Call Of Pripyat Razor Crack Fix

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Saija Grzegorek

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Jun 13, 2024, 11:54:35 PM6/13/24
to quifaehanma

Basically yes, however the Clear sky code I have is not the one from the polish site, it's one I got when I bought it on steam.
And yes I know steam charges more for CoP but it's not like you lose anything, I can still play my CS via steam and you can play your CoP via steam. Only thing that changes is I can play CoP via GOG and you can play CS via GOG. It's a win-win no matter what, unless I am overlooking something

John starts calling with a horn, mimicking the sound of a roe deer, then a red deer. The red deer is a long, comical moan. It sounds like someone dying of a hangover, who suddenly realises what happened the previous night. I sit in the tree and look around. In his home in Missouri, John tells me, he has 26 acres of woods with half a dozen tree stands just like this one.

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The Marines of the 27th Marine Expeditionary Unit (27th MEU) have spent the last four days preparing for their invasion, codenamed Operation Harvest Red. Spearheading the ground assault are the MEU's elite Force Reconnaissance fireteams, with callsign Razor Team, led by First Sergeant Patrick Miles and Master Sergeant Matthew Cooper, notably being at the forefront of the MEU's offensive.

To their disgust, they discovered that the ChDKZ were torturing the inhabitants and had even executed unarmed Chernarussian soldiers being treated by the village doctor. Those that were not "spared" by the ChDKZ were killed off and buried in a mass grave outside the village. Razor Team relayed this information back to the MEU's commander and recommended that the airstrike be called off, since there was no way to evacuate the villagers and avoid collateral damage. Razor opted to demolish the outpost with satchel charges instead.

After Pusta, Razor Team began moving to their extraction point but were redirected to head for the peak of the nearby mountain of Pik Kozlova. Another Force Recon element callsign Sabre Team, had been compromised and were pinned down by insurgents near the coast. Razor Team needed to help mark vital targets for artillery strikes. They fought their way through the ChDKZ-infested forest and eventually reached the overwatch position. There, they designated targets for laser-guided artillery shells and destroyed numerous ChDKZ tanks guarding the shore.

Fortunately, Simmons had somehow survived and weakly called out to the members of Razor. Just before passing away from his wounds, he told them that their attackers were none other than Russian Spetsnaz, and that a blond-haired man had coldly executed Sabre's members one-by-one; demanding to know where Cooper and the rest of Razor were located by their names.

Cooper called out to the Russians but they immediately responded with lethal force; opening fire on the Americans without a single word. Razor retaliated and after a brief firefight managed to eliminate the Spetsnaz team. It wouldn't be long before more Russians showed up, so they had to act fast. Cooper made the final decision to link up with the CDF instead; in spite of their perceived unreliability, they were the more pragmatic choice given their current circumstances.

Deploying from the 27th MEU's amphibious assault ship - the USS Khe Sanh, USMC Force Reconnaissance fireteam callsign Razor Team are flown in the early hours of the morning to hit a nearby ChDKZ communications outpost at the village of Pusta.

The jumpsuit itself consists of a battle dress uniform (colour and camo pattern varies from faction to faction) reinforced with armoured plates protecting the limbs of the user. They are typically worn with armoured, heavy boots and thick gloves.

In Shadow of Chernobyl, pseudodogs can spawn in most areas of the Zone. In the Cordon, they are initially a rare find: one can be encountered in the tunnel in the far east area. After retrieving the Documents from Lab X18, part 4, they periodically appear in the level, north of the Vehicle station and near the Death truck, as well as in the Garbage, in the Vehicle graveyard (after Bes' group leaves) and in the nearby ruins (after killing the gang of bandits).

Next, Wade returns to Texas' Trinity River, for a rematch with the alligator gar. In season 1, he had caught a 7-foot female gar and concluded that the fish had no interest in attacking people. Now, reports have surfaced that gar in Texas are once again reaching lengths of up to 14 feet, the perfect size for a potential killer. Having already experienced their impenetrable armour and razor sharp teeth, Jeremy follows reports of giant gar all over the Trinity, only to find possible evidence of giant gar in a very unexpected place.

