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Quests for "S.T.A.L.K.E.R.: Clear Sky"

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  03:04:49  31 July 2007
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QAiken
(Novice)
 
On forum: 07/31/2007
Messages: 1
Retrieve the Guitars
Thomas "QAiken" Jones

Actors:
Miroslav Dmytro (rookie loner)
Marc Dmytro (rookie loner)
Niklas Dmytro (rookie loner)
Vaclav Datsyuk (experienced loner)
Two groups of Four Bandits (probably rookie level)

Customers:
Primary: The three rookie loner stalkers listed above
Secondary: Vaclav Datsyuk

Goals:
Primary:Retrieve three guitars for the Dmytro Brothers. The brothers were ambushed and held up by the group of bandits who now have the instruments.
Secondary: Assist the experienced loner with the bandits.

Conditions for getting the quest:
This quest is always available, perhaps at the beginning of the game in Clear Sky's Cordon or Garbage equivalent. The quest can be activated by hearing about rumors of the Brothers plight in the camp or by talking to the brothers directly.

Events occurring during the mission:
-Upon speaking to the brothers, they tell how they were held up while returning to camp. They ask the player to help them out by retrieving their guitars from the bandits.
-The bandits took their weapons and most of their money as well so the brothers don't have much to pay you with, just a useful artifact or weapon attachement or something they found as they made their way back to the camp.
-They point the player to some abandoned buildings near where they were held up. This is where they think the bandits are based.
-The player then goes toward these abandoned buildings only to find the bandits at work again; the first group is holding up Vaclav Datsyuk.
-The player then comes to Datsyuk's aid by killing the first group of bandits.
-Once the first group of bandits is dead, searching their bodies reveals a stash at their hideout (and consequently the location of their hideout) which contains the three guitars as well as some other loot.
-Speaking with Datsyuk after searching the bodies will result in him offering to partner up with the player to raid the bandit's hideout. The player can accept his help in raiding the hideout, or if the player is feeling bold, can go it alone. If the player chooses to go alone, Datsyuk will offer a small reward, perhaps some ammo. Otherwise, Datsyuk and the player go to assault the hideout.
-At the hideout is the second group of four bandits. The player and Datsyuk dispatch them allowing the player to search the stash for the guitars.
-Talking to Datsyuk after raiding the hideout WITH HIM will result in the player getting a nice pistol or submachine gun since Datsyuk was impressed with the players shooting skills.
-The player can then return the guitars to the Dmytro Brothers for the reward.

Conditions for success:
Primary: Return the guitars to the Dmytro Brothers.
Secondary: Ensure Datsyuk survives the shootout.

Place at which the player recieves the reward:
Primary: Back at the camp where the Dmytro Brothers are resting.
Secondary: From speaking directly with Vaclav Datsyuk.

Additional information:
The motivation for this quest was to have the player get to do something with the guitars. At the end of the mission, as an added bonus, the player can chill with the Dmytro Brothers at their campfire, sip some vodka, chew some bread, and listen to their chill jams.
  07:03:43  31 July 2007
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Servercat
(Novice)
 
On forum: 04/20/2007
 

Message edited by:
Servercat
07/31/2007 7:10:56
Messages: 22
There's Something about Natalia

Author:
Servercat

Actors:
Donald Fitzpatrick (Loner)
Jernon Stilovich (Scientist)
Igor Raimez (Mercenary)


Customer:

Donald FitzPatrick

Goals:

1. Find out who kidnapped Natalia and why.
2. Track down kidnappers and rescue Natalia.
3. Decide Natalia's fate.

Conditions:
Available after listening to Donald's sad story.

Events:

1. Player listens to Donald's sad story of how he came to Cherynobl from the USA and all he had left was his love Natalia. Now she is gone too.

2. Player receives information from Donald, leading him to eye witnesses, who eventually point him in the right direction. While not revealing what exactly, witnesses reveal that there is something special about Natalia.

3. Using the info received from the witnesses, the players uncover an isolated camp, guarded by Mercenaries. If the player is in good standing with the mercenaries, they can enter the camp unmolested. Otherwise they must fight their way to a scientist mobile lab in the camps center.

