There are a total of 27 artifact types (below there is a table with probable localizations, which you can find at the general maps) out of which 23 are 'renewable' and can be found in anomalies. The other four can be found only while completing missions and you won't have them in your possession for too long.
The detector plays a vital role in finding the artifacts. There are four detector types in total. Echo - light and sound signals, Bear - shows the direction, Veles - accurate location, Svarog (prototype) - location and nearby anomalies. Try to gain at least the Veles at soon as possible, however the prototype Svarog would be even better (look - mission 19 (Tempting business) of Zaton sector). Searching for artifacts with it is a real pleasure.
Trading artifacts is the best way to gain money in the game. You will gain the most by selling them to the trader (point 2 at quest map) in the Stalker headquarters in Zaton. After finishing mission 2 (Strange Phenomenon) in Zaton sector, Bears will tell you to find a particular artifact type and will offer a higher than ordinary price for it.
Warning - points in which you can collect an artifact have been marked with blue point of the general maps. After each mission there is a chance that the artifacts will appear once more in those spots.
Shell and Spring Artifacts STALKER S.T.A.L.K.E.R. Chernobyl PC Game STL 3D-model 3D-print Only Digital Roadside Picnic
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The Shell is an artifact that can be found only in S.T.A.L.K.E.R.: Clear Sky and S.T.A.L.K.E.R.: Call of Pripyat.
'This artifact used to be considered trash, devoid of any useful properties. However, scientists recently discovered that if kept in constant contact with the body, it has an excellent stimulating effect on the nervous system, replenishing the bearer's energy. Emits radiation.' - Clear Sky description 'This artifact used to be considered trash, devoid of any useful properties. However, scientists recently discovered that if kept in constant contact with the body, it has an excellent stimulating effect on the nervous system. Emits radiation.' - Call of Pripyat description This artifact's appearance is clearly a nod and homage to the 'empties' as described in the novella which inspired the S.T.A.L.K.E.R series, 'Roadside Picnic'. They're described as follows: 'They're just two copper disks the size of a saucer, about a quarter inch thick, with a space of a foot and a half between them. There's nothing else. I mean absolutely nothing, just empty space. You can stick your hand in them, or even your head, if you're so knocked out by the whole thing – just emptiness and more emptiness, thin air. And for all that, of course ,there is some force between them, as I understand it, because you can't press them together, and no one's been able to pull them apart, either.' The Spring is an artifact that can be found only in Shadow of Chernobyl. 'According to the opinion of some researchers-theorists, this artifact is a hybrid between Batteries and Shell.' - In-game description
The Shell is an artifact that can be found only in S.T.A.L.K.E.R.: Clear Sky and S.T.A.L.K.E.R.: Call of Pripyat.
'This artifact used to be considered trash, devoid of any useful properties. However, scientists recently discovered that if kept in constant contact with the body, it has an excellent stimulating effect on the nervous system, replenishing the bearer's energy. Emits radiation.' - Clear Sky description 'This artifact used to be considered trash, devoid of any useful properties. However, scientists recently discovered that if kept in constant contact with the body, it has an excellent stimulating effect on the nervous system. Emits radiation.' - Call of Pripyat description This artifact's appearance is clearly a nod and homage to the 'empties' as described in the novella which inspired the S.T.A.L.K.E.R series, 'Roadside Picnic'. They're described as follows: 'They're just two copper disks the size of a saucer, about a quarter inch thick, with a space of a foot and a half between them. There's nothing else. I mean absolutely nothing, just empty space. You can stick your hand in them, or even your head, if you're so knocked out by the whole thing – just emptiness and more emptiness, thin air. And for all that, of course ,there is some force between them, as I understand it, because you can't press them together, and no one's been able to pull them apart, either.' The Spring is an artifact that can be found only in Shadow of Chernobyl. 'According to the opinion of some researchers-theorists, this artifact is a hybrid between Batteries and Shell.' - In-game description
