S.T.a.L.K.E.R., Shadow of Chernobyl - Weapons & Artifacts Locations

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S.T.A.L.K.E.R Shadow of Chernobyl Weapons & Artifacts Locations FAQ/guide by c00lizz S.T.A.L.K.E.R is a huge game, not only in terms of mere landmass but also in ter ms of the items and people you encounter as part of your travels. Most of the ot her stalkers you meet as you make your way through the radioactive waste that wa s once Chernobyl will be fairly generic characters with little to say, wielding generic weapons and items that is of little use to you. However once in a nuclea r blowout you'll stumble across one of those rare pieces of equipment that makes the search worthwhille, it could be a special weapon, one with a silencer alrea dy attached. It could be a new glittering piece of armor, making those that pack of mauling dogs seem slightly less frightening. It could be a scope that fits p erfectly on your brand new assault rifle It. could even be one of those artifact s that you just can't seem to get your hands on anywhere you've looked. This gui de is here to help you find those items that makes even the thoughest of fights a little more managable. Before we start listing the items however, there is some basics about S.T.A.L.K. E.R that one need to understand for it all to make sense The other people you encounter throughout the game, be they stalker, army or bandit, are not all static, and whille the the heavily armed Duty members that guard the gates out of Rostock may never leave their posts most of the people yo u find out in the wilderness will travel from campsite to campsite and attack an y hostiles they may meet along the way. The other people you encounter throughout the game, be they stalker, army or bandit, are not all static, and whille the the heavily armed Duty members that guard the gates out of Rostock may never leave their posts most of the people yo u find out in the wilderness will travel from campsite to campsite and attack an y hostiles they may meet along the way. Other stalkers like new fancy guns as much as you do and the first thing the y'll do after a firefight is to search the nearby bodies for any weapons that ou tmatch their own. You must be quick if you wish to lay claim to a unique weapon if you fight with friends on your side or they might just snatch your prize away from you. Artifacts spawn randomly around the various areas, they spawn near anomolies and radioation and a few only spawn in some very select conditions. This is tru e even for the extremely rare artifacts that some might even deem to be unique. If you search long enough and hard enough you can always find that extra artifac t. Breakable containers mostly have random contents, however there exceptions t o that rule albeit not many. The few places in this guide where I reference to a breakable container is where it always has the same contents, no matter what. This guide will cover items on an area by area basis. If an item is part of a qu est in some manner or form I will refer to it in the area where it is found, not in the area where the quest is given. Items covered in this guide are, Unique items, Armors, Weapon attachments and Ra re Artifacts. All items in this guide are static items. That means that they can

description

S.T.A.L.K.E.R., Shadow of Chernobyl - Weapons & Artifacts Locations

Transcript of S.T.a.L.K.E.R., Shadow of Chernobyl - Weapons & Artifacts Locations

S.T.A.L.K.E.RShadow of Chernobyl

Weapons & Artifacts Locations FAQ/guideby c00lizz

S.T.A.L.K.E.R is a huge game, not only in terms of mere landmass but also in terms of the items and people you encounter as part of your travels. Most of the other stalkers you meet as you make your way through the radioactive waste that was once Chernobyl will be fairly generic characters with little to say, wielding generic weapons and items that is of little use to you. However once in a nuclear blowout you'll stumble across one of those rare pieces of equipment that makes the search worthwhille, it could be a special weapon, one with a silencer already attached. It could be a new glittering piece of armor, making those that pack of mauling dogs seem slightly less frightening. It could be a scope that fits perfectly on your brand new assault rifle It. could even be one of those artifacts that you just can't seem to get your hands on anywhere you've looked. This guide is here to help you find those items that makes even the thoughest of fights a little more managable.

Before we start listing the items however, there is some basics about S.T.A.L.K.E.R that one need to understand for it all to make sense

The other people you encounter throughout the game, be they stalker, army or bandit, are not all static, and whille the the heavily armed Duty members that guard the gates out of Rostock may never leave their posts most of the people you find out in the wilderness will travel from campsite to campsite and attack any hostiles they may meet along the way.

The other people you encounter throughout the game, be they stalker, army or bandit, are not all static, and whille the the heavily armed Duty members that guard the gates out of Rostock may never leave their posts most of the people you find out in the wilderness will travel from campsite to campsite and attack any hostiles they may meet along the way.

