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#s.t.a.l.k.e.r. bandits
magan-mir · 23 days
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Сколько бы не играл, а везде есть любители питерской соли.
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1banderka9 · 3 months
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(відкривайте зображення для кращої якості bruh 🙄)
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phantasmal-blehhray · 9 months
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smartest bandit trooper
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Cars:Shadow of Chernobyl and Cars:Clear sky
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teapotkrutoi · 11 months
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Ладна
----
Okay
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laika-the-bitch · 1 year
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as an american who has an interest in czech history and language partly due to having czech in my family history, i kind of recoil in disgust at other americans doing the whole „slavic blood runs in my veins“ thing.  like, i`m over here trying to feel closer to specific, recent family members who emigrated from prague, and i keep running into guys (and it`s almost always guys!) who got „0.5% polish“ in their 23andme results and immediately became obsessed with russia
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aryshacore · 2 years
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gsirvitor · 1 month
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So, I'm playing the S.T.A.L.K.E.R. series for the first time, just got Mole out of his tangle with the military, and decided to venture into the sewers.
I then fought through hoards of bandits and soldiers, faced off against a new mutant, a bloodsucker, certainly disturbing but not too difficult to deal with.
Then, I fought more soldiers before finding what I can only assume to be an exit, I begin to walk down the hall, and hear a shriek, I turn around but there's nothing, I turn around again, and there's this thing in front of me, not facing me, a controller.
I can only assume he was meant to spawn behind me, and attack me, unfortunately for him, he spawned in front of me, and got two slugs to the dome.
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ancapsass · 8 months
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Redesigns r cool right?
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Shout out to @tar-dar for the inspiration to give barney from half-life a S.T.A.L.K.E.R design, personally went with the bandits because they need more representation and because I fw the bandits.
Ummm yeah
#peakcharacteedesign
Idk what else
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lansingbunny · 6 months
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25. Dangerous
Danger is everywhere in the Zone. Deadly anomalies, dangerous mutants, anarchists and bandits. None will stop Bun on her way to find priceless artifacts!
It’s been years since I last did a S.T.A.L.K.E.R. piece. I still love the atmosphere of the games, bleak and lonely, but also so very much alive.
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krissiefox · 1 year
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S.T.A.L.K.E.R. Clear Sky (Game Review)
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STALKER Clear Sky is the second game in the STALKER game series, though it's story apparently takes place before the first game. Like the previous, it is a mostly open-world survival horror game inspired by the Chernobyl disaster. In this one's story, you start out playing as a Stalker (a “backronym” for Scavengers, Trespassers, Adventurers, Loners, Killers, Explorers and Robbers) who was escorting some scientists through the swamps when an emmision (deadly shock-waves of energy and spacetime distortion that occur in the game's "Zone") hit and kill everyone but you. You are rescued by a secret science team called "Clear Sky", who eventually escort you back out into the swamps, where your adventures can begin.
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It had been a couple years since I played the first S.T.A.L.K.E.R. game but I was greeted by many of the same things I loved about the first. The visuals are beautiful and eerie, and the sound design and music are wonderful, and exploring the world is both very fun and very tense, as hidden goodies can be found in many places, as well as deadly hazards and monsters. I greatly enjoyed exploring each area, seeing what folks I could help out and make friends with, and satisfying my desire to hoard tons of goodies as I do in every survival game I play, hehe. Friendly and neutral camps throughout the game will allow to do things such as repair, upgrade, buy and sell different gear. You can store your equipment in little metal boxes throughout the world, each of which have their own unique inventory. They don’t have a shared inventory like the chests from Resident Evil 2, but I enjoy the game's atmosphere so much that I didn’t most of  the backtracking I had to do. I honestly had a bit of trouble following parts of the story-line, but this could be partly due to the fact that I'd been in a bit of funk these last few months and had covid this week, but the game has a lot of likeable characters to meet along your journey, such as Ganja, a cool stoner dude in the game's "Freedom" faction, or a nice old man named Forester that you meet on the outskirts of a big creepy forest.   Surprisingly, there's even a bandit outpost in the game that you trade and upgrade at, though unsurprisingly, they're eager to rip you off and some of their friends on the outskirts of the base will try to mug you if you get too close!
