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

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  19:28:06  30 September 2007
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magicbat
(Senior)
 
On forum: 03/23/2007
 

Message edited by:
magicbat
09/30/2007 19:29:35
Messages: 89
'Teddy the Pseudogiant'
Max 'Magicbat' Reiter



Actors:
'Elk' (Experienced loner)
'Teddy' (Pseudogiant)
'Vassily Tarasov' (Rookie loner)
3 bandits


Customers:
Primary: Elk
Secondary: Vassily Tarasov

Goals:
Primary:
(1)Find Teddy and Vassily
(2)Bring Teddy and Vassily back to Elk
Secondary: Find Teddy's ball

Conditions for getting the quest:
This quest is a early game quest and shouldn't be difficult or require much violence. You can recive the quest by talking to Elk

Events occurring during the mission:
-Talking to Elk will relveal that in his adventures in the zone he has managed to tame a Pseudogiant which he has since called 'Teddy' sadly Vassily (Elks brother in-law) attempted to take Teddy on a walk and now their lost.
-Elk is a fairly exprienced stalker and will gove you about 5000 rooble and a low-levle artifact and vodkah (since this is early game).
-The player follows the trail left by teddy (tracks and large holes smashed through buildings, crater etc).
-The player then finds Teddy and Vassily at the mercy of three bandits the bandits are scared silly by teddy but being a gentle and friendly beast Teddy is scared silly of the bandits, on the players arrival the bandits run for it
-Vassily thanks the player and tells them that the Bandits took Teddy's favortie ball, the player has the option to chase the bandits and defeat them for the ball or just bring Teddy and Vassily back to Elk.
- If the player chooses to chase the bandits and gets the ball he recieves temporary control over Teddy (he can throw the ball and Teddy will follow where it is thrown and attack any foes in the vicinity)
- The player leads Teddy and Vassily back to Elk and recives the reward.

Conditions for success:
Primary: Find Vassily and Teddy (Teddy and Vassily must not die)
Secondary: Retrive Teddy's ball

Place at which the player recieves the reward:
Primary: Back at the camp where Elk is.

Additional information:
Teddy and Vassily and Elk should probally show up somewhere later in the game if the have done this quest and aid the player in a large fight/battle which is much more difficukt with out them. The player can also go to Elk whenever they wish and offer to take Teddy for a walk. If they did get the ball back then the player can simply lead Teddy about the area for a bit until they go back to Elk. Teddy will not follow the player out of teh zone or past a certain vicinity.
  07:00:15  26 October 2007
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are
Senior Resident
 

 
On forum: 09/12/2007
 

Message edited by:
Siro
11/22/2007 10:29:31
Messages: 426
Plagiarism is wrong. Someone already posted the same exact quest as you before you even came here.

-Siro
  04:52:36  22 November 2007
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Lucan
Sup
(Resident)

 

 
On forum: 11/13/2007
Messages: 759
A patrol gone wrong

Actors:
Col. Petrnokov as the Duty squad leader
Zawyozky Happyfinger as Duty soldier no. 1
Pertok Namless as Duty soldier no. 2
Bullet as Duty soldier no. 3
Tehan Point as Duty solider no. 4
Lucan Jacups as Duty solider no. 5

Customers:
Genral Vorion

Goals:-Find remants of Duty patrol
-Lead them safley through marsh back to Duty outpost
-Colellct reward from Vorion at Duty base


Conditions: You must find the Duty squad and talk to Col. Petenoko. He will tell you that they were attacked by five marsh bloodsuckers, and that 10 of his men were slaughtered ruthlessley, but one was dragged off alive. He asks you to go and rescue him. You will come to the Encampment. You do not have to kill the bloodsuckers to complete the quest, but it makes things easier. You must heal the Dutier lying wounded on the floor(there is a medkit next to him if you are out)and lead him back to the patrol. After that you must set off towards the base. On the way there, you will be ambushed by a squad of five bandits. If Petrenko, Tehan(the rescued soldier) or Bullet die, half the reward is taken off. After leading the patrol back to the marsh base, you must go and collect the reward from Vorion.

-Events:
--While looking for the squad, you will here a desprate burst of gunfire (once you are a set number of meters away, 23) and see a Dutier fall out of the reeds dead, then have his body pulled back in and dragged off.
--When you reach 5 meters from the squad, you will here voices, and find a lone dutier standing with a gun to his head, shaking and crying about "Invisble demons". If you stand and listen for 20 seconds, he will stop talking and shoot himself. If you search his body, you will get more accurate information on the positon of the Duty squad.
--When you reach the marsh bloodsucker encampment to rescue the duty member, you will see a large black one walking off with three regular marsh bloodsuckers behind him. Five are left at the camp.
--If you talk to Petrenoko after you have led the squad safley back, he will give you his thanks and 2,000 RU.
--If you speak with bullet, he will give you a Silenced AN-94 with a scope and grenade launcher.
--If you speak with Tehan, he will give you a Kora 919 and 50 rounds for it.
--Vorion's reward is the best of all, however: 7,000 rubles, and a Tunder 14 modified to use Kalshniklov ammo.

