S.T.A.L.K.E.R. - Zone of the Chernobyl world illustration - Post-Apocalyptic theme
Post-Apocalyptic

S.T.A.L.K.E.R. - Zone of the Chernobyl

I
Ivanxd23

Zone of Alienation, is a haunting, desolate wasteland that surrounds the Chernobyl Nuclear Power.


Author's Note: Inspired by the first game of stalker, Stalker shadow of chernobyl, i tried to create the whole zone by hand with fan made npc's with a few cannon ones. Its still under the construction, but feel free to give me feedback or edit it anyway you want. Have fun :) Be carefull tho, its NSFW with vulgar language ...
Played45 times
Cloned1 times
Created
215 days ago
Last Updated
10 days ago
VisibilityPublic
100 Rads Bar

100 Rads Bar

he 100 Rads is a bar located underground in Rostok, in what's likely an old fallout shelter. It is run by the Barkeep and provides travelers with a place to rest, eat, drink and talk. The more adventurous can find jobs and quests, usually given by the Barkeep. The bar is the main meeting point for stalkers in the Zone. Drawing a weapon in the bar is not allowed.

Abandoned Drainage Site

Abandoned Drainage Site

This area features a cluster of scattered concrete culverts and drainage segments, likely remnants from a halted construction project. Beside them stands a rusted metal container with a sealed hatch, possibly repurposed for shelter or storage. The setting is open and overgrown, with a road nearby and tree lines in the distance. The layout suggests occasional use by scavengers or wanderers seeking cover.

Abandoned Homestead

Abandoned Homestead

A weathered wooden farmhouse surrounded by splintered fences and crumbling sheds. Once a quiet rural home, now it's overrun by weeds and shadowed by a massive oak tree. Stalkers sometimes rest here—but it's not always safe. The silence can be deceiving.

Abandoned Northern checkpoint

Abandoned Northern checkpoint

A small abandoned military checkpoint located at the northern end of the Cordon, making it one of the two major checkpoints in the area alongside the southern Military checkpoint. It is comprised of a single building and a barrier, surrounded by a fence, a watchtower is also located at the checkpoint. The location is situated along the road leading towards the Garbage.

Abandoned Storage Pavilion

Abandoned Storage Pavilion

This long, single-story structure appears to have served as a storage pavilion or shelter. Its flat concrete roof, supported by columns, covers a series of open bays, now partially exposed due to crumbling brick walls. The facade is characterized by large, open spaces where doors or windows once existed, now allowing unhindered access to the interior. The building’s dilapidated state, with peeling plaster and exposed bricks, suggests long-term neglect and exposure to the elements. This pavilion, surrounded by overgrown vegetation, stands as a remnant of more active times in the outpost

Abandoned Vehicle Workshop

Abandoned Vehicle Workshop

two-story brick structure that once served as a vehicle workshop. The building's condition is poor, with significant damage: large sections of brick have fallen away, particularly around the arched openings that were likely garage doors. Many windows are missing or broken, and the roof has deteriorated, exposing the interior to the elements. The presence of a wrecked car and overgrown vegetation around the building underscores its long-term abandonment and the harsh conditions of the outpost. This workshop stands as a relic of more active times, now just a hollow shell in the desolate landscape.

Agroprom - east entrance

Agroprom - east entrance

It is located in the eastern side of the base. This entrance is guarded by a few guards, and a few snipers also. There is an armored vehicle BTR guarding the entrance.

Agroprom - the supply shack

Agroprom - the supply shack

This house is used as a storage unit by the garrison of the Agroprom. Ammunition, weapons, clothes are stored in here. This hack is made out of simple bricks. It is basically reused barracks house.

Agroprom Factory

Agroprom Factory

According to local stalkers, the factory was built some time after the Chernobyl disaster as a production facility for the Agroprom Research Institute, in order to produce equipment to decontaminate the area. The factory was shut down before production was even started. The abandoned factory is a popular spot among stalkers, as the location is relatively safe

Agroprom HQ

Agroprom HQ

Agroprom HQ is a towering concrete structure that serves as the central command for military operations in the region. With four floors bustling with activity, it houses the commanding officer, several high-ranking officers, and a large staff of soldiers and support personnel, all dedicated to maintaining order and security.

Agroprom base - North entrance

Agroprom base - North entrance

This is a part of Agroprom military base, it northern checkpint. Few soldiers are guarding this passage, with an armored vehicle BTR.

Agroprom commotion area

Agroprom commotion area

Agroprom is a bustling commotion area utilized by Ukrainian soldiers, serving as a temporary refuge where they can converse and recuperate. The location is a repurposed barracks, adorned with various trophies from slain mutants, showcasing the soldiers' victories and the dangers they face.

Anomalous Drain Tunnel debris

Anomalous Drain Tunnel debris

A ravine with a large concrete pipe embedded in the slope, surrounded by debris, metal barrels, and broken fencing. Twisted trees and scorched earth mark it as unstable. The area is known for strong anomaly presence, with hidden dangers beneath the surface and radiation hotspots near the tunnel mouth, but artifacts can be generated in there

Army warehouses entrance

Army warehouses entrance

A rusting military truck blocks a cracked road flanked by barbed-wire fencing. Tires, debris, and a makeshift barrier suggest this was once a checkpoint or ambush point. The forest is eerily quiet—perfect for an ambush or a stash spot overlooked by most stalkers.

Bandit camp

Bandit camp

Bandit camp that is located west from the Vehicle scrapyard. There are few concrete pipes laying around, and a small camoflagued camp with a capmfire, occupied mainly by bandits.

Barrier

Barrier

"The Barrier" is the name given to a strategic checkpoint located in the northeast of the Army Warehouses, at the edge of the Red Forest. It was initially set up by the Military to contain the regular inflows of mutants coming from the forest, but after most of the soldiers were devastated by the Second Emission, it was briefly abandoned, only to be taken over by veteran Loners. Some time between 2011 and 2012, Freedom established full control of the Army Warehouses and took over the Loners' position at the Barrier. The Barrier is the northernmost area that stalkers can reach without finding themselves within the Brain Scorcher's effective range. In addition of mutants, the Barrier is frequently raided by stalkers of the Monolith faction.

Bloodsucker village

Bloodsucker village

"Bloodsucker village" is the name colloquially given to an abandoned hamlet located to the northwest of the Military base. It is well known for being home to numerous Bloodsuckers (hence the name), but also to various anomalies and other types of mutants. Most stalkers in the vicinity, especially those of Freedom, treat the village as a cursed place and avoid it at all costs, although some are known to look for artifacts in the village.

Brain Scorcher - Barrack

Brain Scorcher - Barrack

A small brick shack perched near the perimeter ramp of the Brain Scorcher complex. Though worn and partially dilapidated, it offers a cozy interior with remnants of old wallpaper. Often used as a barracks and resting area by the monolith soldiers

Brain Scorcher - Utility Ditch

Brain Scorcher - Utility Ditch

A wide concrete drainage ditch tucked within the Brain Scorcher perimeter. Overgrown trees and rusting machinery litter the trench, offering some cover. Stalkers occasionally use it as a flanking route or hiding spot when infiltrating the facility.

Brain Scorcher Antennas

Brain Scorcher Antennas

Towering above the treetops, these five skeletal transmission towers emit the devastating PSI waves responsible for the Brain Scorcher effect. Encased within thick forest and guarded by Monolith forces, the structures pulse with eerie silence, their metal frames humming with unseen power. The air feels heavier here—oppressive. This is the epicenter of the Zone’s mental corruption.

Brain Scorcher Facility

Brain Scorcher Facility

A crumbling brick structure lying at the base of the main PSI-emitter complex. Windows are shattered, the roof partially collapsed. This is the last surface-level building before entering the lab beneath the Brain Scorcher. The silence here is deceptive—beyond this point lies the heart of the Zone’s deadliest mental weapon.

Brain scorcher - Guard Post

Brain scorcher - Guard Post

Tucked under camo netting near the perimeter wall, this small outpost within the Brain Scorcher base consists of rusted trailers and supply crates. The area is partially concealed by vegetation and shadows, with makeshift defenses and sparse lighting. Likely used for observation or short rest periods by Monolith forces, it's quiet—too quiet. The oppressive PSI presence can be felt even here

Brain scorcher - Lab entrance

Brain scorcher - Lab entrance

A rusted train wagon rests near a heavily reinforced tunnel entrance, surrounded by pallets of bricks and old loading ramps. This inconspicuous spot hides the true horror beneath—an entry into the underground lab that powers the Brain Scorcher's PSI emitter. The silence here is heavy, broken only by distant static and the hum of twisted science. Proceed only if you're ready to face what's buried below.

