
Report all known cases of "Stalking." Do not let the looters hide behind your backs. The Security Service of Ukraine is calling all right-minded and loyal citizens to collaborate with the authorities. Do not try to penetrate into the secured area. We are here to protect you from the Zone, not the Zone from you. Patrols have the right to shoot on sight. Illicit crossing of the perimeter is a criminal act.Īny attempt to penetrate the secured Zone will be punished by any means necessary. In order to inform anyone who's trying to illegally enter the Zone, warnings are voiced through a megaphone at the Cordon's southern military checkpoint:Īttention: You are approaching the secured perimeter of an ecological disaster zone. The checkpoint is crewed by Ukrainian soldiers, both regular USS grunts and Spetsnaz operators. Soldiers sleep here and also, occassionally, high value packages may be stored here. It also has a second story on top, apparently a break room.Ī long, white building with two large rooms, it is filled with bunk beds and spare crates of equipment. Everything will proceed as if you had made the dash from the machine gun.Īnother brick building, this one houses the base commander's office and a small lounge for soldiers on duty. The easiest way to do this is to enter the Cordon, go immediately back to the swamps, take the new northern exit out of the swamps (northeast of machine yard) and then use the guide inside the loner base for 100 rubles to head to the rookie village. It is essential to bypass its field of fire to proceed. A soldier patrols the gantry usually and inside minor loot can be found.Īdditionally, in S.T.A.L.K.E.R.: Clear Sky, a machinegun nest is present in the northwest corner of the gantry, and will open fire automatically if the player comes into view. This brick building on the side of the road provides soldiers with a view of the road to and from the Zone as well as the sides of the valley. The checkpoint consists of a watchtower located on the side of the road, surrounded by two mobile stations, and an enclosed compound with a two story guardhouse, barracks and a parking lot. The layout is identical in both games, save for a machine gun's nest on the watchtower in Clear Sky that for some reason isn't present in Shadow of Chernobyl. It is one of many located on the edges of the Zone. Corruption within the military ranks made it possible for traders like Sidorovich to bring goods in and out of the Zone. Shadow of Chernobyl also sports a beautiful wind simulation, its eerie bluster wailing in your ears, kicking up leaves and dust from the sides of the Zone’s abandoned roads.The checkpoint is a small military outpost manned by Ukrainian soldiers, whose sole task is controlling the transit of people and goods between the Zone and the outer world.

Its cloud-scarred skies weigh heavy with foreboding, and what little light that breaks through this slate-grey ceiling is sickly and muted. The strange and haunting atmosphere of Chernobyl’s Exclusion Zone has lost none of its potency in the last decade.

When all its ideas come together, there’s nothing quite like it as an FPS. Nevertheless, there’s a reason why Shadow of Chernobyl’s tenth anniversary is worth celebrating.

There have been disease epidemics that started more auspiciously than Shadow of Chernobyl. Both the story and the game’s more unique mechanics are terribly explained, and the writing is absolutely appalling. The first story mission tasks you with clearing a factory crammed with heavily armed bandits, while your character is equipped only with a pistol that might as well fire grapes for all its effectiveness. It also has a difficulty spike that’s as sudden and punishing as a rogue wave. The opening area, the Cordon, does a poor job of conveying STALKER’s strange and still largely unique atmosphere. That said, I think my own disappointment stemmed more from the fact that Shadow of Chernobyl doesn’t sell itself particularly well.