4. At this point, they are greeted/confronted by Jernon Stilovich, a slightly snooty scientist. Stilovich demands your intentions, and in the course of the conversation reveals that Natalia is not a woman, but a domesticated mutant dog.

The scientist, fed up with Donald's refusal to reveal how he domesticated her, ordered her kidnapping in order to learn more about this new species, more info then what they could clean from bullet riddled corpses and feral breeds.

Stilovich then proceeds to barter with you (reasons depending, on whether you stormed the camp or not), into joining an escort a group tasked to take Natalia out of the Zone.

The quest now branches depending on the player's choices

Path A:
Player accepts Stilovich's offer and meets up with Igor Raimez the head of the mercenary escort. Player must escort the group through the zone, protecting the group from any roaming bandits/mutants until they reach the half way mark.

At the halfway mark, they are intercepted by an Army unit. If Raimez is killed, then the player must carry a sedated Natalia, forcing them to dump supplies because of her heavy weight.

Once the player reaches the dropoff point, Natalia(and Raimez if still alive) is whisked away, ending the quest.


Path B:


Player refuses Stilovich's offer, and breaks into the Mobile lab to rescue Natalia. The player must now carry the sedated Natalia back to Donald (again forced to dump supplies, because she is so heavy)

During the return trip, player is hounded by Army and Mercenary units, each one seeking to retrieve Natalia for their purposes.

After finally returning back to Donald, he thanks you and returns to his aimless wandering of the zone.


Conditions for success:
Regardless of which path, the player must take Natalia to the designated drop-off point.

Increased rewards are given, if Raimez is alive at the end of Path A


Place at which the player receives the reward:


Path A Reward: A large payment of cash and increased faction standing with Mercenary, Scientist.

Received after the rendezvous the mercenary extraction team


Path B Reward: A pitiful amount of cash, large faction loss to Scientist, Mercenary and Army, and some food(dog food).

Received after returning Natalia to Donald


Additional information.


The idea of the quest is that not all good deeds generate a good reward, nor a happy ending. If the player completes Path B, while Donald and Natalia are happily reunited, a short while later (off screen) a second kidnapping occurs, this time Donald is mortally wounded.

An explorative player, stumbles upon his body , still clutching Natalia's collar,during the course of the game. Beside Donald is his datapad, in which he logged his last heartbroken thoughts, he's rambles of how they track them down, how much he misses his natalia. etc.

The player then has the option of taking the collar, which due to Natalia's scent, when equipped in an artifact slot, makes the player more amiable to some lesser mutants, especially dogs, the downside being that it increases Army/mercenary awareness of your location, making it hard to impossible to hide from them in a fire fight , due to a tracking beacon.
  18:51:27  1 August 2007
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NightWolf
The Plutonium Predator who has you in his sights...
(Resident)

 

 
On forum: 07/19/2007
 

Message edited by:
NightWolf
08/01/2007 19:16:18
Messages: 651
A Way to the Truth
by Frank O.
"NightWolf"


Actors:
Yourself as the Mercenary
Barin as the Duty Guard
Loki as the Bandit
Cap as the Commander of the Freedom Outpost at "The Border"
Barkeep as The Trader
and Special Guest...
also Veteran Stalker(I just used my name for reference)


Customers:
Primary: The BarKeep
Secondary: Barin


Goals:
Primary: Retrieve important documents and "Special Decoder" from Secret Monolith Base hidden in the mountain by Scorcher.
Secondary: Retrieve Barin's stolen Tunder 5.45 from Loki.


Conditions for getting the quest:
Upon reaching a higher experience level in the game you will find a Veteran Stalker named NightWolf camped out on the second floor of the building just after the Army Checkpost under the Railroad Bridge. NightWolf will ask you for some vodka and after giving him a bottle he will tell you how he overheard soldiers from the Army Checkpost talk about a couple of helicopters carrying some very important items being shot down over the Red Forest and that the Barkeep in the Duty Outpost is looking for someone to retrieve those items. You should also be on good terms with Freedom.


