Zone of Alienation, is a haunting, desolate wasteland that surrounds the Chernobyl Nuclear Power.
Played | 45 times |
Cloned | 1 times |
Created | 217 days ago |
Last Updated | Yesterday |
Visibility | Public |
Agroprom
This large, decaying institute has a long storied history. Built in the 1960s, the Institute was originally designated as Institute of Crop Selection and Genetics, with a field for experimental crops in the middle of the valley. Unofficially, it was used to research consciousness control, with moderate success: researchers were able to install simple commands in the minds of animals. After the 1986 incident, the Institute was shut down and the fields burned. Sometime later it was reactivated and a small military base was built around it, encircled with a concrete fence. The Institute's new mission was not disclosed to the public, but it had virtually limitless funding
Agroprom Research Institute
Agroprom is a significant region within the S.T.A.L.K.E.R. Zone, known primarily for the abandoned Agroprom Research Institute—a Soviet-era complex originally dedicated to agricultural research but secretly used for classified military experiments. After the Zone formed, the facility was left deserted, becoming a hotspot for stalkers seeking valuable intel, artifacts, or equipment. The region consists of crumbling research buildings, underground tunnels, storage warehouses, and open fields, providing a mix of tight, close-quarter environments and open areas. The underground network beneath Agroprom is notoriously dangerous, filled with anomalies, aggressive mutants, and dark secrets waiting to be uncovered. Due to its strategic importance, Agroprom often sees intense factional conflicts, particularly involving Duty, military patrols, and independent stalkers vying for control over its valuable resources and hidden secrets.
Army Warehouses
The Army Warehouses is a strategic location within the Zone, consisting of an extensive military storage complex filled with abandoned barracks, rusted vehicles, and warehouses packed with military surplus. Currently controlled primarily by the Freedom faction, the area acts as their headquarters and staging ground. Due to its valuable resources and central position, the Warehouses frequently become contested territory, attracting clashes among Freedom, rival factions, mercenaries, and rogue stalkers. Mutants regularly wander among the dilapidated structures, and anomalies hidden amidst debris pose additional threats. Despite the hazards, stalkers venture here seeking weapons, ammo, gear, and rare artifacts often hidden within or around the warehouses. In short, the Army Warehouses serve as a major crossroads of conflict, resources, and danger, where alliances shift quickly, and safety is never guaranteed.
Brain Scorcher
While superficially appearing as a massive radar installation, the Scorcher was from the beginning, created as a massive mind-altering antenna, designed to suppress aggression (codenamed Rainbow). Its design was created in Lab X-8, in Pripyat. When the Zone was created, the Scorcher was activated by the Common Consciousness in order to obstruct the way into the center of the Zone. The psi-emissions generated by the installation were effective at mind controlling trespassers and subjecting them to the will of the collective, creating mindless zombified stalkers out of some and raw recruits for the Monolith faction out of others. Members of the Monolith faction are deployed on all of the roads in the Red Forest, leading up to the Brain Scorcher and Pripyat. Alternatively, instead of the direct route via the road, one can also take the forest route, but it is filled with pockets of radiation and anomalies.
Chernobyl Nuclear Power Plant
The Chernobyl Nuclear Power Plant is the epicenter of the Zone—a massive, deteriorating nuclear facility that triggered the Zone's creation through catastrophic disasters. Once a symbol of Soviet ambition, it now looms as a radioactive tomb, heavily contaminated and perilous. The plant is encased in rusting metal and cracked concrete, filled with lethal anomalies and radiation pockets capable of killing instantly. The facility is fiercely protected by fanatical Monolith fighters, who see it as a sacred site. Inside, powerful artifacts and the legendary "Wish Granter" are rumored to exist, tempting stalkers into fatal expeditions. Mutants roam freely, thriving in its toxic environment. In short, Chernobyl NPP represents both the ultimate prize and the ultimate danger, a monument to humanity's destructive arrogance at the Zone's deadly heart.
