Stalker Zone World - Mutants. Walkthrough STALKER: Call of Pripyat - Zaton, Jupiter, Pripyat and additional tasks Encyclopedia stalker call of Pripyat mutants

Assembly author: 3vtiger, 3fallout3 (work with smart points)
Model authors: Gresnik13rs, 3fallout3, 3vtiger, ed_rez, Samber13, One_ShoT, Domestos (flesh texture) and others.

This pack contains some old developments on mutants, mainly for those who are generally far from adapting each model to the game on their own. This pack will solve this problem for them.

Information:

  • Models were revised in MilkShape and, if necessary, anti-aliasing was performed.
  • Full reconfiguration in SDK.
  • On top of the PYS mutants were added: Tark (own config), two mutants on the skeleton of the Deathclaw (Snakehead and Wasselisk), the Librarian and five models of civilian zombies.
  • Textures were also revised, all without exception, sorted into folders, some were corrected, and unnecessary alpha channels were removed.
  • Bumpers are added to all textures except eyes, mouth and others.
  • The configs were revised and a variety of visuals for the PYS mutants were added, where their default config allowed it.
  • Adjusted configs of added mutants so that they can be defeated with the initial weapon. However, they still remain very dangerous enemies, especially at close range.
  • The configs of the cat and kink are also connected, but their models are missing. Made for those who want to add them on their own. I draw your attention to the fact that the configs will need to be edited, namely the slaughter and damage of these.
  • Change the relationship of mutants to each other yourself, of course new mutants have been added to the file "game_relations.ltx".
  • Corrected old and created new squads.
  • New mutants have also been added to the spawn in three open locations. The smarts have been fixed in such a way that the spawn logic has not changed. New mutants spawn randomly, along with all the existing PYS mutants, so there is a chance that you may not immediately see the added mutants.
  • All new mutants and created squads are registered in the "Master of the Zone" - you can look at them in the game at any time.
  • Added sounds for Librarian, Deathclaw, Yao-Gai, Tark and Zombie. Checked for the presence of settings in sound files (comments).
  • Work on the pack has been completed and no additions will be made to it. All manipulations to replace mutant models or add them are at your discretion.

Additional screenshots -.

Screen slideshow:

Bugs:

  • Since some models have more polygons than standard 2K models and textures, friezes are observed in certain places, especially when any scripted events occur and a large number of mobs are concentrated around the radius of visibility. At this moment, the FPS may sag on weak machines.
  • For the test, the plot was passed before Cardan lost consciousness due to Gaussian - no flights were found. When moving from locations, everything is smooth too. In the course of the passage of the plot, the necessary edits of the configs and control of the spawn were carried out.

Compatibility:

Compatibility with other mods has not been tested. In theory: weapon mods, spawn-free mods and mutant configs can be combined without adaptation.

Representing almost wholly and completely of its fauna. Present in all parts of S.T.A.L.K.E.R. and are an integral part of the game universe.

Classification by origin

Mutants can be divided into two groups: those that appeared as a result of secret scientific experiments and mutated animals that lived in these territories before the appearance of the Zone. However, it is sometimes difficult to determine the belonging of certain mutants to a specific group, so a third group can be distinguished - mutants of unknown origin. It should also be noted that by the standards of the fauna of the rest of the world, the fauna of the Zone is scarce.

Mutated animals

Obviously, the Zone killed most of the animal species on its territory, but some were able to adapt to it, characteristically evolving in a matter of years.

Dogs and pigs survived from domestic animals. If for the first mutations were insignificant, then the pigs have changed beyond recognition. Both species turned out to be equally aggressive towards humans, but at the same time, in some situations, cowardice is inherent in them.

  • The species of dogs of the Zone got the name - blind dogs.
  • Pigs are flesh.

The surviving representatives of the wild fauna are: wolves, wild boars and jerboas.

The aggressiveness of the mutated wolves has increased many times over, outwardly they began to look more like dogs, for which they received the name Pseudodog. Also, the Chernobyl wolves have a subspecies - Psi-dog.

The boars have not undergone almost any changes, except for a slightly increased size and second pairs of canines and ears.

After adaptation to the conditions of the Zone, the size of the jerboas more than doubled. Tushkans became aggressive and carnivorous.

