Overview
Quick overview for some things about the CoC factions you should know.
Intro
When you play S.T.A.L.K.E.R. – Call of Chernobyl for the first time you might not know which faction you should join, even if you are familiar with the S.T.A.L.K.E.R. series.
This guide lists some points of each faction to give you a quick look on each of them. I have not made pro and contra as its your point of view whats pro and whats contra.
It is not about their backstories, just some extra information you should know. You can read their backstories here: [link]
ATTENTION: Faction relations are from “DrX Faction Relations”-Mod, which I highly recommend.
It can be found it here: [link]
I also use his other Mods which include dynamic relations. With dynamic relations neutral factions can form alliances or become enemies.
Loners
- loners aren’t a “real” faction, more like people who just came into the zone or don’t stick with a faction
- cool with most factions
- no allies
- main base is the rookie village in southern cordon
- welcome nearly everywhere
Bandits
- nearly everyone hates you
- neutral with Freedom
- poor equipment
- bandit territories are in places like Garbage, sandwiched between factions that will shoot at them
- can’t enter Rostok/Bar, which is the best hub for trading
- guerilla style of warfare (depending on your playstyle)
- there is no real main base, but there are larger bandit camps at: Dead City, Dark Valley, Garbage,
Clear Sky
- smallest faction
- the great swamp is their their only territory
- rarely allies outside the swamp
- your main base is in the great swamp
Duty
- early access to the better eastern bloc weapons
- cool with military
- enemies with freedom
- your main base is Rostok/Bar, the best trading hub
Freedom
- early access to the better NATO weapons
- can’t enter Rostok/Bar, which is the best hub for trading
- cool with mercenaries
- enemies with Duty
- your main base are the Military Warehouses, holding back Monoliths
Military
- good eastern bloc equipment
- nearly everyone hates you
- can enter Rostok/Bar as they are neutral with Duty, but loners who are there will shoot on sight
- your main base is the Agroprom Institute
Ecologists
- often called “the easiest faction”
- cool with everyone except freedom, monoliths and bandits
- you got no big base, just two labs in Yantar and Jupiter under attack by Zombified Stalkers and rarely Mercenaries
Mercenaries
- decent equipment
- can’t enter Rostok/Bar, which is the best hub for trading
- your main base is in the Dead City, next to a larger Bandit base
Monoliths
- everyone hates you and will shoot you on sight
- early access to better equipment
- easy access to the NPP
- if you enter the NPP without permission Monoliths inside will shoot you, others will stay allied to you
- can’t enter Rostok/Bar, which is the best hub for trading
- Zombiefied Stalkers wont attack you
- no allies beyond the northern territories
- you survive emissions and psi-storms (umcomfirmed)
- your main base are all of the northern areas with the main base of operations in the “Palace of Culture” in Pripyat
Zombiefied
- Monoliths wont attack you
- can’t enter Rostok/Bar, which is the best hub for trading
- everyone else will shoot on sight
- the poorest equipment
- no traders
- no quests
- no base
- accessible by pressing Y (EU Keyboard)/ Z (American/English Keyboard) in the faction selection screen