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Stalker: Shadow of ChernobylStalker: Shadow of Chernobyl is a first person shooter/action horror game set in a near future former U.S.S.R. radioactive area known as 'The Zone'. Released in 2007, Stalker is best known for gripping atmosphere, inspired action, and horrible bugs. Fortunately for PC gamers, there are plenty of polished and essential mods for Stalker that fix, change and add amazing new features to the core game experience. However, there are quite literally tons of mods to choose from, but many of them are not especially well thought out or tested. So before you break your game too badly, check out this handy guide to the top 5 best Stalker mods out today. 5 – Zone Reclamation ProjectStalker: Shadow of Chernobyl has a reputation for being unstable and filled with bugs, which is mostly true of the original released version. The Zone Reclamation Project started as a response to the game's instability, and is now considered to be an essential Stalker mod. With roots as an unofficial patch, the ZRP does not change or add much to Stalker's original gameplay, instead fixing and improving the more technical aspects of the game. However, there is an optional modification program that allows users to adjust the parameters of the game itself. Here are some of the optional tweaks available:
Thankfully, the ZRP is easy to use and relatively bug-free, providing a satisfying Stalker experience without any real changes to the core game. In fact, many of the following mods on this list include the ZRP in their list of credits, illustrating perfectly how the ZRP is really one of the essential Stalker mods. 4 – L.U.R.K.Number 4 on the list of the top 5 Stalker mods goes to L.U.R.K, a more recently released compilation mod. L.U.R.K keeps the original game's atmosphere and adds numerous features to its gameplay. Most notable among L.U.R.K.'s features are its 'smart terrains' that improve NPC and monster spawning and activity, alongside an overhauled weapon ballistics system and a much larger gun selection, make L.U.R.K's gunplay fantastic. However, there are some issues with L.U.R.K. that may need to be ironed out. The revamped economy is good, but may be too intense for some players, as is the case with the revamped enemy AI. Getting shot when you cannot even see your enemies is never fun, but thankfully these moments are few and far between. Despite these minor gripes, L.U.R.K. is a very good mod compilation and is a worthy addition to any Stalker best mods list. 3 – Oblivion LostProbably the most popular Stalker mod out there, Oblivion Lost is a total game rebalance and adds an incredible amount of changes to the game. First and foremost, Oblivion Lost is much harder than vanilla Stalker, and that is evident in everything from the increased monster variety, difficulty and spawns, to the random 'blowouts' of radiation emitting from the sky. Oblivion Lost isn't just about increased difficulty though, it also adds a number of fun new gameplay features, such as the ability to create 'anomaly traps' for your enemies, or deploy a minigun for your own entertainment. However, Oblivion Lost is not at all for players new to Stalker, or those who get frustrated easily. It is a very difficult mod intended for veterans of the Stalker universe, and even then it can be frustrating. Also, Oblivion Lost does not play nice with other mods, making it more of a love it or hate it affair. Still, for a delightfully new and challenging Stalker experience it is hard to go wrong with Oblivion Lost. 2 – The Stalker Mod CompilationFor Stalker fans who love the ZRP's game fixing technical improvements, but want just a little bit more, there are not too many options available. Luckily for them, the Stalker Mod Compilation hits that nice middle ground between a fixed original Stalker, and the intense overhauled Stalker of Oblivion Lost. In fact the Stalker Mod Compilation might be the best mod available for the regular casual PC gamer, as it is very customizable and incredibly easy to install. A list of optional features include:
The Stalker Mod Compilation is relatively bug free, and does not tax PC systems any more than the vanilla Stalker did. In many user's minds, the Stalker Mod Compilation is one of the best Stalker mods out today. 1 – Stalker Complete 2009The vaunted number one spot on the list of the best Stalker mods undoubtedly belongs to Stalker Complete 2009. While Stalker Complete does not add psychic mutants, miniguns, ballistic revamps or radioactive skies, what it does add has to be seen to be believed. Basically, Stalker was made by an Eastern European company in 2007, and it looks like it was made in Eastern Europe in 2007. Stalker Complete 2009 completely revamps the visual, audio, and technical structure of the game, making it look, feel and sound like it was made today by a company like Infinity Ward or Bethesda. The result is truly astonishing. Stalker Complete 2009 has a laundry list of features including:
One note of consequence though, Stalker Complete 2009 needs a very strong system to run at the highest settings, and it really only shines on the higher settings in the first place. Still, making Stalker look new and amazing is what makes Stalker Complete 2009 the best Stalker mod available today. Bulletstorm and The Vanishing of Ethan Carter lead Adrian Chmielarz recently confessed that he liked the idea of survival games more than any survival games he actually played. I feel similarly, but his remark got me thinking about why that might be.
