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Karlik

{{{px 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.

Karlik (ru. Карлик), also known as brown dwarfs (ru. Бурые карлики) is a mutant originally planned for S.T.A.L.K.E.R.: Shadow of Chernobyl and S.T.A.L.K.E.R.: Oblivion Lost.

Description

...a stalker moves through dark hallways, navigating a cluttered maze of debris from various industrial materials such as beams, rusted structures, and concrete blocks. In his hands, he holds an AK-74 rifle, while a Lifeform Detector is attached to his belt. The detector provides a silent signal, indicating the presence of a large living object 10 meters away. The stalker quiets the detector and takes cover in a dark corner, positioning himself three meters from the passageway where Karlik is expected to pass. The detector alerts the stalker to the approaching living object, initially at a distance of eight meters, then seven, six, five... five, five. Karlik has sensed something! The stalker maintains his aim on the passageway, noticing that the darkness appears to have grown denser. Kalik remains five meters down the passage, seemingly waiting as well. The stalker is on the verge of opening fire when a brick enters the passage, slowly and silently. It rotates slightly as it hangs two meters in front of the stalker. The silence remains unbroken. The brick sways, turning in mid-air. It ascends slightly and swings towards the stalker. Struck by the brick, the stalker can no longer endure it and charges into the passage to attack Karlik, only to be met by an onslaught of flying bricks...
― Excerpt from the "First Literary Contest" based on the S.T.A.L.K.E.R. game series.

Karliks are ugly dwarves, which inhabit the underground and dislike appearing in daylight. Karliks have incredibly powerful arms, which they use to tear apart their victims. They possess advanced intelligence and quick reflexes. Their character is extremely repugnant, and their nervously malicious nature drives them to commit wild and unexpected acts. Their combination of character and intelligence makes them some of the most dangerous enemies in the Zone. They have highly developed intuition and telekinetic abilities. They exhibit a collective consciousness. They are immune to radiation but susceptible to psi-radiation. When frightened, they scatter with a high-pitched scream resembling that of a child. While running, their little legs move quite rapidly. When they approach a location with cover at a distance of 5-10 meters, they stop and try to sense the presence of an enemy. If there is no enemy, they continue moving. During an attack, they strike with their strong arms and clubs, delivering telekinetic blows. When fleeing, they attempt to hide behind cover.

The exact origin of the dwarves is unknown. It is likely that they were created in laboratory conditions as a result of some experiments. It is possible that children were used as test subjects.

Abilities:

All Karliks possess highly developed telekinetic abilities, which allow them to manipulate relatively large objects (railway fragments, bricks, planks) at a distance. They can throw these objects at enemies, thereby frightening them or conducting reconnaissance. Telekinesis also enables them to create the illusion of footsteps and impacts, as well as open and close doors from a distance. They can create a "telekinetic shield" for one second.

Karliks also have highly developed telepathic abilities, which allow them to sense someone's presence within a short distance (about 5 meters). These abilities can be more accurately described as "premonition". It helps them sense the enemy and predict their location. Karliks then attempt to confirm this by using their telekinetic abilities, throwing an object the size of a brick towards the presumed location. If the enemy doesn't react, the dwarf calms down and continues moving. Alternatively, the mutant may approach the enemy from the most advantageous side. If a weapon is aimed at a Karlik, they can sense it, look around, and try to exit the line of fire. When hit by bullets, they may go into hysterics and act unpredictably (such as charging at the enemy, jumping aside, or pretending to be dead).

However, the telepathic abilities of Karliks are much weaker compared to those of Controllers.

Lifestyle

Anomal gun.JPG

They live in numerous groups. Karliks in the underground try to create "sanctuaries" by collecting everything they find on the surface. After each emission, they change the location of the sanctuaries, moving all their "accumulated treasures" to a new place.[note 1] They love various documents, which they collect and hide during emissions.[note 2] Thanks to their advanced intelligence and collective consciousness, they are capable of creating various objects, including weapons. They demonstrate their strategic skills through telekinesis. A distinguishing characteristic of the dwarves is that they consume the bones of their victims.[note 3]

All the Karliks worship a leader named Burer — an evil "Master Karlik". He resides deep underground and is the sole ruler of all the Karliks. He inhabits an underground laboratory in the Dark Valley and never ventures to the upper levels. The "Master" Burer possesses the most powerful telekinetic abilities in the Zone and can levitate very large objects (stone blocks, metal beams). Karliks never descend to Burer; they only receive telepathic orders and "tremble with fear" at the mere thought of such "blasphemy". Among the Karliks themselves, there are horrifying tales of their leader's incredible cruelty.