Cordon
The Cordon is essentially the gateway to the Zone in the S.T.A.L.K.E.R. universe. It’s the first region stalkers usually encounter, serving as a transitional area between the relatively safe outside world and the deeper, more dangerous parts of the Zone. Cordon features sparse forests, rolling fields, abandoned buildings, checkpoints, and military outposts. It’s occupied mainly by rookie stalkers trying to find their footing, along with patrols of military soldiers attempting to keep unauthorized adventurers out. Due to its position as the entry point, the Cordon sees regular skirmishes between poorly equipped newcomers, experienced bandits preying on weaker stalkers, and heavily armed soldiers enforcing containment. Despite being considered safer compared to deeper territories, the Cordon is still perilous, hiding anomalies, radiation pockets, and occasional mutant threats.
Dark Valley
Ah, the Dark Valley—a delightful pit of misery and despair tucked away in the Zone. Imagine a desolate, shadow-choked landscape, perpetually cloaked in depressing gloom. Its rotting industrial ruins and decaying factories stand as beautiful monuments to humanity’s spectacular failures, slowly consumed by toxic fog and searing radiation. Here, bandits thrive like maggots on a fresh corpse, preying on helpless rookies foolish enough to wander into their territory. Every abandoned building whispers betrayal, and the air is thick with the stench of blood, gunpowder, and wasted dreams. The mutants, warped monstrosities born from nightmares, eagerly hunt down those who dare trespass, gleefully tearing apart the unwary. To enter the Dark Valley is to embrace hopelessness—to test just how much agony a stalker can endure before finally succumbing to madness or a merciful death.
Duty HQ
The headquarters of the Duty faction are located in the northeastern area of the Bar. The base is comprised of an underground area and an adjacent building. As the headquarters of Duty, the base is extensively patrolled by Duty stalkers. Voronin, the leader of Duty, is found in the underground area, while his right-hand man Petrenko resides in the adjacent surface building.
Freedom base
A large military base located in the heart of the Army Warehouses, which used to be among the Military's main facilities within the Zone. The base is surrounded by a large concrete fence and contains multiple barracks in various states of disrepair, a railway line with a collapsed tunnel, and several watchtowers. The base, being one of the closest military facilities to the center of the Zone, was hit particularly hard, causing numerous casualties among the base personnel The survivors have been using the base's antenna to frequently transmit SOS signals which were never responded to, although local stalkers are unsure whether the signals were correctly transmitted or if the hierarchy chose to ignore them. In 2011, the military and the zombies were eliminated for good by a Freedom strike team led by Kostyan. Freedom eventually relocated its headquarters from the Dark Valley to the Military base at some point between 2011 and 2012.
Garbage
The Garbage is a prominent and hazardous region within the Zone, characterized by vast fields filled with irradiated waste, abandoned vehicles, piles of scrap metal, and derelict machinery. Originally an expansive dumping ground used after the initial disaster, it became heavily contaminated and littered with dangerous anomalies and radioactive hotspots. Due to its location near the Zone’s entrance, the Garbage acts as a crossroads for stalkers traveling deeper inside or returning from risky expeditions. It's an area frequently contested by factions and bandits seeking control over valuable salvage and artifacts hidden amidst the debris. As a result, firefights and ambushes are common. While the Garbage might initially seem safer due to its familiarity, it can quickly become deadly—radiation, mutants roaming among rusting vehicles, anomalies concealed in the waste heaps, and hostile stalkers all pose constant threats.
Military checkpoint
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. Corruption within the military ranks made it possible for traders like Sidorovich to bring goods in and out of the Zone. It is one of many located on the edges of the Zone. The checkpoint consists of a watchtower located on the side of the road with machinegun, surrounded by two mobile stations, and an enclosed compound with a two story guardhouse, barracks and a parking lot. The road to the checkpoint is also surrounded by a minefield.
