The expiration date on the
bottle of aspirin was almost a year old, and there
were only four of the white tablets inside. It
didn’t matter. He just wanted the pain throbbing
inside his head that made it feel as if were slowly
being squeezed between a vise, to stop. That, and
those strange dreams. He could remember the dreams
as if he had just awakened. Only he couldn’t
remember the last time he slept. Or what he was
doing on that Death Truck when one of Sidorovich’s
men found him among its cargo of corpses. He
couldn’t even remember his name. He slowly turned
the aspirin bottle up to his lips and gulped down
all of them, followed by the shot glass of vodka
Sidorovich gave him.
“Look,” Sidorovich began. “I
don’t know who this Strelok guy is, and frankly I
could give two shits why you want him dead. That’s
between you and him. You do some things for me—and a
small favor—and we’ll see what we can do to help you
find out about this Strelok—and who you really are.”
The vodka was more effective
than the aspirin. Unfortunately, vodka was worth
more than gold, since the radiation in the Zone made
the water unusable. Sidorovich may have been a
fairly generous man; perhaps one of the most
generous traders in the Zone—but not generous to a
fault. In the Zone everything had its price—in more
ways than one.
“So what do you say, Marked
One? We got a deal?”
Marked One…It was as good a
name as any, considering that he couldn’t remember
his.
“Deal,” the Marked One said.
“What do you need me to do?”
In 1986 the world was stunned
by the largest nuclear accident in history—Chernobyl.
Twenty years later, history incredibly repeats
itself. Only this time, it may be more than just an
“accident.” An unknown force is causing
the Zone around Chernobyl to extend its deadly
radioactive embrace. Reports are leaking out of
dangerous anomalies, horrific mutations, and bizarre
artifacts with amazing scientific potential. Is the
Zone a new frontier with incredible
discoveries waiting to be found and sold to the
highest bidder—or a Man-made Hell that could
mean the Beginning of The End? In
S.T.A.L.K.E.R.: Shadow of Chernobyl, it’s up to
you to find out…
Created by Ukrainian studio
GSC Game World, S.T.A.L.K.E.R.: Shadow of
Chernobyl is a Sci-Fi/Horror/Survival
First-Person Shooter with RPG (Role-playing Game)
elements. The year is 2012, after a second Chernobyl
incident. The Zone is a no-man’s land
surrounding the Chernobyl nuclear power plant, which
has become a battleground between the government and
its scientists who is trying to understand it; the
military, who is trying to contain it—and a group of
individuals that are part treasure-hunter and
part-mercenary known as Stalkers—who are
trying to secure the Zone’s scientific secrets for
profit. You assume the role of a man found in the
wreckage of a “Death Truck,” used to remove the dead
near the center of the Zone, and are brought to a
Trader named Sidorovich at a Stalker camp. It
turns out that you have no recollection of who you
are. The only two links to your identity, is a
strange message on the PDA in your possession when
you were discovered: Kill the Strelok. The
other is the word S.T.A.L.K.E.R. tattooed on
your forearm, which earns you the nickname Marked
One—a name you’ll come to be known by, to allies
and enemies alike as you progress through the game.
Sidorovich’s camp in the
Cordon section of the Zone is the starting point
for new and rookie Stalkers. It’s here where you
will learn the basic gameplay mechanics of the
game—movement, talking with NPCs, weapons, trading
and using your Inventory Screen and PDA. You’ll also
be introduced to enemies—human and mutant—that you
will most frequently encounter in S.T.A.L.K.E.R,
as well as the Zone’s unique environmental hazards.
Your education into the world
of S.T.A.L.K.E.R. begins with a tutorial
mission for Sidorovich to rescue a Stalker carrying
a flash drive with important data, who has been
captured by bandits. From there, you can take
secondary jobs from Sidorovich and a veteran Stalker
named Wolf. In S.T.A.L.K.E.R., you
receive payment for jobs completed in cash, goods
(weapons and gear), or artifacts whose “market
value” can be used as currency. Or you can jump into
the main “quest” of the game where you perform a
series of increasingly dangerous missions that will
make it safer for Sidorovich and all the other
Traders and Stalkers to commercially exploit the
Zone, while tracking down Strelok and finding your
identity.