Other stalkers like new fancy guns as much as you do and the first thing they'll do after a firefight is to search the nearby bodies for any weapons that outmatch their own. You must be quick if you wish to lay claim to a unique weapon if you fight with friends on your side or they might just snatch your prize away from you.

Artifacts spawn randomly around the various areas, they spawn near anomolies and radioation and a few only spawn in some very select conditions. This is true even for the extremely rare artifacts that some might even deem to be unique. If you search long enough and hard enough you can always find that extra artifact.

Breakable containers mostly have random contents, however there exceptions to that rule albeit not many. The few places in this guide where I reference to a breakable container is where it always has the same contents, no matter what.

This guide will cover items on an area by area basis. If an item is part of a quest in some manner or form I will refer to it in the area where it is found, not in the area where the quest is given.

Items covered in this guide are, Unique items, Armors, Weapon attachments and Rare Artifacts. All items in this guide are static items. That means that they can

be found under the same conditions every time you play the game.

This guide does not contain any infomation as to items found in stashes.

Version History

1.11 - Changed the Guide formating and updated Millitary Warehouses. 1.10 - Updated Cordon and Millitary Warehouses. 1.09 - Updated Rostock and Millitary Warehouses. 1.08 - Updated Millitary Warehouses. 1.07 - Updated Dark Valley and Millitary Warehouses. 1.06 - Added Millitary Warehouses. 1.05 - Updated Rostock and Garbage. 1.04 - Added Rostock and Yantar. 1,03 - Added Wild Territory. 1.02 - Updated Cordon and added Agprom Station. 1.01 - Updated Garbage and added Dark Valley. 1.00 - First draft. Covers Cordon and Garbage.

Cordon

Merc Suit

Description: Probably the best armor you will get until you reach the bar unless you camp the trader for a Stalker suit. In any case it will help you tremendously early on as armor is really the deciding factor when it comes to combat.

Location: It is hidden in a breakable crate in the newbie camp where you start out your adventures. To get to it however, you need to climb the ladder behind "Wolf", the character that gives you a pistol and knife for your very first mission. Don't climb inside the attic of the building however, use the small ledge to get around and ontop of the roof, from there you simply need to make a running jump to the next house in line. The crate is visible through one of the holes in the roof of this building, and although you cannot enter the attic here you can still break the crate and grab it's contents. Be careful though as there is a chance that the armor will be pushed out of your reach by the crate debris.

Note: Before patch 1.0001 this was a Stalker suit and not a Merc suit.

Mail Suit

Description: This is, quite simply, a Bandit suit with increased bulletproffing. A nice suit to have early on but if you pick up the Merc suit in the newbie village this one becomes obsolete.

Location: During your very first mission in S.T.A.L.K.E.R you will be asked to retrive a flash drive from a stalker that was captured by some bandits. If you manage to free him he will offer you a quest to go find a "Perfected Suit". The suit is located in a tunnel on the east side of the map. Simply follow the road leading out of the bandit camp to find it. Be wary however that the suit may be guarded by a Pseudodog.

Note: Seeing as you need to give this suit to Nimble, the stalker you rescued in order to complete his mission you will need to fail the mission if you want to keep the suit. Do this by either not returning to him, allowing time to set the mission to failed. Or simply walk up to him and tell him that you refuse to do his job. Either way will end the mission with the suit still in your hands.

Silencer Attachment

Description: A muffler for your favorite weapon. Despite it's description there is a limited number of weapons it can be attached to. The silenced effect is not

very impressive either and it should be added to weapons mostly for aestics. Stealth players should stick to weapons with no-replaceable suppressors and the silenced effect is much more effecient.

Location: Locate the old mill just before the broken railroad bridge, the silencer is inside a breakable crate on top of one of the warehouse buildings here. The easiest way to get to it is to climb to the roof of the old mill and make a jump the decomissioned van parked down below, the further onto the roof of the warehouse. With a bit of skill you can jump directly from the ground and onto the van as well.

Note: When you break the crate the contents will fall through the roof for some reason so you need to head below in order to pick up your silencer. The crate also contains some Warsaw Pact ammonition.

