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Artifact Activation was a feature cut from S.T.A.L.K.E.R.: Shadow of Chernobyl and Clear Sky[source/verification needed]. It allowed artifacts to create their parent anomalies. In a rather limited way, it returns in the multiplayer gamemode of the aforementioned games.

Overview[]

The ability to activate artifacts made them function as sort of a weapon with a rather situational use. Careful planning would be needed as the process is incredibly lengthy. It would've been possible to spawn most anomalies. This feature was planned for S.T.A.L.K.E.R.: Shadow of Chernobyl. At some point in development before the game was released, it was removed. Artifact activation goes as back as Build 2205, achievable, only with the Jellyfish. In the multiplayer gamemodes of S.T.A.L.K.E.R.: Shadow of Chernobyl and S.T.A.L.K.E.R.: Clear Sky, in Capture the Artifact, this feature was re-added and comes with fully functioning first and third person animations interestingly enough.

Artifact activation is a fairly common feature in a lot of mods and addons for S.T.A.L.K.E.R.: Shadow of Chernobyl, allowing you to use any artifact as a devastatingly effective weapon against human and mutant opponents.

Trivia[]

  • Interestingly, "Time" and "Lift" anomalies in some mods can be spawned using the mentioned below artifacts.
  • Using the Pellicle to create the "Lift" anomaly.
  • Using Mama's Beads to create the "Time" anomaly.
  • Since Burnt Fuzz can't be created on the surface, its artifacts, when activated, generate a field of Radiation.

Video Links[]

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