Pripyat
Pripyat is the eerie heart of the Zone—an abandoned Soviet city near Chernobyl, now a crumbling graveyard haunted by radiation. Monolith fighters, fanatics who worship the Zone, fiercely guard the city, attacking intruders on sight. Despite this danger, stalkers risk everything to venture inside, drawn by extremely valuable artifacts hidden in the ruins. Pripyat is also home to deadly mutants like bloodsuckers, snorks, and controllers, each stalking the streets and buildings, turning exploration into a constant fight for survival.
Red Forest
The Red Forest is one of the Zone's most infamous and sinister locations—a dense woodland heavily saturated by extreme radiation, making it one of the deadliest places imaginable. Its name originates from the reddish-brown hue the trees acquired after absorbing massive amounts of radioactive fallout from the Chernobyl disaster. Today, this haunting landscape is a twisted nightmare, filled with grotesquely mutated wildlife, lurking anomalies hidden among dense vegetation, and fierce psychic disturbances. Navigation is difficult, visibility limited, and deadly threats constant. The trees themselves seem corrupted and sinister, their branches twisted into unnatural forms. Because of its intense radiation levels and severe anomalies, few stalkers dare to enter the Red Forest willingly. Those who do typically seek powerful, rare artifacts hidden deep within its deadly depths—or use the area as a dangerous shortcut to more remote regions of the Zone.
Red Forest - Monolith fortified line
This area is super reinforced by the monolith forces. Barricades are everywhere, with various covers like sandbags and concrete blocks and turned over vehicles.
Red Forest - Vegetation
Buried between jagged cliffs and dense thickets lies an isolated pocket of life known as The Nesting Grounds. From above, it appears like just another overgrown glade, but many seasoned stalkers know the truth—this is no safe place to rest. It's a breeding zone for local mutant fauna, particularly wild boars, flesh, and the occasional controller or worse. The dense tree canopy offers excellent cover, but the uneven terrain, hidden anomalies, and lack of safe sightlines make this one of the more dangerous and unpredictable pockets of the Red Forest. The area has long been avoided by patrols, except for a few foolhardy ecologists trying to document fauna behavior.
Rostok
An abandoned industrial zone marked by crumbling factories, rusted warehouses, and tangled machinery slowly being swallowed by decay. Broken concrete and twisted metal litter the ground, while the air reeks of burnt chemicals and stagnant water. Amidst the ruins lies a fortified tavern known as the 100 Rads Bar, a rare haven where mercenaries, scavengers, and traders gather to exchange goods and information. Outside, mutants and bandits prowl the desolate streets, making every venture into the shadows a deadly gamble. Protected by the militarized and orderly faction known as Duty, the Bar area is one of the Zone's rare safe havens—if "safe" means fewer bullets flying directly at your skull. Inside, the air is thick with cigarette smoke, cynicism, and the unmistakable scent of cheap vodka. Dim lights flicker over makeshift tables as stalkers trade artifacts, gear, and grim advice.
Southern Cordon Mill
The Old Mill is a decaying landmark within the Cordon, a skeletal ruin of wood and metal once used to grind grain for the nearby villages. Now, it stands as a haunting silhouette against the gray, clouded sky, its fractured blades swaying uselessly in the wind. The entire structure tilts precariously, its foundations eroded by years of rain, radiation, and neglect.
The Blood Trail
The Blood Trail is a forsaken road stretching from the decaying military ruins of the Army Warehouses into the twisted nightmare of the Red Forest. Once a sturdy asphalt route used by Soviet soldiers, it’s now a fractured mess of broken pavement, tangled roots, and rusting vehicle carcasses—like a wounded artery slowly rotting away. The journey begins with the illusion of safety, where Freedom patrols occasionally roam, their presence giving the desperate hope of protection. But the further you travel, the quicker that comfort erodes. Cracked road signs, long since bleached by radiation and weather, serve as grim markers of progress toward madness.