Location to recivie reward: Duty base in Rostok
  23:32:40  10 December 2007
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Swampfox
(Novice)
 
On forum: 12/09/2007
 

Message edited by:
Swampfox
12/10/2007 23:33:03
Messages: 3
The Dead Tell No Tales
Author: Swampfox

Actors
The Player
A Crazy Scientist

Customer
A crazy scientist located in a bar or populated area

Goals

-Investigate Station Thirty-Two
-Get back alive

Conditions for getting the quest

-Must have some positive reputation with scientists

Events occuring during the mission

-The player is asked to investigate "Station Thirty-Two" in a remote area towards the North of the Zone

-As he arrives at the facility, which is a large factory-like building similar to the above-ground Agroprom facility, he sees many signs of hurried defenses and signs of a slaughter.

-He enters the building, to find it empty with rotting corpses of military and scientists everywhere. The walls are riddled with bullet holes and the entire facility looks as if a tornado tore through it.

-He descends a flight of stairs and enters the basement. (which is completely dark) Immediately after taking a few steps, the goal of "Investigate station thirty-two" is completed and triggers several bloodsuckers to leap out of the darkness and attack the player.

Condition for success

-Player must enter the basement

-Player must make it back alive

Place at which the player recieves the reward

To receive credit, the player must return to the Crazy Scientist

Additional information
This quest gives reputation with scientists. Rewards may include anything.
  01:51:31  23 January 2008
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2000AD
(Senior)
 
On forum: 01/23/2008
Messages: 57
Ambush and Steal the Artifact
Adam "2000AD" Davison

Actors:
Duty squadron a few scientists (assuming that like in STALKER Duty protects the scientists. If not then replace with Military or antoher faction)
Bandit squadron
Freedom squadron

possible: says character starts as a mercanry, if that means Merc faction then maybe add them as well.

Conditions for getting the quest:
Friendly with Bandits or Freedom.

Customer:
Depending on faction:
Bandit character
OR
Freedom character
(names not important really, maybe use already existing quest giver)

Goals:
Ambush the scientists escorted by Duty and steal the artifact they found.

Events occuring during the mission:

A group of scientists has found a new type of artifact. Protected by Duty, they want to lock it away. Freedom wants to liberate it and send it out to the world, while the Bandits just want to steal it to profit from selling it.
Freedom/Bandits (delete as required) have found out when the artifact is being moved. The player must meet up with a Freedom/Bandit squad and ambush the scientists and take the artifact.
However as they spring the ambush a group of Bandits/Freedom also attacks, wanting the artifact for themselves.
A three way firefight follows for possession of the artifact.


Condition for success:
Player must secure the artifact by eliminating the two hostile groups.
If player is only member of his faction left then he must also take the artifact back to the quest giver. Artifact is in a locked protective case:
in game reason - to protect the carrier from the artifact
out of game - to stop the player using the artifact

Place at which the player recieves the reward:
Return to quest giver

Additional information:
Feel free to chop and change factions as required (maybe scientists protected by military, Mercs payed to steal artifact as well making it 4-way, etc, etc.)
Maybe allow the player to open the case and take the artifact. Make artifact completely random, maybe kills the player if equipped, maybe gives a big benefit, something that the player wont be able to find out until they equip it.
  02:12:52  23 January 2008
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2000AD
(Senior)
 
On forum: 01/23/2008
 

Message edited by:
2000AD
01/23/2008 2:15:50
Messages: 57
In Search of a Muse (or "The Ballard of ......" )
Adam "2000AD" Davison and Neil Davison

Actors:
Musical Stalker
Legendary Stalker
Various traders
(I suck at thinking up names)

Conditions for getting the quest:
Nothing specific

Customer:
Musical Stalker

Goals:
Find the Legendary Stalker and get his story for the Musical Stalker

Events occuring during the mission:
Musical Stalker makes a bit of money playing songs in the The Bar (if The Bar from STALKER not in, then replace with another neutral territory). However he hasn't had any new material for a while and wants to write a song that people in the zone can relate to. He tasks the player to find one of the legendary stalkers in The Zone and get the details of the accomplishment that made them famous so that he can write a ballard about them.
To find the legendary stalker the player must talk to some of the traders in breadcrumb fashion (i'm guessing 2-4 traders would be a good amount).
Once the last trader in the chain has been talked to the legend appears on the minimap and the player can go talk to him.
After talking to him about his accomplishment the player must return to the Musical Stalker to give him the details.