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(At night time, things get REAL dark and the music gets even spookier than usual. I love it. :D ) This is definitely a game that will keep you on your toes.  Even on the easiest difficulty, it's important to save often and carry a lot of healing items. Radiated areas don't always have a visual indicator so you have to be ready to back up at any moment when exploring unfamiliar areas or you'll die pretty quick. Many injuries in the game inflict bleeding, which means you'll need to carry both bandages and healing items for emergencies. Also, when looting bodies for loot, time doesn't stop like in Fallout 3 - so scavenging bodes of fallen enemies during a big fight is always really risky and you have to be very fast. While playing through the game, I kept wondering where the "artifacts" from the first game were, having never found any. Sadly, it wasn't until today, writing this review, that I found out I was supposed to use a machine I had to locate them in anomaly zones. I don't recall this ever being explained to me in the game, and I wish it had been more clear, as my lack of artifacts (anomalous objects that can grant the player both buffs and de-buffs) may be part of why it was really hard for me at times.
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Another part of the game I wish I had been able to prepare better for was "Limansk". If you hadn't played the game yet, I want to give you a warning without spoiling plot details - make sure you have everything you want to keep, and probably a lot of healing items, once the game tells you are about to enter this area, because it is a one way route for the rest of the game, and I couldn't find anyone to trade weapons with or repair my equipment for the last several levels of the game. This made the game's last few levels a brutal slog, where I was constantly low on healing items, my armor eventually broke, and I even eventually started to suffer a shortage of ammo for my good weapons, too! It definitely felt satisfying to still eventually make it through such hard levels, but I would have appreciated a better warning from the game.
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(Ending Spoiler warning begins)
The final level of the game is a confusing  mess that took me a while to figure out. Your job is to stop a man named Strelok by using a weapon to stop his "psy-blocker" device. At first I tried to move forward on the bridge this level starts on, but I just ended up in fights with overpowered enemies who would spawn out of thin air and make quick work of my broken armor and extremely limited ammo supply. I tried leaving the bridge and exploring the huge environment this final scene takes place in, but couldn't find ammo or supplies anywhere - it all seemed to just be there for set dressing. i even realized that enemy characters down on the ground were invincible for some reason, making it impossible to kill them and get supplies that way. I finally realized that you can actually see Strelok right from the start of the level, and your best bet just have to quickly use your weapon to disable his device before he can escape from your line of sight. After that, I was finally able to complete the game.
(Ending spoilers stop here)
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Outside the awkward final level, another bug I encountered in the game was that I was sometimes not able to select my grenades as a weapon, and the only way to get them accessible again was to drop all my grenades and then pick them back up. Other than that, the game ran quite well for me.
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(This strange mass reminded me of the “Elephant’s Foot” thing I’ve heard about. Wouldn’t want to be in a room with that!”) Overall, S.T.A.L.K.E.R. Clear Sky was a really fun experience. The final level was confusing and I wish the game had explained a couple of things better, but there are many different areas in the game that are a lot of fun to explore, and a great spooky atmosphere to immerse yourself in. There's lots of variety in weapons and many different factions to meet that you can join (I chose to be a neutral loner on my play-through, but I am interested in trying to join them in future on any future palythroughs). It can get really tough at times but with practice, frequent saving, and lots of goodie stockpiling, you should be able to see it through to the end and enjoy some good spooks along the way. Thankfully, being an older game, physical copies are available as well as digital DRM-Free copies on some online store fronts.
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(Hey man, no shoes on the bed!)