Brain scorcher - Rest area

Brain scorcher - Rest area

Tucked in a shadowy corner of the Brain Scorcher complex, this unsettling yard contains rusted trailers, camo nets, and disturbing signs of experimentation or containment. Blood-stained mattresses and heads on pikes mark it as a grim holding zone. This is used by the monolith soldiers to bake the meat, rest and sleep.

Brain scorcher - entrance

Brain scorcher - entrance

This is the outer perimeter of the infamous Brain Scorcher facility. The barricades and twisted metal signal an attempt to prevent access—or escape. Tall trees loom over decaying buildings, while the air itself feels tense and wrong. Those who come too close without proper psi-protection begin to feel its influence, their thoughts fraying at the edges. Beyond this point, only the truly prepared—or the truly mad—dare to advance.

Burner tunnel

Burner tunnel

An old road tunnel in the southeastern area of the level going underneath a railway line, the Burner tunnel is the only route in and out of Yantar from the Wild Territory. The tunnel inherits its name from the large number of Burner anomalies within the tunnel itself. This tunnel will have to be crossed every time the player travels to Yantar, or from Yantar to the Bar. Since the number of Burners is quite high, the area is rich in artifacts such as Droplets. Because the tunnel is very close to Yantar, there is a steady inflow of Zombified Stalkers. Zombies usually wander around the area between the opposite end of the tunnel and the entrance to Yantar. They often reach the entrance of the tunnel, and when they do, they usually end up getting paralyzed or killed by the Burners a few feet into the tunnel. Mutants can also be encountered at the tunnel.

Bus stop

Bus stop

This dilapidated bus stop has become a makeshift outpost in the Zone. The structure, once a simple waiting area for commuters, now bears the scars of the harsh environment—its walls are charred and peeling, windows broken, and an old, faded bus schedule barely clings to a signpost. This outpost offers scant shelter to stalkers and travelers brave enough to navigate this treacherous part of the Zone. It's a poignant reminder of the everyday world that once was, now transformed into a somber landmark in the battle for survival and dominance in this eerie, mutated landscape

Campfire Commons - Cordon

Campfire Commons - Cordon

This area, known as Campfire Commons, features remnants of a brick structure with a partially collapsed wooden roof, creating a rustic shelter. Around a central fire pit, equipped with a rudimentary grill, the ground is littered with debris and overgrown with grass. A nearby well with a functional windlass suggests a source of water, making this a practical spot for longer stays. The surrounding wooden fences are worn and patchy, barely defining the boundaries of this communal space within the Rookie Village.

Campfire in the Wilds

Campfire in the Wilds

Campfire in the desolate clearing in the wilderness, bordered by sparse pine trees and low hills. In the foreground stands a rusty metal barrel embedded in bricks, used as a makeshift campfire, with flames and sparks rising from burning debris inside. The ground is covered in uneven grass and low vegetation, giving the area a wild, unkempt look. The surrounding terrain suggests it’s part of a remote, abandoned zone, likely used by wanderers or stalkers for temporary rest

Central Vehicle Yard

Central Vehicle Yard

main yard of the vehicle depot, characterized by a derelict environment and operational decay. In the foreground, a heavily weathered truck suggests the yard's primary function in vehicle storage or dispatch. The surrounding buildings, constructed from brick, are in various states of ruin, with partial walls and exposed structural elements. Discarded tires and debris litter the ground, highlighting the neglected maintenance of the area. This central yard serves as a crucial but worn hub for vehicle operations within area.

Checkpoint Barricade

Checkpoint Barricade

A makeshift roadblock of crates, concrete, and a rusting van marks this abandoned checkpoint. Once held by Freedom patrols, its now occupied my mercenaries, guarding an entrance to ther mysterious claimed location.

Command Center

Command Center

Main building within a military outpost, functioning as a command center. Constructed from red brick, the structure shows signs of wear but remains functional. The ground floor, with barred windows and a metal-covered doorway, serves as the office. A flat roof extends over the main entrance, providing some cover. On the second floor, a smaller watchtower with windows offers a panoramic view for surveillance. The building is marked by the number "1," indicating its primary importance within the outpost

Concrete Hill

Concrete Hill

A rugged slope cluttered with stacked concrete slabs and a rusting military jeep, lying beneath a broken power line. The area offers scattered cover.

Construction site

Construction site

Located in the western part of the level, the Construction site is an unfinished building, located just next to a railway line and a train hangar, to the south of the Crashed helicopter. Near the building is a construction crane, and a trailer with a campfire. To the southeast of the site is the Burner tunnel leading to Yantar. The Construction site is initially inhabited by Mercenaries, among them many are found at the top of the building, providing sniper support and attacking anyone passing through the site.

Cordon Bridge Passage

Cordon Bridge Passage

This iconic location, known as the Cordon Bridge, serves as a key entry point into the mysterious and perilous Zone in the Stalker universe. The road, marked by cracked asphalt and encroaching foliage, reflects the abandonment and decay that pervades the area. Guardrails, rusted and battered, line the bridge, while scattered vehicles hint at sudden desertions or violent encounters. This bridge is not just a physical crossing but a threshold into the unknown, challenging all who dare traverse its length to prepare for the dangers that lie beyond.

Corner house

Corner house

his decrepit structure in the Rookie Village epitomizes the harsh realities faced by the inhabitants of the Zone. The building, likely a former homestead, now lies in near-total ruin with its roof caved in and walls crumbling. Weathered by time and the Zone's unforgiving conditions, its dilapidated state serves as a stark contrast to the wild, overgrown vegetation that's slowly reclaiming the land around it. Despite its desolate appearance, such ruins are often scavenged for supplies or used as temporary shelters by rookies learning the ropes of survival in the Zone. It's a place where tales of the past linger in the air, mingling with the ever-present threat of danger and the unknown

Crashed helicopter

Crashed helicopter

The crash site of a Mil Mi-24 Hind helicopter located in the northwestern part of the Wild Territory's. The downed Mi-24 is surrounded by multiple Electro anomalies. The entrance to the Electro tunnel is located just south to the site.

Derelict Maintenance Shed

Derelict Maintenance Shed

his structure appears to be a heavily damaged maintenance shed within the vehicle depot. The building's brick walls are crumbling, with large sections visibly missing, exposing the interior. The roof has partially collapsed, leaving the remaining beams and supports exposed to the elements. An exterior metal ladder suggests access to an upper area or loft, now likely unsafe due to structural instability. Nearby, discarded barrels and debris hint at the shed's former use for storage or vehicle repairs, now abandoned and overtaken by the outpost's decline

Duty HQ - Armory

Duty HQ - Armory

This building looks like barracks, but its reused as an armory. Colonel Petrenko serves as a trader, and this bulding sells various weapons, ammunition, medical supplies, food and armor.

Duty HQ - Entrance

Duty HQ - Entrance

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.

Duty HQ - Main base

Duty HQ - Main base

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.

Duty HQ - Yard

Duty HQ - Yard

This is an outyard of the DUTY HQ. Several soldiers can be seen taking guard or working out.

Duty checkpoint

Duty checkpoint

The Duty Checkpoint in the Garbage is a fortified outpost built from decaying concrete structures and reinforced with rusted metal sheets, barbed wire, and sandbags. Positioned along a crucial path, it serves as a defensive barrier against mutants, bandits, and unauthorized stalkers. Watchtowers and machine gun nests, crudely assembled from vehicle husks and planks, provide overwatch, while mounted spotlights sweep the wasteland. The checkpoint’s interior is a cluttered mess of bunkers, supply shacks, and makeshift barricades, all marked by Duty’s blood-red emblems and old Soviet posters. Duty soldiers maintain a strict presence, patrolling the area and inspecting travelers with suspicion. Beyond the checkpoint, the Garbage stretches endlessly, its twisted wreckage hiding both threats and fortune.

Eastern Tunnel Blockade

Eastern Tunnel Blockade

This image shows the entrance to a worn, concrete tunnel embedded in a grassy hillside. The structure has significant wear, with visible cracks and patches of decay on its surface. Inside the tunnel, a faint yellowish light reveals a cluttered interior: a large cylindrical tank, a metal crate, and a raised concrete barrier obstruct the passage. The ground at the entrance is uneven and dirt-covered, surrounded by sparse vegetation. The area exudes a sense of abandonment and hidden dange. If you travel trough this tunnel you get to the

Echo Cottage

Echo Cottage

Echo Cottage is a stark, time-worn structure in Rookie Village. Its faded blue and white paint peels from the plaster walls, exposing the weathered bricks underneath. The galvanized iron roof is rust-stained and partially stripped away, revealing a dilapidated wooden frame beneath. A solitary, intact window is boarded up, suggesting past attempts to secure the premises. The surrounding wooden fence is crumbling and uneven, barely standing in places. Leafless trees loom overhead, casting long shadows over the cottage, enhancing the eerie, abandoned feel of the location.