Events occurring during the mission:
-Once you've achieved a higher ranking after playing the game for awhile you will be able to find NightWolf in the red house just past the Army Checkpost. After receiving a bottle of vodka from you, NightWolf will tell you what he overheard from the soldiers. This will prompt your PDA with a new quest: Go see the Barkeep.
[link]http://img236.imageshack.us/img236/9193/wolfprequel10tk1.jpg[/link]
[link]http://img236.imageshack.us/img236/8740/wolfprequel09nn0.jpg[/link]


-Upon reaching the Bar the Barkeep will offer you a job to retrieve some very important documents and a "Special Decoder" for a client who prefers a certain amount of anonymity. Barkeep confirms what NightWolf told you about the two helicopters being shot down over the Red Forest. He also tells you that Monolith soldiers took those items to their base hidden in the mountain by Scorcher.


-After accepting the job you head towards the checkpoint that leads to either Wild Territory or the Army Warehouses. But the Duty soldier Barin, who frowns down upon Mercenaries, will not let you pass. But after telling him that you really must get by, he will offer to let you pass provided you do a favor for him first which is the Secondary Quest "Find Baron's Tunder 5.45". He will inform you that he has information on the Bandit Loki that stole his weapon and that Loki is hiding out at the Bandit's Camp in the Dark Valley.


-After accepting Barin's Quest you head off to the Dark Valley where you will have to sneak into the compound via the drainage tunnel where you will engage numerous bandits before finding Loki hiding out at the end of the long wooden structure.


-Once you retrieve the Tunder 5.45 after killing Loki return to Barin to give him his favorite weapon back. He will reward you with the Hunter PSZ-9d Duty Armor.


-Head off towards the Freedom Outpost where you will meet up with Cap, the Outpost Commander. You must be friendly with Freedom because here Cap and 3 of his men will offer to escort you past their outpost up to the first Monolith Checkpoint. From there Cap will tell you to go thru the woods to find the first helicopter but to beware since the woods are full of anomolies, mutants and zombies, as well as potential Monolith soldiers on patrol.
[link]http://img236.imageshack.us/img236/5236/wolfprequel08af2.jpg[/link]


-Upon reaching the first helicopter you will find a stash that a member of the helicopter crew put there which contains a PDA log along with a Sniper VLA rifle and a small amount of ammo. The log describes how after being shot down, Monolith soldiers came and took the crew and the contents they were transporting to the Monolith Base hidden in the mountains. This particular crew member managed to escape and ran back towards the crashed helicopter. The log ends with "I will hide this PDA and weapon here in the hopes that someone will find this and come rescue us. They are almost upon me now. I must go."
[link]http://img211.imageshack.us/img211/7131/wolfprequel07eu9.jpg[/link]


-After leaving the crash site the entrance to the Monolith Base will be marked on your PDA map thanks to the info you received from the helicopter crew member. The entrance to the base will be heavily guarded including a sniper up in the tower.
[link]http://img266.imageshack.us/img266/4868/wolfprequel01rw0.jpg[/link]


-Once you eliminate the guards and sniper, head into the tunnel to the door which leads to their hidden base in the mountain.
[link]http://img20.imageshack.us/img20/176/wolfprequel02nu0.jpg[/link]
[link]http://img114.imageshack.us/img114/4508/wolfprequel03cd6.jpg[/link]


**From here, the developers create an underground base for you to explore and find the documents and decoder. Perhaps this base is used to create Snorks. Definitely many Monolith Soldiers to encounter once inside.**


-After securing the documents and decoder, you will escape thru a door which brings you out thru the covered long concrete causeway which will be patrolled by even more Monolith soldiers. At the end of the causeway you will find a small room with some health and possibly some ammo. There will be a coded door. The final Monolith soldier you kill will have the keycode needed to open the final door to get back outside.(Currently this code is 1287975)Be careful as usually there is a Sniper by this door.
[link]http://img266.imageshack.us/img266/4756/wolfprequel04rs8.jpg[/link]
[link]http://img114.imageshack.us/img114/8968/wolfprequel05mk6.jpg[/link]
[link]http://img211.imageshack.us/img211/3056/wolfprequel06ri1.jpg[/link]


-Take the documents and decoder back to the Barkeep. He will reward you with the Spring Artifact and 5 VOG-25R rounds.