I’m always in the mood for a great survival game, so why do so many leave me feeling cold? Is there any game that’s done survival well?
This article originally appeared 2/3/15.
I don’t think the issue is innate to the genre. Conceptually, the idea of surviving against the odds is a great one. The emotional core of a survival experience—the tension of vulnerability and the thrills that accompany overcoming the odds—makes the genre uniquely compelling. The lack of appeal must come from the implementation of survival mechanics rather than the genre itself.
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How does a typical survival game work?
You are, generally, on your own, generally in a place far from civilization and resources. Finding food and water is important because your hunger meter is constantly draining—some games require players to sleep as well. You’ll often have to scavenge for resources and craft the tools necessary for survival. Animals or monsters prowl the game world, particularly at night, so these games usually feature combat mechanics. These games generally offer long stretches of uneventful gameplay punctuated by brief moments of frustration.
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It feels like survival games are often built on a broken premise: the bulk of the player’s time is spent gathering food, water or other resources without much opportunity to break up the experience. Rather than engaging in interesting actions, players largely find themselves reacting to whatever gauge they need to refill the most.
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Fortunately, some developers use combat to break up the experience. Unfortunately, much of this combat is disappointing; enemies are often damage sponges, weapons break with alarming frequency, and player stamina is rarely good for more than a few swings. Combat feels awkward and strange. One game I played placed an emphasis on melee weapons and gun inaccuracy, which meant that, despite having a character proficient in the use of guns, my rocket launcher would still fire rounds directly towards my feet—even if I aimed at a zombie standing in front of me.
So, to break down the problem with most survival games:
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How could a survival game solve these problems?
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In my mind, the perfect survival game would be a varied experience that focuses on survival in ways other than forcing the player to constantly prowl the game world for resources. If this perfect survival game were to feature combat, tension would stem from the encounter design rather than awkward movement or aiming. Does this game exist?
Yes, though it’s not just one game, but an entire series.
S.T.A.L.K.E.R.: Shadow of Chernobyl is the first of three S.T.A.L.K.E.R. games released by Ukrainian developer GSC Game World. The series is loosely based on an old Russian sci-fi novella Roadside Picnic. On its 2007 release, Shadow of Chernobyl was a buggy, janky experience. After months of patching, however, the game began to shine. Since then, the series has seen a rich mod community work to make the experience shine even more.
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The root, I think, of the S.T.A.L.K.E.R. series’ success is that it’s less about managing resources and more about managing time. Yes, you need food, but the hunger countdown in SoC is far more generous than most survival games.
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S.T.A.L.K.E.R. is no cakewalk. The Zone—the area where the game takes place—is rich with obstacles that prevent players from reaching their goal. First, and most obvious, there are the other humans, most of whom are heavily armed and eager to demonstrate their firepower. The game’s faction system adds a wrinkle in the game—join one group, and others will be out for your head. Save a life and you may win a friend; kill a person, and you’ll find others turning against you.
The game’s AI system, called A-Life, is easily one of the most complex AI systems in a game, and it goes a long way towards making the S.T.A.L.K.E.R. games’ worlds feel richer and more alive than any other series out there. Many times, I’ve stumbled across remains of battles that happened long before I arrived, and, needing resources, I’ve stopped to gather what I’ve needed.
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It doesn’t stop with the humans, however. The Zone is the site of a localized apocalypse, a scar in an otherwise normal reality. Mutants and monsters roam the Zone. I’ve encountered dogs that can create psychic copies of themselves, quickly overwhelming any prey. I’ve barely escaped the dens of invisible bloodsuckers and dodged the stomps of a rampaging pseudogiant. Psychic controllers—former humans—still cause me to bolt in a panic whenever I encounter them.
Then there are the anomalies.