Fort 15

Description: Probably the first unqiue weapon you will come across and also one that'll be of use to you for a whille. Although later on a sidearm merely qualifies as weight that could have been used on ammo this early on many players find a sidearm extremely helpful. The pistol itself is simply enough a 15 clip version of the regular fort pistol with no additional enchancements.

Location: The pass beneath the ruined railroad bridge is guard by a group of 6-8 soldiers that prevent passage through. At each end of their encampment is a sergent stationed, the sergent position in the direction of the newbies villiage, the direction you are most likely to meet these guys from, is carrying this gun. He doesn't use it himself so chances are it will be in very good condition.

Note: Although the soldiers will show up hostile on your screen they will in fact not open fire on you unless you attempt to walk past them. Talking to the sergent at either end will allow you to buy passage through.

Tourist Suit

Description: Although you get this item in Cordon you will most likely not be able to until much later in the game but even then it remains one of the most useful items in the game as it significantly increases your carry weight. Note through that although it has the appearence of a regular stalker suit it does not share the same protective qualities. In fact, it has none making it useful only for bringing loot back to camp.

Location: The trader inside the bunker near the newbies village will give you a series of artifact collection quests which culminates in a mission to retrive the rare artifact named "Night Star". Bringing this artifact to him will award you with this suit.

Note: The Night Star is an extremely rare spawn and it is rumored that it will only appear during nighttime. It is however the reward of a few quests you will recived later on.

Garbage

AK74-U Suppressed

Description: A regular AK74-U but with a non-replaceable muffler built in. This is the first truely useful stealth weapon you will come across and as such is a high value commodity if thats your gaming style. If you have no intentions of us

ing stealth however then it has the exact same values as a regular AK74-U.

Location: When you arrive in garbage and start heading a little down the road you will recive a distress call from a stalker named Bess who is about to be attacked by a group of bandits. Head down to the scrap yard where Bess and 3-4 other stalkers are getting ready for the attack. There is no timer on this, the attack will only begin once you have talked to Bess. Bess himself is who carries this weapon so in order to obtain it you will need to either kill him yourself or hope that one of the bandits get in a lucky shot.

Note: If you have something against killing Bess yourself it's still quite easy to obtain this weapon. The scrap yard is literally surrounded by bandit spawns and will, after you complete the quest he gives you, be under constant attack from bandits leading to his inevitable death.

Silencer Attachment

Description: A muffler for your favorite weapon. Despite it's description there is a limited number of weapons it can be attached to. The silenced effect is not very impressive either and it should be added to weapons mostly for aestics. Stealth players should stick to weapons with no-replaceable suppressors and the silenced effect is much more effecient.

Location: In the scrap yard that Bess is guarding head down to the far side, there you should find a covered truck. It's the only one of it's kind in the scrap yard so it shouldn't be hard to locate. Inside the truck you'll find a breakable box which contains the silencer.

Note: The truck can be somewhat tricky to get into as it requires some rather masterful jumping skills so you might want to just settle for the silencer found in Cordon.

Viper 9x18

Description: A regular Viper submachinegun this model has been modified to use the very common 9x18 ammunition. Although that sounds very useful on paper by the time you aquire this you've most likely moved on to using a AK74-U or something similar. It'll still prove useful for a short whille if you are low on ammunition for your primary weapons though.

Location: Head to the old hangar building and then continue out heading in the direction of Agprom Station. Just outside the confines of the Hanger will be a very active bandit spawn so be prepared for a rather big fight. Following the train tracks will take you into an anomoly filled tunnel, the weapon is at the end of this tunnel.

Note: Heading into a tunnel like this without some experience on howto deal with anomolies is suicide and if you are not careful can also cause a dead savegame. Don't try to claim this weapon unless you feel confident in dealing with anomolies.

Agprom Station

Walter P99 9x18

Description: A Walker P99 modified to use the common 9x18 rounds. By the time you get this however Warsaw Pact ammunition should be plentiful and worrying about having ammuniton for your sidearm shouldn't really be a concern. Besides the di

fference in bullets used it doesn't have any advantages.

