They say hope is the first step on the road to disappointment, and reader, I’ve made a pretty damn big step. Previously, on my mission to survive S.T.A.L.K.E.R. 2: Heart of Chornobyl with only wild mutants as my weapons, I’d discovered clues that someone else was attempting to tame the Zone’s beastly inhabitants. With one of their electronic tracking collars in hand and absolutely no preexisting knowledge of their location, I set out to find this kindred spirit, only for the Zone to once again slam a door in my face.
A cold, steel, very literal door to boot. It turns out that the scientist’s laboratory is locked up tight, and will remain so until I delve about twenty hours deeper into the faction war that’s bubbled up while I’ve been running around throwing irradiated rats at people in tracksuits. Fine. Fine! But I’m keeping the collar.
]]>After a failure-riddled start, my attempt to turn S.T.A.L.K.E.R. 2’s mutants into beasts of war is finally bearing fruit. I’ve engineered a Bloodsucker attack that wiped out the worst of villains – someone who was mean to me – and I’ve progressed far enough to really open up the map, and with it, access to more of the Zone’s fiercest fleshwarps.
Also, rats. Buoyed by the successful Bloodsucker siccing, I’m back on the trail of some mysterious anomaly scanners, and word is I might find a lead inside a local maze of wrecked cars. It’s heavily guarded by some gangster types, but for once, I won’t have to dash off in search of some far-off muties and coax them back here using my neck as bait. Mercifully, a gaggle of overgrown rodents are already hopping around right outside the labyrinth’s entrance. I beckon them in like a bouncer on his last day, then sprint past the stunned gunmen, who can barely shoulder their rifles before being set upon by a pack of giant carnivorous hamsters.
]]>When last we left myself, on a mission to survive S.T.A.L.K.E.R. 2 by weaponising its monsters instead of shooting its guns, my one-with-nature experiment was yielding mixed results. At best. I’d successfully lured some bandits into the deadly lair of a bucket-tossing Poltergeist, but several attempts at more actively siccing mutated pigs on the Zone’s human baddies had all failed, even when I’d seemed to actually tame one.
Now, my only friend lay dead at my feet, and I’m in dire need of some new beasts to master. And some cash. It turns out that a fighting style that involves letting shopping trolley-sized swine creatures chew on my heels is bad for the ol’ HP, and having recently blown my savings on half a sausage, I’m forced to shift focus from my current debt collection mission towards a means to fill my own coffers.
]]>S.T.A.L.K.E.R. 2: Heart of Chornobyl challenges you to survive the Zone, a land where the rules of nature are more like half-hearted suggestions and death may come from a mutant’s fang as quickly as a bandit’s bullet. But what if you could not only survive it, but tame it?
I am Bohdan Beastmaster, aspiring wrangler of all the radiation-twisted insults to God that occupy the Zone. One of its rogue Artifacts exploded my flat, and rather than find a place on SpareRoom, I’ve gone for the easier and safer option of venturing into the wilds of Chornobyl – armed not with rusty AKs or scavenged grenades but the teeth and claws of my mutant soon-to-be companions. The absence of any actual fauna-influencing tools or techniques only makes my plan even simpler: find beasts, aggro beasts onto human enemies, win.
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