Electro tunnel

Electro tunnel

The remains of a road tunnel that goes underneath a railway line, in the northwestern part of the level. As its name indicates, this tunnel is filled with Electro anomalies. It is located just by the Crashed helicopter. Only the northern entrance to the tunnel can be accessed, as the other end of the tunnel has collapsed. The tunnel is filled with electro anomalies and the remains of various vehicles. Navigating through the tunnel is a little challenging but easy with the use of bolts.

Elevated Watchtower

Elevated Watchtower

elevated watchtower constructed from a mix of brick and concrete, providing a strategic oversight point. The structure includes a lower brick base that supports a cantilevered upper floor made of concrete, outfitted with a metal railing for safety. Access to the upper observation deck is via a metal staircase, indicating its primary use for surveillance. Adjacent to the tower, a military tent is stationed, hinting at a semi-permanent guard post setup. This watchtower stands along a road, suggesting its role in controlling movement and maintaining security in the area

Field Pos

Field Pos

semi-permanent military setup featuring a large olive-green tent, typical of field operations, paired with a small brick structure enveloped in camouflage netting to blend with the surroundings. The tent is equipped with several windows and a robust frame, suggesting it's used a medical outpost, tending wounded or spending free time. Beside the tent, a well with a basic wooden structure indicates a water supply point, essential for sustained operations. The overall setup is practical, emphasizing functionality and concealment in a strategic location

Freedom base - Campfire circle

Freedom base - Campfire circle

A quiet corner of the Freedom base where freedom stalkers rest, share stories, and warm up around the fire. Surrounded by supply crates, old barracks, and a rusted truck, this area serves as a social hub for Freedom members when not on patrol. Watchtowers loom above, keeping an eye on the perimeter while the fire crackles below.

Freedom base - Crossroad

Freedom base - Crossroad

Inner courtyard of the Freedom base in the Army Warehouses. A derelict tank is parked in the middle of a cracked road, surrounded by overgrown grass, concrete paths, and dense pine trees. On the left and right, there are dilapidated buildings used by Freedom members as barracks and meeting areas. The whole area feels like a militarized camp overtaken by time, with nature reclaiming the structures. Despite its run-down state, it serves as the stronghold of the laid-back yet heavily armed Freedom faction.

Freedom base - Entrance

Freedom base - Entrance

Fortified military post controlling access to the northern regions of the Zone. The checkpoint is flanked by tall concrete walls topped with barbed wire. Two large wooden watchtowers rise above the perimeter, providing overwatch across the landscape. A narrow road leads through the center, flanked by sandbag barricades. To the left, there's a small guard post with mounted floodlights. The overall atmosphere is tense and militarized — a key transitional point before entering more dangerous territory.

Freedom base - Freedom Headquarters

Freedom base - Freedom Headquarters

This is the main headquarters of the Freedom faction, located within their base in the Army Warehouses, freedom base. The building is an old, worn-down two-story structure with cracked yellow plaster and a central staircase leading up to its entrance. It’s surrounded by overgrown vegetation and flanked by trees, giving it a hidden, almost camouflaged feel. Inside, it serves as the command center for Freedom's leadership, often housing key NPCs and important quests. The place has a relaxed atmosphere, but don’t be fooled—these guys are well-armed and fiercely territorial.

Freedom base - Sleeping quarters left

Freedom base - Sleeping quarters left

This weathered shack with a partially collapsed roof serves as one of the sleeping areas for Freedom members. Crude stairs lead into a dimly lit room where beds or rolled-up mats offer rest after long patrols. It’s nothing fancy, but it’s safe—well, as safe as anything gets in the Zone.

Freedom base - Sleeping quarters right

Freedom base - Sleeping quarters right

A decrepit hut tucked beneath a floodlight, near a smoldering campfire pit. Its open doorway and broken roof panels make it feel exposed, yet it remains a favorite spot for Freedom members to gather at night, sharing stories and warmth before patrol. A quiet corner in the chaos of the Zone.

Gas station

Gas station

The gas station is an old, decaying Soviet-style structure located near the main road deeper into the Dark Valley. The main building is a squat, rectangular concrete structure with large, cracked windows and faded, peeling paint. The roof is flat, with patches of rusted sheet metal and a crooked sign barely hanging on. Some letters are missing, making the name unreadable. Out front are two old fuel pumps, rusted beyond use, standing under a partially collapsed metal canopy. The roof of the canopy is warped and torn in places, with support beams exposed. Oil stains mark the ground beneath, long dried and blackened. Around the station are scattered abandoned vehicles — rusted Ladas and military trucks with missing doors or shattered windshields. Nearby, a few barrels, wooden pallets, and crates lie in disorganized piles. Some are burned out or used for cover.

Green Haven

Green Haven

Green Haven is a small, worn house in Rookie Village, showing clear signs of neglect. Its teal painted wooden siding is faded and peeling, while the tin roof, rusted and partly missing, suggests long exposure to the harsh Zone weather. The windows are broken, with remnants of curtains hanging limply. A wooden porch invites a closer look but warns of possible instability. Surrounded by a crude wooden fence and overgrown weeds, it's a relic of more peaceful times, now a quiet witness to the desolation around.

Guarded Passage

Guarded Passage

military checkpoint marked by robust security features. Flanking the road are two solid brick buildings, each showing wear but fortified with barred windows and reinforced frameworks. Sandbags are strategically piled for defense, surrounding the checkpoint. The road is blocked by heavy concrete blocks with yellow safety stripes, indicating controlled access. The scene is completed with a watchtower, providing a high vantage point for surveillance

Helicopter crash shite

Helicopter crash shite

Deep in the shadow of a rocky ridge lies the husk of a downed Mi-24 Hind, its body twisted and scarred by both crash and time. Surrounded by scattered supply crates and encroaching undergrowth, this silent grave whispers of a failed operation. A common haunt for scavengers—and worse.

Lake Agroprom

Lake Agroprom

The Agroprom Lake is a large, contaminated body of water situated northeast of the Agroprom Research Institute, just beyond the northern fields and industrial ruins. Once a reservoir meant to supply water to the industrial complex, it has since become a polluted, stagnant lake filled with toxic runoff, radiation, and decaying vegetation. The water is dark and oily, with patches of algae and strange, glowing particles indicating severe contamination. Rusted pipes and half-submerged machinery stick out from the murky depths, remnants of the area's industrial past. The air around the lake is heavy and foul-smelling, with a metallic taste that lingers in the mouth.

Lonely Farmstead

Lonely Farmstead

An abandoned farm overgrown with weeds and silence. Collapsing barns, a rusting tractor, and skeletal cars speak of long-gone rural life. Stalkers pass through cautiously — mutants are known to linger nearby, and the rotting sheds make for decent cover or stash spots.

Mercenary guarded entrance

Mercenary guarded entrance

A fortified military checkpoint nestled between the trees. Camouflage netting covers sandbags and supply crates, while sentry shacks and an old APC hint at its once-active defense role. Now, it’s a tense mercenary claimed entrance. There are armed mercenaries, guarding this entrance, that leads into their unknown mysterious area.

Military checkpoint - backyard

Military checkpoint - backyard

assembly area within a military outpost, featuring a diverse array of military vehicles. Prominently displayed are an armored personnel carrier and a rugged jeep, indicating the operational readiness of the forces stationed here. Also visible is a raised watchtower, strategically positioned for optimal surveillance of the area. The site is secured with a sturdy, tall fence and barbed wire, underlining the strategic importance of this location for maintaining control and security within the outpost.

Military checkpoint Barracks

Military checkpoint Barracks

This long, one-story building functions as the barracks within the military outpost. Constructed from plaster over brick, the structure shows significant wear, with peeling paint and visible patches of dampness. It features multiple windows with metal grilles for security and a series of wooden doors, indicating individual rooms or sections. A distinct architectural element is the arched gable with a decorative vent, adding a unique character to the otherwise utilitarian design. The building is surrounded by a well-worn path and a low concrete border, setting it distinctly within the outpost's perimeter.

Mill Yard

Mill Yard

A grassy yard bordered by damaged industrial buildings. On the left is a long, white brick structure with multiple windows and a rusted truck parked beside it. A leafless tree grows near the wall. On the right is the stairway and support beams of the Upper Grain Mill. The area is open and slightly sloped, with a concrete surface partially visible in the foreground.

