It is important to note that cheat codes should only be used in single-player games. In online multiplayer games, cheating is considered unfair and can ruin the experience for other players. Many online games even ban players who use cheats. Therefore, cheats should be used responsibly, in a way that enhances the player's personal experience without harming others.
Cheats are intended for single-player games because they can be unfair to others in multiplayer games. Overall, cheats are tools that give players more control over the game and allow them to enjoy it in different ways.
To spawn NPCs in S.T.A.L.K.E.R. 2: Heart of Chornobyl, you must use a modded console or specialized tool, such as the ReShade-UETools Item Spawner on Nexus Mods, to access debug commands. Once active, press ~ or F10 to open the console and use commands.
If all else fails, go to your keyboard settings in the game and see if there is a key assignment for "console" or "developer mode", then assign this key to your desired function.
To spawn NPCs in Stalker 2, open the console on PC using the tilde key (~) or F10
Examples:
Method 1
XSpawnObjBySID GeneralNPC_Duty_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0
Method 2
XTeleportNPCToPlayer GeneralNPC_Duty_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0
Method 3
XTeleportNPCToPlayer [GeneralNPC_Duty_CloseCombat]
Method 4
XTeleportNPCToPlayer GeneralNPC_Duty_CloseCombat
This places the NPC in Stalker 2 directly at your location.
The number "1" indicates the unit's level rank. You can change this to make the unit stronger, for example, by changing the number from 1 to 2 or 3.
I've gone to the trouble of compiling all the NPC spawn ID codes for Stalker 2 here!
Further down this page, you'll find all, the NPC spawn ID codes in Stalker 2!
For clarity, I've simplified the list below.
In S.T.A.L.K.E.R. 2: Heart of Chornobyl, Duty’s Stalkers are members of the Duty faction, a paramilitary group that operates in the dangerous Zone. These stalkers live by a strict code, trained to protect humanity from the threats of the Zone, including mutants, anomalies, and bandits. They strongly believe that the Zone must be contained or destroyed to keep the world safe, even if this means fighting fiercely against other factions and dangers. Duty’s Stalkers are disciplined, well‑equipped, and often clash with rival groups in their mission to keep the outside world from the Zone’s dangers. If you meant something slightly different (like a specific character or mod reference), let me know and I can tailor the description!
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralNPC_Duty_CloseCombat | XSpawnObjBySID GeneralNPC_Duty_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Duty_Recon | XSpawnObjBySID GeneralNPC_Duty_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Duty_Stormtrooper | XSpawnObjBySID GeneralNPC_Duty_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Duty_Sniper | XSpawnObjBySID GeneralNPC_Duty_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Duty_Heavy | XSpawnObjBySID GeneralNPC_Duty_Heavy 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
In S.T.A.L.K.E.R. 2: Heart of Chornobyl, zombies (often called Zombified Stalkers) are former human stalkers who have been driven insane and warped by exposure to extreme psi‑radiation in the Zone. Unlike normal stalkers, they are no longer thinking or strategic instead, they move like mindless, walking corpses and attack anything in sight. They can still carry and fire weapons, but without tactical awareness, often rushing forward and firing aimlessly as they charge the player. These zombies may appear near powerful psi‑sources or anomalies and often serve as a warning that something dangerous is nearby. They show how the Zone can destroy minds and turn once‑normal people into hostile, irrational threats. In short: zombies in S.T.A.L.K.E.R. 2 are stalkers whose minds have been broken by the Zone’s mysterious forces, leaving them as aggressive, unpredictable enemies for players to face.