Of the wild fauna, the only birds of the Zone should be noted - the raven. Probably, this species of birds did not undergo any changes during the mutation of other animals. Ravens are not aggressive - this is the main difference from other animals inhabiting the Zone.

Appeared during experiments

Before the appearance of the Zone, a network of secret scientific laboratories existed in the Chernobyl NPP area. Among other things, genetic experiments were carried out in them, during which a number of new creatures were obtained,

Detailed description:

Domestic pigs that ended up in the Zone, like many other living organisms, underwent a strong mutation. Since the genes that control metabolic processes were affected, the animal's phenotype changed dramatically. The mutated pig, which stalkers call "flesh", is one of the clearest examples of the Zone's abuse of nature. These creatures have formed a scaly-bone protective cover, the body's ability to regenerate has significantly increased, the nervous system has become more complex. Like an ordinary pig, the "flesh" is omnivorous, therefore, being hungry, it may well attack the stalker.

Evolution

Pigs have also undergone mutations, as have all other organisms in the Zone.
The new ecological situation is characterized by increased activity of new environmental factors, including numerous mutagenic factors.
Acting in a complex way, physical, chemical, biological, and abnormal mutagenic factors lead to new types of mutations that affect all levels of organization of the hereditary material of organisms - DNA. Activity in different parts of the zone
Some factors vary, as a result we can observe a great variety
manifestations of the mutational process. One of the brightest examples is the "flesh" -mutated domestic pig (Sus Domestica, then simply SD).
say that the genetic information of a given organism was subject to significant
the influence of mutagens. The genes that control the basic life processes and
metabolic pathways, from which the phenotype of the animal changed greatly. The very existence
this mutant is a great miracle, as most mutations are fatal.
Here we can observe a whole ensemble of mutations that are not only not harmful,
on the contrary, it seems to be positive or neutral. But, despite significant phenotypic
changes can still be judged about the affinity between the mutant and the progenitor.

Cover

Compacted and characterized by the presence of several additional layers
modified epidermis. An additional layer of cells is well distinguished on transverse microsections. Strongly thickening of the lustrous layer and keratinizing, indicates an increased reproductive potential of epithelial cells. Also on photomicrographs undifferentiated epithelial cells are clearly visible. This possibly explains the regenerative capabilities of the skin of these mutants. I would especially like to note that the structure of keratin - the main building protein - has changed markedly - its mechanical parameters have increased. In the surface layers, disseminations of bone tissue are clearly visible - a kind of plate. Their function is rather protective.
The tissues on the limbs have also changed: gradually, the relatively soft tissue of the hooves is replaced by bone tissue. The cloven hoof is now represented by a single long bone growth that the mutant can use to attack.

Movement

The new environmental conditions significantly influenced the development of bone tissue in DM.
Due to the change in the nature of movement and the way to finish off food, it is possible to observe the correspondence of the structure and functions both in the skeleton and throughout the body. The bones have become thick and heavy, the content of the bone marrow has increased due to the constant regeneration of cells damaged by radiation, - active red bone marrow is the most powerful source of blood stem cells. The structure of the skeleton also began to correspond to the new conditions of movement and hunting. However, the body weight is large enough for fast and long movement, so the "flesh" is forced to rest often. Muscle tissue, as one of the most resistant to the mutagenic effects of radiation, has changed little. Perhaps the only thing that can be noted is the increased number of calcium channels on the membranes of myocytes, apparently this associated with a more active lifestyle that requires frequent and high powerful loads on the muscles.It is known that Ca2 + ions are responsible for muscle contractions.
The skull of the animal has changed in the most interesting way. Immediately striking
sharply changed ratio of the brain and facial sections. The brain section has increased in size relative to the front part, which is typical for more highly developed forms of life.
Also, the shape, number and location of teeth now bears more similarity with representatives of the order of primates than artiodactyls. The evolutionary significance of these changes still remains a mystery, since the structure of the mouth apparatus and the nature of nutrition do not correspond to the obviously predatory way of life of the "flesh".