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Note
aight so in s.t.a.l.k.e.r. there's 9 factions
The Loners - anyone that isn't part of any other faction, here to just make money and survive - the Zone has these weird crystals called "artifacts" and they fetch a lot of money, so these guys are mainly out to find those
Bandits - basically small-time to somewhat dangerous criminals looking to rob everyone, mainly preying on Loners
Clear Sky - the "noble" faction, studying the Zone and also kicking enough ass to earn their keep (but they died in the prequel game so oops)
Duty - focused on eliminating the Zone as well...it's the Zone, a lawless hellhole that's filled top to bottom with mutated animals and barely-human monsters, + unnatural places where the laws of physics and nature don't work, like flying fireballs or vortexes that suck people in
Freedom, who wants to study the Zone and learn to live with it, *but* mostly just sit around and smoke pipe
Mercenaries, paid soldiers who just kill who they're supposed to (and are generally giant dicks)
Ecologists, mainly weak scientists that *actually* study the Zone scientifically
Military - self explanatory, they want everyone out of the Zone no exceptions
Monolith - a fanatical cult that protects one specific thing, the Monolith (duh). They worship the damned thing cause it grants wishes (in a monkey's paw fashion but shhhh). In truth, they're brainwashed people who aren't braindead like the *actual* zombies.
as you can see, very funky with all of them having *somewhat* reasonable ideals so that literally anyone could join at least one of these guys
side note: anyone in the Zone is called a "stalker". it's funny cause no girls are in any of the games, and even if, these guys don't seem to want women anyway.
So that side note hit me like a truck.
But also all those sound about as expected for the type of fuckery you described.
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govindhtech · 4 days
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S.T.A.L.K.E.R. 2: Heart of Chornobyl – Sequel in Sep 2024!
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S.T.A.L.K.E.R. 2 leakes
S.T.A.L.K.E.R. 2 is set in the perilous factions, mutations, and anomalies of the post-apocalyptic Chernobyl Exclusion Zone. Stalker, a scavenger who searches the Zone for precious artefacts, is the character you control.
The series draws on the famous Strugatsky science fiction novel Roadside Picnic, especially its description of the “stalkers,” desperate freelancers who endure terrible weather, mutated creatures, and inexplicable “anomalies” to find precious artefacts. From the minute you wake up in a trader’s bunker in STALKER: Shadow of Chernobyl, you must explore scrubby hills, abandoned buildings, and underground passages to “kill Strelok,” the only message on your PDA.
The original STALKER’s washed-out colour palette and decaying post Soviet design establishes the tone, but it’s hard to define how it evokes curiosity, trepidation, and fear. Surviving a gunfight with desperate bandits or invisible “Bloodsuckers” may feel good, but it won’t last. STALKER is unpredictable, so you’ll be peeping around corners and counting bandages every few minutes. Radiation pockets can kill you rapidly, and logic defying oddities can surprise even the most dedicated player.
With only a few damaged weaponry and patched armour, you explore a mundane-yet-alien terrain. Though odds are against you, you continue.
STALKER 2: Heart of Chornobyl
Visuals greatly improved STALKER games have always had great graphic direction and mood, but gaming tech has advanced since 2009. Developed in Unreal Engine 5, Heart of Chornobyl will use current features to create the most immersive Zone yet. Motion capture and advanced photogrammetry give the Zone a real-life look.
Continue a stale tale The original STALKER trilogy encourages players to explore the Zone, talk to vendors, and complete side tasks to learn about the factions. Call of Pripyat’s different endings left Strelok’s fate and government participation in the Zone unanswered. The series’ underlying narrative is appealing regardless of game endings. In STALKER 2, the player controls “Skif,” a new individual who will influence the Zone’s future.
Find out about Zone
Continuing from there: Though S.T.A.L.K.E.R. 2: Heart of Chornobyl may not directly continue the original trilogy, the Zone’s mysteries will be there.
Each STALKER entry has had rogue scientists or stalkers trying to harness or comprehend the irradiated environment, and Heart of Chornobyl should be no different. Expect more mythology, worldbuilding, dangerous monsters, and strange events here.
A renewed survival focus STALKER pioneered the survival FPS subgenre, and Heart of Chornobyl will expand on this. Pre release documents say S.T.A.L.K.E.R. 2: Heart of Chornobyl has hunger and sleep systems, in-depth radiation effects, a day-night cycle, and more, making the Zone feel alive. Popular fan-made mods provided new mechanics to the original STALKER trilogy, so Heart of Chornobyl may have more depth and complexity after launch if that’s what you want.
