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

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  19:16:05  30 July 2007
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
 

Message edited by:
Don Reba
07/30/2007 23:28:32
Messages: 11587
Quests for "S.T.A.L.K.E.R.: Clear Sky"

In this thread you can post your quests for the prequel. The best ones, from the developers' point of view, will be included in the game. Authors will be included in the credits.

Briefly, here are the conditions:
- The Blowout has changed the balance of powers in the Zone, and a Faction War for spheres of influences and territories has began.
- The playable factions we can at this point tell you about are: Bandids, Stalkers, Duty, Freedom. Scientists are partially playable.
- The main character is a mercenary. Initially, almost the whole community is neutral towards mercenaries.
- The military, Monolith, and zombies are awlways hostile towards the player.
- Each faction controls a level.
- Each faction has its own goals in story and side quests, based on its own ideology.
- We would like to hear suggestions for secondary and simulation quests, not storyline quests. That is, they should be single missions, or chains of no more than 3-4.

It is most difficult to come up with not just an awesome concept, but a quest we would be able to implement.
How to make it simpler:
- Keep in mind that this is STALKER, and not some game with totally different mechanics, like Max Payne or HL2, Elder Scrolls or War Craft, when you come up with an idea.
- Do not try describe the mechanics of the quest implementation from the point of view of the tool set. Just concentrate on the story, motivations, intrigue...
- Do not try to create literary descriptions of quests, such as: "Black rusty gates made dejected squeaks in cruel wind. The tired stalker can barely keep his yes open; his rifle is almost slipping out of his hands."
- Do not use in your quests objects and abilities that are not present in the original game (such as samurai swards or fishing rods, fireballs or pet monsters).
- Use the recommended format - this will make it simpler for us to read and work with the quests.

QUEST FORMAT

To have your work read, please use the following format:

1. Quest name and author's nickname or real name.

2. Actors. You can take any theatrical play for an example. Random characters you meet along your way are not included; only the key characters are.

3. Customer. The name of the person or faction giving out the quest. For example: "quest given out by comrad Stalin."

4. Goals. Briefly and clearly, in one sentence, describe the goals the player has to achieve. For example: "kill stalker Trotsky with an ice axe."

5. Conditions for getting the quest. State the conditions or events that make it possible to recieve the quest. For example: "always accessible," or "the player needs to have been recruited by Soviet intelligence."

6. Events occuring during the mission. For example: "the player is attacked by comrad Trotsky's bodyguards. The event is triggered by the player attacking comrad Trotsky."

7. Condition for success. For example: "the quest is completed after the player kills comrad Trotsky with an ice axe." Keep in mind that the more difficult the mission, the more players will curse your name while trying to complete it, yet the simpler the mission, the less fun it is.

8. Place at which the player recieves the reward. This can be where the quest was recieved, or where it was completed, or somewhere else. For example, "to recieve the Hero of the Soviet Union medal, the player has to return to comrad Stalin."

9. Additional information. anything that does not fit into one of the above-mentioned sections, but is nevertheless relevant to the quest.
  19:57:42  30 July 2007
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Sajeezzar
Senior Resident
 

 
On forum: 03/16/2007
Messages: 1429
I guess this will work better than the monster contest, eh? Anyway, where should we put these quests? Should we send them to you or post them here in this thread?
  20:03:03  30 July 2007
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11587
Posting them in this thread would be better.
  20:30:00  30 July 2007
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Sajeezzar
Senior Resident
 

 
On forum: 03/16/2007
 

Message edited by:
Sajeezzar
08/01/2007 17:38:34
Messages: 1429
Brothers Strogvsk
Author: Matias "Sajeezzar" Virtanen

Actors:
Janov Strogvsk
Zaitsev Strogvsk

Customer:
Janov Strogvsk

Goals:
After finding Janov hiding in some bushes, overlooking the marsh, Janov tells the player to find his brother who betrayed him and ran off with the loot they gained from a Duty convoy that took a detour through the marsh. He tells the player that Zaitsev is now crazy and shoots everyone in sight.