After hearing reports of fishermen disappearing in the Zambezi River in Zambia, Jeremy Wade journeys there to uncover the truth behind their deaths. He hears tales of a man getting pulled in and drowning in the rapids after hooking into a monster fish. The natives believe it to be the work of a large, serpentine fish the size of a man. They also tell Wade of a snakelike river spirit called Nyaminyami, who is angry at the Kariba Dam for blocking its river. Believing Nyaminyami to be inspired from the killer fish, he travels to Lake Kariba to find the beast. After nearly being capsized in a storm, Jeremy hears reports of small toddlers and children being eaten by the fish, known locally as "Mazunda," as well as a fisherman being dragged to the depths beneath the dam. Interviewing a witness of the "Mazunda," Wade learns of the vundu catfish, southern Africa's largest fish. Travelling all over the Zambezi, Jeremy gains access to the prohibited waters directly beneath the dam, where he finally hooks into a monster.

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The first proper sequel, S.T.A.L.K.E.R. 2: Heart of Chornobyl, was announced at GamesCom 2010. However, in December 2011, it was announced that GSC had been forced into closure, though the team promised that the development would continue. The game was indefinitely put on hold in January 2012. In its stead, a majority of the development team broke off to create a Spiritual Successor, called Survivarium, but the rights to the franchise remain with GSC. Another outfit, West Games, which also claims to employ some of the original team, announced their own follow-up called STALKER Apocalypse, but questions surrounding its legitimacy quickly came up, including some calling it an obvious scam. GSC, meanwhile, has reopened. Not much is known about the game, other than that the X-Ray engine used by previous installments in the series has been replaced with Unreal Engine 4, since most of the devs who had experience working with X-Ray had moved either to Vostok Games or 4A Games after the collapse of GSC. After a long period of silence, S.T.A.L.K.E.R. 2 was finally announced as a temporary Xbox Series XS exclusive in July 2020. Work on Heart of Chornobyl met a major hitch due to the mass scale invasion of Ukraine by Russia in early 2022, and was temporarily put on hold. In June 2022, GSC announced that they would resume development on the project by means of relocating their main development studio to Prague, Czechia. Currently, the game is set to be released in September 2024.