**Stick around after you finish talking to the Barkeep to see either ingame or via a cutscene the Barkeep heading over to his "mysterious Client" who turns out to be "The Doctor"...maybe you could even see Strelok himself walk into the Bar as well**


Conditions for success:
Primary: Return the documents and "Special Decoder" to the Barkeep.
Secondary: Return the Tunder 5.45 to Barin.

Place at which the player recieves the reward:
Primary: At the bar.
Secondary: At the Duty Checkpoint by Wild Territory.

Additional information:
What motivated me to come up with this is that I love to explore the world as many others do and while in Radar two locations intrigued me. Those being the long concrete causeway that leads under the mountain as well as the encampment at the base of the mountain. The questions I asked myself were:
"Where does this tunnel structure lead to? It appears to be open inside. How do I get in?"
"Why is this tunnel back here? What is behind this door after you pass thru the tunnel? What lies behind it? Are the two connected in some way?"
The other part which I was curious of is how did the Doctor come across this "Special Decoder" for the Monolith Secret Room at CNPP? Which is how I came up with this scenario. Thank you for your time and I hope you enjoyed reading it.

EDIT: added pictures for visualization...
  21:33:39  1 August 2007
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random1984
(Novice)
 
On forum: 07/29/2007
Messages: 19
Naked as the Day You were Born
Eli C.

Actors:
One Loner

Costumer:
The player.

Goals:
Retrieve your equipment.
Alternately, it could be “Retrieve your artifacts.” See in “Additional Information” for more details.

Conditions for getting the task:
The player must be knocked unconscious from a Blowout or through some other naturally (as natural as anything gets in the Zone) occurring phenomena. He cannot be in or near any large settlement for this quest to be effective. Alternately, if the quest is a “Retrieve your artifacts.” one, it wouldn't matter.

Events occurring during the task:
After the player wakes up from being knocked unconscious, he discovers that all of his equipment is gone (Alternate: or just his artifacts.). A Loner is crouched near the player with his gun drawn, ostensibly to protect the player as he recovers. Though it becomes obvious, and the Loner might outright admit that he thought the player was dead and was going to loot him; however, the Loner is not a threat to the player.

The Loner tells the player that he spotted a Bandit looting the player, and the Bandit ran off in the direction of a certain map. If the Bandit took all the player's equipment, then the player will be forced to find a stash if he kept one, or track the bandit with naught but a brand new knife the Loner gives him. The Loner wanders off, leaving the player to his own devices. The player can try and kill the Loner for his equipment, and suffer the lower faction rating, but the Loner shouldn't have much on him, a medkit, some food, maybe a couple of bandages, and his shotgun with few extra rounds.

The player must then go to the map specified and search for the Bandit. Being so disarmed, the player will be forced to use stealth, thereby slowing his search. Any encounters with hostiles would likely be deadly. For the sake of balance, the Bandit should be alone, giving the player the opportunity to stealth-kill him. Or, the Bandit could have stashed the loot in a nearby container, and the player needs to find that instead of killing the Bandit, thereby offering an alternate solution to this quest.

Conditions for success:
The task is completed when the player loots the corpse of he Bandit or opens the container containing his equipment (or just artifacts).

Place at which the player receives the reward:
Right where he killed the bandit or where the container is.

Additional information:
Given the hostile nature of the Zone, it might not be feasible to take all of a players equipment. Therefore, this task can be altered in such a way that the Bandit only takes the artifacts the player is holding. Artifacts being important, the player would want to get them back, and he would still have his weapons to defend himself with. In which case, there might be several Bandits the player has to contend with.