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Anomalies are, for lack of a better word, glitches in spacetime. Some appear as a simple pulse in the air, but get too close and they’ll suck you in. It’s unlikely you’ll escape. Other anomalies include pockets of crackling electricity, columns of shimmering light that do psychic damage, and ghostly jets of flame. If that’s not enough, the Zone is full of pockets of radiation, especially near metallic objects. See that sweet loot stash over there? It’s next to your truck, and your geiger counter’s beeping—are you sure you want to do that?
If you survive the people, you’ll face the mutants, and if you can defeat the mutants, you’ll have to deal with the anomalies. Oh, and then there are blowouts, massive radiation storms that demand you hide underground or suffer a torturous death due to radiation poisoning.
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But that’s not all.
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Many survival games are about the essentials—food, water, shelter, medical supplies, and occasionally, weapons. S.T.A.L.K.E.R. increases the number of resources you need, generating tension through a complexity of needs.
You must manage radiation through vodka or anti-rad medication. Not only do you need to eat, but, with the right mods, you may need sleep as well. Protection from psychic activity is a tremendous boon. Having quality armor is always a must. Repairing weapons is important if you don’t want to have a gun jam during a firefight. Maintaining your stamina through energy drinks is always a good idea.
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If you start bleeding, you’ll want to use bandages to stop the flow of blood or you’re likely to die—this mechanic alone has led to some of the most hectic firefights I’ve ever encountered. Artifacts can help you survive by letting you carry more gear or making your blood clot more quickly. But most artifacts also add radiation, so now you’re back to the vodka or meds.
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In other words, S.T.A.L.K.E.R.’s not about whether you can locate resources, it’s about whether you can overcome the obstacles preventing you from obtaining it. The pressure to find resources is there, but gentle enough to let you exercise your agency. The struggle for survival is centered on conflict and problem-solving rather than simply scavenging. You can devote your time into strategizing how you will obtain resources, rather than simply hoping you find them, and this is the mechanical basis of S.T.A.L.K.E.R.’s success.
You control the game’s pacing.
There’s this great video from the 2013 7DFPS event where Dan Pinchbeck, creator of Dear Esther, talks about two different kinds of shooters: reactive ones, where things happen to you, and strategic shooters, where you plan your moves and execute them. One example of the former would be Serious Sam, a game where you face thousands of enemies who run at you while you backpedal, firing furiously. On the flip side, Far Cry 2 is a strategic shooter—the Far Cry series is all about planning what to do before you do it, after all.
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I think survival games are the same way—most survival games position you as a slave to needs. S.T.A.L.K.E.R., in contrast, provides just enough impetus, through blowouts, certain timed missions, and physical needs, to move forward. How quickly or slowly is ultimately up to you. Hear that group of bandits in the next valley? They’ve probably got the guns and ammunition you need. Maybe you can find a vantage point to snipe them. Perhaps you run through a group of blind dogs and lead them directly to the bandits, causing chaos. Sneaking with a silenced weapon is always a good call, but sometimes you’ve got nothing but your trusty Kalashnikov and a few grenades to bring the hurt.
You choose when to engage, and you choose how to spend your resources, but you’re not in total control either--S.T.A.L.K.E.R. has its own risks and rewards. Do you really want what’s hiding in the radiation? Cool. If you’ve got enough vodka, go for it, though you might get drunk, and stumbling into the nearest mutant or anomaly is definitely not a pleasant experience.
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S.T.A.L.K.E.R.’s a lot like what Far Cry 2 tries to be, except that everything works really well together. No constantly-spawning checkpoints here, but there are plenty of allied and neutral NPCs out in the field. Far Cry 2 lacked predators--S.T.A.L.K.E.R. has them in spades. Heck, even the story makes a lot more sense, and this is coming from someone who considers Far Cry 2 to be one of the best games ever made.
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The S.T.A.L.K.E.R. games deftly handle the “you can tackle objectives however you want and have the game’s complex systems create unique experiences” aspect of Far Cry 2 while simultaneously matching the criteria for a good survival game. The worlds are interesting to travel through, player tasks are varied, and the AI constantly generates unique situations.