The Death March
The Death March is the nightmarish path that winds from the corrupted depths of the Red Forest to the desolate, haunted city of Pripyat. This cursed road is barely more than a series of broken asphalt fragments, tangled roots, and mud-choked passages—its presence half-consumed by the wild, hostile terrain. Emerging from the crimson shadows of the Red Forest, the air is heavy with the sickening odor of decay and radiation. The sky seems perpetually grey here, casting everything in a bleak, lifeless hue. Twisted, gnarled trees line the path like skeletal sentinels, their branches swaying with a maddening, unnatural rhythm. The Death March is littered with deadly anomalies—boiling heat anomalies that sear flesh to the bone, magnetic vortexes that crush anything metallic, and creeping gas clouds that dissolve skin like acid. It’s not uncommon to find charred skeletons and half-melted equipment scattered along the road, silent warnings to those foolish enough to attempt the crossing.
The Exclusion Zone
The Zone is a dangerous and enigmatic area surrounding the Chernobyl Nuclear Power Plant, formed after a mysterious second disaster in 2006. This disaster altered reality itself, creating an unpredictable landscape filled with deadly anomalies, radiation hotspots, and mutant creatures. Within the Zone, strange phenomena defy the laws of physics, manifesting as hazardous fields that can crush, electrocute, burn, or otherwise harm anyone who ventures unprepared. The Zone also spawns artifacts—rare objects imbued with extraordinary properties. These artifacts are incredibly valuable, making them the primary target of stalkers: daring individuals who risk their lives navigating the Zone’s perilous environment for profit, curiosity, or survival. The area has become home to numerous mutated creatures, warped and twisted by radiation and anomalous energy, turning once-normal animals and humans into aggressive and often monstrous beings.
The Forgotten Path
The Forgotten Path is a treacherous, overgrown trail winding from the shattered ruins of Wild Territory to the haunted depths of Yantar. Once a narrow maintenance road for industrial workers, it has long since been reclaimed by the Zone’s relentless decay. Anomalies litter the path like landmines—shimmering air distorting reality, pockets of intense heat flickering in the cold, and sudden gravitational pulses capable of crushing bone to dust. Mutant packs frequently prowl the area, from the snarling, rabid dogs lurking in the shadows to the rare, horrifying pseudogiants whose thunderous steps shake the earth itself. The path is quiet, but not peacefully so. It’s the kind of silence filled with paranoia, where every creak of metal or rustle of leaves feels like a whispered threat. Radiation drifts like poison on the breeze, clinging to every breath and staining the air with a faint, metallic taste.
The Pripyat Central Square
Once the civic pride of Pripyat, this shattered square now stands as a twisted monument to abandonment and fanaticism. Crumbling concrete, leafless trees, and eroded statues echo with the silence of a world that ended decades ago. At its heart lies the grand central square — bordered by the cultural palace, cinema Prometheus, and the haunting silhouette of the Ferris wheel looming beyond. This plaza marks the unofficial capital of the Monolith faction, who view this place as sacred ground. Their patrols, fanatics whispering prayers into dead radios, are a common sight.
The Shock Tunnel Crossing
A decaying concrete tunnel stretches forward, its interior coated with dark grime and peeling layers of damp, worn surface. The floor is littered with debris, loose rubble, and what appears to be a scorched human corpse near the right wall. Farther in, several broken crates and metallic scrap are scattered near a faintly glowing patch, suggesting active electrical anomalies. Sparks occasionally flash from the ground, and faint distortions in the air hint at volatile, invisible fields. A cluster of electrical arcs flickers near the tunnel’s midpoint—deadly to anything that crosses them unprotected.