-Find and kill Zaitsev in the marsh
-Return to Janov for the SVD rifle.

(More goals to follow, but not listed in the original goals, see below.)

Conditions:
-Find Janov

Events occuring during the quest:
-Zaitsev surrenders immediately when you spot him and asks you not to shoot him and then asks you to kill his brother, Janov and he will reward you with his trusty unique SVD rifle. They had a fight over the loot they found from their victims which tells you that they are bandits and unreliable. He tells you that Janov went insane and tried to kill him to get the loot, so he escaped and now they are caught in a neverending sniper contest against each other.

-Player must decide which brother to kill and receive lousy rewards from either brothers. Janov will give the player a Makarov pistol with no ammunition and Zaitsev will give the player 10 SVD rounds with no use without a rifle.

-(Hidden option, the player needs to figure this one out by going back to Janov who is not hostile, but is asking the player if Zaitsev has been killed or not.) The player can go back to Janov and tell him that Zaitsev surrendered and then go back to Zaitsev and tell him that Janov wanted him to come back and the player must escort Zaitsev through the marsh back to Janov. This way the player can receive the unique sniper rifle that is called “Vasily’s Rifle”

Place at which the players recieved the reward:
The player will receive his lousy normal rewards (The Makarov or the rifle rounds) at either Janov’s or Zaitsev’s hiding spots on either side of the marsh after killing either brother OR he can receive the unique rifle at Janov’s camp after reuniting the brothers.

Additional information:
After completing the mission, the brothers will start to wander around the marsh area together and will shoot everyone else on sight, except the player. If the player kills one of the brothers, the remaining brother will sit around in his hideout and mourn.

The whole idea of the quest is to figure out what is good and what is wrong. Greed might take over some, when promised a sniper rifle, but they will learn that the greedy will have a shitty end with lousy fake rewards and that the good and those smart enough to try and talk their way out of the situation will receive a special reward and a good conscience.
  21:02:46  30 July 2007
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Tony Almeida
(Novice)
 
On forum: 07/29/2007
 

Message edited by:
Tony Almeida
07/30/2007 21:04:44
Messages: 35
Quest

Assasination of a Military Colonel
Tony Almeida

Actors:
Colonel Yavorsky

Customer

Lukash/Voronin

Goals

1) Infiltrate military camp during night.
2) Assasinate the Colonel.
3) Do not alert anyone.
4) Hide the body.
5) Spray the tag of the opposite Faction, on a visible wall near the body.
6) Leave without detection.

Conditions

Player must of had experience being in either of the Factions, and gained a reputation amoungst the members, to be trusted with such a mission.

A war between Duty and Freedom must be involved, as the spraying off the opposing Faction causes blame.

Events occuring during the mission.

Guards in the camp will be scripted to perhaps go into 'search' mode to add tension to the player. Other guards could pass close to the player, to also add to the feeling of stealth and not being detected.

Condition for success.

Player succesfully assasinates the Military NPC, sprays the logo off the opposing Faction, and exfiltrates without detection.

Place at which the players recieved the reward.

A group of STALKERs from the players Factions could be hiding outside the camp, incase of the guards are alerted, acting as backup. One of them could be in a posistion higher up than the player, and thus gives the reward upon completion.


Additional information.

The spraying of the tag of the opposing Faction causes a war between the Military and that Faction involved, as the military will believe it them who killed the Colonel/Commander.

The player will be given a silenced weapon to perform the task.