S-Z

  • Saharan Shipwreck: The barges and ships in the Zaton area.
  • The area was partially drained of water to help calm the fires at the NPP back in '86. Time finished the job, though not entirely, the place is still somewhat of a swamp.
  • Save Scumming: The Quick Save button is your saviour. It's not uncommon that by starting a fight, quicksaving, and quickloading again, they will completely forget that you just shot their buddy to steal his gun, and offer you a nice hot radioactive cup of tea. Due to the fact that it's entirely possible, in fact VERY probable, that mission-critical NPCs, friends, whole camps will rise and fall almost randomly, saving often is a must.
  • Say My Name: One of the cutscenes is of Strelok approaching the nuclear power plant... and him turning around when a voice screams "STRELOK!".
  • Scenery Gorn: The series does a fairly realistic portrayal of what the real life Exclusion Zone is note almost all of the maps in the three games were based on the pictures taken by the game developers who took their time exploring the areas in the Exclusion Zone and examined them in painstaking detail to implement them in the game maps while being mixed with the warped-out, scarred landscapes due to the C-Consciousness' work of tampering with the noosphere. The end result is a surprisingly good portrayal of Scenery Gorn.
  • Scenery Porn: Despite the Gorn-y landscape of the Zone, there are at least some authentic views of beautiful scenery in most of the maps that aren't underground or inside buildings. The Zone does a very good job of mixing the Scenery Gorn with the Porn.
  • Schrödinger's Gun/You Shouldn't Know This Already: You can check stashes at any time, but until you find a PDA saying a Stalker stashed something there the majority of them will be empty.
  • On the other hand, many bodies linger, so going to a previous area and interacting with the corpses can add a bunch of stashes to your PDA.
  • In Lab X-18 there are a couple of doors which can only be unlocked by inputting the correct code on a numeric keypad. These codes do not change, but until you've scavenged them, the number you memorized from a previous play through will not work.
  • See the Invisible: You've got trouble with bloodsuckers? Run into water and watch their trails appear on the surface. There's also the crosshair which turns red if you're looking at an enemy, invisible or not.
  • Sequence Breaking: Two storyline gates are supposed to block progress. The gate at the north of Garbage can be pushed open by moving at the right angle (although this causes one member of Duty to become hostile) or killing the guards, and the second is a brain scorcher that blocks the north exit of Red Forest. In the latter case, the game thinks you've already done what you needed to do in previous levels.
  • Because of the open world nature of the game, it's still possible to do things out of order. After the meeting at The Bar, it is still possible to go west to Rostov or north to the Army Warehouses, where you can get access to more powerful items before continuing on the main quest.
  • Sequel Hook: Call of Pripyat provides several new mysteries just itching to be answered in a sequel that probably will never happen:
  • Who is employing the mercenaries and towards what purpose? Why do some groups of mercenaries seem quite ambivalent towards others? Why was one group cut off from orders and abandoned? Why are they trying to bribe government scientists, and kill others?
  • Even though the C-Consciousness is gone and some of the Monolith forces are shaking off the psychic influence, it seems someone is sending messages to Monolith remnants, possibly giving them commands.
  • It seems the C-Consciousness was keeping the Zone contained, and now it is slowly expanding, possibly to cover the entire planet. What can be done to contain it again?
  • Serial Killer: One is active in the first region of Call Of Pripyat, disguising his kills as bloodsucker attacks. Discovering this and tracking down the killer becomes a major sidequest. At the end of this sidequest, it turns out that The Medic at the wrecked ship was responsible, due to his insatiable craving for blood.
  • Shiny New Ukraine: The people behind the C-Consciousness experiment chose the Chernobyl area for the experiment because it had recently been evacuated and abandoned, following the explosion of reactor 4. This allowed the researchers great freedom and easy secrecy. The Chernobyl region also had a number of large antennas, necessary for the experiment's goal: the controlled manipulation of the noosphere.
  • Shoot the Hostage Taker: One mission in the Jupiter area of Call of Pripyat involves rescuing a captive stalker from bandits in a holed up warehouse. If you choose to storm the place instead of doing the peaceful route, either with the help of the stalker's known allies or by yourself, once you've fought your way to the building, the bandit ringleader has a gun pointed behind the stalker. You have the opportunity to shoot the ringleader in his head, but you have three seconds to do it before he kills the stalker.
  • Shooting Gallery: In the novel Lead Sunset, a flashback of Major Kupriyanov is him and his military academy mates being taken for an exam that involved this. He got the lowest points, because he shot every target he saw with unerring accuracy. Including the kids. When the instructor asked him why, he said something on the lines of "The order was to shoot every target, not every enemy target. I see no difference between a cardboard hostile and a cardboard civilian". Then he was asked if he would still shoot if those were real people. He replied with a hearty "yes", because the command probably had a reason for him to kill these people. He was accepted.