Food

No visible changes in the anatomy of the digestive system were found. Although no,
the stomach has become more plastic as irregular nutrition and rare cases of survival have adapted the stomach of the "flesh" to irregular and often strong stretching - as a relatively weak creature in the zone, when eating prey, the "flesh" tries to fill itself faster until it smells
more terrible predators arrived (what else besides bloodsuckers have no idea: o))
As with diabetes mellitus, the gastrointestinal tract (GIT) of the "flesh" has retained all the main sections:
pre-oral cavity, sweat cavity, pharynx, esophagus, stomach, small intestine,
large intestine, ass!: o) The mouth apparatus is typical for a ruminant - absent
"predatory" teeth, canines are underdeveloped (or rather, developed as in ruminants).
Regarding physiology, it should be noted that with a change in the nature of nutrition,
And some features in digestion. In connection with the transition to food of animal origin, P.'s enzyme systems have become more universal. Internal environment of the digestive tract
became aggressive, the level of acidity in the stomach increased. A powerful detoxification apparatus in the liver also developed - as an adaptation mechanism to frequent consumption as food, they fell. Hidden genetic resources of P allow it to develop new enzymes for the breakdown of tsadaverine and putrescine - cadaveric poisons (products of protein decomposition).

Nervous system

Anatomically, the nervous system has not changed much, but its physiology has acquired a slightly different look from the previous one. Anatomically, a slight increase in the subcortical nuclei of the gray matter of the cerebral hemispheres can be noted. Now the relative volume of the brain has become larger, and the anatomical structure is more perfect, that is, phylogenetically approached the relatively more evolutionarily advanced species. But the main changes can be noted at the cellular level: the shape of the neurons has changed little, but the number of nerve processes of the dendrites has increased (and most importantly (!) There are two axons - the axon is always one !!! I don’t know whether it is necessary to write this - an invention of pure water!: O) ) It is logical to assume that such changes contribute to an increase in the "conductance" of the nervous system. since thinking also occurs verbally, the frontal lobe is also responsible for it).
It can be assumed that the "intellectual" level of animals has also changed, as far as one can generally speak about the intelligence of domestic pigs: o) Several new reflexes appeared, which affected the behavior of these animals. The speed of development of conditioned reflexes also increased, which means a high "adaptability" of the nervous system to new environmental conditions, and the ability to learn. Behavioral responses became much more diverse, which changed the ethological structure of the “flesh” population in the zone.
There is also increased brain activity in the centers of vision and hearing. Like all wild animals, they also work actively in the "flesh".
It is interesting that …………… (I will clarify later) - the structure responsible for synchronizing the movements of the eyeballs is absent in the "flesh". "Flesh" can now rotate its eyes independently, like a chameleon. Rather, with one eye. The second eye gradually decreases in size, and at first glance is reduced, but in fact this phenomenon is called "morpho-functional regression" - the body achieves biological progress by simplifying (reduction or complete atrophy, for example) of the structure. A typical example is the hepatic fluke (flatworm ), almost the weight of the body volume is occupied by the genitals, and the digestive system is not needed, it is reduced. Biological progress is ensured by the rapid rate of reproduction. So let's return to "flesh". She has one eye underdeveloped. In fact, he is in the process of transformation. There is a simplification of the structure, gradually, along the edges of the retina, structural and functional units of the facet of the eye appear, which we can observe in insects. The significance of this "acquisition" is great:
these (faceted) eyes pick up polarized light. This means that the animal does not need to see the sun in order to orient itself in space. This navigation mechanism can still be
observe the bees - they can always find their way home even in cloudy or foggy conditions. Since one of the habitats of "flesh" is fog, this new type of eye allows it to use its advantage for orientation, while the other eye is no less interesting there that now rotates independently, which allows observing the surroundings and simultaneously moving in a given direction.