If the player is detected, the hidden backup squad arrives, and the reward is lowered, and perhaps demoted a Rank.
  21:48:44  30 July 2007
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
 

Message edited by:
dezodor
07/30/2007 21:56:48
Messages: 3803
1. Quest name and author's nickname or real name.
"Find the long forgotten documents in Limansk to get access to labx20" by dez0wave

2. Actors.
Lt. Priboi
Lt. Heskins

3. Customer.
Major Delkins will give us this mission at our main camp.

4. Goals.:
You have to reach the old church in Limansk, and find the old documents in the secret lab under the building.

5. Conditions for getting the quest:
We will get this quest after we complete some main quests and our faction wants to explore unknown territories

6. Events occuring during the mission. For example:
The site near the church is well guarded, because other factions are also looking for that old document that contains some codes and safe pathways to unknown territories. The codes in that document can be useful in an other quest where we have to recover some device from X20 lab. These papers will provide informations about the location of x20 lab. After we came out from the underground place under the Church in Limansk, some military helicopters will appear, and even 1-2 btrs and we have to avoid them.

7. Condition for success
After the actor and his mate clears the place, they have to reach the underground lab. Some zombies will be there and as soon as they infiltrate the lab, and find the old document, they have to take it back to the customer. And the mission is completed.

8. Place at which the player recieves the reward:
The reward could be a higher rank or unlocking some parts at the traders which were unaccessable before this mission.

9. Additional information:
Text to the PDA as mission description with a small image of the temple:
„Listen, we need some old papers from a secret underground lab in Limansk. The coordinates are not clear, so you have to find the old church, and find the entrance to the lab. Once you are in, find that document, and bring it back to me. As i heard, those papers contain some important datas for an other secret lab, called x20, but we dont know where it is. Be quick, and you will be rewarded.”
  22:52:00  30 July 2007
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Joe[GSC]
S.T.A.L.K.E.R.
(Resident)

 

 
On forum: 04/16/2007
 

Message edited by:
Joe[GSC]
07/31/2007 11:05:46
Messages: 1869
Quest name
"Kill the Conspirers"

Author's nickname/s or real name/s
Joe "Will Burn" Mullin & Michael "Cyk0tik" Dowson

Actors:
Mikael Katunkov/Joseph Nakolski/Boris Pitchiski/General Antonov

Customer:
Joseph Nakolski

Goals:
Kill Katunkov and Nakolski

Conditions for getting the quest:
Must be friendly with Duty Faction or member of said faction.

Events occuring during the quest:
Nakolski tells you that General Antonov has found out that two Duty soliders (names unknown at this stage) are planning to sell off sensitive Duty information to an "unknown party". Nakolski provides you with the location of where the 2 soldiers are going to be making a deal.

Upon reaching the location of the two targets, only one of them (Katunkov) is there. If you kill Katunkov, you are able to retrieve his PDA which provides the location of a loner (Pitchiski) they have been leaking information about Duty to.

Upon finding Pitchiski, he agrees to tell you the location of Katunkov's accomplice's if you retrieve a gun for him hidden in a stash in the Duty base, a gun that Katunkov and his accomplice told him about.

If you manage to find the gun you have the option of keeping the gun for yourself (but therefore not being able to complete the quest) or returning the gun to Pitchiski.
If you give the gun to Pitchiski, he reveals the location of Katunkov's accomplice, telling you that he will be there alone. However upon arriving at the location you discover that the accomplice is actually Nakolski, and he has a big group of bandits with him to protect him.

If you manage to kill Nakolski, you are able to retrieve his PDA from his body. This reveals to you what's actually going on (see Additional Information) and you must then bring both PDA's back to the General. (because the PDA's have sensitive Duty data in them). As a reward, General Antonov gives you a special armoured Duty suit.

Condition for success.
Must kill both targets and retrive both PDA's and return them to General Antonov.

Place at which the players recieved the reward:
Duty Base/General Antonov

Additional information:
Nakolski is actually 1 of the 2 Duty soldiers the General wants killed. Now that he has been found out, Nakolski is trying to cover his tracks by having his partner in crime (Katunkov) killed. He decides to setup Katunkov by giving you Katunkov's location and telling you that is where the deal is going down. He also conspires with Pitchiski to have you ambushed (at the location Pitchiski gives you).