Condition for success:
Player must get the details of the story from the Legendary Stalker and return to the Musical Stalker

Place at which the player recieves the reward:
Return to Musical Stalker

Additional information:
Possible events that made the Stalker legendary:
Killed a bloodsucker with his barehands
First Stalker to explore an area
Was left for dead by his group in a zombie infested area, but lived to tell the tale.
Killed a different legendary stalker

Maybe make the legendary stalker needing to be found and his story faction specific depending on what faction the player joins. For example:
Duty - Legend went deep into The Zone and found a powerful artifact to lock away to protect the zone
Fereedom - Went deep into The Zone and found a powerful artifact to give to the world
Bandits - Turned the tables on a Duty patrol trying to catch him and killed them all single handedly.

Go all the way and the next time the player goes to the location after finishing the quest the Musical Stalker is singing the song. I can hear it now, The Ballard of Legendary Stalker.
  08:54:59  27 January 2008
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Jimmydown
(Senior)
 
On forum: 12/28/2007
 

Message edited by:
Jimmydown
01/27/2008 8:58:02
Messages: 125
1. Quest name:
Stolen Stash
by Zac H.

2. Actors:
Duty Member
Rookie stalkers: Zakariah and Меtka
Mercenary (The player)

3. Customer:

Drunken Dutyer

4. Goals:

Retrieve the stolen goods

5. Conditions for getting the quest:

Talk to the Drunk Dutyer

6. Events occuring during the mission:
When first entering the duty base the player is yelled at by a duty member who says "You stalker! Come here!"
When you talk to the Duty member he says:
"Last night i had a...er..um a few....bottles of cossacks; but then i noticed i was running low on vodka; so i thought i would go grab some from my stash. When i got to my stash two stalkers held me up with a shotgun and a pistol! Pathetic i know! but i could barley walk straight so they snatched every thing from me! EVEN MY GUN! One hit me over the head with his shotgun and i took a nasty spill but before i blacked out i overheard them talking of a house not far from here; i can't go myself because i got no weapon and i can't ask the guys for help or else i would never hear the end of this! Go get my stuff, ill make it worth your while."

The Player makes his way to the house where two rookie stalkers are sitting: Zakariah and Metka they are drinking and toasting to their big hual!

at this point the player can choose to shoot them or talk to them.
*If the player kills them he can simply loot the corpses and return to the duty member

*if he talks to one of them the conversation goes like this:

Metka:Yo! Me and my buddy here just scored huge! Maybe there is some hope in this god foresaken dump eh? (can only break dialog, has to talk to zakariah)

Zakariah : Yo man! just scored big last night, got myself a new gun and this artifact! i bet its worth a fortune! I've been in the zone for five weeks and its the biggest haul ive ever gotten; i've been living off vodka and some canned crap we found in a warehouse!

*the player responds with "I am here to take back what you stole."

*zakariah: Ok! Ok! We're sorry! Here! take it, just please don't kill us; we will never steal again; I SWEAR!

*the player gets a thunder rifle upgraded with a suppressor, ammo and a common artifact

*the player returns the items to the Dutyer



7. Condition for success:
Either kill the Lone stalkers or Scare them to giving back the loot

8. Reward:
To recieve the reward of 5,000 ru, a bottle of cossacks vodka and a better reputation among duty members; the player must return to the duty member who gave him the task.

9. Additional information:
Zakariah and Metka if spared by the player return to cordon's rookie village


---QUOTATION---

[drunk_dolg_find_item]
type = find_item
community = actor
text = drunk_dolg_find_item_text
description = drunk_dolg_find_item_descr
parent = drunk_dolg
target = wpn_groza_m2, af_gravi, ammo_9x39
;reward_money = 5000
reward_reputation = 25
reward_rank = 3
reward_item = vodka
;time = 86400

</string>
<string id="drunk_dolg_find_item">
<text>Retrieve the Dutyer's items</text>
</string>
<string id="drunk_dolg_find_item_descr">
<text>The Dutyer is asking you to retrieve items stolen from him.</text>
</string>
<string id="drunk_dolg_find_item_text">
<text>Last night i had a...er..um a few....bottles of cossacks; but then i noticed i was running low on vodka; so i thought i would go grab some from my stash. When i got to my stash two stalkers held me up with a shotgun and a pistol! Pathetic i know! but i could barley walk straight so they snatched every thing from me! EVEN MY GUN! One hit me over the head with his shotgun and i took a nasty spill but before i blacked out i overheard them talking of a house not far from here; i can't go myself because i got no weapon and i can't ask the guys for help or else i would never hear the end of this! Go get my stuff, ill make it worth your while.</text>