  • Shows up in a way in Clear Sky, usually in the form of "shoot X number of crows in X number of seconds" for a tidy profit.
  • Short-Range Shotgun: Played straight AND averted. Sawed-off shotguns have a ridiculously short range, but regular shotguns have a more realistic range. You can extend the range by using slug and/or dart rounds. Moreso if you give the weapon a rifled barrel.
  • Shout-Out:
  • Gordon Freeman's corpse can be found as an Easter Egg in Shadow of Chernobyl, complete with PDA entry lamenting that he had to sell his crowbar.
  • The Gauss Gun looks like Fallout 2's M72 Gauss rifle exactly except that the Fallout one has a wooden stock and handle. This is reinforced by their ammo, which looks even more similar and is called 2mm caliber in the game files, same as Fallout.
  • Dummied Out content for Clear Sky shows that .223 Pistol and Bozar LMG were supposed to be implemented at some point. Both are fan favorites in Fallout 2.
  • The time machine from Guest from the Future can be found in one of the basements in Limansk in Clear Sky.
  • Last but not least, the Wish Granter at the heart of the Zone is a borderline Mythology Gag of the wish-granting artifact from Roadside Picnic.
  • Shown Their Work: Zigzagged. The parts of Pripyat (especially in the third game) and NPP are amazingly detailed, but most of the locations in first two games simply have no real equivalents in Zone (good luck to find sprawling abandoned factories or train depots). Call of Pripyat features many real life Zone locations placed very close together in completely random places. Developers also managed to create the ballistics models with the X-Ray engine, but bullet drop calcualtion is nowhere near correct (pistol bullets do not hit the ground in 20 meters and rifle ammo, when fired across the wide street from third floor, do not drop enough to hit the second floor on other side).
  • The British L85A1 rifle is realistically depicted as very unreliable.
  • 9x39mm rifles, while correctly depicted with much steeper bullet trajectory, got substantial power buff. In Real Life, SP-6 rounds were rated to penetrate light pistol-proof armor, while in the game they can perforate heaviest armor up to exoskeletons.
  • The drug "Vinca", which appears in Call of Pripyat. The in-game description lists it as "Ukrainian Vikasolum, the artificial equivalent of Vitamin K. The drug increases the blood's coagulation rate, causing small wounds and lacerations to close up faster." Guess what? Although the drug's in-game effects are (understandably) stronger than one would expect, the drug is real, and the effects and description are 100% accurate to its actual purpose.
  • Sinister Geometry: The Monolith.
  • Sniping Mission: At one point in Call of Pripyat you are charged with sniping the local Mercenary leader and their employer representative during the meeting.
  • Grab yourself a VSS Vintorez or slap a scope on a NATO rifle and every mission turns into this.
  • The Soulless: The Monolith faction.
  • Spiritual Successor:
  • Metro 2033 and Metro: Last Light are considered by many to be the successors to this franchise. They are very similar in theme; the major difference in setting being Metro taking place mostly in the underground Metro in Moscow, and for the gameplay, that Metro is a traditionally linear FPS as opposed to the sandbox style of the S.T.A.L.K.E.R. series. It helps that both games were developed by people who left during or after Shadow of Chernobyl's development.
  • There is a multiplayer successor to the series by a good chunk of GSC survivors, called Survivarium.
  • Chernobylite, by TheFarm51 (makers of Necro Vision and Painkiller HD), is a single player game which wears its heavy S.T.A.L.K.E.R. influence on its sleeve, though with somewhat more Environmental Narrative Game elements.
  • Sprint Meter: You'll be blessing it and cursing it when you're trying to sprint the last few dozen meters to shelter seconds before a blowout whilst carrying 57kg of gear, hardly any of which you can afford to drop because it's either 1) mission important, or 2) your weapons and ammo, and thus liable to get stolen if you just leave it there.
  • The Starscream: A minor one, but Borov in Clear Sky greatly dislikes the loose nature of Yoga's leadership of the Bandits and wishes to wrest control from him someday. In Shadow of Chernobyl, Borov indeed becomes the new leader of the Bandits (although a rather ineffectual one at that, who really hates his life of crime), and it's implied in Call of Pripyat that he slaughtered Yoga when he had the opportunity to do so.
  • Storming the Castle: The climactic assault against the Center of the Zone in Shadow of Chernobyl, with all Stalker factions (as well as a Military assault force) making their way to Pripyat and the Chernobyl Nuclear Power Plant, battling the forces of Monolith (as well as each other). You'll most likely have go through all of them to get there.
  • Suddenly Sober: Drink a bottle of vodka and you'll be drunk as your screen will sway and, in heavier periods, flash white for several seconds. After a while, you'll be sober and regain your senses.