Opening

Circumstances of the case. From the protocol of the examination of the corpse, drawn up on 23.04.96. senior researcher ... the name is illegible the following is known: “R *** VV. On 08/14/1960, the corpse of the creature was in the zone for quite a long time until the moment of its discovery ... The corpse lies on its left side, the right forelimb is extended in front, the left is on the ground, and the right hind limb is bent at the knee joint. No visible signs of violent death were found on the corpse. ” It is known from the anatomical card issued by the Research Institute (No. not specified) in the name of VV Rodina ... ... other information was not received by the time the corpse was examined.
External research .... (there is no other clothes on the corpse: o) Corpse (individual) of a male, correct
(as for a pig) constitution, moderate nutrition, body length 187cm. The skin outside the cadaveric spots is grayish-brown in color, cold to the touch. Cadaveric spots on the face, neck, abdomen, inner thighs, on the shins are acicular blue-violet, cadaveric spots on the back are more diffuse. In the iliac region, spots of a dirty green color are determined. When pressed with a finger, cadaveric spots do not fade. Rigor mortis is almost completely absent in all muscle groups. Head ..... shape, dark brown hair, bristle length at withers up to 10cm. The eyeballs are elastic, there is a slight exophthalmos, the pupils are 0.5 cm. The cartilage and bones of the snout are intact to the touch. The openings of the nose and ears are free, clean. The mouth is closed. The mucous membrane of the vestibule of the mouth is bluish, shiny. The tongue protrudes beyond the line of the teeth. The visible teeth of the upper jaw are natural and intact. On the lower jaw, the first two teeth on the left are absent, the holes are overgrown. A yellow-brown, mucous liquid is secreted from the mouth. There is no damage to the skin of the neck. The rib cage is cylindrical, the abdomen is above the level of the costal arches. The external genitals are formed correctly, according to the male type, there is no discharge from the urethra, brown parchment spots on the front surface of the fraud. The opening of the anus is stained with feces. The bones of the limbs are intact to the touch. Damage: above the handle of the sternum, there is an oval abrasion measuring 0.3x0.4 cm., The crust above it is dry, protrudes above the level of the skin. No other damage was found.

Assembly author: 3vtiger, 3fallout3 (work with smart points)
Model authors: Gresnik13rs, 3fallout3, 3vtiger, ed_rez, Samber13, One_ShoT, Domestos (flesh texture) and others.

This pack contains some old developments on mutants, mainly for those who are generally far from adapting each model to the game on their own. This pack will solve this problem for them.

Information:

  • Models were revised in MilkShape and, if necessary, anti-aliasing was performed.
  • Full reconfiguration in SDK.
  • On top of the PYS mutants were added: Tark (own config), two mutants on the skeleton of the Deathclaw (Snakehead and Wasselisk), the Librarian and five models of civilian zombies.
  • Textures were also revised, all without exception, sorted into folders, some were corrected, and unnecessary alpha channels were removed.
  • Bumpers are added to all textures except eyes, mouth and others.
  • The configs were revised and a variety of visuals for the PYS mutants were added, where their default config allowed it.
  • Adjusted configs of added mutants so that they can be defeated with the initial weapon. However, they still remain very dangerous enemies, especially at close range.
  • The configs of the cat and kink are also connected, but their models are missing. Made for those who want to add them on their own. I draw your attention to the fact that the configs will need to be edited, namely the slaughter and damage of these.
  • Change the relationship of mutants to each other yourself, of course new mutants have been added to the file "game_relations.ltx".
  • Corrected old and created new squads.
  • New mutants have also been added to the spawn in three open locations. The smarts have been fixed in such a way that the spawn logic has not changed. New mutants spawn randomly, along with all the existing PYS mutants, so there is a chance that you may not immediately see the added mutants.
  • All new mutants and created squads are registered in the "Master of the Zone" - you can look at them in the game at any time.
  • Added sounds for Librarian, Deathclaw, Yao-Gai, Tark and Zombie. Checked for the presence of settings in sound files (comments).
  • Work on the pack has been completed and no additions will be made to it. All manipulations to replace mutant models or add them are at your discretion.

Additional screenshots -.

Screen slideshow:

Bugs:

  • Since some models have more polygons than standard 2K models and textures, friezes are observed in certain places, especially when any scripted events occur and a large number of mobs are concentrated around the radius of visibility. At this moment, the FPS may sag on weak machines.
  • For the test, the plot was passed before Cardan lost consciousness due to Gaussian - no flights were found. When moving from locations, everything is smooth too. In the course of the passage of the plot, the necessary edits of the configs and control of the spawn were carried out.

Compatibility:

Compatibility with other mods has not been tested. In theory: weapon mods, spawn-free mods and mutant configs can be combined without adaptation.

Mutants

Mutants: in this section you will find information about all the mutants of the Zone that have appeared in the games of the series, or cut and not added to them. In addition to the information, you will find out how dangerous this or that creature is according to the scale introduced by the SZW Team. The scale is located in the lower right corner of the picture and is divided into 3 colors and 3 cells - a total of 9 levels of danger, from 1 green to 3 red.