Northern farm

Northern farm

Only the two bricked buildings of the northern farm remain, occasionally visited by fleshes or hunters. It consists of two bricked buildings and two courtyards: the inner one and the outer one, which are also the only available entrance. There is nothing valuable and its completely abandoned. But when there is a storm or blowout outside, it can serve as a good shelter.

Old factory

Old factory

n old, small industrial complex comprised of three buildings and a water tower, surrounded by a fence. At some point, the location was chosen to cover up one of the Zone's laboratories, Lab X-18, which was built underneath the factory itself. The factory has only one access point which is the main gate on its western side. There is a small two-story brick building on the right and another long building that runs along the southern side of the complex. There's another building very similar to it in the back of the building. The main building is L shaped and has two sections. The first section has a ceiling that's three stories high, with pipes running all over. The other section has three floors. There’s a main courtyard, enclosed by these buildings, with cracked asphalt, overgrown weeds, and scattered industrial debris — rusted barrels, broken fences, and twisted pipes.

Old precast's

Old precast's

Old concrete precasts that are located near the road.

Pig farm

Pig farm

The only road in the Dark Valley runs along the east side of the farm. There are two identical buildings which face each other running north and south. Between the buildings is a tractor, a bunch of junk, and to the south is a large tank referred to as a cistern in the description of Pipe under the cistern. There is also a small pump house at the foot of the water tower in the northern part of the farm.

Pripyat -  Downed Mi-24 "Wasp Nest"

Pripyat - Downed Mi-24 "Wasp Nest"

This once-proud Mi-24 Hind, bearing the faded insignia of the Ukrainian military, lies shattered on the muddy fields behind the stadium—its rotors broken and hull webbed with rust and radiation scarring. Known by stalkers as the “Wasp Nest,” rumors suggest it was downed during an emergency extraction mission shortly after the first emissions began intensifying. Despite years of decay, the wreckage remains oddly intact, attracting curious stalkers and looters hoping to scavenge avionics or hidden caches left by its crew. Some say Monolith forces once retrieved something—or someone—from within its cargo bay. Others whisper about strange signals emitted from the wreck at night, interfering with PDA frequencies.

Pripyat -  Energetik Plaza

Pripyat - Energetik Plaza

Once a symbol of Soviet pride and cultural unity, the Energetik Cultural Center now lies shrouded in silence and dread. The plaza leading up to it is cracked and overgrown, the pink marble pedestal long devoid of any statue — as if even stone fled the Zone’s reach. The building’s windows are shattered, yet at night, stalkers whisper of flickering lights within, as though old film reels still play propaganda for an audience of ghosts. The Monolith has repurposed this once-vibrant venue into a place of worship and indoctrination, its main auditorium transformed into a cathedral of devotion to the mysterious force they serve. From the square, one can spot the Ferris wheel looming behind the treetops — a cruel reminder of innocence lost.

Pripyat - Avanhard Stadium Echoes of Triumph

Pripyat - Avanhard Stadium Echoes of Triumph

Once a symbol of athletic pride and youthful vigor, the Avanhard Stadium now stands in eerie silence—its crumbling bleachers overgrown with moss and forgotten cheers. This wide-open expanse offers a strange calm within Pripyat's haunted heart, but veterans know better than to relax here for too long. The Monolith avoids the stadium, calling it “a false arena of flesh,” though loners and scavengers occasionally use it as a rendezvous point. Some even claim the field plays host to nocturnal shadow figures, running laps endlessly until they vanish into mist.

Pripyat - Cafeteria 26 Silent Mess

Pripyat - Cafeteria 26 Silent Mess

This abandoned Soviet-era cafeteria, designated Cafeteria 26 by early explorers, once served hot meals to factory workers and military personnel stationed in Pripyat. Now, it serves only decay, silence, and paranoia. Rows of empty serving counters line the shadow-choked hall, with rusted trays still resting as if time itself forgot to move on. The area outside the windows shows hints of natural regrowth, but inside it’s dark, damp, and eerily well-preserved in places. The tiled walls are discolored and cracked, and a persistent scent of mold and rust clings to the air. Some stalkers have reported hearing clattering trays and footsteps when inside alone.

Pripyat - Central Restaurant

Pripyat - Central Restaurant

Once a luxurious Soviet-era restaurant where the elite of Pripyat dined, the crumbling facade of the "Restoran" now looms as a ghost of opulence, gutted by time, war, and radiation. The ornate white stonework is chipped and blistered, its sign barely holding on, spelling "Ресторан" in rusted red Cyrillic above shattered windows. Now, the building serves as a Monolith outpost. Strange broadcasts have been picked up in the area—looping chants, cryptic coordinates, and coded sermons in distorted voices. At night, pale lights flicker from inside, and stalkers report the sounds of movement and mechanical scraping.

Pripyat - Crossing

Pripyat - Crossing

This once-vibrant tree-lined avenue was a centerpiece of pre-disaster Pripyat—a peaceful street flanked by mid-rise apartments, parked Soviet-era cars, and a narrow pedestrian path. Now, overgrown greenery claws its way through cracked pavement and rusted metal, the hollow shells of vehicles serving as makeshift barricades or mutant nests. Despite its decayed state, Prospekt Zelenyy remains one of the least hostile open-air paths in Pripyat, often used as a neutral corridor by stalkers moving between hideouts, sniper perches, or underground entry points. The air here feels... quieter than usual. Too quiet. Notable Features: Bus stop shelter rumored to contain a stash from the early days of the Zone Crashed delivery truck (often guarded by wild dogs or worse) Underground access hatch hidden in the bushes on the left side “Ghost signal” radio transmissions occasionally heard on old radios near this street

Pripyat - Dead tree square

Pripyat - Dead tree square

At the heart of a long-abandoned apartment complex lies this eerie open plaza, unmistakably marked by a towering, dead tree. Once a communal park for Soviet families, this spot now reeks of stillness and rot. The skeletal tree seems to radiate malice, its branches clawing at the grey sky as if in protest. Cracked pavement surrounds a maze of overgrowth, overturned vehicles, and rusting kiosks. Faint echoes can be heard here—footsteps that aren’t yours, whispers when the wind is still. Some stalkers swear they've seen shadows move on the balconies at night. None who chased them ever came back. Notable Features: The Dead Tree at the plaza’s center is considered a cursed landmark. Some believe it marks the site of a Monolith ritual gone wrong. Three abandoned kiosks on the corner used to house a makeshift trading post, but it's long been looted. A collapsed pipe section provides quick cover—but also blocks clean lines of sight, making ambushes common.

Pripyat - Derelict Construction Yard

Pripyat - Derelict Construction Yard

Once the site of an ambitious urban expansion, the Derelict Construction Yard now stands as a rusted skeleton of halted progress. A corroded crane looms overhead, frozen mid-motion, its cables swaying gently in the wind like a noose. Beneath it lies a skeletal framework of metal cages, once meant to house construction materials or perhaps livestock. Now, they serve a different purpose—holding pens for the Zone’s twisted secrets. The air is thick with tension and dust. Trees have grown through cracked pavement and rebar, reclaiming the site in nature’s slow, merciless way. Feral dogs and pseudodogs are rumored to den here, and several stalkers report hearing echoing metal clanks long after sundown… even when the wind is still. Notable Features: Central Shed Rows: Excellent cover during firefights, but crawling with anomalies Overwatch Rooftop: Provides line of sight across the yard—ideal sniper nest Crane Platform: Reachable with some climbing; possible stash or vantage point

Pripyat - Echoes of Victory

Pripyat - Echoes of Victory

Once a monument to Soviet sporting glory, the Avanhard Stadium now stands as a silent, decaying monument to human absence. Crumbling concrete bleachers stretch along the perimeter of a now overgrown and anomaly-riddled field. Wind whistles through the empty corridors beneath the stands, carrying with it distant echoes of applause that may no longer be human. This place is often avoided by novice stalkers—not due to the danger of mutants or bandits, but because of the zone’s strange psychological pull here. Whispers, hallucinations, and sudden memory lapses are frequent. Some even speak of a phenomenon they call "Zone Playback," where one moment you're walking through silence, and the next you're surrounded by the roar of a crowd that isn't there.

Pripyat - Energetik Cultural Center

Pripyat - Energetik Cultural Center

Dominating Pripyat’s central square like a silent temple of a forgotten god, the Energetik building once served as a hub of music, art, and Soviet ideology. Its name, glowing faintly in faded red Cyrillic (“Энергетик”), now stands as an ironic testament to the building’s corrupted energy. Through the towering front windows, a crumbling mural can still be seen — depicting human progress, cosmonauts, and industry. To outsiders, it’s just propaganda. But to Monolith zealots, this mosaic is a sacred vision: proof of mankind’s past alignment with the Monolith’s divine purpose.