This can only happen when the the player is away from a large settlement. If the player is in a settlement, or close to one, the possibility of acquiring a weapon before going deeper into the Zone would go up. The whole point is to make the player venture ever deeper into more dangerous territories unarmed.
  23:36:57  1 August 2007
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
Messages: 6527
1. Capture one of all mutants and bring them to the professor
author: Kanyhalos

2. Actors.
Professor Sakharov - Operations Manager of the Ecological Research Plant.

3. Customer.
Quest given out by Professor Sakharov.

4. Goals.
The actor must capture with a snare one of all mutants alive, bring them to ER Plant to make experiments on them, take special mutant parts and create the most unique artifact from them, and in a mixture of the player's own favourite choice of properties and be able to enhance all artifacts by using the mutant parts.
If the player create Sakharov's idea-artifact, then be able to join ecolog
faction and receive more interesting quests.

5. Conditions for getting the quest.
I think conditions are not important for getting this quest. Only one thing, few kind of mutants can reach only after complete other missions, like "Turn off the Brain Scorcher" and you be able to go to Pripyat, because the psy emission to be over etc.

6. Events occuring during the mission.
I think events are not important in this quest.

7. Condition for success.
The quest is completed after the player created Sakharov's favourite idea-artifact.

8. Place at which the player recieves the reward.
After it you be able to join ecolog faction and can create your idea-artifact, first time it's free, must not pay for it, only the mutant parts ingredients needed. Sakharov gives the reward on the spot.

9. Additional information.
This quest is not in Yantar, and Sakharov is not in Yantar too.
The ER Plant is a new level, it's great complex institute, got very many
researcher employee.
And this quest needed to add a new function: capture mutants with snare and take them to the inventory of the drivable vehicle.
  04:25:21  17 August 2007
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Servercat
(Novice)
 
On forum: 04/20/2007
Messages: 22
DayWatch
Author: Servercat

2. Actors.
Natalia Lukyanenko
Sergei

3. Customer.
The Daywatch

4. Goals.
Rescue Natalia Lukyanenko

5. Conditions for getting the quest.
Find the DayWatch camp and befriend them.

6. Events occuring during the mission.

Player receive this quest after meeting a roaming band of Stalkers, jokingly known as The Daywatch because of their leader's last name. In midst of talking/trading with the members of the Daywatch, they are ambushed by a large gang of bandits and the player is knocked unconscious. When the player awakens, most of the Daywatch is dead/ injured or MIA.

The survivors tell you that the bandits have captured Natalia and ask you pursue the kidnappers and rescue her.

The bandits leave a fairly obvious trail as to where they are going and the player can quickly catch up to the Bandits.

However the bandits have lead the player straight through a pitched battle between a host of zone mutants and band of 'Lone' Stalkers. The player is thus presented with two options. Either help the loners and hope to catch up to the bandits later, or leave the loners to their own devices to save Natalia.

A. Help the Loners

If the player chooses to help the loners, they will have to defeat a menagerie of Zone mutants, coming in overlapping waves. Once the mutants are defeated, a Loner named Sergei will introduce himself, thanking the player for helping and tells the player to look him up in the games hub city.

Sergei and his remaining men, leave allowing the player to resume the chase after the bandits. The bandits trail leads to an abandoned warehouse complex close to the Zones interior, the warehouse is heavily fortified with bandits and strangely mutants that are protective of the Bandits.

Once the player, reaches the center of the complex, the player uncovers a bloody altar, on the altar is Natalia who is dead. Plainly sacrificed, in whatever strange ritual the bandits have been practicing.
The Player has failed the main mission.

B. Ignore the Loners

If the player ignores the loners and continues the chase, the bandits will eventually stop runing and try to ambush the Player.. Strangely any mutants in the immediate area will not bother, and will even protect the bandits making it a very hard fight.

Once the bandits and mutatns are dead, the player will find Natalia severely wounded but alive. After patching her up, the player must then escort back to a Daywatch safehouse.

Unfortunately though without the players help Sergei and his loners are killed.

7. Condition for success.

Save Natalia or save Sergei



8. Place at which the player recieves the reward.

If the player saves Natalia, the player recieves the thanks and admiration of the Daywatch back at their camp. In addition to a supply of ammo and money, the Daywatch uses some of it's influence, to raise your standing with all hostile factions to a level in which they will not shoot on sight.... Just don't stay around long enough for them to have second thoughts.