Location: Shortly after you enter Agprom Station you will get a radio call that informs you about a millitary raid taking place on the station, this is part of the main quest so there is really no way to avoid it. Fighting your way through the soldiers will lead you to a stalker named "Mole" who's also part of the main quest, he'll guide you to a manhole leading down to the not very aptly named catacombs. Mole himself carries this pistol so the only way to get it is by killing him. There is of course always a chance that he'll be killed by the soldiers during the big fight on the station grounds however seeing as he hides inside one of the buildings until it is over you'll be hard pressed for him to have an accidental death.

Note: Once you go down into the catacombs Mole disappears from the game along with his gun so you better decide if killing him is worth it before heading down.

AKS-74 Fastshooting

Description: An AKS-74 with it's rate of fire greatly increased. This is the second best of the Warsaw Pact line of weapons only topped by the Scoped Okaban. Fitted with a Scope and a Grenade Launcher this baby will last you all the way to the end.

Location: During the main quest you will find yourself down in the Agprom Station catacombs, which really resembles sewers more than anything, looking for Strelok's stash, inside the stash you'll find a number of goodies, including a Fireball artifact and a bunch of Warsaw Pact ammunition. On the shelves inside the room you'll also see two AKS-74's, one regular one and this one.

Note: A good weapon like this will tend to get worn from use very quickly so be careful using against the simpler of enemies as you really will want this at your side during the parts of the game where your enemies use Warsaw Pact weapons.

Merc Suit

Description: Although you quite possibly are already wearing a merc suit or even a stalker suit at this point in the game it will likely have been worn out from your fight through the Garbage and if not then fighting the soldiers at Agprom will finish it off. Having a mint condition suit will make any area of the game much more managable.

Location: When you enter the Agprom Station area just keep following the road directly towards the first complex. Directly to your left as you enter the station there will be a small gatehouse, the armor is inside there. Note: If your suit is still in a somewhat decent condition it's recommended to leave the merc suit where it is and pick it up on your way back to Garbage, this way you won't have to drag it around, limiting the ammount of loot you can take with you.

Dark Valley

PSO-1 Scope Attachment

Description: A scope that fits most of the Warsaw Pact weapons. It will make your current AK rifle into a true assault rifle and make things generally a lot easier for you. Definatly a useful item that will make the game a whole lot simpler for you.

Location: Just inside the Dark Valley area you will run across a Duty faction me

mber interogating a wounded bandit. Once the interogation is finished the Duty stalker will head off towards the nearby road, follow him and when he stops, lay in ambush along him. After a whille two bandits will come down the road, escorting a captive Duty member. Kill them and the former captive will reward you with this scope.

Note: It has been reported that you have to wait for the Duty member to open fire on the two bandits before you open fire yourself or the quest will bug.

Storming Okaban

Description: Okaban, the best version of the AK rifles avalible to stalkers, this one with a Grenade Lanucher permanently attached to it's underbelly. Although the AKS-74 Fastshooting is better in most aspects those of you who "likes to blow things up" might want to keep this as the grenade lanucher attachment for Warsaw Pact weapons is extremely rare, even in stashes.

Location: One of the bar patrons in the Rostock bar will give you a mission to retrive this rifle. "Retrive the weapon of the dutyer". It is held by one of the bandits that populated the huge bandit facility in Dark Valley, merely kill him and the rifle is yours.

Note: As with other items thats the target of missions. If you want to keep this rifle you'll need to fail the mission. Also it should be noted that the bandit carrying this rifle is not as static as he seems. He has been spotted doing raids in both Garbage and Agprom making this weapon slightly harder to find than one might think. The quest marker will always guide you in the right direction though.

GP-25 Kostyer attachment

Description: A grenade lanucher that attached to Warsaw Pact rifles. Although it's limited in usefulness it's always a nice thing to fall back on if you feel yourself overwhelmend with enemies.

Location: Part of the main quest will take you down inside the X-18 labs located in the Dark Valley. The first level will hold no suprises however once you take the stairs down you will find a locker room located nearby, inside one of the lockers is an AKS-74 with the launcher attached.

Note: This is as far as I know the only attachment of this type in the game, including stashes making it extremely rare.

Rostock

Noiseless Kora

Description: A Kora handgun with a non-replaceable silencer. Quite possibly the best choice avalible for a stealth player.

Location: One of the stalkers that walk the grounds of Rostock is named Sparrow, he carries this gun with him. Getting it from him won't be easy though as he rarely is alone so getting this gun might mean having to take on the whole Duty faction in Rostock.