Pripyat - Entrance

Pripyat - Entrance

Description: Wedged between two derelict apartment blocks is a long-forgotten courtyard, now swallowed by unnatural overgrowth and dominated by a massive, gnarled tree at its center—known as the Wailing Root. This once-quiet communal space is now filled with warped vegetation, broken benches, and exposed earth where the ground appears to have been torn open by seismic activity… or something worse. The tree itself emits a strange hum at night and is often surrounded by a faint green mist. Some claim it was planted over an experimental psi-node, which now influences the area with lingering psychic residue. Stalkers report intense headaches, vivid hallucinations, and feelings of déjà vu when passing through. Notable Features: Overgrown anomaly field—likely Gravitic or Springboard The Wailing Root emits sporadic bursts of psi-energy Possible underground access point beneath tree roots (rumored tunnel to the Hospital) Unexplained disappearances near dusk

Pripyat - Garage Row

Pripyat - Garage Row

Tucked between crumbling apartment blocks and overshadowed by rusted cranes frozen in time, Garage Row Alpha is a claustrophobic, rust-eaten compound of storage units and tool sheds. Originally meant for housing vehicles and equipment, this area now serves a different purpose—a hiding spot, a stash cache, or a kill zone, depending on who gets there first. Abandoned cars sit like fossilized remains of a lost world. Many doors are jammed shut, but the few that open reveal burnt-out husks, scavenged supplies, or signs of desperate last stands. The air here smells like wet metal and mold, and there’s an unnatural silence… like something’s listening. Notable Features: Storage Garages: Some are barricaded and might contain gear. Be wary of traps. Burned Jeep: Rumored to have been used by a Freedom recon squad that vanished. Blood still stains the inside. Eastern Wall Breach: Leads to overgrown park trails. Some stalkers use this to bypass patrol routes.

Pripyat - Hotel Polissya

Pripyat - Hotel Polissya

Towering like a ghost over the Pripyat Square, the Hotel Polissya ("Готель Полісся") once hosted visiting scientists, dignitaries, and tourists with sweeping views of the city below. Now, the structure is a dark sentinel—hollow and echoing, windows shattered, floors rotting, and its upper levels claimed by shadows. It is whispered that Monolith cultists maintain a watch post on the hotel’s rooftop, guarding the square below and the paths toward the Energetik and Pripyat amusement park. Strange lights flicker in the higher rooms at night—no one has ever returned from investigating them.

Pripyat - Maintenance Depot 9

Pripyat - Maintenance Depot 9

Tucked between desolate apartment towers and obscured by creeping overgrowth, Maintenance Depot 9 is a crumbling remnant of urban logistics infrastructure. This fenced facility once managed vehicle repairs and municipal maintenance for the surrounding residential blocks. Now, it’s largely forgotten—a silent skeleton beneath the sky of steel grey clouds. The main structure remains surprisingly intact. Peeking through cracked windows reveals flickering green phosphorescence—likely remnants of experimental power units or chemical storage. A rusted ladder along the wall leads to the rooftop, often used by scavengers to scout the area or catch radio signals. Most vehicles left here have been stripped clean. However, a few still hum faintly with anomalous energy or unexplained warmth. Notable Features: Main Office: Possible safehouse with signs of recent fire use and makeshift bedding L-Shaped Fence Line: Offers strong defensive positions against mutants

Pripyat - Militsiya Headquarters

Pripyat - Militsiya Headquarters

Once the seat of law and order in Pripyat, this weathered building now stands as a broken relic of authority, swallowed by the Zone’s silence. The faded Soviet-era letters reading “Милиция” still cling to the façade like ghosts of bureaucracy, barely visible through the dust and rust. Its left wing is partially collapsed, caved in as if the Zone itself crushed it out of spite. Reinforced windows and steel bars line the front — but they've long since failed to keep out the rot. Inside, the air is heavy, laced with mold, metal, and something older. The kind of scent that lingers in places where men screamed once and were never heard. The main hall is gutted — furniture overturned, papers scattered, walls scorched by time. There's said to be a sealed evidence room still untouched since 1986. Some stalkers claim they've seen flickering lights down the basement steps, even when no one was inside.

Pripyat - The Ferris Wheel

Pripyat - The Ferris Wheel

A symbol of innocence forever tainted by tragedy, the Ferris Wheel in Pripyat's amusement park was scheduled to open just days after the Chernobyl disaster. Now, it looms rusted and silent, half-consumed by vegetation and decay. Despite its nostalgic allure, the area is no safe haven. Stalkers report electromagnetic disturbances and phantom audio phenomena—children laughing, metal groaning in the wind, or the unmistakable screech of anomalies. It's said some Monolith zealots hold the wheel as a sacred relic, a remnant of pre-Zone purity corrupted into holy decay.

Pripyat - The Silent Martyr

Pripyat - The Silent Martyr

Known by stalkers as “The Silent Martyr,” this desolate square lies surrounded by abandoned Khrushchyovkas, its centerpiece an unsettling humanoid statue atop a crumbling fountain base. The statue’s expression is oddly calm, watching over an empty plaza once meant for children and families. Now, it serves as a gathering point for whispers and superstition. Many claim this area is completely anomaly-free, which in itself is unnatural for this deep into Pripyat. Some believe the statue is a protective totem, warding off emissions and creatures. Others insist it’s a psychic anchor left behind by the original C-Consciousness experiments to monitor the city. Notable Features: Fountain Basin: Sometimes holds strange liquid after rainstorms – avoid contact Benches & debris: Provide decent cover and rest opportunities Building Entryways: Locked or collapsed – though some say you can enter through basement windows at night Ambient Sounds: Faint humming at night. Some claim they hear sobbing.

Pripyat - The tall

Pripyat - The tall

Legends say that the Monolith faction used this building as one of their earliest outposts in Pripyat, seeing it as a spiritual monument. Some Monolith cultists believe that "1917 was the awakening, and 1986 was the ascension" — cryptic phrasing often found scrawled on walls nearby in red or black paint. Roof access was once used to host Monolith scouts and snipers, making it a tactical nightmare for stalkers during early expeditions.

Railway bridge

Railway bridge

The Broken Railway bridge is a desolate location within the Zone, featuring the remnants of a once-thriving rail network. This heavily damaged railway bridge, with its twisted and collapsed sections, stands as a stark reminder of the catastrophic events that have reshaped this landscape. The bridge is surrounded by a jumble of debris, including derailed train cars and abandoned construction machinery, suggesting a violent interruption of activity. Strategically important yet perilously unstable, the bridge is a hotspot for scavengers and stalkers seeking salvageable materials or a path across the treacherous terrain below. Despite the risk of anomalies and hostile encounters, the promise of unclaimed resources makes it a critical yet dangerous crossing for those daring enough to navigate its precarious structure

Reclaimed Vehicle Bay

Reclaimed Vehicle Bay

This structure appears as a semi-open vehicle bay, primarily composed of brick with a partial metal roofing. It features large wooden gates that can be closed for security or left open for easy access. Inside, the presence of an old, rusty truck indicates the bay's use for vehicle storage or light maintenance. The walls show considerable wear, with patches where the brick has crumbled away, exposing the internal framework. The building is a functional but clearly aging component of the outpost's logistical framework

Red Forest - Abandoned Camp Modules

Red Forest - Abandoned Camp Modules

Tucked beneath the cliffs and overgrown trees, this small site hosts two rusted mobile units—likely used long ago by scientists or military. Now forgotten, it’s eerily quiet, surrounded by silence and shadow. A good place to rest... if you can ignore the feeling of being watched.

Red Forest - Border Checkpoint

Red Forest - Border Checkpoint

A small, crumbling checkpoint near the southern entrance to the Red Forest. Once a guarded access point, it now stands abandoned, with broken barriers, scattered crates, and a lone shack barely clinging to purpose. A place where stalkers catch their breath before pressing deeper into madness.