If the player saves Sergei, the Daywatch uses it's influence to sabotage your standing with friendly factions. The player is now only tolerated and can only get the lousiest of jobs, until he/she proves themselves worthy gain.

As a plus, however, Sergei it turns out is a trader and carries some of the best stock in the zone. Saving him, gives the player access to items not found anywhere else.

9.Additional information.
The idea of this quest, was to add a bit of repercussions to the player's actions and stem a feeling of being a Dudley-Do-right, somehow managing, to save the kidnapped and do many time consuming deeds along the way, that appears in a lot of games. This shows the player, that you can't do everything, and even if you try your best ,sometimes people will hold you accountable for your failings. Unfair or not.
  08:22:02  27 August 2007
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Kayne
Shiner
(Resident)

 

 
On forum: 05/13/2007
Messages: 261
Balls, by Kayne

Actors:
The player, Steryr Kayne and a bloodsucker.

Customer:
Steryr Kayne, a leader of a small squad.

Goals:
Kill the bloodsucker with a sawn-off while the squad cheers on.

Conditions for getting the quest.
Always accessible, but the player must not be hostile to the squad leader. It would probably be best if there were a "reset period" say two days or something before the quest could be taken again.

Events occurring during the mission.
The player approaches Steryr Kayne, who tells them that his men are bored and he needs the players help. Up ahead is an old warehouse where the men have caught a bloodsucker by sealing the ground-floor entrances. The men can look down on a bloodsucker lair without getting attacked, and Steryr Kayne wants the player to go in there with only a sawn-off shotgun.
The sawn-off is in bad condition, and he only gives the player a very limited amount of ammo (8 or 10 shots, say). He leads his men up to watch from the catwalks while the bloodsucker and player fight to the death.

Condition for success.
The mission succeeds when the player kills the bloodsucker with the shotgun. If they swap a different weapon into the slot the shotgun has, or if the bloodsucker takes damage not from a sawn-off shotgun the mission fails.

Place at which the player receives the reward.
Once the player kills the bloodsucker, the squad lowers a ladder or unlocks a door to let them out, and Steryr Kayne gives them the reward (whatever ammo is left over, some special shotgun ammo and a small cash or artifact reward) but takes back the sawn-off.

Additional information.
This mission could replace the bloodsucker with any other mutant (the mission brief given by Steryr Kayne could just refer to "a mutant" or "some mutants" and have the mutant type randomly generated when the quest is taken, for example a bloodsucker, three or four blind dogs, a controller or a psuedogiant. This quest basically works like the "Arena" quest in STALKER at the Duty camp.
  16:51:15  4 September 2007
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Puzhit
(Novice)
 
On forum: 08/28/2007
 

Message edited by:
Puzhit
09/06/2007 3:55:05
Messages: 47
Quest name:

The Rival.
By: Puzhit (real name Mikael kinnander)

Actor:
Denis Demitri (The Rival)

Customer:
Any faction

Goals
The player most outdo the rival in most missions inorder to advance in the ranks of the faction.

Conditions for getting the quest
Player must join that faction and made some quests for it.

Events occuring during the mission

Ok, so this is how it will work. The player, has now done some quests for the faction and his new rank is about to be given to him, but there is a catch to it. Inorder for the player to advance in rank he most undertake a "Rival" quest. The catch to this quest is that he must outdo another member that also is awating his advancement, only by outdo the other member is the player able to advance, if he fails the other member takes the new rank.

Condition for success

A "rival" mission could be something like this:

The rival and the player wont be competing at the same time, but they will compete aganst eachothers best time/record. For exemple:

At first the player is given a mission, the rival has alredy done this mission so the "mission succsess" "score/time is predetermind.
A mission could be to:

Mission 1. Sneak in to an enemy factions base and steal something (dokument for exemple), this has a timelimit, the "deadline" is set to the rivals time finishing the mission.

Mission 2. Weapon skill. Shoot targets and get the best score.

Mission 3. Gather most "funds" to the faction, this could be either weapons or artifact or other equipment, and then give it to faction leader, and its then translated into money. The amount gatherd must be more that Denis. This mission could have a deadline of a day or so.

