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Not to be confused with Zombified Stalkers.
STMP SHOC Button This article or section is based on S.T.A.L.K.E.R.: Shadow of Chernobyl cut content and may contain inaccurate information or speculation.

The Zombie is a cut mutant, a person who has been exposed to psi-radiation (Brain Scorcher at Radar and Psi-Brain at Yantar Factory) or psi-entities (Controller); higher brain functions are disrupted, and they operate solely on residual and animalistic reflexes.

Description[]

The Brain Scorcher strips its victim of mind and reason, leaving only an empty, mindless shell. The brainless bodies then turn into zombies, following only the most basic instincts, wandering aimlessly around the Zone without weapons or clothing. Zombies are little more than sluggish walking corpses, caring only about food and sleep. They eat and drink just about anything they can get their claws on, hence they are virtually soaked in radiation and toxic waste. Usually they roam the Zone without any apparent purpose or just lie corpse-like in abandoned buildings. However, as soon as they sense the presence of a human being, they attack immediately. Experienced stalkers have learned to avoid them if they can.
― Encyclopedia, unused

Zombies are people who have been attacked by Controllers or affected by psi-emitters. Physically, they are still human, but they have completely lost their identity and the ability to think. The only thing that remains is their instincts and life habits. The extent of personality destruction depends on the strength and duration of the influence. There is evidence that they can tolerate radiation and psi-emission, which allows them to attack stalkers in conditions where the latter cannot fight properly. Contrary to common beliefs about the undead, zombies retain residual intellect and memory: they remember certain phrases and use them in appropriate situations. This also indicates the functioning of vocal cords and facial muscles. This stage of personality destruction is irreversible both psychologically and physiologically. The degree of decomposition of zombie bodies varies—they can be encountered as "fresh" corpses or almost mummified remains. The weak point of a mutant is its head, specifically the brain. Their ability to see and smell is also a mystery to scientists. They are immune to radiation and anomalies (except for gravitational anomalies). It is believed that all zombies originate from the Chernobyl Nuclear Power Plant and remain in Pripyat and the Dead City.

A partially decomposed human body in heavily worn clothing. Depending on the specific zombie, their appearance may vary, but there are many common characteristics. A bald skull (although sometimes weak hair growth can be observed on the sides) with sunken eyes and a toothless mouth. The jaw is clearly visible and always slightly drooping. A thin neck with well-defined muscles, transitioning into a emaciated torso with protruding bones. Thin limbs that still function. Zombies can inflict tearing wounds with their hands, and the leg muscles are capable of accelerated movement. Many of them are dressed in everyday clothing such as a gray shirt or jeans. Others wear work uniforms (swamp-green robe and jeans) or clothing of former employees (dark blue shirt with jeans). In the case of mummified zombies, it is impossible to determine their clothing as it has long faded, become tattered, and soaked in various dirt.

Zombies are capable of "limited" regeneration. After sustaining significant damage, a zombie falls to the ground and remains there for a certain period of time. Once recovered, the mutant gets back on its feet. The number of such regenerations depends on the subspecies. However, this process can be interrupted and the zombie can be killed immediately by inflicting damage while it's lying down. The nature of regeneration is unknown. The inhibition of all physiological processes in a zombie's body makes them quite difficult to kill. Most likely, this manifests as a low sensitivity to pain, slow metabolism, and denser tissue arrangement due to fusion, which conserves their organism's resources.

Behaviour[]

Some zombies have decomposed to the point where they cannot be distinguished from old corpses. Due to the habit of zombies lying motionless for hours, careless stalkers may accidentally step on a still living and dangerous zombie. Their typical state involves aimlessly wandering through the Zone, sitting, dozing, moaning, and muttering fragments of phrases[note 1]. When they detect prey, zombies begin to move slowly towards it, ignoring any dangers in their path. They have also retained one of their basic instincts - satisfying hunger. One of the activities of zombies is searching for food, whether it's corpses or living creatures. Zombies are not selective in their choice of food and drink, so their bodies are contaminated with radiation and toxins, making other mutants avoid consuming them. When they try to find food, they attack both humans and mutants.

The inhibition of all physical processes in their bodies makes them quite difficult to kill. They fall down as if dead, but after some time, they get up and attempt to attack or pursue their aggressor. They often carry household items, weapons, and so on, but they are unable to use them.