</string>
<string id="zk_stolen_stash_0">
<text>Yo man! just scored big last night, got myself a new gun and this artifact! i bet its worth a fortune! I've been in the zone for five weeks and its the biggest haul ive ever gotten; i've been living off vodka and some canned crap we found in a warehouse!</text>
<string id=mt_stolen_stash_0"
<text>Yo! Me and my buddy here just scored huge! Maybe there is some hope in this god forsaken dump eh?"
</string>
<string id="actor_stolen_stash_0">
<text>I am here to take back what you stole.</text>
</string>
<string id="actor_break_dialog_0">
<text>See you!</text>
</string>
<string id="zk_stolen_stash_1">
<text>Ok! Ok! We're sorry! Here! take it, just please don't kill us; we will never steal again; I SWEAR!</text>
---END QUOTATION---



All that is missing is making the rookies them travel back to cordon if they live, and zakariah giving you the gun, ammo and artifact. But i think that works for the code part.
  05:45:42  4 March 2008
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odyseus
(Senior)
 
On forum: 03/04/2008
 

Message edited by:
odyseus
03/04/2008 5:46:56
Messages: 50
Replace the Broken Cameras/motion Sensors

1. Quest name:
Damaged Security Equipment
by David H.

2. Actors:
Scientist
Scientist assistant
Mercenary (The player)

3. Customer:

One of the Main Scientists, (the trader scientist)

4. Goals:

Retreive the broken Security Cameras, and Motion Sensors and Replace Security Cameras and Motion Sensors

5. Conditions for getting the quest:

Always Accesible

6. Events occuring during the mission:
During one of the attacks on one of the Scientits main bunkers, many Security cameras and motion sensors were damaged. The other Scientists would go out, but the bunker is also surrounded by rats which constantly come out of holes made by the rats.



7. Condition for success:
*The player has to run around finding every broken security Camera and Motion Tracker and pick it up, return it to the Scientist, then get the new Cameras and Motion Trackers.

*Player has to replace the Cameras and Sensors in areas where they would be useful, (i.e not pointing toward a wall) while fighting off many rats.

*Once player is done, returns to bunker for reward

8. Reward:
*Player Returns to the Main Scientist where he got the mission

*Player Receives 5000 Roubles, and 3 Scientific Medkits.

9. Additional information:
(if Player did the "Destroy the Rat Tunnels" mission before this the rat tunnels wont be open and the player wont have to worry about the rats) Player can also go into another room in the bunker and see screened video from the cameras where they were placed, and a radar if anythings setting it off.

Should've done this one first
_____________________________________________________________________


1. Quest name:
Destroy Rat Tunnels
by David H.

2. Actors:
Main Scientist
Mercenary (The player)

3. Customer:
One of the Main Scientists, (the trader scientist)

4. Goals:
Destroy the Rat Tunnels, Eliminate Remaining Rats

5. Conditions for getting the quest:
Always Accesible

6. Events occuring during the mission:
The bunkers perimeter fence has been tunneled underneath by hordes of rats, its becomming a problem trying to get to and from the bunker for scientists and others. The tunnels must be destroyed.




7. Condition for success:
*Player must toss grenades into the tunnels, and cave in the tunnel openings.

*Player then must eliminate all remaining rats inside of the bunkers perimeter fence.

8. Reward:
Place where Mission was given (Return to the main Scientist)

Reward:3000 Roubles, thirty shotgun shells and two Army Medkits

9. Additional information:
If the Player Has done this mission before the Damaged Security Equipment Mission then the Player will not have to worry about the rats in the latter mission.
If the player has done Damaged Security Equipment mission before, they must again fight off the rats, but also destroy the tunnels.

This is my first post so i hope i did it right
  13:42:21  27 April 2008
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The_German
(Novice)
 
On forum: 04/15/2008
 

Message edited by:
The_German
04/27/2008 20:04:10
Messages: 17
The Xenophile
Author: The_German

Actors:
The Player (a Mercenary)
Sigmar Arnulfson, an artifact hunter from abroad, who is convinced that the Zone was caused by extraterrestrials

introducing: a new type of mutant called the "Alien Warrior"
a new type of artifact, called the “Alien Material”, whose practical use is more or less zero (which is why it is not very valued among most stalkers), but whose looks are somewhat alien (strange glyphs seem to crisscross the iridiscent surface and the material has the ability to “remember” its original form when bent or crumbled)

Customer: Sigmar Arnulfsson (see above)

Goal: bring the customer an artifact of the “Alien Material” type, for which he will pay much more than the normal (not very high) market price

Conditions for getting the quest: always accessible

Events occuring during the mission:

- the player makes contact with Sigmar Arnulfsson, who sends him to a place he calls a “spacetime distortion”, to find proof for his theories about the Zone

- while stalking this “distortion”, the player is suddenly attacked by one or two mutants that look rather alien indeed.