  1. Mutants implemented in the games of the series:
  • Flesh - Domestic pigs that appeared in the Zone, like many other living organisms, have undergone a strong mutation. Since the genes that control metabolic processes were affected, the animal's phenotype changed dramatically. The mutated pig, which stalkers call "flesh", is one of the clearest examples of the Zone's abuse of nature. These creatures have formed a scaly-bone protective cover, the body's ability to regenerate has significantly increased, the nervous system has become more complex. Like an ordinary pig, the "flesh" is omnivorous, therefore, being hungry, it may well attack the stalker.

Found in: ТЧ, ЧН, ЗП.

  • Boar - A large animal, reaching one and a half meters at the withers. With its vitality and aggressiveness, this animal surpasses its relatives outside the Zone and is not inferior to most mutants. Mutagenic processes caused by the effects of radiation and anomalies have largely affected the appearance of these mammals: in some places the latter have become bald, and in some places, on the contrary, they have become overgrown with very long, coarse hair. The hooves of animals changed their shape and became sharper, acquiring some resemblance to claws; the pupils were discolored, pigmentation spots and deep wrinkles appeared on the bald head. The boars of the Zone tolerate radiation well, which allows them to stay in highly contaminated areas for a long time. Usually these animals attack with a running start, trying to rip open the victim's stomach with their fangs or knock it down.

Found in: ТЧ, ЧН, ЗП.

  • Tushkan- A small animal, the progenitor of which is an ordinary rat. The methods of movement have changed, the front limbs are short, the hind ones have lengthened, they move in short leaps like a kangaroo (hence the name). They usually act in a flock of 5-8 individuals, rarely attack alone. This feature makes the animals a dangerous enemy. They live mainly in dungeons.

Found in: ТЧ, ЧН, ЗП.

  • Blind dog- Since the time of the first catastrophe in the dog family, several generations have already changed, and in each of them the influence of the Zone was increasingly observed. Mutations and evolutionary adaptation have led to an increase in the previously poorly expressed canine abilities, and often to the detriment of the usual ones. The main physiological changes affected vision - it turned out to be almost useless after a rapid increase in intuition: for example, blind puppies survived in the Zone no worse, or even better than their sighted counterparts. As a result, ordinary dogs soon degenerated here completely, giving way to a new species - blind dogs. These animals perfectly recognize and avoid anomalies, radiation and other invisible dangers that the Zone teems with. Like their ancestors, blind dogs hunt in packs; meeting a large group of these creatures means a serious danger even for a well-armed stalker.

Found in: ТЧ, ЧН, ЗП.

  • Pseudo dog- Despite the name, pseudo-dogs did not come from dogs, but from wolves. Wild animals that lived in the forests of the Zone at the time of the disaster became the ancestors of one of the most dangerous species of mutants. Pseudo-dogs are as different from mutated dogs as wild wolves are not like mongrels. These creatures lead a territorial lifestyle and will violently attack anyone who invades their domain. Lightning-fast reaction, incredible mobility and sharp teeth make the pseudo-dog a very serious enemy, against which even a large mutant or a well-armed stalker can hardly resist.

Found in: ТЧ, ЧН, ЗП.

  • Chernobyl dog- The Chernobyl dog is an older and harder type of pseudo-dog. Much smarter than their congeners, differs from them in darker hair, aggressiveness and vitality.

Occurs in: PM.

  • Psi dog - A rare variety of pseudo-dogs, externally distinguished by white hair. Creates duplicate phantoms capable of inflicting physical damage. In case of hitting them, the doubles disappear, but the dog creates new ones. You can calculate the "original" by the fact that it is usually on the sidelines and occasionally runs up to attack.

Found in: ТЧ, ЧН, ЗП.

  • Poltergeist- Truly supernatural invisible creatures, found only in the depths of the Zone, usually live inside dilapidated buildings. Nothing is known for certain about the origin; there is a legend that these are the spirits of stalkers who fell under a powerful release. The mechanism of manifestation of these invisibles really corresponds to the legends of the poltergeist (hence the name) and differs in variety: from periodic howls and laughter to dangerous fireballs appearing from nowhere. Unfortunately, all information about this phenomenon is drawn from vague and rather contradictory stories, the veracity of which is questionable.

Found in: ТЧ, ЧН, ЗП.

