Andrei Tarkovsky's Stalker involves a bizarre and dangerous phenomenon called the Zone. It is beyond the comprehension of human beings, as it contains supernatural attributes where the normal laws of physics no longer apply. Apparently, deep inside the Zone there is ‘the Room’ that has the power to fulfill the deepest desires of anyone who enters it, but the problem being that these wishes might not be the consciously expressed desires, but the true unconscious ones. The Zone can only be entered with the help of a ‘Stalker’—a guide well acquainted with the treacherous ways of the Zone, as it is his job to bypass the heavy security in order to take his clients inside the heart of the Zone all the way to 'the Room.' The Stalker instructs his clients that they must do exactly as he says in order to survive the environmental dangers that lie ahead, which are invisible to the naked eye.
The theme that lies at the core of Tarkovky's science-fiction masterpiece Stalker is self-reflection, as what will ultimately ensue is a tedious game of chess between four seasoned players: the Writer, the Professor, the Stalker, and the Zone itself, as they will all be forced to come to terms with their thoughts, fears, intentions, ideas, theories, beliefs, and the existential purpose of their own existence; all the while their self-confrontation will slowly manifest into a fierce philosophical battle of ideologies. Andrei Tarkovsky is considered the greatest director to have emerged from Russia since the legendary director Sergei Eisenstein, and Stalker is looked at as one of his greatest achievements. Stalker delves upon several themes dealing with Philosophy, Metaphysics, Empiricism, Existentialism and Spirituality, creating a form of meditative cinema that stems closest to the literary definition of art. Throughout the story of Stalker, the heightened tension between it's three key players increasingly builds with each new step bringing them closer towards 'the Room', causing them to slowly expose such things as ulterior and diabolical motives, and hostile and violent tendencies, all the while the destructive environment that the players inhabit clearly sets out to destroy them.