However if you kill Nakolski you find a PDA containing all the info that they were going to sell as well as his plans for setting up Katunkov and you. Your PDA will update and ask you to go to the general to complete the mission.
  23:18:12  30 July 2007
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
 

Message edited by:
BobBQ
07/30/2007 23:23:06
Messages: 3336
Yay, a reason to stop lurking.

Bandit Bounty
Author: BobBQ

Actors:
Yuriy (a bandit)
Yakov (another bandit)
Major Kaganovich (a Duty representative)

Customer:
Major Kaganovich

Goals:
Two bandits have been holding up rookies in an area near an under-staffed Duty outpost, which is offering a reward to any loner who brings the pair in dead or alive.

Conditions for getting the quest:
Player must be on neutral or friendly terms with Duty.

Events occurring during the mission and success requirements:
The player is directed to the hideout of the two bandits, Yakov and Yuriy, which is in an area frequented by lone stalkers. Killing one of the bandits will cause the other to panic and attempt to surrender. At this point, the player can choose one of three paths: A, B or C.

In Path A, the player simply kills the second bandit and returns for the reward originally specified.

In Path B, the bandit offers the player the location of a special stash in exchange for his life. Once the conversation ends, the bandit will run away. Killing him after this point will allow the player to finish the mission as per Path A.

In Path C, the player takes the bandit prisoner and escorts him to the Duty base for interrogation: the bandit will come along quietly so long as the player stays nearby. If the player wanders off, however, the bandit will try to escape and become hostile if cornered. Killing him after he runs away will allow the player to continue as in Path A. At the same time, however, a random number of neutral stalkers will be designated as rival bounty hunters and turn hostile towards both the player and bandit, who the player will have to protect.

Type and location of the reward:
If Path A is completed, the player will receive a cash reward from Kaganovich and a moderate increase in standing with Duty.

If Path B is completed, the player will fail Kaganovich's mission and suffer a small decline in Duty reputation, but will have access to a stash containing a special weapon - the M203 grenade firing version of the RG-6, for example.

If Path C is completed, Kaganovich will inform the player of valuable intelligence shared by the bandit prisoner and give both a larger cash reward and a special weapon like the Farshooter SVD. The player will also experience a significant improvement in Duty relations.

If the remaining bandit is killed by a third party or escapes from the map after the player chooses Path C, returning to Kaganovich will result in the giving of a small monetary reward and no reputation boost, as the job is considered only half complete.
  02:23:20  31 July 2007
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isaac newbie
Senior Resident
 

 
On forum: 04/04/2004
 

Message edited by:
isaac newbie
07/31/2007 2:24:00
Messages: 631
author: isaac newbie

1. find out what happend at the scientists base

2. Actors.
professor lev berg
professor anton tupolev
professor valerin anosov

3. Customer.
freedom general (name not known to me)

4. Goals. Briefly and clearly, in one sentence, describe the goals the player has to achieve.
1) find the scientists base
2) talk to professor lev berg
3) establish radio contact with freedom base
4) clear the area from zombie's
5) provide medical attention to professor lev berg
6) retrieve scientific documentation and give it to lev berg
7) wait for freedom to secure the scientists base

5. Conditions for getting the quest. State the conditions or events that make it possible to recieve the quest.

player has become a trusted member of freedom faction

6. Events occuring during the mission.
after having contacted the freedom base the zombie's start to attack the scientists base en masse forcing the player to head into the bunker with the professor and his assistants for several minutes awaiting the freedom reinforcements.

7. Condition for success.
- professor lev berg survives
- the scientific documentation is handed over to professor lev berg

8. Place at which the player recieves the reward.
at quest completion

9. Additional information.
if the assistants to lev survive the player recieves an optional mission that gives him a special suit that protects against the psychotropic weapon from controllers for 5 minutes.
this gives access to a small village near the scientists base that is occupied by a controller and his zombie horde but it has several stashes and some rare artefacts that the unprotected stalkers cant get to.
  02:27:57  31 July 2007
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random1984
(Novice)
 
On forum: 07/29/2007
 

Message edited by:
random1984
07/31/2007 2:38:24
Messages: 19
Chain of four tasks, and two related side tasks

One quick note: the Stalkers that the player is given “control” of do not follow him around. They appear near the task area, then disappear when he is out of detection range. I just want to state that I don't think anything would be worse than having a small army of Stalkers following you around everywhere.