Better AI for realism The original STALKER trilogy used the greatest AI available, and Heart of Chornobyl does too. The revival will contain A Life 2.0, which will imitate every Zone component to enhance immersion.
Every day (and night) in Heart of Chornobyl will be different, from roving mutants to skirmishing brigands. Be prepared. Each play session is a new story inspired by the Zone’s shifting landscape. STALKER is about unpredictability, so anticipate your opponents to utilise the greatest techniques to defeat you.
Broken firearms and poor gear are fun
STALKER Shadow of Chernobyl In Skif first skirmish in STALKER: Shadow of Chernobyl as an adolescent, skif rusty AKM jammed. skif will never forget his incredulity and premature death at the hands of Russian-spewing warriors.
It was his first video game gun break, and it established the tone for playing. Most shooters give you entertaining toys to play with within minutes, but STALKER forces you to use second-hand guns that fall apart while firing and may jam if you don’t take care of them.
Like Resident Evil 4, upgrading your favourite weapon and exoskeleton armour via sidequests is fun. S.T.A.L.K.E.R. 2: Heart of Chornobyl will likely deepen these systems.
Your Journey with Stalker:
You put in the shoes of a Stalker, a mercenary who has entered the Zone to loot priceless relics. Making difficult decisions and navigating the hostile surroundings are crucial to your survival.
Accept the Nonlinearity The way the tale goes depends on your choices. Explore at your own speed, align yourself with various factions such as Duty or Freedom, and finish objectives that affect the power dynamics of the Zone. Each decision has consequences.
An Inanimate World with Life: Your actions have consequences in the dynamic environment created by the A Life 2.0 technology. Every game is different because factions struggle, mutants roam, and anomalies change.
The only thing like it While other games, especially multiplayer shooters like PUBG: Battlegrounds and Escape From Tarkov, are similar to STALKER, the latter fills a unique niche that has not been satisfied by any other game. The uncommon fusion of horror, survival, and immersive simulation in STALKER drew in viewers and resulted in a follow up film fifteen years later. If you have never been to the Zone, even if you appreciate modding, you should play one of the original three games or STALKER 2: Heart of Chornobyl.
S.T.A.L.K.E.R. 2 Release date Bookmark September 5, 2024! Windows PC and Xbox Series X/S gamers can visit the hazardous Zone in STALKER 2: Heart of Chornobyl.
Read more on Govindhtech.com
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sitlascl · 2 years
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Stalker call of pripyat spawn items
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#Stalker call of pripyat spawn items full
Sndcachesize 4, 32 Sets size of sound cache. Sndacceleration 0, 1 Toggles hardware sound acceleration. Wealthy: Collect 100,000 RU during the game.Saves a JPG screenshot under the Documents and SettingsAll UsersShared DocumentsSTALKER-SHOCscreenshots directory. Trafficker Of Information: Sell Owl any nine pieces of information. Seasoned Stalker: Visit every anomaly in the game, and certain points of interest. Artifact Hunter: Collect one of each artifact in the game, this includes, compass, oasis, wheel, and spiral. Research Assistant: Successfully complete all Scientists quests and deliver Oasis to them. Pioneer: Plant scanners in all anomalies and complete the 'Rotten Grove' quest. One Of The Lads: Successfully complete Yanov and Skadovsk quest lines in favor of Stalker faction. This includes Bloodsucker Lair, Bloodsuckers in the Swamp, Unknown Mutant Den (Burers), Wounded Chimera, and Nocturnal Chimera. Mutant Hunter: Successfully complete all the mutant related quests given by Gaunt and Trapper. Man Of Balance: Sell General Tachenko's and Morgan's PDA to Owl. Marked by Zone: Survive three blowouts using Experimental Anabolic drugs.