Note: It is possible to get this without incurring the wrath of the Duty faction, you just need make what is known as a "stealth kill". This means using a completly silenced weapon from where noone can see you fire and preferably from where

noone can see your target fall. A one shot kill is required. Despite what everone thinks, the knife is not silent enough for this.

"Thunder" 5.45

Description: A Thunder rifle modified to use the NATO 5.45 rounds making it a very versatile weapon. Definatly the best choice for using up all your NATO ammo even if it does lack a scope.

Location: A Duty veteran named "Barin" carries this rifle around Rostock and the only way to get it is by taking it from his corpse. However, once in a whille he does leave the confines of the protected Duty area and heads off into the dog territory near the transition point to Garbage making a stealth kill very possible and even easy.

Note: Killing him might make the entire Duty faction hostile, even if you think you managed to do a stealth kill don't save until you've confirmed that nobody inside Rostock opens fire on you when you get close.

Wild Territory

PSO-1 Scope Attachment

Description: A scope that fits most of the Warsaw Pact weapons. It will make your current AK rifle into a true assault rifle and make things generally a lot easier for you. Definatly a useful item that will make the game a whole lot simpler for you.

Location: The first time you head into the Wild Territories you'll hear a lot of radio chatter from mercs, deciding what to do with you, at the end of the chatter, or when you get too close, a group of four snipers will open fire on you from afar. All of these snipers are wielding AKS-74 with attached PSO-1 scopes.

Note: You are only really ever going to need one PSO-1 scope so keeping all four is a waste of space.

Stalker Suit

Description: A suit of Stalker armor, a step up from merc armor. Always nice to know where to find a piece of mint condition armor.

Location: Once you head into the Wild Territories for the first time you will take sniper fire from some windows ahead of you, head into where the snipers were hiding and goto the end of this hall, on the ground there you will find this suit of armor.

Note: Stalker armor is going to be your mainstay of armor during most of the game, or rather, until you get to Yantar or begins taking on Duty quests.

Black Kite

Description: A Desert Eagle, plain and simple. You know it. You love it. And you'll most likely pick this up and use it. Take note however that it is a useless piece of hardware. It has no accuracy whatsoever and a recoil that makes your shoulder pop out. Basicly, it would probably be more effective to just keep your starting pistol, atleast you'd score some hits with that.

Location: About the center of the Wild Territories area there is a crashed helic

opter, just next to it is a tunnel leading down. Head into this tunnel, jumping on cars to avoid the deadly electro anomolies. Near the middle of the tunnel, on the right hand side you'll find a body clutching this gun.

Note: The person holding this gun is Gordon Freeman of halflife fame.

Big Ben

Description: A modified version of the Black Kite handgun, this one uses the extremely rare sniper ammo with only a damage increase to show for it making it in fact, worse than it's unmodified counterpart.

Location: Right next to the body of Gordon Freeman is a large red crate, inside that crate is a small breakable box containing this hand cannon. Note: Sniper ammo cannot be bought anywhere in the game and besides what you get from this box and a few select stashes the only place before going into Red Forrest to get more sniper ammo is the Freedom camp in the Millitary Warehouses district. You have to kill their snipers to get the ammo though. They each have about five rounds.

Pellicle

Description: One of the few rare artifacts that give you only positive effects. This one yields a 30% protection from chemical burn.

Location: Inside the underground tunnel in Yantar that also holds the two Desert Eagles look for a white car, the artifact is hidden near one of the tires, it can be somewhat difficult to spot and the elctro anomolies might have pushed it around a little so search carefully.

Note: Although this artifact gives only positive effects it's not particularlly useful, chemical burn is a very rare damage type only really encountered in certain rare anomolies.

Yantar

Pellicle

Description: One of the few rare artifacts that give you only positive effects. This one yields a 30% protection from chemical burn.

Location: Inside the Mobile Science Lab in Yantar speak to the professor and ask for missions, one of the series of missions he offers is artifact retrival. The final quest here being the retrival of the very common "Fireball" artifact, bring it to him and exchange it for this better and more valuable artifact.

Note: Although this artifact gives only positive effects it's not particularlly useful, chemical burn is a very rare damage type only really encountered in certain rare anomolies.

