S.T.A.L.K.E.R.: Shadow of Chernobyl/Unused Items

Night vision
Night vision was supposed to be a separate item instead of being attached to certain armor sets at one point. This item uses the Torch's graphic, but does not do anything. If the torch item is any indication, the night vision would have to be attached to the player's belt in order to be used. However, since the belt can hold only artifacts in the final game, there is no way to use it.

Binoculars item


A separate item for binoculars can be found in the game's files. At one point, it seems that the player would have to equip the binoculars as a separate item instead of always having it.

This item can be found in the inventory of some loners in version 1.0 and can be bought from them. This was removed from later versions of the game.

The Bionoculars can be purchased in mulitiplayer mode as an item, but the MP version has a description and the proper icon.

Harmonica
A harmonica is listed as an item that can be picked up, but there is no way to actually pick it up. NPCs near a fire will occasionally take out a harmonica and start playing it, but you can't get it from them, even if you kill them while they're playing it.

5.7x28mm


5.7x28mm is ammo for the cut P90 weapon. It comes in two variants; FMJ (full metal jacket) and AP (armor piercing). The models and code for these items can be found in the game's files. A box of 5.7mm FMJ or AP ammo weigh 0.25 kgs.

9x18mm PBP


This is a unused ammo variant for the 9x18mm ammo type. The PBP ammo type has more armor piercing ability and a much larger impulse variable compared to the +P ammo type found in the game. The model for it shows that it would look very similar to the 9x19mm PBP ammo type that appears in the game.

Detectors
Detectors were supposed to appear in Shadow of Chernobyl at one point. They were meant to help the player find anomalies. In the final game, the player will hear a beeping sound when they get close to an anomaly or the usual Geiger counter sound when getting close to a radioactive area.

It seems that there were meant to be three types of detectors. The first one, simply called Detector, would just detect anomalies. The other one, Anomaly Detector, would detect radioactive areas and anomalies. The orange one has no description, so there's no way to see what it did.

The description for the white Description mentions the belt, which was a scrapped idea where you would have to place items, like the flashlight, ammo and other items, on the belt before you could use them.

There is a detector you can purchase in multiplayer, but it uses a different description from any of the unused ones. It uses the Anomaly Detector's icon.

Detectors did appear in Clear Sky and Call of Pripyat, but with all new models and the ability to find artifacts instead of detecting anomalies.

Unused Skat-9 armor
Two unused suits of unused armor based on armor some elite Military NPCs use can be found in the game. One is called Skat-9, while the other is called Skat-9M. Skat-9 is green and has the description “outfit_military_stalker”, but the other outfit is called “Skat-9M”, is black and has the description “outfit_military_commander”. Both suits have 100% resistance to everything in the game. When equipped, the game uses the default no armor sprite to represent your character in the inventory.

There is a usable suit of armor called the “Military Armored Suit” that is called “Skat-9m” in it's description, but it is separate from the unused armor that's simply called “Skat-9M”.

Unused Stalker gear
Several strings for unused stalker armor can be found in “string_table_enc(change for other languages)_equipment.xml”. These items are unusual in that they have generic names (Heavy stalker gear) instead of the specific names that the final gives armor. The descriptions also mention specific anomalies the armor can protect the wearer from. In the final game, no armor gives protection against specific anomalies, but instead provide base protection against certain types of damage.

 Heavy stalker gear  Light stalker gear  Medium stalker gear

 Protective suit. Weight: 18kg. Details: Protects the body from Jelly, Burnt Fuzz, most anomalies and physical damage. The torso and back are protected by built-in bio-metallic plates. The suit is equipped with an airtight, reinforced plastic helmet and two oxygen bottles. Note: During extended periods of use the suit tears through and gradually deteriorates beyond use.  Protective suit. Weight: 8 kg. Details: Protects the body from weak anomalies and physical damage. Equipped with an oxygen mask. Note: During extended periods of use the suit tears through and gradually deteriorates beyond use.  Protective suit. Weight: 12 kg. Details: Protects the user from Jelly, Burnt Fuzz, many anomalies and physical damage. Equipped with an airtight helmet and an oxygen bottle. Note: During extended periods of use the suit tears through and gradually deteriorates beyond use.

Scientific EXP-4 armor
Another unused armor can be found in “string_table_enc(change for other languages)_equipment.xml”. This might be an early version of the SSP-99 Ecologist armor, as the SSP-99 and Scientific EXP-4 are both red.

A red S.C.A.P.E suit with an airtight helmet. Weight: 11kg. Description: Protects the body from fire, acid, toxic gas, various anomalies, Burnt Fuzz and physical damage. Equipped with two oxygen bottles. Note: During extended periods of use the suit tears through and gradually deteriorates beyond use.

Cigarette


Hidden in the weapon models folder in is a model for a cigarette and a cigarette with the player arm model near it, suggesting that there was supposed to be a first-person animation of you using a cigarette at one point. The weapon folder also has models for non-weapons, like vodka, so it seems likely that you could use cigarettes at one point. No code showing what it would do survives.

While there are cigarette boxes and single cigarettes lying around as a prop in various maps, there is no way to actually use it.

Zombie Hand


A zombie hand can be added to the inventory via mods. This object has no proper description nor name. This was likely meant to be dropped by the unused Zombie enemy, but they don't have it in their inventory when killed. Because it is an item dropped from a mutant, it was probably going to be a part of the MMO-style mutant body part fetch quests that occasionally pop up in the final game.

Burer Hand


Another unused monster item, this one coming from the scrapped Burer enemy. This cannot be found in the inventory of dead Burers and can only be obtained by messing around with mods.

Unused PDAs
With mods, you can make some unused PDAs appear in your inventory. They are called “item_pda_tiran_name”, “item_pda_lucky_desc”, and “PDA”. The last one has the description of “enc_equipment_devic_device-pda1”. The first two PDAs seem to be for NPCs that got cut from the game. Who knows what the last one is all about.

”CodeX-18”


A strange item with no description and a bugged icon that has half of two different items. The messed up icon is most likely because either the icon was removed or the icon for this object was moved and they didn't bother to update it. This might've been an item used to access the X-18 lab or a part of it at one point.

Doctor's Key to a Secret Stash in Pripyat


This item seems like it was used to open up the secret stash in Pripyat. Based on the scripts, this item probably would've been given to you when you rescue the Doctor in Dead City. In the final game, the door to the secret stash in Pripyat is always open.

This item uses the image that the key to X-18 has.

”ScientistsFlashcard”


This strange item has no description. Based on the name, it was probably related to the Ecologists faction and their shenanigans.

This item also uses the X-18 key's icon.

Unused Artifacts


Some designs for artifacts never seen in the game can be found in an old sheet of inventory icons. There is not way to figure what their names are, nor if they are early versions of artifacts that appear in the final game.