Zombies can be found in two states:

  • inactive - the mutant shows no signs of life, simply lying or sitting in a hunched position[note 2]. When it senses (or hears) an enemy, it stands up and tries to attack. If the target escapes, it may return to its initial state.
  • active - the mutant roams within a certain territory in search of food or for no apparent reason. If it senses or sees an enemy within close proximity, it attempts to attack. If the victim escapes, the zombie continues roaming or returns to its starting point.

It was also planned that zombies would often be under the control of some creature with telepathic abilities, but this idea was later completely attributed to zombified stalkers.

Encountering zombies individually is extremely rare; they are more commonly found in groups of five or more.

Relationships[]

Zombies are neutral towards all mutants, except for Blind Dogs and Pseudodogs[note 3]. In the 2005 builds, they are hostile towards all mutants except for Bloodsuckers, Poltergeists, and Controllers. They are hostile towards humans and always try to catch up to and kill them. Experienced stalkers try to avoid encounters with groups of zombies.

Subtypes[]

  • Zombie - a regular zombie that only differs in his clothing (their rags are different from the "standard" zombie attire). In early game documents, it is described that after emissions, zombies gather in the Dead City and simulate a sluggish city life: sitting on porches, sleeping, and so on. They are neutral towards the protagonist, not noticing them, but they accept food from their hands, comparing the protagonist to one of the canceled characters who used to feed zombies to gather information.
  • Ghost Zombie - transparent regular zombie.

Development[]

The idea of zombies presumably appeared in February 2002. The initial sketches were created by Alexey Moseychuk, and later the idea developed into a full-fledged mutant. The mutant model was created by Ruslan Konovalchuk. Later, Yuri Negrobov and Vladimir Korunchak worked on it. Sergey Zhemeitsev was responsible for the programming.

Closer to the release of S.T.A.L.K.E.R.: Shadow of Chernobyl, this mutant was removed from the spawn locations, its description was deleted, and in the statistics on the PDA (if the zombie is restored), it is marked as "to be killed."

  1. 'xrCore' build 1893, Sep 6 2004 - the first in-game description that strongly resembles the description of zombified characters.
  2. 'xrCore' build 2571, Mar 16 2006 - the second in-game description that definitively distinguishes between zombies and zombified characters, and in the PDA statistics, zombies are marked as "to be killed."
  3. 'xrCore' build 2588, Aug 2 2006 - a slightly modified description.

2002[]

They were apathetic and did not attack without reason.

They were planned to appear in one of the villages in the Old Cordon. Upon seeing the player, they would pursue them while muttering something. It was easy to escape from them.

They inhabited the Rat's Tunnels and X18, along with phantoms, as well as the Rostok Factory.

They were controlled by Controllers and Telepaths (Cordon), as well as the Creation in the Mist (Rostok Factory). Another method of controlling zombies was through a psychotropic antenna.

2003[]

They were not supposed to die. They could be "killed" for a certain period.

In the old Bar, "sleeping" zombies were planned for the tunnel. They were also planned for the old Dark Valley, on the farm together with Flesh, and in the old Yantar village (sitting in houses, coming out at night). [note 4]

A large number of zombies inhabited the Dead City. There, one could find a cat belonging to one of the zombies, and in exchange, it would lead the player to the scientists. It was also possible to give food to hungry zombies, and they would talk about the Journalist. Players could help protect zombies from being killed by military stalkers, and in return, the mutants would reveal information about the psi-emitter "R-Dyatel". Later on, they could provide more information as gratitude for disabling the psi-emitter.

All zombies were afraid of mentioning the name "Strelok".

2004[]

Instead of speaking, zombies emitted groans/screams that had an echo effect. They only attacked when hungry.

Designer Documents[]

2002
  1. S.T.A.L.K.E.R. Design Document v1.4.PDF - the first detailed description of the zombie and its planned subtypes (mostly related to zombified);
  2. Задание5.doc - mention of zombies in the old Cordon near the village;
  3. _story_.doc - description of plot scenes with zombie;
  4. ideas - several ideas regarding zombie behavior;
2003
  1. scenario_elements1.xls - the first description specifically related to zombies;
  2. anomaly.doc - some facts about behaviour;
  3. Scenario_element_mist_creature.doc - description of the Mist Creature, where zombies and zombified stalkers became separate concepts;
  4. Scenario_notebooks.doc - mention of a certain "Something" controlling the Zone and all its creatures (including zombies);
  5. Scenario_element_Prypiat.doc - it is mentioned that all zombies come from Pripyat;
  6. monstry3.doc - description that will later become part of the game;
  7. Прохождение игры.doc - new plot scenes involving zombies;
  8. Technical Brief_Ai - it is stated that zombies are capable of rapid regeneration and resurrection;
  9. Сюжет_литературный - it is mentioned that the main population of the Dead City consists of zombies and blind dogs;
  10. stalker.doc - description of zombies;
  11. stalker_quests.xls - quests in the Dead City about zombies, their cat, and the opportunity to obtain information about the Journalist;
  12. Сюжет_технический.doc - it is mentioned that many zombies know the Journalist;
  13. sc.doc - it is mentioned that zombies fear the Marked One;
2005
  1. yantar.doc - it is stated that zombies live in an abandoned village in the old Yantar.