Throughout the primary mission,
you will have the opportunity to take a number of
profitable side jobs from other Traders, Stalkers,
and the two main rival factions, if you choose. The
ability to make choices and have those choices
dramatically impact your experience within the game,
is where S.T.A.L.K.E.R. skillfully and
seamless blurs the line between a conventional
First-person Shooter and Role-playing Game.
Like
Elder Scrolls 4: Oblivion, NPCs and creatures in S.T.A.L.K.E.R.
have their own routines independent of the player.
Weather changes and time passes (albeit at a much
more realistic and less accelerated pace than in
Oblivion). As you travel back and forth through the
Zone, you’ll rarely see the same thing twice.
Mutants migrate, hunt and kill other mutants—or
humans that are in the wrong place at the wrong
time. It’s not unusual to see a mutant drag a kill
to a secluded spot behind bushes or wreckage for a
nice, quiet “lunch.” You’ll encounter other Stalkers
who are out exploring, relaxing with other Stalkers
around makeshift campfires or engaged in firefights
with bandits and soldiers. Squads of soldiers patrol
the roads leading to key areas of the Zone and
target mutants or Stalkers on sight. Return to a
Stalker camp that you helped defend from Bandits two
days ago, and you may find that the Bandits now
control the camp—or that the camp has become a
slaughterhouse and has new tenants—an army of
mutants.
Your actions towards
non-hostile NPCs determine their disposition towards
you. Not only will a non-hostile NPCs refuse to talk
or trade with you if you approach them with a weapon
drawn, but unless you holster the weapon, they are
likely to draw theirs and kill you in what they
perceive to be a justifiable action of self-defense.
Stay on the good side with friendlies, and it will
help you when gathering information or trading. Get
trigger-happy or antagonize people, and you may as
well hang a bulls-eye around your neck. The choice
is yours. But be advised that the world of
S.T.A.L.K.E.R. is an extremely tough and
unforgiving one. You might be able to survive
by taking the “me against the world” approach—but
the odds in this game are highly against it.
What makes S.T.A.L.K.E.R. a refreshingly good
gaming experience, is that the game encourages you
to learn ways to balance diplomacy with firepower.
When to stick your neck out and “get involved” for
someone else’s benefit (and yours)—and when to hang
back and mind your own business. And when to take
the indirect approach that can conserve your ammo
and preserve your life, rather than the suicide
approach against odds you can’t win, that will get
you killed.
You can tackle
all of the secondary jobs first before taking on
S.T.A.L.K.E.R.’s primary missions that make up
the game’s plot. Or you can skip the secondary jobs
entirely. Or you can choose some or all of the
secondary jobs to perform while tacking the primary
missions (which, if planned properly from the onset
can cut down on some of the running back and forth
in the game). Again, the choice is yours. But
unlike
Elder Scrolls 4: Oblivion, the
world of S.T.A.L.K.E.R. does not sit around
patiently waiting for you to get to certain matters
at your own leisure. On side-missions, a time
limit is imposed (usually a day) where you not
only must successfully complete the objective
of the mission, but collect the reward for
it. Failing to do either means failing the job and
losing the bounty for it. And you do not get
a second chance to try again. Fortunately, the only
in-game penalty for failing these side missions is
that you lose out on whatever reward you might have
received for completing it.
The Zone is a big, dangerous
place and the only way to get around in
S.T.A.L.K.E.R. is to hoof it. If you want to
keep the Marked One alive long enough to uncover the
Zone’s secrets and his true identity, then knowing
your limitations, the environment, your enemies and
your gear is crucial. Fortunately, GSC has made it
easy for you to do all of this in S.T.A.L.K.E.R.
without bogging either you or the action in the game
down with awkward interfaces and unnecessary
micro-management. First, the Marked One is not
the DOOM3 Space Marine. Weight
limits the amount of gear and items you can carry.
In S.T.A.L.K.E.R. there is a 50 Kilo limit
imposed upon you. The more you carry, the slower you
move and the quicker you get fatigued when running
(yes, unlike most shooters, in S.T.A.L.K.E.R.
you will get exhausted if you try to run
continuously, and will need to stop and catch your
breath before continuing). Exceed the weight limit
and you won’t be able to move at all, unless you
drop enough of your inventory to reduce your weight.
