there are very rare situations where you actually need to open a locked door or container to be able to get all the items inside.

You will also come across doors that are locked with a padlock. Some of these can be opened if you shoot (or stab with your knife) the padlock until it falls off.

Optional missions

Here Sid has four optional missions - two of which require you to bring him a specific mutant bodypart or item, and two that require you to eliminate one or more targets.
As you'll soon find out, artifacts and mutant body parts can be quite expensive and can be sold for a good profit. However, I personally tend to keep the artifacts for as long as possible (ie. hide the ones I don't use in personal stashes). This is because, often certain people such as Sidorovich will provide optional missions that require you to find certain artifacts, and since these missions simply require you to find any artifact of a given type, you can often just pick up these missions, grab the artifact from your stash (if you have the artifact, of course) and use that to complete the mission. Doing these optional missions will not only earn you more money that you would gain from just selling the artifact, but may also give you some additional items (usually medkits and/or ammunition).

The same goes for mutant body parts - although Sidorovich personally wont buy these, you can sell body parts to other stalkers (and some vendors) for a nice price; but as explained with artifacts above, you can often pick up optional missions that require you to find a specific body part from a mutant. So if you always search the bodies of mutants and pick up any body parts that they may have, you can collect these and keep them in your stashes ready to use if an optional mission should be available.

Also note that you can cancel an optional mission if you wish to. To do this, talk to the person that you picked up the mission from (or who gave it to you) and tell him that you're there 'for the job'. You can then say that you refuse to do that particular job. As far as I know, doing this does not have any negative consequences and it can be useful if you're looking for a specific optional mission - usually certain contacts will only have about 4 or 5 different optional missions at a time, and if you're looking for a mission that isn't in this list you can pick up some of the optional missions, refuse to do them, and the list of missions available will have changed.

All around the Zone you'll run into pockets of radiation - areas full of radioactivity. When you're in such an area you can hear your geiger counter ticking; you'll be accumulating radiation which can be seen in the radiation indicator in your inventory, and a radioactivity icon will also appear on your screen. Also, when you're heavily radiated the screen will become brighter; for an example, check out this video. Even small amounts of radiation will mean that you'll start to lose health, increasing with the amount of radiation you've accumulated. The screen icon will be green initially to indicate low radiation but may become darker ending in red to indicate lethal radiation. You can drink vodka, use antiradiation drugs or special first aid kits to decrease or completely remove any radiation; also, certain artifacts can protect you against radiation and be used to remove radiation (although not as effectively - or fast - as antiradiation drugs).
Artifacts and radiationThe radiation properties of artifacts are added and subtracted to a final 'value'. Say, for example, that you are wearing three Stone Flower artifacts and a Droplets artifact. Each Stone Flower has a +5 Radiation property and the Droplets artifact has a -10 Radiation property. This means that the sum of wearing those artifacts is +5 (3 * 5 - 10), which means that you'll slowly be accumulating radiation by wearing them - to prevent this, you'll need to replace the Droplets with an antiradiation artifact with -20 Radiation (well, technically -15 but artifacts with this value do not exist) or wear a second antiradiation artifact. Using a single -20 Radiation artifact along with the three Stone Flower artifacts would also mean that you'd have a -5 Radiation 'surplus' (the -15 is negated by the +15 from the Stone Flower artifacts) that would help you remove any radiation that you do accumulate eg. from pockets of radiation.

Although S.T.A.L.K.E.R.: Shadow of Chernobyl has quickload and quicksave functions (F7 and F6, respectively), you should be sure to make 'main' (or manual) savegames often. You'll likely find yourself quicksaving during firefights which usually is a good idea, but in case you make one at a bad spot (ie. just before getting shot in the back) you'll want to have an earlier savegame to go back to. Since the quicksave will use the same save slot every time you quicksave, you'll basically be overwriting it all the time - and you won't be able to go back to an earlier quicksave. The same goes for autosaves - every time you enter a new area the game will make an autosave for you - but like quicksaves, these will also use the same slot and will eventually be overwritten. I personally tend to make at least one manual save at the beginning of a new area - and possibly a few more along the way. This way you always have a recent (or semi-recent) savegame to rely on in case something goes wrong with your quicksave.
Traders and trading

For a comprehensive list of traders, inventory and prices, etc. please refer to this page.


The condition indicator.
After having ventured into the Zone you're likely to find yourself with alot of weapons and possibly an armor or two. These items, along with ammunition, food, artifacts, etc. can be sold to vendors - other stalkers will also buy certain items, except for weapons, ammunition and armor. This is a great way to earn additional money that you can spend on the equipment you really need.

When you open your inventory and click on these items, you'll notice that they have a condition indicator below the item price. This indicator is important when it comes to weapons and armors since the condition of a weapon, for example, directly affects the chance of it to become jammed when you use it - a jam will require that you reload the weapon before you can fire it again, which obviously not only can be annoying but also quite fatal in the right (or should I say wrong) situation. This means that whatever weapons you decide to sell should be the ones with the worst condition; they wont be as valuable as the ones with better condition, but that shouldn't be a problem - you'll never get rich by selling weapons alone anyway, and soon enough you'll come across more weapons than you really need or even wish to carry around. The condition of a weapon (and armor) will decrease as it's used; the condition of weapons decrease very slowly with every use (ie. each time you fire), and for armors it's dependant on how much damage you've taken from bullets, explosions, etc. As the condition of an armor decreases so does its protective features - which means that you may wish, from time to time, to replace your armor with a 'fresh' (or better) version. Armors, like weapons, can be found in stashes and various places, but also be bought from vendors around the Zone.