  • Fire poltergeist- In all its habits it is similar to an ordinary poltergeist. Unlike its counterpart, a fire poltergeist cannot use telekinesis, but has a more powerful weapon at its disposal - fire. If he notices the enemy, then he organizes a large fiery prominence next to him, and tries to fry the enemy. Extremely dangerous.

Found in: ТЧ, ЧН, ЗП.

  • Bloodsucker- Semi-legendary monster - seasoned stalkers describe him as a tall, stooped humanoid with many tentacles in place of his mouth. According to them, with the help of tentacles, this creature feeds: by biting them into the neck of a living victim, it paralyzes its prey and sucks its blood; after such a procedure, only a dried, mummy-like shell remains from a person. The most surprising thing about a bloodsucker is its ability to become invisible. Apparently, it is these creatures that are responsible for the death of a large number of stalkers. Few of the eyewitnesses survived - and, judging by the stories of these lucky ones, bloodsuckers prefer damp places like swamps and dungeons for living.

Found in: ТЧ, ЧН, ЗП.

  • Swamp Thing- The swamp thing is a subspecies of the common bloodsucker. But the creature is twice as strong as him, much more agile and more agile. But the main distinguishing feature is the ability to make absolutely incredible jumps of tens of meters. In addition, the creature is covered with long gray-green fur. It seems that moss and other plants simply grow on this creature - this helps it to camouflage.

Found in: ТЧ, ЧН, ЗП.

  • Snork- These creatures, apparently, were once people, although it is difficult to imagine what conditions can bring a person to such a state. Snorks are crazy, completely animalistic creatures, in essence, slightly different from the predatory monsters of the Zone. They move on four limbs, jumping over the ground and constantly sniffing it in order to catch the scent of the victim. They hunt carefully and prudently, trapping stalkers like predatory animals. Lightning-fast reflexes and hypertrophied muscles allow the snorks to make long, precise jumps and tear the victim to shreds in a few seconds. On some individuals, parts of the army uniform or individual parts of equipment have been preserved, which suggests that they are missing soldiers or stalkers.

Found in: ТЧ, ЧН, ЗП.

  • Controller- The result of experiments on criminals under the program for the development of human telepathic abilities. Outwardly, it resembles a humanoid with a disproportionately enlarged head. On the body, you can distinguish blue ripped jeans, as well as the remains of bandages or overalls. Possesses developed perception, as well as the ability to control the behavior of less developed creatures. Can take control of people and warn uninvited guests if in a good mood. This is a dangerous adversary that even experienced stalkers are afraid of meeting.

Found in: ТЧ, ЧН, ЗП.

  • Burer- The result of the program for the development of human telekinetic abilities. Experiments were performed on prisoners. They live in dungeons, but can also be found on the surface. When they meet, they can snatch weapons from their hands, throw the enemy back, strike, they can throw objects using telekinesis, they can also impede movement, and are invulnerable during manipulation with objects. They also know how to return grenades sent to them so that they fly to the enemy. Possess the ability of foresight. Able to cause attacks of auditory hallucinations, such as a crying baby. When attacking, they make loud sounds similar to a battle cry. In a calm state, they constantly mutter something.

Found in: ZP.

  • Chimera- Product of the program for the creation of a universal animal protector (UZHAZ). The origin by external signs cannot be identified; most likely it is a genetic combination of different species. A four-legged panther-like creature with two heads (one of them is underdeveloped); as a result, there is a duplicated system of internal organs. There are huge claws on the limbs. It attacks the victim mainly by jumping in a straight line. An insurmountable obstacle for the monster is the tree on the attack vector. It was cut out of the first two parts, reminiscent of the trophy heads at the bases of the groups. Fully realized in "Call of Pripyat", where he is a dangerous and tenacious mutant. Sometimes he tries to get around the stalker from the back. It is considered a nocturnal predator.

Found in: ZP.

  • Pseudo-giant- A huge carcass consisting of a drop-shaped body and a pair of hypertrophied limbs - that's what a pseudo-giant is. Rukonogs are used by this creature to move and grab the victim. An adult reaches a weight of two tons with a growth of about two meters. External clumsiness is very deceiving - pseudo-giants are swift in movements, their muscles have simply amazing power, and their bones are not inferior in strength to metal. The brain is protected by the fattest - about 100 millimeters! - the skull, in addition, the spinal cord performs many complex functions. The ability of pseudo-giants to form local shock waves on the surface of the earth is also striking, striking all living things in a limited radius.