Condition for success: survive the “close encounter” with the alien warriors and return to the customer

Place at which the player receives the reward: with the customer (in his hideout)

Quest description:

In the safety of his hideout somewhere in the outer reaches of the Zone, Sigmar Arnulfson, a Stalker-wannabe from abroad, is waiting for the player to help him out. If the player makes contact, the scrawny guy will at first boast with his state-of-the-art equipment and a foreign legion training, but then admit that he is too scared to venture into the inner reaches of the Zone. He is still recovering from last time, when he nearly got killed triying to reach a certain spot he calls “a spacetime distortion”, and he doesn’t want to repeat the experience.

If the player wants to know more about this “spacetime distortion”, Arnulfsson freely admits that he thinks the Zone was caused by the catastrophic failure of a “spacetime-engine” inside a massive alien spacecraft hovering over Chernobyl. He offers the player great rewards (maybe even parts of his expensive equipment) if he gets him artifacts of the “Alien Material”-type that seem to affirm this theory. Until Arnulfsson leaves the Zone later on (see quest “Alien Conspiracy”), the player can try and sell other Artifacts of this type to him (they don’t bring much money with other traders). All “common” artifacts will be rejected.

These “Alien Material” artifacts can be found in especially eerie and anomaly-infested places and are mostly accompanied by the “nocturnal lights” anomaly and by “alien colonies” (all described in the next two quests).

Although the player - if he has played through “Shadows of Chernobyl” - probably knows that the Zone was not caused by extraterrestrial beings but by an earthly experiment gone wrong, there should be some surprise when he encounters aggressive beings that do indeed look like “they came from outer space”: very tall humanoids, muscular with claw-like hands, dark blue, leathery skin, long black fur lining the spine like a crest and a strangely wrinkled, seemingly totally eye-, nose- and mouthless head on a long neck - only if looking closer, one can see six tiny, spiderlike eyes and a small mouth hidden in the deep wrinkles. These creatures, however alien they look, are nothing more than especially strange looking mutants whose formation was somehow affected by local stories and descriptions of aliens (this information can be obtained by Victor Napaliev, a scientist who has studied this rare species - see the next quest).
------------------------------------------------------------------------------------------------

Alien Colony
Author: The_German

Actors:
The Player, a Mercenary
Victor Napaliev, xeno-biologist
a nest full of alien warriors and introducing: an "alien breeder"

Customer: Victor Napaliev (see above)

Goal: investigate the alien-like mutants

Conditions for getting the quest: player must have successfully finished the quest of “the Xenophile” (see above)

Events occuring during the mission:

- the player makes contact with Victor Napaliev, a scientist who has been studying the “aliens” for some time, who asks him to find the “alien colony” at the place Arnulfsson calls the “spacetime distortion”

- after he has found the entrance to the sewage sytem, where the “colony” (or nest) is situated, the player has to decide wether he kills off all of the mutants (who are only trying to protect their nest) or if he allows them to live, thereby leaving some very rare artifacts untouched.

Condition for success: survive the encounter with an agressive collective mind, discover the “Breeder” and return to the customer

Place at which the player receives the reward: with the customer, inside a scientific outpost

Quest description:

In a well guarded scientific-military outpost not far from Arnulfsson’s “spacetime distortion”, exo-biologist Victor Napaliev studies an extraordinary phenomenon: a mutation that seems to have somehow been influenced by local UFO-myths and descriptions of extraterrestrial beings. When the player, who may have heard rumours about Napaliev dealing with this subject, talks to the scientist about these “aliens”, he at once gives him a lengthy insight into his theories: judging from eyewitnesses’ reports, a single “alien warrior” is quite dumb and vulnerable, but in bands, they act with some intelligence. It seems that the “aliens” are some kind of hive organism. Napaliev suspects that they have their nest or “colony” somewhere in the vicinity in which there should be some kind of central figure to their “society”. He would be very thankful if the player could investigate that and report to him if he finds anything.

The player can now return to the place where he encountered his first “aliens” and search for an entrance to the nest (which is now open, with the quest started). There might also be more than one “colony” throughout the Zone, so he has more than one chance to investigate these strange mutants.

Soon, the player will find that what first seemed to be mindless aggressiveness towards him was really the mutant’s attempt to keep him away from the colony. After he has fought his way to the center of the hive (located underground in a sewage system), he finds a helpless female-looking “alien” (a “breeder”) with a swollen belly. It is his decision alone wether he makes like an exterminator and kills her, too, or if he shows some mercy. Should he kill the breeder, though, the remaining alien warriors will go into a frenzy and attack the player regardless of their own lives.