Millitary Warehouses

Lightend IL 86

Description: An IL 86 which has been modified to weigh less and as a bonus has a non-replaceable silencer. It has a downside of being less accurate than the regular version though. Good for stealth players but not for anyone else.

Location: In the Rostock bar the stalker named "Snitch" that usually sells you useless infomation will also offer up a quest to kill a "Master stalker" in the Millitary Warehouses district. The stalker in question usually hangs around the campfire in the middle of the map but he might migrate to the small farm just east of the transition from Rostock if the Duty stalkers there have been removed.

Note: He's not actually a master stalker, he's just named Master.

Vintar BC

Description: The ultimate choice for a stealth player. Completly noiseless and flameless, comes with a scope and packs a hefty punch. It's only downside is it's low capacity clip that makes it useless in close quaters.

Location: Head to the northern part of the Freedom base, there should be 2 barracks type buildings on the western side and some closed off hangars to the east. The northernmost barracks is where you want to go. The gun is laying on the floor on the opposite side from you enter the building.

Note: This weapon is so silent that you can in fact experience shooting people without them responding to taking damage.

Bulldog 6

Description: A pistol type grenade launcher, although it's very powerful and can dish out a lot of damage at a high speed the low ammount of ammunition avalible coupled with it's weight and general uselessness at range makes it worthwhille only to those that insist on making their enemies go BOOM!

Location: Inside the main Freedom headquaters, the building which also contains the Freedom merchant and the Freedom leader "Lukash" there is a guard blocking off two of the rooms, one of them being the Freedom Armoury where this gun is located in a box on top of the lockers. You cannot get in without killing the guard however it is posible to do so without making the whole Freedom faction hostile to you as long as it's a 100% stealth kill.

Note: Aquiring the Bulldog 6 is a mission for Duty, however seeing as there are one more of this kind of gun you can both complete the Duty mission and go blow stuff up.

M203 attachment

Description: A grenade launcher for NATO rifles, it's only really useful in select situations but then again, some people just like to bring along some explosives, just in case.

Location: This one is inside the Freedom armoury as well, along one of the walls is a number of TR301's, one of them has this launcher attached to it.

Note: Along with the GP-25 this makes the Bulldog, and hand grenades for that matter, obsolete.

SUSAT Scope attachment

Description: An scope that fits most of the NATO style weaponery avalible to you an item like this definatly makes life easier in the zone.

Location: Inside the Freedom armory attached to a TR301 right next to where you find the M203.

Note: SUSAT Scopes are much harder to come by than PSO-1 scopes so getting this early should be a priority unless you are lucky enough to find one in a stash.

Spring

Description: One of those rare artifacts with no bad side effects this one giving 30% impact protection.

Location: Head into the bloodsucker village and goto the northern end, the only noticeable landmark here being the grainsilo, the artifact is up the top of the stairs.

Note: This artifact, despite being valuable and rare, isn't very useful, impact damage is fall damage and unless you like to jump out of tall buildings you won't really need this artifact.

Bulldog 6

Description: A pistol type grenade launcher, although it's very powerful and can dish out a lot of damage at a high speed the low ammount of ammunition avalible coupled with it's weight and general uselessness at range makes it worthwhille only to those that insist on making their enemies go BOOM!

Location: Head into the bloodsucker village, checking the houses on the eastern side of the road. One of them will have a newly dug basement with this weapon and some ammunition.

Note: Aquiring the Bulldog 6 is a mission for Duty, however seeing as there are one more of this kind of gun you can both complete the Duty mission and go blow stuff up.

ContactAny corrections, questions, complaints, whines, deaththreats or additions to this guide should be sent either via Private Message on the IGN board or through E-mail at c00lizz (at) planethalflife (dot) com. Please ensure that any E-mails sent is aptly named and has STALKER in the topic line.

CreditsGSC Game World for bringing me the only game since the original Halflife with modding potentional that made me excited. IGN for a great Guide on Stalker and for hosting this guide. mav93 for showing me the Tourist Suit.

LegalPlease do not incorporate this guide in whole or in parts into your own guide/walkthrough or website without permission from the author. This guide may be distributed freely as long as the contents remain unchanged and no charge is required.

S.T.A.L.K.E.R is copyright 2007 GSC Game World.