Equipping larger, heavier weapons will also reduce
your mobility accordingly. One thing that you’ll need to
do occasionally in S.T.A.L.K.E.R. that you
won’t find in any other shooter, is eat. A
Fork and Spoon icon on your Heads-up Display
will appear when it’s time for you to chow-down. You
can buy food through the normal trading channels, or
loot it from the bodies of dead NPCs. Granted,
Bread Loaves, Canned Army Rations,Diet
Sausages and S.T.A.L.K.E.R.-brand
Energy Drinks may not offer much in the way of
variety, but it beats starving to death.
It’s safe to say that the
Marked One will get more than just a few superficial
scratches and cuts in the Zone. Color-coded icons
for Wounds (Blood Drop icon) and Radiation
(Radioactive Warning Symbol icon) will appear on
your Heads-up Display when you are bitten, shot, or
exposed to unsafe levels of radiation. Green is
minor, yellow is average and red is critical. When
bitten or wounded by gunfire, bleeding can be
stopped by applying Bandages. At the game’s
lower difficulty level, minor bites and wounds will
stop if you remain inactive long enough. Otherwise,
they can become more severe and even
life-threatening if ignored too long.
When bandages won’t do, you’ll
need a Medkit. The more common,
general-purpose one is in an orange box, and is the
least expensive. The Army Medkit in the blue
box treats more severe physical injuries with blood
coagulants, antibiotics, immunization stimulators
and painkillers. As a result, it costs more than the
general-purpose orange kit. The yellow Scientific
Medkit has all the features of the Army kit with
additional treatments for radiation poisoning.
Naturally, it is the most expensive of the three. As
you progress through S.T.A.L.K.E.R., in
addition to finding each type of kit on the bodies
of Stalkers, bandits, soldiers and scientists, they
can be found in hidden caches or storage lockers in
the appropriate facilities, you can either buy or
trade for them from the usual sources.
Since you will not have the
benefit of a Scientist Medkit or the better
anti-radiation protective gear until you get at
least halfway through the game, you’ll need
Anti-radiation Drugs or good old-fashioned
Cossack’s Vodka to reduce the effects of
radiation exposure. While Vodka is a lot cheaper
than Anti-Rads, goes down a lot smoother, and gives
you a nice buzz, multiple bottles of Vodka weigh
more than multiple Anti-Rad kits. Vodka also
temporarily impairs your balance and aim when
consumed. As a BRnR Public Service Announcement,
I'd like to remind you that S.T.A.L.K.E.R.
is just a game. In the real world, it’s
probably not a good idea to get plastered on
Vodka while exposing yourself to lethal doses of
radiation…
In addition to walking, jumping
and running, S.T.A.L.K.E.R. allows you to
lean left or right around obstacles to shoot from
cover. This is more logical and realistic than other
shooters which require you to side-step from behind
cover, making it easier for enemies to spot you,
while presenting them with a larger target. While
leaning allows you to be less noticeable while
exposing as little of yourself to enemy fire as
possible, keep in mind that it doesn’t make you
invisible or prevent you from getting shot. It does
lower the odds a bit in your favor in of seeing the
Game Over screen after getting yourself
capped.
There are also two levels of
crouching. The first is more of a lowered combat
stance than a crouch where you can move at a decent
pace with your weapon at the ready. The second is a
"sitting crouch" that reduces your profile and
allows more accurate aiming, particularly through a
scope or down the sights. You automatically cradle
your weapon when running, and won't be able to fire
it until you stop. This makes sense, as you aren't
likely to do anything more than waste ammo while
trying to run and shoot at the same time.
The Stance Indicator in
the lower left-hand corner of the screen will always
show you what position you are in, and whether you
are walking or running, and is flanked by Noise
and Visibility Indicators that show just how
alert enemies are to your presence. While
S.T.A.L.K.E.R. isn't exactly Thief 3: Deadly Shadows or Tom
Clancy's Splinter Cell when it comes to stealth, you'll
find yourself in situations where it's better to go
in quietly using darkness and shadows for cover with
a silenced weapon, than through the front door with
guns blazing. S.T.A.L.K.E.R. also encourages
the use of stealth by giving you the ability to drag
bodies out of sight (yes, enemies in
S.T.A.L.K.E.R.will notice bodies lying
around and react accordingly). You also have the
usual indicators for Ammo, Player and Armor
Health, and Firing Mode in the lower
right-hand corner, and the obligatory Minimap
in the upper left, which provides you with
navigation points to your objectives, and
Friend-or-Foe information. A Dynamic Crosshair
that can also display distance-to-target information
(toggled from the Main Menu), is at the center of
the screen. It disappears when you’re aiming down a
weapon’s sights.