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralZombie_Duty_CloseCombat | XSpawnObjBySID GeneralZombie_Duty_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Duty_Recon | XSpawnObjBySID GeneralZombie_Duty_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Duty_Stormtrooper | XSpawnObjBySID GeneralZombie_Duty_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Duty_Sniper | XSpawnObjBySID GeneralZombie_Duty_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Duty_Heavy | XSpawnObjBySID GeneralZombie_Duty_Heavy 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
In S.T.A.L.K.E.R. 2: Heart of Chornobyl, Freedom is a faction made up of stalkers who believe the Zone should remain free and open rather than controlled by governments or military forces. They are often seen as rebels and explorers who want the secrets, resources, and mysteries of the Zone to be accessible to everyone, rather than hidden or monopolised by powerful groups. Freedom’s ideals are rooted in individual liberty and resistance to authority. They oppose groups like Duty, who want to destroy or strictly control the Zone, and instead try to protect the Zone from outside interference and ensure freedom of exploration. In S.T.A.L.K.E.R. 2, Freedom’s role continues this tradition, representing the faction of stalkers who value independence, knowledge, and the ability to explore the Zone without restrictions.
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralNPC_Freedom_CloseCombat | XSpawnObjBySID GeneralNPC_Freedom_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Freedom_Recon | XSpawnObjBySID GeneralNPC_Freedom_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Freedom_Stormtrooper | XSpawnObjBySID GeneralNPC_Freedom_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Freedom_Sniper | XSpawnObjBySID GeneralNPC_Freedom_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralZombie_Freedom_CloseCombat | XSpawnObjBySID GeneralZombie_Freedom_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Freedom_Recon | XSpawnObjBySID GeneralZombie_Freedom_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Freedom_Stormtrooper | XSpawnObjBySID GeneralZombie_Freedom_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Freedom_Sniper | XSpawnObjBySID GeneralZombie_Freedom_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
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In S.T.A.L.K.E.R. 2: Heart of Chornobyl, Monolith is a mysterious and fanatical faction that worships the supernatural force at the center of the Zone. They believe this power often linked to the mythical Monolith represents a divine or ultimate truth, and they will defend it at any cost. Monolith members are some of the most dangerous stalkers in the Zone. They are well‑armed, relentless, and often hostile to everyone else, including other factions like Freedom or Duty. Their fanatical devotion to the Zone’s core makes them unpredictable and feared by many. In S.T.A.L.K.E.R. 2, Monolith represents the eerie blend of religion, fear, and obsession that the Zone can inspire, showing how the unknown can shape people into both believers and threats.
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralNPC_Monolith_CloseCombat | XSpawnObjBySID GeneralNPC_Monolith_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Monolith_Recon | XSpawnObjBySID GeneralNPC_Monolith_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Monolith_Stormtrooper | XSpawnObjBySID GeneralNPC_Monolith_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Monolith_Sniper | XSpawnObjBySID GeneralNPC_Monolith_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralZombie_Monolith_CloseCombat | XSpawnObjBySID GeneralZombie_Monolith_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Monolith_Recon | XSpawnObjBySID GeneralZombie_Monolith_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Monolith_Stormtrooper | XSpawnObjBySID GeneralZombie_Monolith_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Monolith_Sniper | XSpawnObjBySID GeneralZombie_Monolith_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
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In S.T.A.L.K.E.R. 2: Heart of Chornobyl, mercenaries are highly trained soldiers‑for‑hire who operate in the dangerous Zone for money rather than loyalty to any single faction. They take on contracts such as assassinations, infiltration, protection jobs, retrieval missions, or sabotage as long as someone is willing to pay well for their services. Mercenaries are usually better equipped and more heavily armed than many common enemies in the Zone, which makes them lethal and unpredictable opponents if they are working against you. They don’t fight for ideology; their goal is profit, and they’ll work with or against different groups depending on the mission and the payment offered. Overall, mercenaries represent the pragmatic, no‑nonsense side of the Zone: soldiers who survive by selling their skills and taking risks where others fear to go.