Mission 4. In this mission the rivals are competing at the same time. A big horde of mutants is nereby the faction grounds and the one that kills most of them win, or the one that comes back alive . The rivals will be given the exact some equipment. Killing the rival duriing the mission results in a mission fail.

Alt mission 5. If there is a tie efter the last mission the rivals will faceof against eachother in an arena like battle to the death!! The winner takes the rank.
(given the nature of this last mission i guess that this quest is not fitted on the Duty faction)

Reward
The reward is the advancement and a special faction suit, its given by the faction leader.

Additional information.

Here i will explain a little deeper the story that may or may not be incorperated into the questline.
The faction has only one room for another "Elite" or whatever the highest rank might be in the faction, so therefor they let the two members next inline for that rank faceof against eachother to prov whos the best stalker.

Alternativ ways for the player to win the rank.

1. Denis dies in mission 4.
2. Denis dies while out stalking. (if he even does that).
3. The player inbetween missions kills Denis quitely for his on benefit of getting the rank. This ofcource can not be detected by anyone.

If GSC thinks that 5 quests is to much two of the missions can be cut out, but considering its all one big quest i hope its not a problem.

[My thoughts on the quest]

I think this would be a great idea that would make the "rank" climbling a whole lot interesting. Now you dont only get the sactisfaction of climbing ranks/completing quests for the faction you also get the sactisfaction of overcoming someone or something, a bump in the road, an unexpected event that that needs to be overcomed. If you guys know what i mean.

[/edit. Fixed some spelling errors.
  02:47:13  6 September 2007
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Kayne
Shiner
(Resident)

 

 
On forum: 05/13/2007
 

Message edited by:
Kayne
09/06/2007 2:54:52
Messages: 261
1. Quest name and author's nickname or real name.
"Misdirection" by Kayne


2. Actors.
The Mercenary (player)
Many military soldiers within a base.
Lusankya Skratch, a bandit leader.
Jezibel Wrench, the quest giver, who is not aligned with the bandits or military.

3. Customer.
Jezibel Wrench.

4. Goals.
Steal documents from the military leader's room, and either kill Skratch and put the documents on his corpse or trade the documents to him.

5. Conditions for getting the quest.
Player must be veteran or greater rank, and/or "Friendly" to the faction Wrench belongs to.

6. Events occurring during the mission.
Wrench tells the player that he wants the bandits to be dealt with by the military, and that he has come up with a plan to make this happen.
The player must sneak into a military base without alerting them to their presence, and take some documents. It will be heavily guarded but with patience, observation of the environment and careful planning they will get inside the compound without detection.

He must then find Skratch, who is in the same game area somewhere, protected by a handful of bandit allies. He must either kill Skratch, or "trade" the documents to him if he is not hostile to bandits. At this point, the military comes looking for the documents and attacks the bandit camp. Wrench radios the player to tell him the get away.

7. Condition for success.
Mission is a success when the documents ends up in Skratch's inventory, whether dead or alive.

8. Place at which the player recieves the reward.
Jezibel Wrench gives the player the reward, so they must seek him out (probably he hasn't moved much from where they started).

9. Additional information.
This quest will cause a huge drop in the player's reputation towards bandits, if not already hostile, as well as a large increase towards whatever faction Wrench belongs to.
This will set off a chain of events that causes the military to invade most of the bandit camps, so there will be less bandits and more military, which might be a good or bad thing depending of the player's reputation.
The actual reward is a special radiation suit from Wrench.
You could substitute Skratch's and Wrench's factions for pretty much any really.
  17:47:07  7 September 2007
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Siro
Local Law-Enforcement
(Moderator)

 

 
On forum: 03/02/2005
 

Message edited by:
Siro
09/07/2007 18:40:25
Messages: 7378
Lost Veterans
by Dennis "Siro" Chernov

Actors

Mercenary (player)

Melnikov

Fiodor Malinin

Freedom Veteran Group

Customer

Melnikov

Goals

Investigate disappearance of a patrol of Freedom Veterans by going to their last point of radio contact.

Conditions for getting the quest

Become Experienced in rank and talk to a Freedomer named Melnikov in a Freedom camp.