S.T.A.L.K.E.R.’s
Inventory Screen is where you manage and select
all of your gear, items, and where you trade. Four
of the six panels are divided into storage slots
(the larger the item, the more slots it takes up).
The three across the top are for your primary and
secondary weapons, and your belt, where you can
equip up to five artifacts. The fourth panel on the
left is for all the rest of your items and any
unselected weapons and gear. The center panel
provides a more complete description of a selected
item, including its stats and condition if it is a
weapon. The sixth panel on the right shows the
Marked One, any clothing or armor he is wearing,
with status bars of his Health (red bar), Armor
(blue bar) and Radiation Sickness (yellow bar).
Directly below is your cash on-hand in Rubles,
and your Resistance Parameter stats showing
the amount of resistance you have against specific
physical threats, based on the level of protection
provided by the gear you’re currently wearing. You
can boost those parameters by purchasing suits that
provide better protection, and equipping certain
artifacts that you’ll find in the Zone, on your
belt.
Managing your inventory is as
simple as left-clicking to use, right-clicking to
bring out a context-sensitive menu to perform
specific actions on the item, or dragging and
dropping. One thing that I really like is the
ability to upgrade certain weapons with scopes,
silencers and grenade launchers simply by dragging
the upgrade to the weapon and dropping it in place.
S.T.A.L.K.E.R.’sPDA
provides a vital link to information you’ll need to
complete your objectives and survive the Zone’s many
perils. Your PDA is divided into six tabs. Tasks
show all active, completed and failed missions and
allow you to select navigation waypoints to your
objectives (which are uploaded to the Minimap)
Map gives you a GPS view of the Zone. Diary
keeps a log of entries made by the Marked One on his
reflections and impressions of people and events in
the Zone as you progress through the game. It’s also
where information from other PDAs found on the
bodies of NPCs, is stored. Reviewing this
information reveals the location of caches
throughout the Zone that you can use to stash your
own goods, as well as those that have items you’ll
find useful. Other information uploaded may be
keypad codes to unlock doors to storage vaults,
or important individuals to contact. The Diary also
keeps a record of all the conversations you have
with the game’s NPCs, which can really be helpful
since the heavily accented English can sometimes be
difficult to understand. Contacts gives you
the stats on the characters you’ve interacted
with—their faction, rank, reputation and attitude
towards you. I found it quicker, easier and safer
to view individuals from a distance from the cover,
through the Binoculars (hostiles are
surrounded by red brackets when viewed). Of
course, those who love to live dangerously can
always try the more direct approach: if they don’t
try to shoot at you on sight, they’re friendly. If
they do, they aren’t!
If you want to see how you rate
among the Zone's top 20 Stalkers, click the PDA’s
Ranking tab. Your current number of successfully
completed missions, artifacts located, and enemies
neutralized are tallied into the score that
represents your ranking. Statistics is where
you can get a more detailed view of your current,
personal achievements and standings with your fellow
Stalkers in the S.T.A.L.K.E.R. single-player
campaign. Detailed information on factions,
creatures, anomalies and so on, is available in the
PDA’s Encyclopedia, and is updated regularly
as you progress through the game.Finally,
S.T.A.L.K.E.R. does not pause when you
access either the Inventory Screen or your PDA, so
it goes without saying that you need to be careful
where and when you access either one.
The most frequently encountered
environmental threat in S.T.A.L.K.E.R., is
the Anomaly—strange byproducts of the second
Chernobyl reactor meltdown. Your PDA has a built in
detector that will beep at an increasing rate as you
get closer to one. Each anomaly has its own unique
appearance. The best general description I can give,
is that they appear as “localized energy ripples or
time-space distortions.” Some anomalies are
stationary in nature, others are transient—meaning
you may not encounter it in the exact same place as
you did when you first saw it. Some of them are
visible, and some are almost invisible—especially in
the dark.
Anomalies are typically found
outdoors in open fields, and alongside or in the
middle of roads—though it’s not uncommon to find
them inside demolished buildings or other
structures. Throughout the game, you’ll occasionally
witness careless humans and mutants alike walk right
into an Anomaly and meet with a rather spectacular
and messy death. While the effect of you stumbling
into an Anomaly isn’t likely to be as visually
“impressive,” at the very least it will certainly
hurt like hell. For the most part though, you’ll
simply die.