It is, to my knowledge, the only survival game that provides you adequate time to plan and prepare, then backs that up with frustration-free, deep combat. If there are proactive and reactive survival games, then S.T.A.L.K.E.R. is proactive, while the problematic survival games I’ve played are reactive.
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Mods take this even further. My preferred mod is a custom cocktail of graphics mods, dynamic weather, and AMK, which rebalances the game, adds in cut features, and emphasizes the survival elements even more. I won’t play S.T.A.L.K.E.R. without AMK anymore; it’s just too good. Other mods include L.U.R.K. and Oblivion Lost, both enjoyable in their own right.
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The ultimate goal of any game is to create some sort of emotion within the player, whether that’s the thrill of victory, sadness at a tragic narrative, enjoyment when faced with a humorous situation. Horror games are a genre dedicated to terror and thrills. But what about survival games? I believe they overlap with horror—players experience tension as they struggle to survive and thrills when they overcome a nasty obstacle, whether that’s finding a scrap of food at the last second or downing a monster with your last bullet.
Unfortunately, I think too many survival horror games feature mechanics that conjure up nothing but stress.
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Too many developers, I believe, go through the mechanical and logical ramifications of their mechanics and leave it at that. They think about needs, like “players should scavenge for food,” but these mechanics feel implemented with all the cold logic of a Vulcan from Star Trek: “survival is a stressful experience, so the game should be stressful.”
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Mechanics aren’t the be-all, end-all of games, though. They’re tools for creating experiences. S.T.A.L.K.E.R.’s monsters look scary because the game wants us to be scared. They’re tough and we’re weak because we’re supposed to feel vulnerable. The combat is fair because the thrill of victory against those odds is undeniable. It’s all about having a strong emotional core, and I feel S.T.A.L.K.E.R.’s is by far the strongest in all of video gaming.
Imagine treading water in a really cold lake. It’s not exactly the most fun experience—the water’s far below body temperature. Your body craves warmth and practically screams at you to get out. It’s a physically stressful experience. Reactive survival games are a lot like that—sure, swimming might be fun, but rapidly being drained of warmth is painful.
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Now consider the high dive. If you’ve never done it before, it can be an intimidating experience. You can take your time. As with cold water, you might fear diving in, but unlike the cold water situation, the plunge into the depths of a nice, warm pool is always extremely satisfying. This is S.T.A.L.K.E.R.--it still provides tension, but it also provides release as you plunge in.
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At the end of the day, what I want out of my games is to feel something I’ve never felt, to experience something I’ve never seen. In my own life, I’ve survived grueling winters outdoors, cooking on a little propane camping stove. The weather was so cold, my food froze mere minutes after I removed it from the grill. I’ve canoed 50 miles in six days. One day, the weather was so bad, we canoed through rain, bailing out our canoes as we went. We fell asleep, exhausted, at 1 PM, waking up about 18 hours later, still worn out.
The whole point of putting myself in those situations was always that thrill of success, being able to say “I was there. I overcame that.” I’ve survived many games, but only in S.T.A.L.K.E.R. did I have the thrilling survival experience I wanted to have. Sadly, GSC Game World closed during the development of S.T.A.L.K.E.R. 2. Many employees went to 4A to work on the Metro games, which are great shooters, but not really survival games. Others went to Vostok to build Survarium, a free-to-play multiplayer shooter, also not a survival game.
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Will another game pick up S.T.A.L.K.E.R.’s torch? I don’t know. I’ve heard that The Long Dark is a Canadian response to S.T.A.L.K.E.R. I’ve spent a little time with Sir, You Are Being Hunted, which the developers have described as “British Indie S.T.A.L.K.E.R.,” but I haven’t had enough time to form an opinion yet. GSC itself has recently reopened, but no new games have been announced. Hopefully, we’ll see another proactive survival game some day. I can’t wait.
GB Burford is a freelance journalist and indie game developer who just can’t get enough of exploring why games work. You can reach him on Twitter at @ForgetAmnesia or on his blog. You can support him and even suggest games to write about over at his Patreon.For more of his Kotaku work, check out the GBB tag.
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Stalker Call Of Chernobyl Artifacts Mod
Pictures for this article are from both S.T.A.L.K.E.R. Shadow of Chernobyl and Clear Sky.
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