Red Forest - MI-6 Crash Site

Red Forest - MI-6 Crash Site

Nestled between clusters of birch trees and massive boulders, this rusted-out MI-6 military transport helicopter lies partially buried in the mossy terrain. The once-proud aircraft now serves as a grim reminder of failed evacuations—or more likely, covert insertions. Scorch marks and torn fuselage indicate it went down hard, possibly due to anomaly interference or a Psy-field pulse from the nearby Scorcher. Stalkers whisper about military-grade crates still sealed inside, and journal logs containing intel that never reached HQ. The tail section is largely intact, but the cockpit is crushed—pilot remains long since looted or picked clean by mutants. Notable Features: Wrecked MI-6 chopper with Soviet markings Bloodstains near side hatches and partially buried crates Strong electro anomaly pulses in the area at night Stalker tags on the trees suggest someone tried to mark this as a stash location

Red Forest - Raven's Perch

Red Forest - Raven's Perch

A rocky outcrop buried deep in the dense Red Forest, Raven’s Perch offers a rare panoramic view of the western valley. The terrain here is steep and littered with boulders, making it difficult to navigate but ideal for lookouts, snipers, or stalkers looking to escape a firefight. Old bark carvings and broken campfires suggest this spot was once a hunter’s hideaway—a place to watch and wait. Some say a rogue sniper lived here for weeks, picking off anything that moved along the lower forest trails, but no one’s ever confirmed the kills or found his gear. Notable Features: Elevated cliff with wide visibility Rock formations perfect for concealment Quiet, eerie winds – birds avoid the area Possible hidden stash in hollow beneath the central boulder

Red Forest - Rocky Fork

Red Forest - Rocky Fork

This split in the path offers two directions: east toward the Monolith patrols and west into the forest's denser dangers. The abandoned bus and burnt-out truck hint at an old convoy ambush. Rocks form natural cover, but anomalies are known to flicker here

Red Forest - Southern Entrance

Red Forest - Southern Entrance

A grim and foreboding path leading into the Red Forest, marked by rows of skull-topped stakes that serve as a stark warning. Surrounded by steep rocky cliffs and scattered trees, the area is dim and deathly quiet. Beyond this choke point lies one of the Zone’s most dangerous regions—few return from its depths unchanged.

Red Forest - Upper Scorcher Guardpost

Red Forest - Upper Scorcher Guardpost

Just before the final stretch to the Brain Scorcher facility, this upper guardpost sits nestled against a heavily reinforced concrete wall. The crumbling sandbag nest at the top of the incline marks the edge of Monolith's territory. From here, they monitor all movement leading toward the Scorcher’s antennas. The trail narrows sharply, flanked by dead vegetation and strange Zone-bent trees, as if warped by the psychic emissions. The layout is perfect for defenders—high ground, concealment, and limited approach angles make it suicidal to attack head-on without support. Many stalkers report hearing whispers or seeing movement out of the corner of their eye in this area, even when it’s abandoned… Notable Features: Sandbag emplacements on a bend with commanding view of approach Trees seem partially mutated or petrified, possibly due to long-term emitter exposure

Red Forest – Abandoned Bus Stop

Red Forest – Abandoned Bus Stop

An eerie, glowing green light still flickers in this ruined bus stop—long after the last bus departed and the Zone swallowed the road whole. It offers a brief moment of shelter along the cursed power line corridor, though many stalkers report hearing faint voices near it. Some say it’s just echoes in the wind... others claim it’s the souls of those caught in a past emission. Either way, no one lingers here long. Even the trees seem to lean away from this place. Its on a crossroad, the right path goes to the pripyat and the left to the brain scorcher.

Red Forest – Abandoned Worksite

Red Forest – Abandoned Worksite

Once part of a Soviet-era infrastructure project, this fenced-in area now serves as makeshift cover for monolith forces. Rusting pipes, broken equipment, and an old cargo truck litter the site. The elevated road nearby leads to Monolith-controlled territory—move fast, or move quiet.

Red Forest – Convoy Ambush

Red Forest – Convoy Ambush

Once a bustling supply lane for military transports, this stretch of road now lies abandoned beneath the towering power lines. Scattered barrels, toppled pylons, and decaying vehicles speak of a brutal ambush The silence here is deceptive; Monolith forces are patroling this path, taking cover behind the vehicles, and guarding the area.

Red Forest – Northern Tunnel Checkpoint

Red Forest – Northern Tunnel Checkpoint

This fortified tunnel marks the final threshold between the Red Forest and Pripyat’s outskirts. Once meant for military convoys, it's now a grim choke point, flanked by decaying vehicles and rusting watchtowers. Monolith snipers often perch above, and anomalies have been known to crawl from the darkness within. No turning back past this point—only ghosts and silence await ahead.

Red Forest – Road to the Dead Tree

Red Forest – Road to the Dead Tree

This stretch of broken road snakes through the Red Forest, leading toward the infamous withered tree in the distance. Locals call it the "Watcher." They say anyone who stares at its twisted silhouette too long begins to hear whispers carried on the wind. The broken pipes scattered across the road suggest recent activity—or perhaps a hurried blockade. Either way, this path is rarely quiet... and never safe. It leads directly to the Pripyat.

Red Forest – Southern Utility Corridor

Red Forest – Southern Utility Corridor

Rust-covered pylons and scattered industrial debris mark this heavily patrolled Monolith route. Once used to maintain power lines through the forest, now it's a deathtrap for careless stalkers. Sniper nests, abandoned vehicles, and cracked pavement whisper stories of past ambushes. If you're crossing here—keep your head low and your trigger finger ready

Red forest - Concrete Winding Path

Red forest - Concrete Winding Path

This narrow, serpentine path is carved between decaying concrete retaining walls, designed decades ago to stabilize the hillside but now serving as natural chokepoints for ambushes. Known to stalkers as “The Funnel”, this route winds uphill toward the main entrance to the Brain Scorcher. The terrain limits movement options, and the tight corners make it a perfect kill zone for snipers or psy-influenced patrols. Notable Features: Tight, enclosed layout limits maneuverability Sandbag barricade at the bend—likely used by Monolith to slow down stalkers

Red forest - Exit Checkpoint

Red forest - Exit Checkpoint

This abandoned checkpoint marks the northern egress from the Brain Scorcher facility, acting as the final threshold before entering the ghost city of Pripyat. The area is enclosed by high concrete walls, remnants of the Soviet military's attempts to contain the Zone’s anomalies. A rusted military bus lies dormant on the roadside, and the barrier gate — still bearing a faded "STOP" sign — serves as a grim reminder that few who passed this point ever returned. Notable Features: Checkpoint booth with scattered documents and supplies Heavy floodlights once used for nighttime control Ambient anomalies may appear after emission surges

Red forest - The Hanging Trees

Red forest - The Hanging Trees

Deep within the Red Forest lies a macabre stand of warped oaks known only as The Hanging Trees. Their unnatural growth twists into grotesque, grasping shapes—some say they resemble writhing figures in pain. Tangled black moss hangs like nooses from thick branches, swaying even without wind. Few dare linger here. The area is plagued with audio hallucinations, sudden memory lapses, and a creeping sensation of being watched. Some stalkers claim the trees whisper secrets or repeat voices of the dead. Others vanish completely after entering this grove, their gear sometimes found neatly placed at the edge of the clearing. Notable Features: Twisted, dead trees thick with hanging tendrils Muted ambient sound, interrupted by sharp anomalies Psy-field interference (low-level) Ghostly apparitions have been reported by several independent sources

Rookie village back entrance

Rookie village back entrance

back entrance of Rookie Village, offering a secluded pathway into the community. The area is bordered by barbed wire fencing, which ensures a modicum of security amidst the surrounding woodland. Overgrown with wild foliage and flanked by mature trees, the entrance evokes a sense of isolation and decay. A dilapidated structure on the left shows signs of long-term abandonment, enhancing the post-apocalyptic atmosphere of the area. This back entrance serves as a less-traveled, discreet entry point, contrasting with the more fortified main entries of the village

Rookie village entrance

Rookie village entrance

Rookie village entrance

Rostok Checkpoint south

Rostok Checkpoint south

This is a southern checkpoint, located in the Rostok. This checkpoint is occupied by duty forces, guarding the entrance into the facility. There is a concrete building near the road, a gate, some military crates and camuflagued net

Ruined Hearth

Ruined Hearth

This image depicts a severely damaged brick building, christened "Ruined Hearth." The structure's brick walls are mostly intact but show clear signs of wear, with patches of mortar eroded away. The wooden roof has largely collapsed, with only a few beams and planks remaining, draped over the crumbling framework. The absence of a door or windows leaves the interior exposed to the elements, while dried bushes and overgrown weeds clutter the surroundings, emphasizing the desolation. Notably, a surviving chimney stack stands as a testament to the building's former life as a warm, inhabited space

Rustpatch Hollow

Rustpatch Hollow

This overgrown clearing, known among stalkers as "Rustpatch Hollow," lies just beyond the tree line near Yantar. Once used as an improvised construction or supply zone, it’s now littered with the rusting shell of a van, broken concrete slabs, and half-buried barrels. Faint traces of old campfires mark it as a past resting spot—though few linger here long now. Veterans warn of strange readings on detectors around this area, hinting at buried anomalies or subtle emissions seeping from the ground. It's quiet—too quiet—and seasoned stalkers say the silence here isn’t peace, it’s a warning. Despite the junk and foliage, some scavengers come looking for hidden stashes or artifact traces. Most leave with nothing but unease. Some don’t leave at all.