The best way to deal with an
Anomaly is to avoid it. But how do you avoid
something that you can’t always see?
Elementary, my Dear Watson—Bolts.
S.T.A.L.K.E.R. provides
you with an unlimited number of garden-variety
bolts. If you ever need to disarm quickly before
chatting it up with a neutral or friendly that has
already drawn his weapon on you, press the
<Number
6> key and take out a bolt! It’s a great ice-breaker
and may save you the embarrassment of getting your
ass shot off. Better yet, tossing a bolt into an
Anomaly or an area where you suspect where one is,
will “trigger” it so you can see it.
Pretty doggone handy, those
bolts.
There is an upside to
S.T.A.L.K.E.R.’s Anomalies. They produce artifacts
that possess unique properties that can boost
your stats. The Stone Blood artifact, for
example, is produced by the “Whirligig Anomaly.” It
can boost your health by 200% while increasing your
weakness to bullets, teeth and claw attacks from
mutants, and blunt trauma by 10% each. Rarer
artifacts are capable of even more dramatic effects
on your stats—and, they are also worth a lot of
money. You can equip up to five artifacts on your
belt to take advantage of their effects. Artifacts
can be found just about anywhere in the Zone. Other
Stalkers will offer them for trade. The more
valuable ones are offered as payment for performing
a successful job. Finding them on your own requires
above-average effort—and exploring. Some of them are
dangerously close to the anomaly that produced
them—particularly the ones that can suck you into
them. Not all anomalies in S.T.A.L.K.E.R.
produce artifacts. They’re just dangerous. As a rule
of thumb, if you see anything in the
environment that looks unsafe, chances are, it is.
You should also be on the
lookout for areas that have high levels of
radiation. The area of the Zone known as
Garbage is one such place— a massive graveyard
of derelict civilian and military vehicles, heavy
construction machinery, and waste dumps from the
Chernobyl reactor. Your PDA will alert you to
radiation hazards by making a sound like a Geiger
counter, with the appropriate warning icon in your
Heads-up display that was mentioned earlier. As the
radiation reaches dangerous levels, where you begin
to develop radiation poisoning ,your screen will
start to fade and develop “static.” Needless to so
say, prolonged exposure is lethal.
For the most part, you can take
alternate paths around areas with high levels of
radiation. Or you can quickly run through them
(assuming the zone of radiation is small enough),
and take some Anti-Rads or Vodka afterwards.
Unfortunately, S.T.A.L.K.E.R. will place you
in a number of situations where you must be able to
function and survive in areas with potentially
lethal levels of radiation. In situations like
these, investing in the right protective gear is a
must.
At the beginning of
S.T.A.L.K.E.R., all you have is a heavy leather
windbreaker, jeans, combat boots and a backpack for
your gear—none of which allows you to survive the
Zone’s more dangerous conditions for long. The
Zone’s Traders will offer a larger selection of more
advanced protective gear as you progress through
S.T.A.L.K.E.R.. Factions may offer one of their
higher-end suits as a reward for successfully
completing a mission for them.
Some are special suits that are
designed to resist high levels of radiation, but
offer poor protection from combat-related damage and
attacks from mutants. Some are specialized for
military applications that offer only a modicum of
environmental protection. Most are compromises
between saving you from hot lead, and saving you
from being charcoal-broiled by radiation.
For example, the standard
Stalker Suit is comprised of a light bulletproof
vest and rubberized fabric reinforced with Kevlar
plates, and can only adequately protect you from
light gunfire. The more expensive P2Z-9md
Universal Protection Suit offers good balance
between anomaly and bullet protection, while the
Berill-5M Armored Suit is designed for military
assault operation in areas with high levels of
radiation. Its weakness is a low level of protection
from anomalies. The SSP-99 offers affordable
protection against high levels of radiation and
hazardous chemicals, but you may as well be in your
birthday suit when the bullets start to fly. The
SEVA Suit excels at both high radiation
protection while being able to take a lot of combat
damage. As you may have guessed, it does have one
major drawback—cost. At 60,000 rubles, you won’t see
too many freelance Stalkers sporting these in the
Zone. Unlike weapons, ammo, food and first aid,
protective suits and armor are the one thing you
can’t take from a fallen ally or enemy.