Replenishing the Troops
Eli C.

Actors:
The leader of the faction, and the others don't matter, can be randomly generated names.

Costumer:
Task given by the leader of whatever faction you've aligned yourself with.

Goals:
Train the rookies.

Conditions for getting the task:
The player needs to be in good standing with the faction, and having of at least “Experienced” Stalker rating.

Events occurring during the task:
The player is ordered (and by ordered I mean he appears near his destination so he doesn't have to herd an increasing number of Stalkers through the Zone) to a location with four rookie members of the faction with the intent of “training” them. This location should be like the village in the Army Warehouses map. While there, the player must speak with each Stalker and determine from what weapons they are carrying and what they say, what type of fighter they are (such as sniper, shotgunner, rifleman, etc.). After speaking to them and understanding what type of gunner they are, the player can then order them to specific locations in the village (such as the top of the water tower, second story windows, choke points, etc. (having this kind of terrain is important)). After the orders are given, four to six mutants (a variety or the same) start to crawl out of derelict houses and rush towards the player from hidden areas. With the help of the rookie Stalkers, you fight the mutants.

Conditions for success:
The task is completed when all mutants are dead and at least one of the rookie Stalkers is alive.

Place at which the player receives the reward:
The leader of the faction that gave him the task is where he gets his reward. The reward is determined by how many Stalkers survived: the more the better. The reward can be comprised of rubles, ammo, medical supplies, and or food. Maybe an artifact.

Additional information:
By correctly determining the skills of the rookie Stalkers, the player can minimize casualties and get the best rewards. Incorrectly placing them nets the player a lot of dead rookies, and and the antipathy of the faction he's working for. Also, I don't mean that you move the Stalkers like pieces on a chessboard, but rather there are key locations you tell them to go to when you speak with them.

This task leads to three other tasks that have to be done consecutively and two side-quests that have to be discovered independently, are associated with them. The three main tasks are as follows (the two side quests will follow after them):



Ambush
Eli C.

Actors:
The leader of the faction and the same rookie Stalkers in “Replenishing the Troops”. Plus two new names.

Costumer:
Task given by the leader of whatever faction you've aligned yourself with.

Goals:
Ambush a supply caravan.

Conditions for getting the task:
The player needs to be in good standing with the faction, having of at least “Experienced” Stalker rating, and successfully completed “Replenishing the Troops”.

Events occurring during the task:
The player is ordered (and by ordered I mean he appears near his destination so he doesn't have to herd an increasing number of Stalkers through the Zone) to a location with the surviving Stalkers from “Replenishing the Troops”, plus two more. So he has three to six Stalkers assisting him in this operation. Instead of waiting for the player to talk to each and everyone one of the Stalkers again, the caravan immediately starts at the edge of the map as soon as the player gets to the designated location. Thus, the player has a limited amount of time to get his people into their respective positions. Behind a tree close to the road, some debris a little ways a way and a couple of spots on a hill far away for your sniper(s). Once the caravan gets close, the allied Stalkers will only engage once the enemy detects the player. There should be six to eight defenders of the caravan. The battle ensues. However, if the player did not complete the side-quest, “Whodunit?” a sniper in the group will announce over the comm that he is out of ammo very early in the fight.

Conditions for success:
The task is completed when all defenders are dead and at least one rookie Stalker is still alive.

Place at which the player receives the reward:
The leader of the faction that gave him the task is where he gets his reward. The reward is determined by how many Stalkers survived: the more the better. The reward can be comprised of rubles, ammo, medical supplies, and/or food. Certainly an artifact here.