  • In Call of Pripyat, the resident mechanic in the wrecked Skadovsk ship, Cardan, is resigned to hard drinking after a falling out with two fellow stalkers during a trip to hunt down a special artifact, who later passed away in two separate occasions. When you show him the Gauss Rifle after the Monolith ambush in the Pripyat hospital, however, he gets shocked back into sobriety and swears never to drink again.
  • Super Window Jump: Sure, there's no glass, but after raiding the military encampment at the Agroprom in Shadow of Chernobyl you're probably low on ammo, medkits, and patience, and making a hasty exit jumping out the third-story window and leaving through the nearby gap in the fence rather than fighting your way down through any military guys that are left is a perfectly viable method of leaving, especially with as weird as the fall damage detection system is.
  • Survival Horror: or Survival Shooter as the developers say.
  • Suspicious Video-Game Generosity: When this series starts doing it, you know you're well and truly screwed. In Shadow of Chernobyl, you can raid a minor Monolith armory while in Pripyat, minutes before the final assault on the CNPP. In Call of Pripyat, you can acquire an armored suit from the military tech in Pripyat, and before each military-assigned mission can requisition a goodly amount of meds, ammo, food, and grenades (basically every kind of expendable that a stalker needs) from the tech and medic at the laundromat. Chances are you brought just about everything you could carry with you, though.
  • Averted in other cases, however. It's entirely possible to miss the Bandit's armory in their Dark Valley hideout (and its thirty-plus bottles of vodka) while you were busy killing everyone inside, and you'll only have time to safely root around in Freedom's armory if you chose to side with Duty and eliminate them after the battle. On the other hand, both of them are filled less with medkits or food and more with loads and loads of guns and ammo that you may not have use for. Freedom's armory does have quite a few rifle-launched grenades in it, however, which are almost impossible to find otherwise.
  • Take Your Time: For the main quest. Side quests WILL fail if you take too long (which includes not returning quickly enough to collect your reward). With early missions, Non Player Characters might go do it themselves if you hang around.
  • Averted towards the end of Call Of Pripyat. You can end up with several unsolved missions when you are informed by your superiors of your imminent rescue. Thankfully, you don't have to go immediately.
  • Talking Is a Free Action: Averted. Talking to characters does NOT pause the game, so while you're busy reading dialogue, Stalkers and mutants are running around killing each other.
  • Same for using your PDA and fiddling with your inventory. Find somewhere nice and quiet to do it first, lest you end up getting your face bitten off whilst you try to pull out your shotgun.
  • Technically-Living Zombie: The zombie stalkers are not dead, they just got most of their higher brain functions fritzed out. They move like zombies, but still have enough brains to use and reload guns - but being as deficient as they are with their brains half-shut down, they're hideously inaccurate. They're not a huge threat due to their poor accuracy. They're still tough, but they go down easy enough if you hit them in the head. Oddly, they're smart enough to scavenge better weapons and more ammo off their zombified compatriots, but they're completely incapable of climbing ladders. They're also largely deaf and rather lacking in the eyesight department, to the point where you can get right up behind them simply by walking even whilst wearing the Exosuits, which are about as stealthy as a clown at a mime convention. Then you can Backstab them with the knife (or a shotgun) for tons of damage. This is mentioned during Uncle Yar's mission in Call of Pripyat, where Uncle Yar and you are strolling through a village infested with zombies, and he comments on how peaceful it is as you walk right past a shambling zombie. Uncle Yar: Peaceful like a resort!
  • The Computer Is a Cheating Bastard: Stalkers in Clear Sky and Call of Pripyat are capable of throwing grenades with inhuman accuracy, tossing them so they land right at your feet. And they do it in unison with their squad.
  • The Pirates Who Don't Do Anything: Averted. Bandits are seen raiding camps, extorting merchants, shaking down passing stalkers and taking their valuables, taking and holding hostages, etc. They CAN be found sitting around... until they spot you.
  • The Very Definitely Final Dungeon: The Chernobyl Nuclear Power Plant.
  • Thriving Ghost Town: The largest settlement to appear in the series thus far has a permanent population of less than two dozen, although depending on how many traveling stalkers are passing through at the time that number can swell to as much as fifty.
  • 20 Minutes into the Future - The games take place in 2012, with the first known instances of Stalking happening in 2009.
  • Tomato in the Mirror: YOU are Strelok... which is OK, because Strelok is actually the good guy.
  • Too Awesome to Use: The RPG-7, which has the most rare ammo type in the entire game. One hit will kill literally anything... which is almost completely offset by the fact that you're only guaranteed to find ONE rocket outside of Pripyat and the NPP.
  • It subverts this in Call of Pripyat, where it becomes an Infinity -1 Sword instead, once you've attained certain achievements with traders.