The conflict road
The Conflict Road is the well-trodden yet perilous route connecting the 100 Rads Bar to the fortified ruins of the Army Warehouses. Carved through industrial wreckage and overgrown terrain, this road is a bloodstained artery of the Zone, where factions clash, mutants prowl, and greed thrives. The journey starts in the relative safety of the Bar’s outskirts, where traders, mercenaries, and rookie stalkers mingle in a chaotic mix of deals and desperation. But once past the dilapidated checkpoints and out of Duty’s supposed protection, the true nature of the Zone shows its teeth. Stretching through rusting factories, crumbling rail yards, and radiation-tainted thickets, the Conflict Road is more battleground than pathway. Anomalies lurk in the shadows—crackling whirlwinds of electric death, shimmering air pockets that twist bone and steel alike, and the occasional corrosive mist that turns skin to pulp.
The forest walk
This paths leads from Dark Valley to Cordon, or opposite. It is mostly by forest, overgrown plants are there. The air is suprisingly clear.
The rookie village
Located in the outskirts of the Military checkpoint at the entrance of the Cordon, the Rookie village is the starting point for a large number of rookie stalkers in the Zone. The location itself is situated in a small hamlet of seven houses, with Sidorovich's bunker a few meters west of the last building. Some of the abandoned houses, as well as underground areas, have been repurposed by the stalkers as shelters. A stalker named Wolf acts as a leader and mentor among the rookies This location will serve as initial base of operations. Supplies can be traded with Sidorovich. Although there is a hostile Military base to the South of the village, it is generally a safe location; although one or two fleshes, boars, or dogs may charge through it on rare occasion, the Rookies are usually able to handle a lone mutant or two without too much trouble.
Vehicle station
An abandoned industrial facility located south east of the Mill and Bus stop, and south of the Railway bridge. The area was apparently home to an automotive cooperative named "Lokomotiv" (Ru. Локомотив) before it was abandoned. The facility consists of four buildings in various states of dereliction. Abandoned equipment such as a tractor and a truck can also be found within the facility.
Wild Territory
The Wild Territory is the Zone's merciless no-man’s land—a grim labyrinth of abandoned buildings, derelict industrial structures, and overgrown rail yards. Located beyond the relative safety of the Bar, it's infamous as a hunting ground where chaos reigns supreme, and survival is never guaranteed. Here, there's no illusion of order or safety; instead, you'll find hostile mercenaries prowling the shadows, snipers watching patiently from rooftops, and mutant creatures lurking behind rusted machinery, waiting for their next prey. The air is tainted with the acrid stench of rust, blood, and decay, with gunshots echoing through deserted alleyways as stalkers clash over territory, artifacts, or mere survival. Artifacts here might be plentiful, but the risks are brutally clear. The Wild Territory rewards recklessness with swift, violent death—making it the perfect proving ground for those foolish enough to test their luck.
Yantar
Yantar is a grim wasteland dominated by the decaying remains of the Yantar Research Facility, a once-prominent laboratory now reduced to a crumbling ruin. This forsaken region of the Zone is eternally shrouded in sickly yellow fog and stagnant pools of radioactive sludge, haunted by the moans of mindless zombies—former stalkers and researchers whose minds have been shattered by intense psychic emissions emanating from the facility. The facility itself looms like a sinister tomb, its dark corridors echoing with the tortured murmurs of the undead and twisted mutants that lurk in the shadows. Here, scientists from the Ecologists faction desperately attempt to study and contain the horrors within, protected by makeshift barricades and guards fighting constant battles against relentless threats.
Yantar complex
“The mind dies long before the body in this cursed place.” Tucked deep in the swamps of the Zone, the Yantar Research Complex is a fortified scientific outpost built around a decaying industrial facility. This compound serves as the base of operations for a group of researchers studying the Zone's most insidious threat—psy-emissions. Surrounded by a high concrete wall topped with barbed wire, the complex is protected not just from mutants, but from the Zone’s psychic horrors. Old labs, storage buildings, and rusting structures form the heart of the facility. Inside, scientists in heavy-duty suits work tirelessly under flickering lights, monitoring brainwave patterns and anomaly behavior.