Additional information:
Just like in the previous mission, by correctly determining the skills of the rookie Stalkers, the player can minimize casualties and get the best rewards. Incorrectly placing them nets the player a lot of dead rookies, and the antipathy of the faction he's working for. Again, I want to emphasize that I don't mean that you move the Stalkers like pieces on a chessboard, but rather there are key locations you tell them to go to.

At the end of this mission, the rookie Stalkers would no longer be rookies, but tried and true fighters.



Rescue the Faction Member
Eli C.

Actors:
The leader of the faction, the faction member to be rescued, and the same rookie Stalkers in “Replenishing the Troops” and “Ambush” plus four new names.

Costumer:
Task given by the leader of whatever faction you've aligned yourself with.

Goals:
Rescue a high ranking Stalker of the faction from the Military outpost.

Conditions for getting the task:
The player needs to be in good standing with the faction, having of at least “Veteran” Stalker rating, and successfully completed “Replenishing the Troops” and “Ambush”.

Events occurring during the task:
The player is ordered (and by ordered I mean he appears near his destination so he doesn't have to herd an increasing number of Stalkers through the Zone) to rescue a high ranking member of the faction he is working for. He is given four rookies to complement his one to six trained stalkers, so that he has anywhere from five to ten allies on his side. After getting the Stalkers in position based on their skills, they will only move in and/or engage the enemy once the enemy detects you. The battle is broken into two parts. The first part is the raid on the base or outpost and freeing the faction member. There should be twelve to fourteen soldiers. Once that is complete, all the Stalkers move into the outpost and over the comm the player hears that several Military choppers are headed in his direction. He must then quickly order the other Stalkers to take up positions around the base (sniper towers, choke points, and maybe more complicated orders like “draw fire” so the Stalker runs between covers so he draws enemy fire) to repel the Military attack. The attack will consist of another dozen or so Military. However, if the player did not complete the side-quest, “Whodunit?”, another problem here is that a shotgunner, usually someone with the best armor, will announce over the comm that his is practically unraveling off his body.

Conditions for success:
The task is completed when the faction member as been rescued, all defenders are dead, and at least one Stalker is still alive.

Place at which the player receives the reward:
The leader of the faction that gave him the task is where he gets his reward. The reward is determined by how many Stalkers survived: the more the better. The reward can be comprised of rubles, ammo, medical supplies, and/or food. A descent artifact certainly and maybe an upgraded weapon or armor.

Additional information:
Just like in the previous mission, by correctly determining the skills of the rookie Stalkers, the player can minimize casualties and get the best rewards. Incorrectly placing them nets the player a lot of dead rookies, and the antipathy of the faction he's working for.

While fortified, the real challenge of the second part of this task is that the player won't have time to survey the whole outpost before ordering his men, so he'll have to compensate for his planning mistakes and adapt with the situation. The freed faction member, having been beaten and tortured (and may require a medkit when you rescue him) can not provide assistance during this fight.



Defend the Outpost
Eli C.

Actors:
The leader of the faction and the Stalkers in “Replenishing the Troops”, “Ambush”, “Rescue the Faction Member”, and two more names.

Costumer:
Task given by the leader of whatever faction you've aligned yourself with.

Goals:
Defend an outpost from mutant and enemy faction assaults.

Conditions for getting the task:
The player needs to be in good standing with the faction, having of at least “Veteran” Stalker rating, and successfully completed “Replenishing the Troops”, “Ambush”, and “Rescue the Faction Member”.

Events occurring during the task:
The player is ordered (but this time he gets to walk, as the location should be at the outskirts of the Faction's main territory, or near the map edge) to defend his outpost and the Faction's home base. This is where keeping the rookie Stalkers alive really pays off, as enemy Factions and mutants will randomly assault the outpost in hopes of getting into the main base. Just like the previous tasks, you assign your men (which should be from three to twelve) to the locations best suited for them. However since the player is actually providing protection for a town that no doubt has some primary NPCs, he will be given as many NPC Stalkers needed to reach the maximum of twelve. The downside is that that he cannot order these new Stalkers. Also, replacements will be sent for fallen Stalkers, but the replacements cannot be ordered either, so making sure to send the Stalkers to their ideal locations and making sure they cover each other is very important. However, if the player did not complete the side-quest, “Whodunit?”, another big problem befalls the player here; one of the sniper towers will blow up, and a wall that once protected the outpost will be breached, both happening without the enemies doing.