Model and Texture[]

  1. Early 2002 - the first mutant model, which did not survive. It can be seen in the original "S.T.A.L.K.E.R. Design Document v1.4.PDF";
  2. May 7, 2002 - zombie model, 5 animations;
  3. May 8, 2002 - zombie model, 8 animations;
  4. May 10, 2002 - zombie model, 10 animations. First encountered in Build 1114;
  5. July 26, 2002 - 3 static models of zombie corpses in different poses;
  6. August 26, 2002 - two zombie models (in light and dark robes), 16 animations. First encountered in Build 1154;
  7. December 3, 2002 - three zombie models (in green, blue, and dark robes), 24 animations. Added animations for fake death, resurrection, running, and characteristic zombie walking (twitching, elbows closed, mumbling, hunched over).
  8. December 5, 2002 - zombie model in orange robe, 25 animations. The first FX animation [note 5] for zombies appeared.

Trivia[]

  • They are a possible reference to "Moulages" in the book Roadside Picnic, which are recreations of dead people from inside the Visitation zones who died and were buried before the "Visitation". The main difference is that Moulages were docile, unlike the Zombies of the S.T.A.L.K.E.R. series.
  • The Lab X-18 documents refer to subjects acting in a manner similar to these zombies.
  • Dead zombies are found hanging from trees near the Duty base, and near the Barrier.
  • There are impaled zombies' heads in Shadow of Chernobyl. They are in the places occupied or patrolled by Monolithians, such as the Barrier in the Army Warehouses, near the path to Lab X-19, and the Chernobyl Nuclear Power Plant.

Gallery[]

References[]

  1. It was planned that they could ask (not anyone specific) to save them - take them out of the Zone.
  2. In the 2002 builds, they died in that position.
  3. This refers to the 2006 builds, where zombies were part of the gameplay.
  4. Although in 'xrCore' build 1865, Aug 9, 2004, zombies in that location walk around day and night.
  5. When only certain rigs were used to create the animation, and the rest were not used, they may play other animations in the game.
Sources
  1. ts_scenes_2003-2004\Scenes\Задания5.doc
  2. ts_scenes_2003-2004\Scenes\arhive\_story_.doc
  3. ts_scenes_2003-2004\Scenes\arhive\ideas\ideas.doc
  4. ts_scenes_2003-2004\Scenes\arhive\scenario_elements1.xls
  5. ts_scenes_2003-2004\Scenes\arhive\ideas\anomaly.doc
  6. ts_scenes_2003-2004\Scenes\arhive\elements\Scenario_element_mist_creature.doc
  7. ts_scenes_2003-2004\Scenes\arhive\elements\Scenario_notebooks.doc
  8. ts_scenes_2003-2004\Scenes\arhive\elements\Scenario_element_Prypiat.doc
  9. koan_podarok\monstry3.doc
  10. !Stalker_pack\Scenario\Прохождение игры.doc
  11. !Stalker_pack\Scripts\for testers\Technical Brief_Ai
  12. koan_podarok\1\Ivanov\Сюжет_литературный.doc
  13. koan_podarok\1\stalker.doc
  14. ts_scenes_2003-2004\Scenes\arhive\stalker-quests\stalker_quests.xls
  15. koan_podarok\1\Ivanov\Сюжет_технический.doc
  16. ts_scenes_2003-2004\Scenes\sc.doc
  17. !Stalker_pack\Scenario\L06_Yantar\yantar.doc
  18. string_table_enc_mutants.xml ('xrCore' build 1893, Sep 6 2004; 'xrCore' build 2571, Mar 16 2006; 'xrCore' build 2588, Aug 2 2006)
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