Events during mission

The last known location of the Freedomers should be a cottage in the middle of a village. Player must climb into the cellar while Malinin waits outside. Inside cellar, the corpse of the Freedom patrol leader lies. Player takes flash drive or pda with needed information and climbs back up. Malinin is dead inside the cottage. Outside a controller and zombified Freedom veterans ambush the player.

Player then needs to escape or survive.

Conditions for success

Player must survive ambush or kill all enemies, then return PDA/flash drive to Melnikov.

Optional: If player retrieved Malinin's gun for Melnikov, he will give the player a special reward.

Place at which the player recieves the reward

Same place Melnikov gave out the mission.

Additional Information

Melnikov will give more money as a reward to the player if player kills ALL monsters instead of just escaping.

Malinin has a scope on his rifle. If the player retrieved the scope or the rifle and give it to Melnikov, he will reward the player with a unique or powerful handgun.



Good Place for a Camp

Actors

Denis Riabov

Major Kuznets

Customer

Denis Riabov

Goals

Investigate abandoned military outpost for Riabov, who thinks it is a defensible location ideal for Rookie STALKERs to hide out in. Turn on power inside base.

Conditions for getting quest

Player must have good reputation with Loners, all experience levels accepted.

Events During Mission

Player must clear Military base of all wildlife. After doing so, the player has to enter the basement and turn on the power. Afterwards, Snorks will be attracted since generator makes noise.

Conditions for success

Player must kill all Snorks inside the base after turning on the power.

Place at which player recives rewards

Any place Riabov stays at, maybe bar or loners gathering somehwere.

Additional Information

Inside one part of the base is a large door in the basement, which has a window leading outside. If player sees window, he can talk to a Military STALKER hiding inside and get a side-mission to get him out of the base. The Military STALKER, Major Kuznets, should only have a handgun. If player successfully opens door with a switch inside the base somewhere, and leads Major Kuznets out, Major Kuznets will give him a reward of maybe some VOG-25 grenades or a Soul artifact. Major Kuznets also explains that Snorks in the base are what he thinks became of his comrades after they were abandoned after a Blowout 2 months ago.





Guardian Angel

Actors

Any random faction commander

Any faction soldiers residing in outpost

Customer

Faction commander in outpost.

Goals

Protect the commander of the faction that is defending an outpost.

Conditions for getting the quest

If player has good reputation, he must talk to the commander in the outpost.

Events during mission

Opposing faction attacks the outpost that player has agreed to help. Player is given any sniper rifle or rifle with a scope, told to stay in a high vantage point like a tower, and must defend outpost from enemy snipers or approching enemies with heavy artillery such as RPG's, or defend the commander, who maybe does a special counter attack far away.

Conditions for success

Player must ensure the survival of the outpost commander, kill all enemies, and not leave the tower or high vantage point he was told to stay in.

Place at which Player recives reward

At the outpost he/she just defended.

Additional information

If player returns given weapon to the commander, he will get a money bonus.



Night-Shift

Actors

Outpost commander

Outpost soldiers

Customer

Outpost commander

Goals

Watch the outpost while the soldiers get some extra sleep.

Conditions for getting the quest

To be friendly with the faction that you are helping.

Events during the mission

Player watches one end of the outpost while most of the faction soldiers are sleeping. Sometimes a group of mutants might be attracted by the light of the outpost at night and attack. Sometimes an enemy soldier tries to sneak in and kill all the sleeping soldiers.

Conditions for success

To keep away approaching mutants or other enemies (like dogs, you don't have to kill them all, sometimes the survivors run away in fear if you kill enough of them), make sure they don't kill any sleeping soldiers.

Place at which player recieves mission

From the commander of the outpost he just defended.

Additional information

Like in Afghanistan, some enemy soldiers might try to sneak into the base to kill enemy soldiers while they sleep. Sometimes mutants might pass by and try to storm the base. Sometimes nothing might even happen. This mission starts at night, and has a time limit of preferably whatever hours the player can choose, with the longest time paying more money, or just having every mission last one set amount like 3 hours, or 5 hours, etc.
 
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