  • To a marginally lesser extent, the PKM light machine gun. It weighs almost as much as the RPG, cannot be properly aimed with, is highly inaccurate, mostly due to the "no aiming" thing, and upgrading just one tier is likely to set you back 20,000 rubles. Add on to that the fact that it fires the 7.62 PP rounds, which can only be found in one faction-neutral location in Clear Sky, and only from the military quartermaster (limited supply) or looting the corpses of zombies which have it in Call of Pripyat, and the thing is the definition of Cool, but Inefficient. To put the icing on the cake, it's a light machine gun, and chews through the ammo that you worked so hard to get like a starved dog. But man does it lay down the hurt!
  • Patches seem to have made the Call of Pripyat version more practical. You still can't run with it and it's still inaccurate, damned heavy, and expensive to use, but you can get a (heavier but allowing for even More Dakka) version for free from Zulu in Pripyat. Ammo can be bought from the trader at Yanov if one gets the Friend of Duty achievement (though there are other ways of getting it and thus preventing making one an enemy to both Duty and Freedom), and aside from maybe a sniper rifle to pick off enemies at a distance or a shotgun for varmint duty the PKM will carry you through the endgame, because nothing that can be killed survives an entire belt.
  • The Gauss Rifle in both Shadow of Chernobyl and Clear Sky, in which it appears as a late-game weapon with pitifully scarce ammo, and the latter version is only useful for the endgame. Averted in Call of Pripyat, where it instead becomes an Infinity +1 Sword.
  • Too Dumb to Live / Miles Gloriosus: Magpie/Flint in Call of Pripyat for some reason thinks taking credit for the player's quest completion is a good idea when people in the same building (one who is within 30 feet) can confirm he is lying through his teeth. He also has a habit of bragging about his double crosses including the one where the crossed people didn't die. When the player finishes up the quest chain, he predictably gets killed. THREE factions line up to do it for you: Freedom for robbing their customers, Duty for backstabbing artifact-hunters, and the mutant-hunting loners for leaving Crab to die in the mutant lair.
  • Took a Level in Badass: Nimble, the weedy guy your first real mission focused on saving from some poorly armed bandits from in the very beginning of Shadow of Chernobyl, and originally a recently fresh neophyte of the Clear Sky faction in Clear Sky, becomes a master arms dealer, and one of the few ways to get an Exosuit, in Call of Pripyat.
  • There's also Petruha, who was a rookie doing scouting duty for Wolf in the Cordon in the first game. In Call of Pripyat, he's an experienced artifact hunter who's made his way to the center of the Zone and has taken a rookie under his wing. Although, unfortunately for Petruha, since he's sporting rather mediocre equipment (yet, it's much better than what he had in Shadow of Chernobyl), it's more than likely he'll die after you meet him.
  • On the other hand, with a little bit of work you can trade him and his rookie buddy Awl some real equipment, resulting in two pretty badass fighters. The only thing you can't do is have them change outfits (applies to every NPC in all three games), unfortunately.
  • Also, in Call of Pripyat, if you manage to save the entire squad of Ecologists during their volunteer job of helping out the scientists in the second map, including the notoriously difficult Escort Mission, later on, they'll go from being clad in mediocre stalker suits and brandishing average Warsaw Pact weaponry to wearing snappy SEVA suits and badass-looking Exoskeletons and sporting powerful NATO weaponry. They'll even reward you with some nice equipment if you visit them once more. However, they'll remain outside the scientist bunker for the rest of the game unless an emission occurs.
  • Took a Level in Kindness: Mitay in Clear Sky was a member of Duty who served as their trader and had a reputation for being a Jerkass to anyone he comes across, even to his fellow Duty members. In Call of Pripyat, he officially left the faction because of his tactlessness and became a regular loner who eventually got captured by bandits during a trek. If you manage to rescue him from his captors, he becomes far more civil to you than he was in Clear Sky, speculating that his jadedness caught up to him and decided he wanted to change for the better.
  • Town with a Dark Secret: Limansk-13 was this before the Chernobyl disaster. On top of being so remote and secretive many people doubted it's existence, the population was extremely distrustful of non-residents, mumbling to themselves and constantly praising the Soviet regime even during food shortages. In addition, the inhabitants of the smaller villages nearby always had violent headaches when they stayed nearby, something Forester blames the radio research center the city housed and their massive antenna for. The research center studied possible applications of mind control via radiowaves, with the antenna being the first field test of their research.
  • Truce Zone:
  • The Yanov train station in Call of Pripyat, out of necessity. It's the only building in the area that is safe from emissions, free from anomalies, and large enough to house a sizable population of Stalkers, so the Duty and Freedom detachments sent to that area of the Zone have agreed to treat it as neutral ground, allow each other to operate freely within the immediate vicinity, and work together to defend it. Once you're out of sight of the train station, however, the two factions are still openly at war, and it's implied that the main Duty and Freedom commanders (who are on the other side of the Zone) are unaware of the train station arrangement.
  • The Skadovsk wrecked ship in the Zaton map also serves as one for both Loners and Bandits, despite their mutual hatred of each other. A prominent ensemble of significant ranking members belonging to both factions happen to take residence in the ship and offer jobs to would-be seekers of fortune.
  • 20 Bear Asses: The various "bring a monster part" optional side missions. Most provide shotgun ammunition, and the best way to do them is actually to get the various mutant bits (one of the two kinds of dog tail, Bloodsucker jaws, Flesh eyes, Boar feet, etcetera) and THEN take the mission. Of course, the "where the hell is the tail/eyes/jaw/feet/etc, I see them just fine" still applies, as it'll take you quite a while to start finding parts with regularity. Technically it's only one bear ass, since they only ask for one part at a time, but the principle's the same.
  • Lampshaded and justified - most of the mission givers acknowledge it's inane, time consuming, and stupid, but they get tidy profits off of superstituous idiots/newbies, scientists wishing to study how mutants behave and perceive the world, and black market dealers who sell usable creature parts for money (supposedly, a whole line of illegal fur coats made of psuedodog tails are popular in Russia, and so on.)
  • Uncertain Doom: Scar becomes an example of this at the end of Clear Sky. Considering he was right next to a deadly emission when it went out, it's not hard for one to come to the conclusion he met a dark fate, by either dying, becoming a zombie or becoming one of Monolith's soldiers.
  • Video Game Caring Potential:
  • The player may find badly-wounded NPCs curled up and crying out in pain. If the player goes up and interacts with them, they will have the option to give them a Medkit so that they can survive. The problem with that is that the people who shot them down in the first place may likely still be around, and so will only end up shooting them down again for good. So do you save the badly wounded individual crying out for help by killing his assailants (who may be nominally friend or foe) and healing him, or leave him to die? Ties in with Video Game Cruelty Potential. If you think there might be baddies about, healing him and having another gun in the fight or a distraction could be useful. On the other hand, finishing him off and looting his corpse for ammo and gear is also a viable option. Or both, healing him, using him in a gunfight, and then shooting him in the back.
  • 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 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, 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.
  • Visible Invisibility: Poltergeists and Bloodsuckers fit the "Predator" version. Poltergeists appear as a distortion with embers or electric arcs around it, Bloodsuckers have Glowing Eyes and become slightly opaque when charging at you.
  • Vodka Drunkenski: See Booze-Based Buff above.
  • Vulnerable Civilians: Other than the two traders (who sit deep inside neutral bunkers that force you to holster your weapon when you enter), every character in the game world, including major characters, can be killed. Because mutants, bandits, mercenaries, and the military randomly attack Stalker settlements. Luckily for you, you can scavenge their PDA for quests and loot.
  • You can actually kill all but one of the traders, 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.
  • Played straight in one case in Call of Pripyat: two NPCs waiting for you outside to storm a building are invincible until you talk to them and start the mission - not surprising when you found them being relentlessly attacked by pack of dogs and rats.
  • Warp Whistle: Both Clear Sky and Call of Pripyat have guides - stalkers that'll take you directly to specific areas, for a varying fee. They're more necessary in Call of Pripyat, however, considering that the guides in the mission hubs are the only way to get from one map to another.
  • Weaksauce Weakness: Mutants... can't climb. And neither do humans (aside from both lifeforms using the stairs). Only you can, and this can be exploited to your advantage if you find a high enough ledge and/or find a usable ladder on a particular building. That said, you still have to watch out for Controllers and/or Burers, though; the former can interrupt your assault by telekinetically disorienting you from a distance if you don't have a solid barrier near you, while the latter can still snatch your weapon away despite your height advantage.
  • Weaponized Landmark: The Brain Scorcher is the Duga-1 radar, albeit much smaller (the real life Duga-1 has 25 antennas; the Brain Scorcher only 5). The devs used it as it was the source of several conspiracy theories that the radar was actually an emitter used for mind or weather control purposes, or that the Chernobyl Disaster happened to cover up the failure of said experiments.
  • Welcome to Corneria: In the bar area, one character in particular (Snitch) repeats the same two phrases. Also the current page quote and the last page quote. I said come in! Don't stand there.Get out of here stalker!