With the information about the “Breeder”, the player can then return to Napaliev and get his reward (around 2-3000 RU).
------------------------------------------------------------------------------------------------

Lights in the Night Sky
Author: The_German

Actors:

The player
Sigmar Arnulfsson, the “Xenophile”

introducing: the “Alien Controller”, an especially powerful mutant of the alien type
a new kind of anomaly, the “Nocturnal Lights”, visible only by night, mostly situated high above the ground and quite radioactive

Customer: Sigmar Arnulfsson (see above)

Goal: investigate sightings of strange nightly lights

Conditions for getting the quest: player must have talked to Victor Napaliev (see above quest) about the “genesis” of the alien-like mutants

Events occuring during the mission:

- the Player talks to Arnulfsson about Napaliev’s theories and is sent on another mission to prove that UFOs are visiting the Zone
- at the site, the player is attacked by a new mutant of the alien type

Condition for success: defeat the "Alien Controller" in the abandoned farmhouse ruins

Place at which the player receives the reward: with the customer, in his hideout

Quest description:

After the player has heard out Napaliev’s theories, a new option opens up in his conversations with Sigmar Arnulfson, the UFO believer: He can tell him now that Napaliev thinks it was the Zone who caused the “aliens”, not vice versa. But Arnulfson will listen to none of that “scientific bull” and instead ask the player to investigate sightings of strange nightly lights dancing above an abandoned farmhouse that has long had a reputation as a haunted house.

Approaching the house at night, the player can indeed witness some soundlessly moving bright lights above it. Some scattered corpses of mutilated-looking cattle would be a nice extra, but these are not absolutely necessary. As the player finds out, the lights are substanceless, probably caused by what seems like a new kind of anomaly (the “Nocturnal Lights”), but far from being UFOs or alien vessels. But as he also has to find out, the “haunted” farmhouse is the lair of a very dangerous new kind of alien-type mutant, the “Alien Controller”. This dreadful creature looks like an “alien warrior”, only less muscular and even more spider-like and has psi-abilities akin to that of the “common” Controller. Similar effects take place when he is approaching and a unnerving, insect-like chirping sound can be heard.

Having got rid of this powerful threat, the player can find some more “Alien Material” on the roof of the farmhouse, directly underneath the Nocturnal Lights anomaly, which will earn him a nice additional reward at the Xenophile’s.

Annotation: if he approaches the house by day, the Nocturnal Lights will not be visible but still radioactive. The Alien Controller will attack him in daylight as well as by night.

------------------------------------------------------------------------------------------------

Silver Bullets
Author: The_German

Actors:

The player
Victor Napaliev (xeno-biologist)
introducing: the “Werewolf”, a new type of mutant

Customer: Victor Napaliev (see above)

Goal: find proof for the emergence of a new kind of mutant

Conditions for getting the quest: player must have worked for the customer before (see above quest “The Colony”)

Events occuring during the mission: the player encounters a single specimen of a new and very powerful mutation called the “Werewolf”

Condition for success: survive the encounter, kill the beast and bring the custmer a body part

Place at which the player receives the reward: with the customer, inside a scientific outpost

Quest description:

Having studied the alien-type mutants thoroughly, the xeno-biologist Victor Napaliev strongly suspects that their similarity to local stories about and desriptions of extraterrestrial beings is no coincidence. He has the theory that somehow human imagination and fear are affecting the form of some of the Zone’s mutations.

To back up this theory, he would like to investigate the local legend of a “Werewolf” who is said to be haunting the area at night. If this is true, the werewolf might also be a result of the noosphere affecting the Zone.

If the player agrees, Napaliev sends him to a nearby lake, where the beast has been sighted several times by different witnesses. The description is not much more than “a hulking dark shape, moving swiftly behind the trees”. It was given the name of “Werewolf” because of the howling that can sometimes be heard, which is described as “somewhere between roaring ape and howling wolf”.

Wandering around the lake at night, the player is indeed attacked by a huge beast that looks like something halfway between gorilla, pseudodog and wolf, with a short, nearly human looking snout. Mostly, the horrible mutation moves on all fours, but it can also walk on his hind legs, which makes it look even more menacing. It has an extremely nasty bite and claws and is very sturdy and muscular, which makes it hard to kill. But even if at first, the player’s bullets seem to show no effect, it turns out, that he doesn’t need silver bullets or something: when the player has somehow managed to bring it down to about half of its “hitpoints”, the werewolf turns to flee. If the player wants to bring proof of its existence to Napaliev (e.g. a body part), he has to hunt it down, thereby risking to stumble upon other nightly dangers (anomalies, mutants) in the area.