Relationships

Burers is their leader, whom they must unquestioningly obey. They have a war[note 4] with the blind dogs for control of specific territories or due to inherent hostility. They are neutral to rats and flesh. They are extremely aggressive towards humans and will attack even when alone. They set traps for stalkers, scientists, and the Military. They block exits using various large debris, rubble, and beams.[note 5]

Location

Karliks inhabit dark abandoned places as they cannot tolerate sunlight - it blinds them. They emerge to the surface at night. They prefer various tunnels, caves, underground labs, and basement areas, or deep dungeons as their underground dwellings. From abandoned premises, they inhabit factories, basements, warehouses, waste storage facilities, chambers (laboratories), dwellings, and enclosures.

Through underground passages and tunnels, Karliks venture further and further away from the center of the Zone. They move away from the expanding deadly circle at the center of the Zone, which engulfs the land and destroys all living things.[note 6]

They were planned to be located in the following areas:

  • Garbage, hangar, and the underground beneath it.
  • Dark Valley, an underground laboratory.[note 7]
  • Silent Hills, tunnels at the military base.

Appearance

2002

In Garbage, the player searches for the artifact "Glowing Antenna" in the hangar for Barkeep. There are Karliks, bald rats, and Flesh near it. In the laboratory of the Dark Valley, the player had to retrieve the "Gravity Shotgun" from the brown dwarves and deliver it to the Scientists. Afterward, the main protagonist was supposed to destroy the Burer in exchange for the help of the blind dogs. The battle was to take place in the abandoned dark bunker of the Burer, described as "approximately 100 square meters of corridors, mud, and darkness."

Ultimately, the player reached the archives of the laboratory. In Silent Hills, as instructed by the "Master of the Blind Dogs", the main protagonist had to help the Blind Dogs destroy the Karliks in a tunnel.[note 8]

In subsequent design documents until 2005, these quests are repeated.

2003

This concept is only mentioned in the file stalker-quests.xls.

Karliks are intelligent creatures capable of making contact and cooperating with humans.

Karliks had their red file made of high-quality goatskin with orders stolen from the laboratory in Dark Valley. It was considered a relic to them. Stalker Phil was found to be responsible for the theft. If the player returns the folder to Karliks, they will provide a plan of the laboratory. If the player fails to fulfill their request, they will become aggressive towards the player. The player could also help them in rearranging cabinets and safes as they wanted to move their sanctuary (which contradicts the initial description since they were supposed to handle moving their sanctuaries themselves). In return for assistance, they would give a silver pendant of some kind.

Development

Concept Art

Three distinct sketches were made for the dwarves, noticeably different from each other:

  • The first sketch depicts truly small creatures with distinct facial features and physical characteristics. Most of them resemble fictional creatures like goblins.
  • The second sketch shows beings that resemble stereotypical aliens: large heads, menacing facial features, big bellies, and thin limbs.
  • The third sketch represents the final version of the dwarves: small bodies with a deranged facial expression and medical clothing.

Trivia

  • Karliks invented an anomalous weapon called the gravity shotgun, which shoots metallic debris. The shotgun is present in the game sketches and was apparently being prepared for implementation, but did not appear in any of the builds.
  • In one instance in the design documents, Karliks are referred to as "small dwarves". However, due to the lack of other mentions of "small dwarves" or their mention alongside the "brown dwarves", this word is likely a working title and does not imply a separate subspecies.

Gallery

See Also

References

  1. Сюжет_литературный.doc
  2. STALKER_techno2.doc
  3. anomaly.doc
  4. The word "war" is mentioned in the design documents
  5. The file stalker-quests.xls mentions allied relations
  6. _story_.doc.
  7. Later known as X18
  8. Задания5.doc.
Sources