Shock tunnel inside

Shock tunnel inside

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.

Sidorovich's Bunker

Sidorovich's Bunker

Sidorovich’s Bunker is a shabby, reinforced underground hideout located in the Cordon, near a crumbling village that serves as a meeting point for rookie stalkers. Hidden beneath a rusty metal hatch and accessible through a narrow, dimly lit stairway, the bunker itself is a grimy, low-ceilinged chamber lined with scavenged metal sheets and concrete walls stained with damp and mildew. The air is thick with the stench of cigarettes, gun oil, and decay. Flickering fluorescent lights cast a sickly yellow glow over stacked crates, metal lockers, and makeshift shelves cluttered with weapons, ammo, food supplies, and various artifacts of dubious quality. The sound of humming generators and the occasional rattling pipe adds to the oppressive, claustrophobic atmosphere.

The Bleeding Drain

The Bleeding Drain

This area, ominously referred to as “The Bleeding Drain” by locals, marks one of the outer sewage outflows near the Yantar research facility. A thick concrete structure channels runoff through a weathered pipe—but what flows here now isn't just water. Sickly green light pulses from within, a telltale sign of intense radiation or chemical anomalies festering below. Stalkers who’ve dared to investigate often report scrambled readings, faulty gear, and an overwhelming sense of disorientation. Artifacts have been known to form deep inside, tempting only the most reckless or well-prepared scavengers. Approach without proper protection, and the Zone will make sure your last mistake glows in the dark.

The Campsite

The Campsite

The campsite is a small, scrappy clearing just off the cracked asphalt road. At its center stands a rusted metal barrel, blackened by years of fire, with a few faint burn marks in the dirt around it. Surrounding the barrel are mismatched seating: a broken wooden crate, an old tire half-buried in the ground, and a cinder block turned on its side. To one side, there's a wrecked bus, long stripped of anything useful. Its frame leans slightly, its windows shattered, and its roof covered with a faded green tarp weighed down by bricks. A sleeping bag or two lie tucked in the shade underneath, along with some empty cans and a dented pot. Nearby, a bent sheet of corrugated metal has been propped up between two poles to act as a windbreak. The ground is littered with cigarette butts, spent cartridges, and old rations wrappers. A few packs and gear bundles are stacked near the fire, likely belonging to the stalkers resting there.

The Drowned Clearing

The Drowned Clearing

This is The Drowned Clearing, a deceptively serene body of water tucked within Yantar’s overgrown sector. The surface might look calm, but any seasoned stalker knows it hides something far worse than leeches. The swampy bank is littered with remnants of failed crossings—rusted barrels, sunken gear, and the occasional motionless body. Tall, weeping willows drape over the water like a curtain, concealing the subtle shimmer of anomalies beneath the surface. Many have tried to wade across for rumored stashes or artifacts, but most only return as static on a radio. Those who survive say the place "watches" you. Whether it’s just the Zone’s tricks or something living under the surface—no one stays long enough to find out.

The Forsaken Outpost

The Forsaken Outpost

This is The Forsaken Outpost, a secluded checkpoint buried deep in Yantar’s treeline. Hidden by dense vegetation, its brick structure and rusted cargo truck hint at past military or research use—abandoned long before most stalkers even set foot in the Zone. Once likely a minor supply hub or forward station, it's now overtaken by overgrowth. The perimeter fencing is damaged, the yard cluttered with broken crates and barrels. The building itself, though intact, is scarred by the Zone—windows blackened, and the interior rumored to emit faint static on radios. Few dare linger here. Stalkers speak of flickering lights at night and strange sounds coming from inside. It's a place best passed by quickly… unless you’re desperate enough to dig through what was left behind.

The Forsaken Shack

The Forsaken Shack

Deep within the boundaries of Rookie Village lies the Forsaken Shack, a structure so ravaged by time and the Zone's harsh conditions that little remains but a skeletal frame. Its roof, mostly collapsed, and its walls, barely standing, create an eerie silhouette against the stormy sky. This shack, once perhaps a modest home or storage space, now serves as nothing more than a landmark of desolation. It whispers stories of the past—of lives abruptly disrupted by the calamity that befell the Zone. Though it offers minimal shelter, its secluded location and the cover provided by the aging tree make it a spot occasionally used by stalkers for brief respite or clandestine exchanges, away from prying eyes and more frequented paths

The Ruined Construction Site

The Ruined Construction Site

This ruined building is a triangle shaped broken-down three story building near the northern end of the main route in the Garbage, just southeast to the Duty checkpoint. The two stories are nothing more than the broken floors of the old building accessed by a ramp. A statue of the iconic Soviet hammer and sickle stands intact at the front of the building.

The Sentinel's Rest

The Sentinel's Rest

A derelict one-story building in Rookie Village, showing significant decay. Its concrete walls are cracked, with exposed brick and peeling paint. The partially collapsed roof reveals wooden beams, while rusted iron fittings hang on a barely attached metal door. Windows are boarded up, surrounded by overgrown grass, with a large, shadow-casting tree nearby. This eerie structure stands as a somber reminder of abandonment in the Zone

The Watcher's Haven

The Watcher's Haven

Nestled within the eerie confines of Rookie Village, this seemingly inconspicuous house, known as "The Watcher's Haven," offers more than meets the eye. Its sturdy brick foundation and intact structure contrast sharply with the surrounding dilapidated buildings, suggesting its use as a strategic lookout or a temporary stronghold for those navigating the Zone's perils. The fortified wooden fence and the intact windows provide a defensive advantage, making it a coveted location for rookies and seasoned stalkers alike. Within the shadows of its walls, many have plotted their next moves, sought refuge from the Zone’s anomalies, or held covert meetings, all under the watchful eyes of the Zone's ever-present dangers lurking just beyond its perimete

The bridge of death

The bridge of death

The bridge in the Dark Valley is a decaying, industrial-style overpass that crosses a shallow, murky stream cutting through the landscape. It’s built from heavy concrete and rusting steel beams, supported by wide, thick pillars stained with moss and grime. The surface is cracked and uneven, with chunks of asphalt missing and rebar jutting out in places. A set of rusted metal railings runs along both sides of the bridge, though many sections are bent or broken off completely. Faded hazard stripes are barely visible on the edges. Vegetation — tall grass, thorny bushes, and creeping vines — has started to overgrow parts of the lower structure and the embankments on either side. To one side of the bridge is a watchtower or scaffold, partially collapsed, with sandbags and old crates scattered nearby. It's a common vantage point for bandits, making the area dangerous. Burn marks and bullet holes across the concrete suggest recent firefights.

The death truck

The death truck

The overturned truck is located in the northern part of Cordon next to a road leading up to the military outpost that serves as an exit to Garbage. The truck is speculated to be a death truck - a vehicle used by the Common Consciousness to ferry brainwashed stalkers around the Zone for the purpose of performing various tasks for this "organization". There are bodies clad in Monolith suits and Military armored suits strewn around the place. The truck and its immediate area is highly radioactive - which is very uncharacteristic for the Cordon.

The factory

The factory

A large factory building with an adjacent building under construction, it is the most prominent location in the Dark Valley. Most of the workshops were abandoned and looted a long time ago. Across the main road is a fuel storage building and vehicle refueling facility. The factory being a fortified location, it became home successively to the Freedom and Bandits factions throughout the history of the Zone. The facility is comprised of multiple buildings and storage sites and a workshop. Most of the site is surrounded by a fence with multiple watchtowers.

Torn Wall Warehouse

Torn Wall Warehouse

A long, deteriorated white-brick warehouse with a corrugated metal roof, heavily damaged and cracked. A large hole is torn through the wall below two small rectangular windows. An old green truck is parked in front, partly obscuring a side building. Vegetation is overgrown at the base

Train hangar

Train hangar

A massive, rusted metal structure once used for train maintenance and loading. Most of the roof has collapsed, leaving only twisted beams and torn metal sheets. Sunlight seeps through the broken ceiling, illuminating piles of scrap, rusting train cars, and discarded containers. The air reeks of oil, decay, and burnt plastic. The floor is littered with shattered glass, tangled wires, and jagged metal shards. Crumbling offices and workshops line the walls, their doors barely hanging on rusted hinges. Deep shadows and hidden corners suggest lurking dangers, while remnants of old equipment hint at a forgotten era of industry.