More often than not you'll end up having too much loot - finding more items, weapons, etc. than you can actaully carry with you. You can of course simply make trips back and forth from a vendor to make sure you sell it all, but it's time consuming and weapons, for example, won't really be worth it considering the amount of money you get compared to how much a weapon weighs. Ammunition is a different story - you can carry alot of ammunition at the expense of a looted weapon, and it will often net you alot more money. Also antiradiation drugs are not only more effective than vodka bottles, but they also weigh less and are more expensive - in other words, always take preference to antiradiation drugs if you're faced with a choice between the two. The Traders, Inventory & Prices page includes a weight vs. price comparison (the RU/Kg column) for all items that you can use to determine which ones are the most lucrative to haul back to a trader.

Stashes

A private stash.
Immediately after starting a new game and having talked to Sidorovich you should see a blue box on the floor - this is a so-called private stash, and it's there for you to use. There are two different types of stashes - private stashes (blue boxes) and secret stashes. The private stashes are basically places where you can safely store equipment, meaning that other stalkers or enemies won't touch or take items from them, and anything in these stashes will be saved when you save your current game. They are extremely handy because often you may find weapons and equipment that you wish to keep, but at the same time don't want to carry around all the time. In short, use the private stashes to store equipment. These types of stashes can be found in various key areas around the Zone.

I have seen reports that some people have had their blue box stashes wiped and replaced with random loot; this is obviously concerning, and indicates that not all blue box stashes are 'safe' to use; in fact, some secret stashes (see below) appear as blue boxes which means that just because you see a blue box doesn't mean it's a safe place to store equipment. However, consider the blue box stashes in some key locations (at Sidorovich in Cordon and the 100 Rads bar in the Bar area) safe to use since they are located in 'havens' - places where other stalkers either don't come or don't wander about.

Secret stashes are scattered all over the Zone but you'll need to find information about them first - this means that even if you come by a place to 'put things' (such as a pipe, a safe, or whatever) it's more than likely going to be empty unless you have found information about that particular stash first. Information about secret stashes can be found by searching the bodies of dead stalkers, bandits, etc. (mutants and zombies will not reveal such information) or may sometimes be given to you as part of a mission reward. Once you have found enough information about a secret stash it will be shown on the map in your PDA with a round, purple icon; you can hover your mouse over these icons to see a description of the individual stashes. Sometimes when you empty a secret stash the icon on your map will disappear, sometimes it wont. The latter case is experienced when you have found information about the stash more than once, without looting it in the meantime. I reckon this is a bug.

It seems that a few words has been confused in S.T.A.L.K.E.R.: Shadow of Chernobyl regarding stash locations - often you may see the word 'cellar' in the description of a stash where it should actually say 'ceiling' or 'attic', and possibly vice versa.

Make sure you search any bodies you come upon - even if you have already searched them before. If you kill some bandits, for example, you can search their bodies for goodies and information about stashes; if you move to a different area of the Zone, and later come back, searching the bodies again may reveal new information about other stashes. For a list of secret stashes, their locations and content, please refer to this page.

Weapons, ammunition and attachments

Right-click a weapon to see the options available.
When you buy a weapon from a vendor (eg. Sidorovich), or receive one as part of a mission reward, it will come loaded with one clip (or rounds) of standard ammunition for that weapon. The weapons you find on bandits and other defeated enemies may have ammunition in them; you can unload it and salvage the ammo which is handy if you are low, or you want to gather ammo without carrying alot of weapons with you. To unload the ammunition from a weapon, open up your inventory, right-click the weapon and click

Stalker Game Guide

unload in the pop-up menu; if the unload item isn't available it simply means that the weapon is empty. You can also use the same procedure to dismount weapon attachments (scopes, grenade launchers, and silencers); not all scopes, silencers and grenade launchers can be detached. To apply an attachment to a weapon, equip the weapon you wish to attach it to and either drag and drop the attachment onto the weapon or right-click the attachment and click attach.... Most attachments, with the exception of SUSAT scopes, are rare so if you come upon one be sure to keep it.

Must break boxes, broken boxes good!

Stalker Call Of Pripyat Tips

Containers such as wooden crates and metal boxes can be broken and may often reveal various items - usually ammunition, medkits, bandages, etc. and even artifacts (although I think these only can be found in crates). You can break these containers by shooting them or by using your knife. Before you pick up the items, notice that when you point the reticle near an item you can pick up, an icon of that item will appear on the screen - this is useful not only to see what the item is, but the icon will usually appear when the reticle is close to an item, and thus can be handy to find partially obscured or hidden objects. Also, try to press and hold down the Use key - you should notice that labels appear on the screen, for a short time, to indicate different nearby items; this can be useful (eg. in dark places) to locate items that may be hidden from vision.

Please note that I'll often describe specifically what you can find in various crates and boxes - however, many of these items seem to be randomly generated so don't expect to find exactly the same.

<< Walkthrough IndexCombat Tips >>




broken image