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralNPC_Mercenaries_CloseCombat | XSpawnObjBySID GeneralNPC_Mercenaries_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Mercenaries_Recon | XSpawnObjBySID GeneralNPC_Mercenaries_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Mercenaries_Stormtrooper | XSpawnObjBySID GeneralNPC_Mercenaries_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Mercenaries_Sniper | XSpawnObjBySID GeneralNPC_Mercenaries_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralZombie_Mercenary_CloseCombat | XSpawnObjBySID GeneralZombie_Mercenary_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Mercenary_Recon | XSpawnObjBySID GeneralZombie_Mercenary_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Mercenary_Stormtrooper | XSpawnObjBySID GeneralZombie_Mercenary_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Mercenary_Sniper | XSpawnObjBySID GeneralZombie_Mercenary_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
In S.T.A.L.K.E.R. 2: Heart of Chornobyl, militaries are official armed forces sent into the Zone by government or national organisations. Unlike independent stalkers, mercenaries, or rogue factions, military units operate with discipline, heavy equipment, and clear objectives such as securing territory, eliminating threats, enforcing order, or conducting scientific and tactical operations. Military personnel wear standard combat gear, drive armored vehicles, and use organised tactics rather than acting alone or in small groups. They are usually more well‑equipped and better trained than most stalkers or faction fighters. In the Zone, militaries represent the structured, authoritative side of the world’s forces organised power that sees the Zone either as a threat to be contained or a resource to be controlled. Their presence adds tension and realism, showing that even official governments get involved in the dangers and mysteries of the Zone.
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralNPC_Militaries_CloseCombat | XSpawnObjBySID GeneralNPC_Militaries_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Militaries_Recon | XSpawnObjBySID GeneralNPC_Militaries_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Militaries_Stormtrooper | XSpawnObjBySID GeneralNPC_Militaries_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Militaries_Sniper | XSpawnObjBySID GeneralNPC_Militaries_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Militaries_Heavy | XSpawnObjBySID GeneralNPC_Militaries_Heavy 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralZombie_Military_CloseCombat | XSpawnObjBySID GeneralZombie_Military_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Military_Recon | XSpawnObjBySID GeneralZombie_Military_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Military_Stormtrooper | XSpawnObjBySID GeneralZombie_Military_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Military_Sniper | XSpawnObjBySID GeneralZombie_Military_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Military_Heavy | XSpawnObjBySID GeneralZombie_Military_Heavy 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombieMilitaryReconRedForest | XSpawnObjBySID GeneralZombieMilitaryReconRedForest 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
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In S.T.A.L.K.E.R. 2: Heart of Chornobyl, scientists (sometimes called Ecologists) are research teams and experts who study the mysterious and dangerous phenomena of the Zone. Their goal is to understand how anomalies, artifacts, radiation, and other strange effects work, and to use that knowledge to help others or gain new discoveries. These scientists conduct field research, gather important data, analyse anomalies, and develop technology like scanners that can interact with the Zone’s unique forces. They often operate from hidden bases or mobile labs deep within the Zone, protected by equipment and sometimes by hired guards or allied stalkers. In the story, scientists play a major role in driving the plot forward and offer missions that involve gathering samples, investigating dangerous areas, and uncovering the Zone’s secrets. They represent the curious, intellectual side of life in the Zone, showing that not all who enter are there for loot or survival some are driven by the search for knowledge.
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralNPC_Scientist_Recon | XSpawnObjBySID GeneralNPC_Scientist_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Scientist_Stormtrooper | XSpawnObjBySID GeneralNPC_Scientist_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralZombie_Scientist_Recon | XSpawnObjBySID GeneralZombie_Scientist_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Scientist_Stormtrooper | XSpawnObjBySID GeneralZombie_Scientist_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
In S.T.A.L.K.E.R. 2: Heart of Chornobyl, bandits are hostile humans who survive in the Zone by stealing, attacking innocent stalkers, and ambushing travellers. They are not loyal to any faction or group and act mostly out of greed and self‑interest. Bandits usually travel in small groups and set up traps or roadblocks to catch unprepared stalkers. They wear mismatched gear and use whatever weapons they can find, making them unpredictable and dangerous in close combat. Bandits represent the lawless side of the Zone people who have turned to crime and violence to survive in a place without rules. Encountering them can be risky, but defeating them often yields valuable loot for players brave enough to take the challenge.