Tunnel Crossing South Entrance

Tunnel Crossing South Entrance

A concrete tunnel entrance embedded into a grassy hillside. The tunnel is stained and cracked with signs of age and wear. An old military-style truck is parked halfway inside, appearing abandoned. A faint metal fence runs along the top of the hill, and a small structure is visible far in the background to the right.

Tunnel Freight Access North Entrance

Tunnel Freight Access North Entrance

A concrete tunnel embedded in a grassy hillside, viewed from the opposite entrance. The structure is weathered and stained, with a clear opening at the far end. An old cargo truck, rusted and partially sunk into the ground, sits beside the entrance. A concrete barrier lies in front of the tunnel. On the hill above, an abandoned railcar is visible behind a wire fence.

Upper grain mill

Upper grain mill

A tall, elevated mill structure made of corrugated metal and rusted support beams, mounted above a deteriorating concrete building. A steep staircase with a railing leads up to the metal section. Below the main platform is a concrete wall with faded paint and a makeshift wooden plank bridge leading into an entrance.

Vehicle graveyard

Vehicle graveyard

The graveyard is a rectangular plot of land, surrounded from all sides by a barbed wire fence (with large holes) and filled with derelict vehicles, ranging from trucks, through buses to three Mi-24 Hinds. To the north lies a massive pile of irradiated dirt and debris removed from the nuclear power plant after the 1986 disaster, while the road cutting through the Garbage lies to the east. To the south lie small hills, offering cover, while to the west is a grass field and anomalies. Lots of them.

Vehicle station Gateway

Vehicle station Gateway

This structure serves as the entrance to a vehicle depot, indicated by the sign "Локомотив" suggesting a focus on vehicle or locomotive services. The gateway, framed by two brick pillars, supports a large wooden arch that holds the depot's name. The structure itself is in a state of disrepair with visible signs of deterioration in the brickwork and the partially collapsed roof sections. Behind the archway, an old truck is parked, underscoring the depot's function as a hub for vehicle storage.

Vehicle station back entrance

Vehicle station back entrance

Back entrance of the vehicle station, characterized by its utilitarian and rugged layout. The area is enclosed by a variety of brick structures, showing significant wear and structural damage. The presence of various vehicles, including an old tractor and a car, indicates this area's use for vehicle storage and perhaps minor repairs. The ground is bare and muddy, reflecting frequent use and exposure to elements

Whitewall Warehouse

Whitewall Warehouse

A white brick warehouse with visible cracks and weathering on the facade. The wooden double doors are wide open, revealing concrete pillars inside. The interior is partially lit, showing old crates and rusted machinery. It's one of the key storage buildings in the old mill area

Yantar - Facility Checkpoint Entrance

Yantar - Facility Checkpoint Entrance

This fortified brick gate marks the boundary between the relative safety of the outer Zone and the madness of Yantar. Once a service checkpoint for scientists and military personnel, it now stands partially ruined—its barbed-wire fencing and rusted gates failing to hide the horrors beyond. Crates and debris are scattered around the entrance, hinting at past supply drops or desperate defenses. Overgrown foliage pushes in from all sides, as if nature itself is trying to seal the place off. But it's not the ruins or the defenses that keep stalkers away—it's the ever-present hum of PSI emissions. This is the threshold of the Yantar Psi-field, an invisible, brain-scrambling force that turns unprotected minds into twisted wrecks. Only stalkers with specialized equipment—like the Psi-helmet—can press forward without succumbing to madness. Beyond this gate lies the mobile lab and the graveyard of minds. Only the prepared survive here.

Yantar Drainage Hideout

Yantar Drainage Hideout

The image depicts a concrete drainage tunnel embedded into a hillside, with its round entrance partially obscured by shadows. The foreground features scattered wooden crates and a small campfire surrounded by stones, indicating human activity. Vegetation is dense, with uneven terrain and overgrowth covering most of the area. Trees and bushes enclose the site, giving it a secluded and hidden feel.

Yantar Drainage north

Yantar Drainage north

Overgrown entrance of a concrete drainage tunnel embedded in a slope. Vines hang from a broken metal pipe or support beam above the tunnel mouth. The area is surrounded by dense trees and bushes, with large rocks and a decaying brick structure partially visible in the background. The tunnel appears unused and partially obscured by nature reclaiming the area.

Yantar Factory Complex

Yantar Factory Complex

This is the Yantar Factory Complex, the decaying industrial heart of the Yantar region and the epicenter of the area's psychic contamination. Once a functioning industrial site, it's now a crumbling maze of concrete platforms, rusting support beams, and abandoned machinery. The skeletal remains of conveyor systems stretch across the yard, and slabs of industrial materials lie forgotten among collapsed infrastructure. Vegetation has begun reclaiming the facility, but the real threat here is invisible—a constant psi-field that gnaws at the minds of the unprotected.

Yantar Freight Ravine

Yantar Freight Ravine

A narrow, forested ravine cluttered with discarded industrial debris. Several large crates, metal barrels, and broken machinery parts are scattered across the muddy ground. A rusted metal arch and red cargo container dominate the background, partially hidden among the trees. Tall birch trees with white bark grow amidst the mess, their roots pushing through the soil. The slopes on either side rise steeply, enclosing the area in a shadowy, confined space

Yantar Mobile lab

Yantar Mobile lab

Weathered, rust-stained bunker with a reinforced metal door and two narrow rectangular windows. The structure is flanked by yellow support beams and surrounded by barrels, crates, and scattered equipment. To the right, a military-style tent is visible, with additional structures and fencing blending into the background. The area is overgrown, with patches of grass and low vegetation overtaking the once-maintained ground. The inside is warm, and safe locations againts blowouts and emissions. Inside, there is a scientist named Sakharov , and old man leading the research in this yantar.

Yantar Overgrowth Approach

Yantar Overgrowth Approach

Dense, overgrown area at the outskirts of an industrial zone. The foreground is covered in unkempt grass and low vegetation, with several bushes and a weeping willow tree dominating the right side. To the left, a rusted, partially hidden truck is tucked between trees and shrubbery. In the distance, behind the foliage, parts of a concrete structure are visible—likely a wall or fence of an abandoned complex. A tall light pole and decaying railings hint at a formerly active industrial perimeter.

Yantar complexe crossing

Yantar complexe crossing

An old vehicle has been raised on rusty metal ramps, likely left mid-maintenance before the facility was overtaken by the anomalies. Nearby, rusted containers and a deteriorating power station add to the clutter, while overhead, industrial pipes snake between buildings—some still humming faintly from the remaining power running through the lab systems. This section of the Yantar facility is dangerous. It's often within the psi-field’s range, meaning any unprotected stalker lingering here too long will begin to suffer severe mental degradation. Mutant activity is high, especially zombified stalkers who wander into this zone and never leave. While this yard may seem like a place to catch your breath, it’s only ever temporarily safe—the true threat lies deeper within the lab. Let me know if you'd like a proper in-universe codename or location name for it, too.

entrance to X16 Lab north

entrance to X16 Lab north

This is the entrance to X16 Lab, hidden in plain sight within the Yantar research facility’s yard. Disguised as a run-down generator or utility shack, the open hatch leads down into the most dangerous part of the entire complex—the underground lab where the PSI-emitter is located. The makeshift wooden steps descend into darkness, where the real horror of Yantar begins. Inside, stalkers face waves of zombified humans, aggressive anomalies, and the mind-shattering influence of the PSI field. Without proper protection like a psi-helmet, entering here means almost certain death by mental collapse. This entrance marks the point of no return—the boundary between the world above and the deranged, echoing nightmare of X16 below. Only the most prepared stalkers dare venture through. Most others… never come back.

entrance to X16 Lab south

entrance to X16 Lab south

This is the entrance to X16 Lab, hidden in plain sight within the Yantar research facility’s yard. Disguised as a run-down generator or utility shack, the open hatch leads down into the most dangerous part of the entire complex—the underground lab where the PSI-emitter is located. The makeshift wooden steps descend into darkness, where the real horror of Yantar begins. Inside, stalkers face waves of zombified humans, aggressive anomalies, and the mind-shattering influence of the PSI field. Without proper protection like a psi-helmet, entering here means almost certain death by mental collapse. This entrance marks the point of no return—the boundary between the world above and the deranged, echoing nightmare of X16 below. Only the most prepared stalkers dare venture through. Most others… never come back.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
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