Found in: ТЧ, ЧН, ЗП.

  1. Cut or unrealized mutants:

  • Rat - Rats are a constant companion of man. And in places where a person left, they live even more freely. Apparently, factors such as radiation and habitats played a role here. It is unlikely that these rats in their habits and physiology have gone far from ordinary ones. Interestingly, rats are one of the most common hallucinations that stalkers see under a psi attack. They actively use their instincts to detect anomalous zones. They do not lend themselves to radiation and easily adapt to other adverse factors.

  • Rat wolf- Leads a pack of ordinary rats - under the control of one rat wolf there are usually about a dozen. They do not conflict with other rats. Just like rats, they love dungeons and abandoned places.

  • Cat- A mutant cat with greenish hair and many bald spots on the sides, like a pseudo-dog. The thyroid gland, swollen from radiation, is clearly visible on the neck. Aggressive. He is impetuous in his movements and very fast. Distributed. In most cases, they live alone, less often in small groups of 2-3 individuals. They live in quiet, secluded places (for example, old houses or thickets of woods).

  • Imitator cat - A variation of the cat's mutation. It is named so because of its peculiarity to imitate human speech. Luring inexperienced stalkers in this way, he takes their lives with quick movements.

  • Dwarf- It is still unclear who is a subspecies - a dwarf or a burer? But most likely a burer, since the dwarf looks more like a person. Be that as it may, dwarfs are much more common. They also formed as a result of experiments on the "universal soldier" program. Due to their living in the dungeons, their skin is pale yellowish-white with a tint of green, blinded by light. Telekinesis and foresight are well developed (but not in the same way as the burers), and they fight well with their hands. Their head is also hypertrophied. The degree of intelligence is very great. Dwarfs, like burers, live in dungeons and cannot stand light. There they set up workshop traps for stalkers with the help of debris (fill up passages, cause tunnels to collapse). Themselves see perfectly in the dark. For some unknown reason, they hate blind dogs. Perhaps (not proven), they have their own religious cult - they worship things stolen from stalkers.

  • Zombie- The impact of the Brain Burner completely destroys the structure of the personality, leaving only the corporeal shell. After wandering around the Zone for a while, mindless bodies begin to turn into real zombies. Of the reflexes, only the most primitive remain, weapons and clothes soon become unusable. As a result, zombies are nothing more than slow half-corpses, for which there are only two effective stimuli: food and sleep. Zombies are completely indiscriminate in their choice of food and drink, so their bodies are literally saturated with radiation and toxins. As a rule, these creatures wander aimlessly around the Zone or, like corpses, lie inside abandoned buildings. However, as soon as the zombie senses the close presence of a living person, he immediately tries to attack. Experienced stalkers try to bypass these clumsy empty shells.

  • Tark- It is likely that they are mutated Przewalski's horses, which were brought to the Zone.

  • Break- The only reasonable, by human standards, mutant. Can be aggressive, but can also help in exchange, for example, for food. Attacks the stalker only from the back, but usually not very aggressive. He hides his hand under his clothes so that he is not immediately attacked. Very cunning. His main trick is to shout from behind the bushes “Help! I injured!" (can often memorize remarks, short phrases, dialogues, use either as a trick or as useful information). Newbie stalkers fall for a trick and go to help a friend, after which they receive a crushing blow with a hypertrophied limb. He lives close to stalkers, sometimes gets along with them. For food can tell interesting facts about the Zone, useful information.

  • Housing - The bodies have no head, only the body. Also, the mutant has mechanical elements and strange seams. It was created by scientists in laboratories.

  • Mimicry- A mutant who can fly. It resembles bats (although it may be). The preferred habitat is dungeons and abandoned buildings.

  • Morlock- Come from a man, armed with a pistol. It is believed that these are special forces mutants.

  • Pseudo-human- A mutant descended from a person. Perhaps it became as a result of experiments on humans or as a result of mutations due to anomalies. Reasonable, dwells in swamps and dungeons. Can speak. Capable of striking with his muscular arms. When attacking, it seeks to knock the stalker down

  • Observer - Unknown mutant, which most likely should have appeared at the end of the game, on Generators.