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralNPC_Bandit_CloseCombat | XSpawnObjBySID GeneralNPC_Bandit_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Bandit_Recon | XSpawnObjBySID GeneralNPC_Bandit_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Bandit_Stormtrooper | XSpawnObjBySID GeneralNPC_Bandit_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Bandit_Heavy | XSpawnObjBySID GeneralNPC_Bandit_Heavy 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralZombie_Bandit_CloseCombat | XSpawnObjBySID GeneralZombie_Bandit_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Bandit_Recon | XSpawnObjBySID GeneralZombie_Bandit_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Bandit_Stormtrooper | XSpawnObjBySID GeneralZombie_Bandit_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Bandit_Heavy | XSpawnObjBySID GeneralZombie_Bandit_Heavy 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| NeutralBanditExperiencedRedForest | XSpawnObjBySID NeutralBanditExperiencedRedForest 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
In S.T.A.L.K.E.R. 2: Heart of Chornobyl, neutrals are characters or groups in the Zone who do not take sides in major faction conflicts. They aren’t aligned with factions like Duty, Freedom, Monolith, or the military, and they usually just want to survive, explore, or make a living without fighting over ideology or control. Neutral stalkers might be traders, independent explorers, scavengers, or lone wanderers who keep to themselves, avoiding large battles or dangerous faction politics. They can sometimes help the player with trade, information, or small quests, but they generally avoid major conflicts unless forced to defend themselves. In the Zone, neutrals represent the everyday survivors people who stay out of faction wars and focus on staying alive in a dangerous world full of anomalies, mutants, and ruthless enemies.
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralNPC_Neutral_CloseCombat | XSpawnObjBySID GeneralNPC_Neutral_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Neutral_Recon | XSpawnObjBySID GeneralNPC_Neutral_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Neutral_Stormtrooper | XSpawnObjBySID GeneralNPC_Neutral_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Neutral_Sniper | XSpawnObjBySID GeneralNPC_Neutral_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralZombie_Neutral_CloseCombat | XSpawnObjBySID GeneralZombie_Neutral_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Neutral_Recon | XSpawnObjBySID GeneralZombie_Neutral_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Neutral_Stormtrooper | XSpawnObjBySID GeneralZombie_Neutral_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Neutral_Sniper | XSpawnObjBySID GeneralZombie_Neutral_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
In S.T.A.L.K.E.R. 2: Heart of Chornobyl, Noons also known as the Noontide faction are a group of stalkers who were once part of the fanatical Monolith cult but eventually broke free from its brainwashing. These former Monolith soldiers have come together to form their own faction, no longer controlled by psychic influence. They are typically found around areas like Wild Island and are enemies of Monolith, as they oppose the cult’s rigid control and past manipulation. In the world of S.T.A.L.K.E.R. 2, Noons represent those who have escaped the Zone’s mental domination and are trying to find their own purpose while still navigating the dangers of the Zone.
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralNPC_Noon_CloseCombat | XSpawnObjBySID GeneralNPC_Noon_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Noon_Recon | XSpawnObjBySID GeneralNPC_Noon_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Noon_Stormtrooper | XSpawnObjBySID GeneralNPC_Noon_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralZombie_Noon_CloseCombat | XSpawnObjBySID GeneralZombie_Noon_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Noon_Recon | XSpawnObjBySID GeneralZombie_Noon_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Noon_Stormtrooper | XSpawnObjBySID GeneralZombie_Noon_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
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In S.T.A.L.K.E.R. 2: Heart of Chornobyl, Varta (also known as The Ward) is a government‑linked paramilitary faction that acts like a peacekeeping and policing force inside the Zone. They are equipped with military‑grade gear and operate with the goal of controlling dangerous areas, enforcing order, and protecting the interests of larger organisations such as SIRCAA (a scientific research institute within the Zone). Unlike independent stalkers or criminal bandits, Varta members are organised and disciplined, closer to official soldiers than lone wanderers. Because of this, they can be hostile or friendly depending on the player’s choices and alliances during the game’s story. In short, Varta represents a structured, military‑style group trying to bring some authority and control to the unpredictable world of the Zone in S.T.A.L.K.E.R. 2.
