Every Mutant in STALKER 2: Full Guide (Including Scrapped Designs)

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Every Mutant in STALKER 2: Full Guide (Including Scrapped Designs)

Every Mutant in STALKER 2: Full Guide (Including Scrapped Designs)

With S.T.A.L.K.E.R. 2: Heart of Chornobyl releasing this week, it’s the perfect time to revisit the mutants that roam the Zone. From terrifying predators to bizarre anomalies of nature, these creatures embody the dangers of this irradiated wasteland. Here’s a breakdown of every mutant in S.T.A.L.K.E.R. 2, including some that didn’t make it into the final game.

Blind Dogs

One of the most common threats in the Zone, Blind Dogs are hostile creatures that rely on enhanced hearing and smell due to their lack of vision. Decades of radiation exposure have not only left them blind but have also caused mutations like albinism. They roam in packs, primarily in southern areas like the Cordon and Garbage. While dangerous in groups, they are often overshadowed by more formidable mutants.

Flesh

Flesh mutants are grotesque pigs deformed by radiation, growing extra eyes and claws. Generally non-aggressive, they tend to flee when threatened but may attack when desperate. Flesh mutants often move in disorganized groups led by an alpha. Despite their horrific appearance, their meat is safe to consume—if you can manage the radiation first.

Boars

Boars, often described as “Flesh on steroids,” are sturdy, aggressive mutants that charge at their prey with incredible force. Unlike Flesh, Boars are highly resilient, capable of soaking up entire magazines of bullets. Their strength and group tactics make them a considerable threat, especially when encountered up close.

Pseudo-Dogs

Pseudo-Dogs resemble wolves rather than dogs, with rotting skin and heightened aggression. Often found alongside Blind Dogs, their speed and resilience make them a deadly addition to any mutant pack. Though rare, Pseudo-Dogs are more prevalent in the northern parts of the Zone.

Psy-Dogs

A stronger variant of the Pseudo-Dog, Psy-Dogs use psychic abilities to create hallucinations. These illusions often overwhelm stalkers, allowing Psy-Dogs to attack from within their fabricated hordes. Their rarity is a small mercy, as their psychic prowess makes them one of the most dangerous mutants in the Zone.

Cats

Once house or stray cats, these mutants have developed sharp claws and teeth alongside grotesque cheek glands. Cats exhibit pack behavior, attacking stalkers in pairs. Like Blind Dogs, they are widespread throughout the Zone.

Rats (Cut Content)

Originally planned for inclusion, Rats were scrapped from the game due to their lack of meaningful gameplay impact. These creatures were small and harmless, providing little challenge or value to stalkers.

Crows

Though they appear ordinary, Crows are unique mutants capable of avoiding anomalies and surviving emissions. They temporarily enter a paralyzed state during emissions, only to resume flight once the danger passes.

Humanoid Mutants

The Zone is also home to mutants with disturbingly human traits, often the result of radiation or secret experiments.

Rodents

Artificially created in Lab X18, these hamster-like creatures are small but deadly. Operating in swarms, their agility and resilience make them tricky foes. SMGs and shotguns are recommended for dealing with these pests.

Chimera

These powerful predators are the product of genetic experiments. With lion-like features and duplicated internal organs, Chimeras are bullet-resistant and highly mobile, capable of deadly leaps. Avoid close combat and rely on heavy firepower to take them down.

Bloodsuckers

Bloodsuckers are stealthy, tentacle-faced mutants that can become invisible. They excel in ambush tactics, paralyzing their prey before attacking. Their cloaking ability makes them difficult to spot, and powerful shotguns or rifles are the best defense against them.

Zombified Stalkers

Created by prolonged exposure to psi-emissions, these former stalkers retain basic motor functions and even some firearm skills. Their slow movements and erratic behavior make them less dangerous, but they are still a threat in groups.

Zombies

A further degraded form of Zombified Stalkers, Zombies lose all humanity and act purely on instinct. They can endure significant damage and get back up after being knocked down, though they lack the ability to use weapons.

Fractures

These mutants, resembling deformed humans, are known for their grotesquely elongated arms capable of inflicting severe injuries. They are highly mobile and should be approached with extreme caution.

Snorks

Once human, Snorks have become feral mutants, crawling on all fours due to spinal deformities. Their gas masks and equipment offer them some protection, and their enhanced reflexes and powerful leaps make them formidable opponents.

Poltergeists

Floating balls of electricity or fire, Poltergeists are telekinetic mutants capable of hurling objects as weapons. While fragile, their attacks can be devastating. Target their glowing cores to defeat them.

Burers

Mutated dwarfs with advanced telekinetic abilities, Burers can drain stamina, disarm stalkers, and create powerful telekinetic blasts. Their psychic shields make them resistant to bullets, so grenades are your best bet.

Controllers

Among the most feared mutants, Controllers use their psychic powers to disorient and control their enemies. Their psychic bolts and aura can deal heavy damage, making it crucial to keep your distance and aim for their enlarged heads.

Pseudo-Giants

The largest and most resilient mutants in the Zone, Pseudo-Giants are hulking monstrosities with devastating ground-pound attacks. These bullet sponges require heavy weaponry to defeat, and even experienced stalkers struggle to survive encounters with them.

S.T.A.L.K.E.R. 2: Heart of Chornobyl brings these mutants, and the Zone, to life with unparalleled detail. Prepare yourself for the dangers ahead, and remember: survival is the ultimate goal.


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