Years of constant exposure to
the radiation in the Zone has caused horrible
mutations in a number of domestic and wild animals.
Blind Dogs are the most common mutated animal
threats. Both the brown and albino variants are
basically large, sightless pit bulls with festering
sores from radiation on their bodies. Although they
cannot see, mutation has heightened their ability to
track and locate by smell and sound, as well as an
uncanny ability to sense and avoid anomalies and
radiation. When alone, they will flee if fired upon.
However in groups, they are ferocious and cunning
pack hunters capable of bringing down and mauling to
death creatures twice their size and
strength—including careless Stalkers, no matter how
well-armed they are.
Unlike their other mutant
canine counterparts, the Pseudo Dog isn’t
blind. In fact it has the same radiation-induced
glowing pupils as the Wild Boar, which adds to its
rather demonic appearance, day or night. The Pseudo
Dog has a larger, stockier build than the Blind Dog,
with dark, bristle-like fur and exposed patches of
tough scaly skin with radiation burns. Dangerously
fast, and agile with a maw filled with rows of
razor-sharp teeth permanently curled into a frozen,
inhuman grin, this Mutt from Hell should not be
taken lightly when it’s alone, and definitely not in
packs.
One look at common farm pigs
who have also been affected by the Zone’s radiation,
and you’ll see why Stalkers have nicknamed them
Fleshes for good reason. This huge, horribly
disfigured and bloated beast normally feeds on grass
or plants, and usually avoid contact with humans or
other creatures. In the absence of their regular
diet, however, they have been known to attack and
dine on other things—Like the careless Stalker that
either underestimates the speed and strength of the
Flesh, or allows one of more of them to get the drop
on him while he’s out in the bushes blissfully
taking a leak.
Wild Boars have mutated
to nearly twice their normal size. They are
distinguished by their unnatural silver pupils that
seem glow even in the daytime. Their hooves have
evolved into sharp claws. Most of the fur on their
bodies is gone, replaced by incredibly tough, scaly
skin. These lumbering brutes are deceptively faster
than they look. Able to withstand high levels of
radiation as easily as multiple gunshot wounds from
all but the most powerful weapons, Boars can easily
break half the bones in a man’s body with one blow
from its massive cranium, and knock him flat on his
back, then stomp and maul him to death.
Most mutants were that were
once human are rarely encountered outdoors. You'll
mostly find them skulking about in abandoned
laboratories, tunnels and underground
complexes—anywhere that's dark and claustrophobic,
where you have little room to retreat or evade melee
attacks. The one exception to this is the Snark—a
humanoid mutant that may once have once been a
member of the military that first accompanied
scientists into the center of the Zone. These
gas-mask wearing cannibalistic freaks with their
filed teeth and fingernails run around on all fours
and growl like wolves. Fast and agile, the Snark has
a powerful leaping attack that can easily tear
through all but the toughest environmental or battle
suit. Snarks work in packs and are highly skilled at
overpowering their prey. You're most likely to
encounter them inside abandoned laboratories,
tunnels and swampy areas hanging out with their
favorite people—Zombies.
Technically speaking, the
Zombie is not a mutant, but a former Stalker, Bandit
or soldier whose brain has been “altered” by
powerful, unknown emissions coming from the Lake
Yantar region, which is also preventing further
Stalker and Trader penetration into the Zone
(assisting scientists in locating and destroying the
source of these emissions is part of your primary
mission later on in the game). In spite of their
agonizingly twisted facial expressions, drooling,
erratic movements, and slow, stumbling gait, the
threat that a Zombie poses should not be taken
lightly. I found out the hard way that whatever is
responsible for microwaving their grey-matter and
turn them into candidates for a George A. Romero
horror flick, hasn’t affected their aim or ability
to use a gun. They are also tougher to kill than
they were in their former human state. The only
thing that puts a Zombie down for the count once and
for all, is a well-placed bullet between the eyes.
There are other mutants you’ll
encounter that are mere grotesque shells of their
former human selves. Some of them can crush you with
a single blow, paralyze you with telepathic attacks,
or make themselves invisible before moving in to
suck the life out of you. An armored suit with night
vision and a powerful close-range weapon are your
best friends in dealing with them.