  • Most of the patrons at the bar will repeat the same few lines of dialogue to no one in particular, justified since it's all drunk-talk.
  • 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 from 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: the 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.
  • What Happened to the Mouse?: The unnamed stalker that rescues you in the intro of Shadow of Chernobyl is never mentioned again in either of the three games. It could be speculated that he probably went off on another quest and met an untimely demise off-screen or probably met a Fate Worse than Death.
  • What the Hell, Player?:
  • 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.
  • In the same game, you can tell Petruha and the rookie stalker squad to not assist you on your assault on the makeshift bandit base. Petruha will tell you off for being a Rambo wannabe. If you manage to wipe the base out singlehandedly (which is quite a feat on harder difficulties), Petruha will be astonished. If you come back before killing all the bandits, Petruha will mock you and tell you to piss off.
  • "Where Are They Now?" Epilogue: Call of Pripyat ends this way.
  • Wide-Open Sandbox: For the most part. More restrictive than Fallout, but has more overall quests, an active ecosystem, and, occasionally, people fighting desperate battles against each other/mutants. That said, in the first game up until you reach the CNPP itself there's literally nothing stopping you from turning around and walking all the way back to the starting village if you want to. The third lets you turn around and head back to the beginning area at pretty much any time.
  • With This Herring: Averted. In the first and second installments, you start as an accident victim theoretically indebted to your helpers. In the third, you are equipped with average gear quite well suited for your default task.
  • Justified in all cases, since as mentioned you're benefitting from a Bedouin Rescue Service in the first two games. In the third, you're undercover since being dropped in the starting area with top-of-the-line gear would be too conspicuous.
  • Played straight in the penultimate round of the Arena in Shadow of Chernobyl, in which you fight a Master Stalker in full Powered Armor armed with the 11th-Hour Superpower assault rifle... while you're armed with only a knife and no armor of your own. It's not as hopeless a fight as you might think, though, since the alt-fire of the knife in Shadow of Chernobyl is a one-hit kill and you have four F1 grenades (much more powerful and with a wider radius than regular ones).
  • Wizard Needs Food Badly: It may not be obvious at first, but hunger is a real meter in all three games. 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 Damage Over Time 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.
  • World of Badass: The Zone is basically the animate personification of natural selection; anyone who isn't cut out to survive there will die, usually very quickly and very horribly. As such, anyone who survives in the Zone for any length of time is going to be pretty hardcore. Stalkers are people who venture out into a chaotic reality-warping hellhole of an Eldritch Location, which is infested with dangerous mutants, deadly anomalies, instantly-fatal pockets of radiation, and heavily-armed hostile humans who want nothing more than to kill you and take everything of value you carry. They do this for a living. Getting into a massive firefight with a gang of bandits, running in terror from a pack of hideously mutated wild dogs, walking through a tear in the fabric of reality itself in order to unearth a mysterious glowing trinket, hiding in a grate to escape a head-exploding psionic storm, and running back to town with monsters hot on your heels are all in a day's work for the average stalker. And once they've sold the booty, patched up their wounds, and taken some time to rest, eat, and relax, they head back out and do it all over again.
  • The World Is Not Ready: C-Consciousness's reason for hiding the true origin and nature of the Zone.
  • You Wake Up in a Room: The beginning of Shadow of Chernobyl has you wake up in Sidorovich's bunker after the unknown stalker under his payroll manages to rescue you from the destroyed Death Truck in the intro.
  • Your Terrorists Are Our Freedom Fighters: The Freedom faction has one defined goal: they want to open the Zone to the world because of its many wonders that could benefit humanity. Duty, the rival faction, however, sees this as spreading the Zone's corruption to the entire world and calls them anarchistic terrorists who have no idea the dangers they're dealing with and letting out. The two factions are constantly at each others' throats for these conflicting interests.
  • Zombie Gait:
  • Zombified stalkers shuffle slowly while moaning out Russian phrases yet are still quite capable of firing and reloading automatic weapons (though they're hilariously incapable of aiming those weapons}. When they die, they do cry for their mothers, and in fact, most of their phrases are actually fragments of the stuff stalkers talk about: ...it's so cold here... ...just one more artifact, aarrrgh, then I would...
  • Snorks count a bit, but run on all fours, since their bodies cannot support a straight posture.
...I said come in, don't stand there!

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