Annotation: this powerful but rare mutant should be used to guard valuable artifacts or equipment or important places. Being a very intelligent beast, the werewolf stalks its prey far away from its lair, in the wilderness. So, if the player investigates the lake by day, he will find nothing but some remains of its last dinner. The werewolf only hunts by night. During daylight, it can be found in its lair in some warehouse ruin or underground parking lot, where its howling sounds especially unnerving...
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Alien Conspiracy
Author: The_German

Actors:

The Player, a mercenary
Sigmar Arnulfsson, the “Xenophile”
Victor Napaliev (xeno-biologist)
Sergej Petrukin, the “Stalker in Black”

Customer: Sigmar Arnulfsson (see above)

Goal: find out who hired the “Stalker in Black”

Conditions for getting the quest: player must have successfully finished the quest “Lights in the Night Sky” and “Silver Bullets” (see above)

Events occuring during the mission
- the player finds Arnulfsson wounded and is asked to find out who is behind the attack
- Napaliev, Arnulfsson’s main suspect, is lured into a nest of rogue alien warriors, where the player follows him
- the Stalker in Black tries to kill both the player and Napaliev

Condition for success: the player must kill the “Stalker in Black”, get a message off his PDA and return to the customer to share this information

Place at which the player receives the reward: with the customer, in his hideout

Quest description:

When both Arnulfsson’s and Napaliev’s quests up to this point have been finished, the next time the player visits the Xenophile in his hideout, he finds him lying half dead on the floor. After he has helped him with a first-aid-kit, Arnulfsson reports that while the player was away, a strange Stalker in an unmarked black suit appeared, knocked him over the head and searched his hideout, all without losing a word. When Arnulfsson came to, the attacker was hulking above him, saying “First and last warning. Leave the Zone or you die.” Then he beat him some more until he passed out again.

Arnulfsson is thoroughly scared and has decided to chicken out. Although he half believes his mysterious attacker to be the Zone’s equivalent of a “Man in Black”, he first of all suspects the xeno-biologist Victor Napaliev of having hired the unknown attacker to drive him away. After all the player has told him (see above: “Lights in the Night Sky”), Napaliev is the only guy in the vicinity who is also on to the “aliens” and who might find Arnulfsson’s interest meddlesome. If the player asks him, why he doesn’t suspect the military or the government to be behind the whole thing, he replies: “In these parts, they would just send some of their grunts, put me away in some dark hole and forget I existed. The government don’t have to hide behind strange guys in black suits around here.”

So, before he leaves the Zone, Arnulfsson wants to know who is behind the attack, and he promises the player his “state-of-the-art-equipment” (a Stalker suit from abroad that does look shiny but is not really practical), if he finds out.

At Napaliev’s outpost, the player finds out that the xenobiologist has been missing for hours. He went on an excursion with two heavily armed soldiers and never returned. The outpost’s commanding scientist can give the player bearings to look for the missing in a nearby village where an anonymous stalker has reported the sighting of a new type of “alien” mutant.

Arriving there, the player finds Napaliev surrounded by alien warriors. The soldiers are already dead, but if he acts quickly, the player can manage to save the biologist. When he questions him about the attack on the “Xenophile”, Napaliev seems completely unknowing and innocent.

Even before this conversation with Napaliev is really over, the “Stalker in Black”, who has been lying in wait in a sniper’s position, will try to kill both the player and, if he is still alive, the biologist, too. To find him, the player must climb onto a construction site nearby.

When he has managed to defeat the attacker, the player can get a voice record from his PDA:
“Scaring the foreigner was fun, but the scientist is gonna be a problem. He won’t just give up on our little treasures if I do nothing but threaten him. I’ve got to get him out into the open ... maybe send an anonymous message about some new alien mutant ... yeah, and then send them right into one of their nests. If anyone gets out alive, I’ll take care of’em... And after that, straight to the bar. Barkeep will start complaining about our debts again, but what the heck. High time for some serious boozin’ it is. The squad can wait for another night. The boss won’t be pleased, but all this artifact-smuggling is getting on my nerves. Man, I need a holiday.”

It seems that the “Stalker in Black” (whose PDA identifies him as “Sergej Petrukin”) is something like a hitman for a group of Stalkers who are smuggling “alien material” and “alien corpses” outside, where they bring lots of money in UFO believer circles. Obviously he had orders to drive Arnulfsson away and search his place for artifacts and to kill Napaliev, who is also endangering the source of wealth the group concentrates on.

After the player has returned to Arnulfsson and shared this information with him, the Xenophile decides that this unknown group is out of his league and much too dangerous for him. He will hand out the reward and leave the Zone as fast as he can.

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Stalkers in Black
Author: The_German

Actors:

The player, a mercenary
a barkeep
Fjodor Tchekhov, head of the “EBE Squad” and the five remaining members of his group

Customer: the barkeep

Goal: find out more about the “Stalkers in Black”

Conditions for getting the quest: quest “Alien Conspiracy” must have been successfully finished (and the voice record from the “Stalker in Black’s” PDA obtained)

Events occuring during the mission:

- the player finds the barkeep whom Petrukin talked of in the voice record and is asked to go on a mission to bring the debted money
- he meets the group the “Stalker in Black” belonged to and is either attacked by them or can talk his way out, thereby getting the chance to work for them

Condition for success: survive the encounter with the “EBE Squad” and return to the customer

Place at which the player receives the reward: with the barkeep

Quest description:

What might seem like an unimportant footnote in Petrukin’s voice record at first - the part about “boozin’” and “debts”, is the players chance to get in touch with the the group the “Stalker in Black” belonged to. When the player comes to the bar for the next time, there will be an option in his conversation with the barkeep that says something like “What can you tell me about Petrukin?“. The barkeep, oblivious of the fact that he is talking about a group of highly dangerous criminals, will readily tell the player about the seven Stalkers whom Petrukin belongs to and who call themselves “the EBE Squad” or sometimes “the Majestic Seven” for some reason. Seems that these guys owe the barkeep a substantial amount of money. He would be pleased if the player could have some words with their leader, an ex-military called Tchekhov and - if possible - return with the money. The barkeep, having very good connections and informers, can even give the player directions to their hideout in a warehouse, where these strange guys in their black stalker suits believe themselves to be totally secret and safe.

Arriving there, the player quickly finds himself surrounded by the six remaining squad members. If he doesn’t open fire immediately, he can talk to Tchekhov, their leader, although the following conversation is very likely to end in a deadly fight. Tchekhov has seen the player before. He knows that he used to work for both the “Xenophile” and Napaliev before and, although he doesn’t know of Petrukin’s fate yet, he half suspects that the player might have something to do with Petrukin not reporting back to him in the last 24 hours. But if the player acts out the role of stone-cold mercenary well enough, he can convince Tchekhov that he is not working for “those losers” any more and now wants to work for the “EBE Squad”, where there is real money to be made. Even if the player doesn’t really feel that way, he can avoid a direct - an most likely deadly - confrontation with the Squad at this point, by pretending to admire the “Stalkers in Black”.

With that done, the player either having defeated the “squad team” or working for them, he can return to the barkeep to give him the debted money (which he got from Tchekhov either willingly or by taking it from his dead body) and receive a share as a reward.

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Proof of Loyalty
Author: The_German

Actors:

The player, a mercenary
Fjodor Tchekhov, head of the “EBE Squad”
Vicor Napaliev, exo-biologist (if he is still alive)

Customer: Fyodor Tchekhov

Goal: steal Napaliev’s “alien material” artifacts and his documents concerning the alien mutations from the scientific outpost

Conditions for getting the quest: the player must have successfully finished the quest “Stalkers in Black” and convinced Tchekhov that he wants to work for his group

Events occuring during the mission:

- Tchekhov asks the player to carry out a dangerous mission to prove his loyalty
- the player returns to the scientific outposts and either steals the documents and asrtifacts wanted by Tchekhov or betrays him (in which case the mission counts as “failed”)

Condition for success: steal a suitcase with documents and some artifacts from Napaliev’s outpost and bring them to the customer

Place at which the player receives the reward: with the customer, in the EBE Squad’s hideout

Quest description:

When he returns to the EBE Squad’s hideout for the first time after having left it to bring the debted money to the barkeep, the player is given a simple but dangerous quest by the distrusting head of the “EBE Squad”: steal Napaliev’s documents about the “alien mutations” and any “Alien Material” that the biologist may have gathered himself.

As the player has worked for Napaliev before, it is not much of a problem to get inside the outpost during daylight. But in the day, Napaliev’s lab is also very well guarded. If anyone sees the player stealing the documents, he will be shot by the soldiers without hesitation. Only at night, when visitors are not allowed, is it possible to sneak into the lab and get the documents.

The player can decide to either carry out the quest and bring the customer what he wants or he can talk to Napaliev (if he is still alive) and tip him off. In the first case, upon returning to the hideout, Tchekhov (who knows by now that the player killed Petrukin) will at first give him his reward and thank him very politely, only to order his comrades to shoot him down the next momentl, so that he has to fight them.

If the player chose to betray Tchekhov, soldiers will be sent to the EBE Squad’s hideout. Two of the “Stalkers in Black” will be killed, Tchekhov himself and three of his comrades escape, becoming a constant threat for the player.

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  12:34:47  1 August 2008
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blue0footed0booby
(Novice)
 
On forum: 07/30/2008
Messages: 43
"bring over the stalkers"

Auther: blue0footed0booby

actors

Scar (you)

Clearsky commander (customer)

Yakov (random rookie)

Vasiliav (random rookie)

goal

too rookies went out onto the swamp after the the last emission and havn't returned since find them dead or alive- it dosn't matter.

reward

an anomly detector (to replace your first)

description

You begin your task by heading out into the part of the swamp that is still densly populated with anomolys you eventually hear the rookies talking in the bushes but then you hear a blood sucker and when stick your head in the bushes the bloodsucker jumps onto yakov (rookie) and kills th yakove but you manage to kill the blood sucker and save only the now phsycotic vasiliav.

additional details

time of day : night

......it is possible to save yakov from the blood sucker for that you will receive the anomly detector and arifle.......
 
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