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralNPC_Varta_CloseCombat | XSpawnObjBySID GeneralNPC_Varta_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Varta_Recon | XSpawnObjBySID GeneralNPC_Varta_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Varta_Stormtrooper | XSpawnObjBySID GeneralNPC_Varta_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Varta_Sniper | XSpawnObjBySID GeneralNPC_Varta_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Varta_Heavy | XSpawnObjBySID GeneralNPC_Varta_Heavy 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralZombie_Varta_CloseCombat | XSpawnObjBySID GeneralZombie_Varta_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Varta_Recon | XSpawnObjBySID GeneralZombie_Varta_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Varta_Stormtrooper | XSpawnObjBySID GeneralZombie_Varta_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Varta_Sniper | XSpawnObjBySID GeneralZombie_Varta_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Varta_Heavy | XSpawnObjBySID GeneralZombie_Varta_Heavy 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
In S.T.A.L.K.E.R. 2: Heart of Chornobyl, Spark is a faction of wandering stalkers who follow the ideals of Scar and strive for a hopeful future in the Zone. They believe in a “Shining Zone” a place where life and exploration can flourish despite danger and work toward that vision while helping scientific research teams like those at Malachite. Spark members are usually better equipped than independent loners and can be encountered with a variety of weapons and gear. They often clash with rival groups such as Ward because of their beliefs and actions within the Zone. In short, Spark represents a hopeful but conflicted group of stalkers who fight not just for survival but for a better understanding and future of the Zone.
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralNPC_Spark_CloseCombat | XSpawnObjBySID GeneralNPC_Spark_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Spark_Recon | XSpawnObjBySID GeneralNPC_Spark_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Spark_Stormtrooper | XSpawnObjBySID GeneralNPC_Spark_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Spark_Sniper | XSpawnObjBySID GeneralNPC_Spark_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralZombie_Spark_CloseCombat | XSpawnObjBySID GeneralZombie_Spark_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Spark_Recon | XSpawnObjBySID GeneralZombie_Spark_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Spark_Stormtrooper | XSpawnObjBySID GeneralZombie_Spark_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Spark_Sniper | XSpawnObjBySID GeneralZombie_Spark_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
In S.T.A.L.K.E.R. 2, Corpus (also known as The Corps) is a faction of stalkers based around places like Yaniv Station and the Palace of Culture. They were formed to guard the border between Pripyat and the southern Zone, believing strongly that no stalkers should enter Pripyat’s dangerous areas. Corpus members are organised and disciplined compared to many other independent stalkers, and they often work with factions like Duty and SIRCAA, while remaining neutral or unfriendly toward groups such as Monolith or bandits. In S.T.A.L.K.E.R. 2, Corpus represents a structured, mission‑focused group that isn’t driven by ideology alone but by a determined goal to defend and control key regions of the Zone.
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralNPC_Corpus_CloseCombat | XSpawnObjBySID GeneralNPC_Corpus_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Corpus_Recon | XSpawnObjBySID GeneralNPC_Corpus_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Corpus_Stormtrooper | XSpawnObjBySID GeneralNPC_Corpus_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Corpus_Sniper | XSpawnObjBySID GeneralNPC_Corpus_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralNPC_Corpus_Heavy | XSpawnObjBySID GeneralNPC_Corpus_Heavy 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| GeneralZombie_Corpus_CloseCombat | XSpawnObjBySID GeneralZombie_Corpus_CloseCombat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Corpus_Recon | XSpawnObjBySID GeneralZombie_Corpus_Recon 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Corpus_Stormtrooper | XSpawnObjBySID GeneralZombie_Corpus_Stormtrooper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Corpus_Sniper | XSpawnObjBySID GeneralZombie_Corpus_Sniper 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| GeneralZombie_Corpus_Heavyeavy | XSpawnObjBySID GeneralZombie_Corpus_Heavy 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| Controller | XSpawnObjBySID Controller 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| Poltergeist | XSpawnObjBySID Poltergeist 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| Bloodsucker | XSpawnObjBySID Bloodsucker 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| Chimera | XSpawnObjBySID Chimera 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| Burer | XSpawnObjBySID Burer 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| Pseudogiant | XSpawnObjBySID Pseudogiant 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| Snork | XSpawnObjBySID Snork 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| PseudoDog | XSpawnObjBySID PseudoDog 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| Blinddog | XSpawnObjBySID Blinddog 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| Boar | XSpawnObjBySID Boar 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| Flesh | XSpawnObjBySID Flesh 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| Deer | XSpawnObjBySID Deer 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| Rat | XSpawnObjBySID Rat 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| Tushkan | XSpawnObjBySID Tushkan 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| Bayun | XSpawnObjBySID Bayun 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| THAT`S THE RESULT | YOU THEN NEED TO ENTER ONE OF THESE CODES - Stalker 2 NPC ID CODES |
| TraderNPC | XSpawnObjBySID TraderNPC 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| TechnicianNPC | XSpawnObjBySID TechnicianNPC 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| AllTraderNPC | XSpawnObjBySID AllTraderNPC 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| AllTechnicianNPC | XSpawnObjBySID AllTechnicianNPC 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| Richter | XSpawnObjBySID Richter 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| Strider | XSpawnObjBySID Strider 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
| Faust | XSpawnObjBySID Faust 1 false [PlayerX] [PlayerY] [PlayerZ] 0 [PlayerYaw] 0 |
S.T.A.L.K.E.R. 2: Heart of Chornobyl is a deeply atmospheric and powerful continuation of the classic S.T.A.L.K.E.R. series, developed and published by GSC Game World. Released in 2024, it marks the first main game in the franchise in 15 years, and it brings players back into the haunting and mysterious Zone around the Chornobyl Exclusion Area.
From the moment you step into the Zone, the game wraps you in a world that feels both dangerous and alive. The vast open world blends survival horror, first‑person shooting, and immersive storytelling in ways that make every moment feel personal and meaningful. The Zone itself is a character, full of secrets, hazardous anomalies, rare artifacts, and terrifying mutants that test your courage and wits.
What makes S.T.A.L.K.E.R. 2 special is not just its bleak beauty, but the way it makes you care about the world and the people inside it. As you explore, you meet different characters and factions each with their own motivations, hopes, and fears. Your choices carry weight, shaping not only your own fate but the fate of the Zone itself, as you uncover hidden truths and confront difficult moral decisions.
The survival elements add emotional depth too. Managing hunger, resources, and the constant threat of danger creates a sense of vulnerability that makes triumphs feel hard‑earned and unforgettable. Every cautious step through a dark forest or desolate city feels like a story worth remembering.
Ultimately, S.T.A.L.K.E.R. 2 is a tribute to resilience both in its narrative and in its real‑world creation. Born from years of development and released in challenging times, it stands as a testament to the passion and determination of its creators. For players, it’s more than a game: it’s an emotional journey into a world that is haunting, beautiful, and deeply alive with stories waiting to be discovered.
Blind Dog
A mutated dog with no sight but excellent hearing and smell. They attack in packs and are fast and dangerous.
Flesh
A mutated pig‑like creature that lunges at stalkers and causes bleeding with its claws.
Boar
A large, aggressive mutant animal that charges at players and can knock them down.
Rodent
A rat‑like mutant that moves quickly and attacks with agility.
Zombies (Zombified Stalkers)
Former humans driven insane by psi effects, wandering and attacking but often mindless and slow.
Snork
A mutated humanoid that runs on all fours and jumps quickly at its target.
Bloodsucker
A terrifying beast that can camouflage itself and ambush stalkers with invisible attacks.
Poltergeist
A ghostly mutant that uses telekinetic power to throw objects and attack from a distance.
Bayun
A cat‑like mutant that mimics sounds to lure prey and strikes with claws.
Psy‑Dog
A stronger mutant similar to a pseudodog that uses hallucinations or psychic effects against foes.
Controller
A humanoid mutant with psychic powers that can disorient and control others with psi radiation.
Burer
A telekinetic humanoid mutant that throws objects, can disarm stalkers, and uses psychic defenses.
Chimera
A powerful mutant with high mobility, tough hide, and deadly leaps at enemies.
Pseudogiant
A massive, tough mutant with heavy attacks and great durability, often requiring strong weapons to fight.
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