#Stalker call of pripyat spawn items full
Leadership: Recruit a full squad including, Zulu, Strider, Vanov, and Sokolov for the Pripyat Underground Mission. Kingpin (Unconfirmed): Successfully complete Stalker quests in favor of Sultan. Keeper Of Secrets: Give any information concerning Strelok to him. High Tech Master: Bring Nitro all three toolsets. Friend Of Duty: Tell Shulga about Flint and give General Tachenko's and Morgan's PDA to him. Friend Of Freedom: Tell Loki about Flint and give General Tachenko's and Morgan's PDA to him. Friend Of Stalkers: Successfully complete all Stalker related quests, including those required for One of the Lads. Detective: Successfully complete the 'Missing Stalkers' quest line. Diplomat: Solve Mitay and Vano's quest lines without killing the bandits. Courier Of Justice: Successfully complete the 'Magpie/Flint/Soroka' quest line. Successfully complete the indicated task to unlock the corresponding achievement:īattle Systems Master: Bring Cardan all three toolsets. Changes the combination sequence for ending #1 and #7 to the best outcome. Allows the combination sequence for ending #1 and #7. Finding out about the fate of Barge and Joker for Cardan. Get the 'High Tech Master' achievement, but not the 'Battle Systems Master' achievement. Get the 'Battle Systems Master' achievement, but not the 'High Tech Master' achievement. Get the 'Trafficker Of Information' achievement. Get the 'Pioneer' and 'Research Assistant' achievements. Get the 'Friend Of Stalkers' achievement. Get the 'Courier Of Justice' achievement. Get the 'Battle Systems Master' achievement. Successfully complete the indicated task to unlock an extra sequence of the ending you normally would not see:ġ. The ending you get is determined by actions you take over the course of the game. For S.T.A.L.K.E.R.: Call of Pripyat on the PC, a GameFAQs message board topic titled 'Is there a way to move large numbers of items around faster?' In the east, under the house's wall, in the chest - a rifle, sight. The mechanic here doesn't need alcohol to work. Generally the place is similar to the Zaton base, apart from the item supplier, who is nowhere to be found in Jupiter. Inside you will find the representatives of two hostile fractions - Duty and Freedom. Allows spawning of NPCs at an offset from the player. Allows you to spawn NPCs, Items, Ammo, Weapons, other Misc Items. Adds a new option to the main menu while in a Single Player game, which allows you to open the spawn menu. Reactivates, and fixes a debug spawn menu created by GSC. I just want to get the f2000 before having to even go through the end cause its practically impossible to get it before going through the point of no return. No disgusting casuals are needed in STALKER.
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violet-author · 2 years
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Life in The Zone
A crackling flame beneath ruined skies.
The sonorous siren song of sweet music strumming in spite of horrors held in the forgotten and rediscovered pathways of this destoyed landscape.
Darling, dear, heat, heat that speaks of a meal to come, a meal well earned, and a drink to be had, a last bullet held in hand and tied around your neck, your own terms negotiated against the gamble in living here.
Bloodied hands once beheld the touch of a comrade long since past, a fine mist by an enemy fore'er unseen and always waiting for another victim. These anomalies, alive in their own way and eager to kill, yet just as evil as the flame the aids to nourish us.
Beasts that prowl and humans twisted into forms unrecognizable, eyes aglow in dark passages only the brave and the fool would dare go. Scarred in mind and body if they come back at all, some wounds never to heal.
Artifacts aplenty, some weak, some strong, some that could make a mortal into a god, and some best left alone. Promises of riches beyond imagining. Promises of a better life when you leave.
No one leaves. No one gets out of The Zone.
Once you're here, once you taste the bread she gives, the drink she provides, once you've felt the rain and the relief of surviving against all odds...
The Zone will stay with you. You don't leave. She takes a piece away from you, and gives herself to fill the void she leaves in your soul.
You'll come back, sit by the fire beneath ruined skies, and listen to the music again. You'll raise a glass to the fallen, and when you fall, they'll raise a glass for you.
"They were a good stalker.", they'll say, and drink to your memory, before they too are washed away in the winds of The Zone.
No one leaves, not for long.
It's dangerous, but it's home.
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