Conditions for success:
The task is completed after the player defends the outpost from a certain number of assaults, but he is still charged with keeping this outpost secure in perpetuity.

Place at which the player receives the reward:
The leader of the faction that gave him the task is where he gets his reward. The reward is determined by how many Stalkers survived: the more the the better. The reward can be comprised of rubles, ammo, medical supplies, and/or food. Maybe another upgraded weapon or armor to go with the former quest's reward.

Additional information:
Just like in the previous mission, by correctly determining the skills of the Stalkers, the player can minimize casualties and get the best rewards. Incorrectly placing them nets the player a lot of dead stalkers, but since these Stalkers are no longer greenhorns and should be able to take care of themselves, you won't lose any reputation with the faction.

After the task is complete, none of the future assaults (they will keep happening) would be strong enough to get past nine to twelve well placed, well “trained”, stalkers. Maybe they could get past twelve “untrained” Stalkers, but not enough that they could do any serious damage. Thusly, the player can leave at any time and not fear that he is leaving his outpost insecure.



This ends the main part of this series of quests, but there are two “side-quests” that are associated with this line of tasks. They are done alone, without the aid of the player's underlings. The tasks are as follows:

Whodunit?
Eli C.

Actors:
The leader of the faction, the saboteur and probably a Trader or informant.

Costumer:
Task given by the leader of whatever faction you've aligned yourself with.

Goals:
Find the saboteur.

Conditions for getting the task:
The player needs to be in good standing with the faction, and having of at least “Experienced” Stalker rating, and completed “Replenishing the Troops”. He must have also questioned why he was sent to train rookies in a village infested with mutants. If he waits till after “Ambush”, he can also say one of his sniper's ammo was stolen. After “Rescue the Faction Member” he can announce that one of his shotgunner's armor was tampered with. Finally, after “Defend the Outpost” he can tell the leader of the faction that someone blew up parts of the outpost. Any of these will start a discussion about a saboteur in the base working against the Faction and give you this task.

Events occurring during the task:
The player starts out on his own, with only the leader's permission to investigate. As soon as the player gathers enough evidence on who the traitor is, the player can confront him about it. In which case the saboteur will deny it and run off as soon as the player leaves detection range. Killing him out right would just make enemies out of everyone else. Talking to the leader of the faction after the saboteur disappears causes him to give you the task of assassinating the saboteur. In which case the player will have to catch up to him before he makes it to the enemy stronghold, or things get very difficult. If, however, the player goes to the leader of the faction before confronting the saboteur, the leader will say he'll take care of it. The saboteur is never seen or heard from again. As thanks, the leader outfits the player's underlings with better armor and weapons, making future missions easier.

Conditions for success:
The task is completed when the saboteur is dead by the player's hands, or after the player shows the proof to the leader of the faction.

Place at which the player receives the reward:
The leader of the faction that gave him the task is where he gets his reward. The reward is set: the equipment for his underlings.

Additional information:
This is a completely optional task related to the above four part task. It's only purpose is to allow your underlings to acquire better equipment.



The Stash
Eli C.

Actors:
The leader of the faction and an informant.

Costumer:
Task given by the leader of whatever faction you've aligned yourself with.

Goals:
Find the huge cache of weapons.

Conditions for getting the task:
The player needs to be in good standing with the faction, and having of at least “Experienced” Stalker rating, and completed “Replenishing the Troops” and “Ambush”. The leader of the faction will tell the player that the caravan was coming from some large cache, hidden in a certain map, he will then ask the player if he would go look for it.

Events occurring during the task:
The player starts out on his own. However, unlike the previous task, the leader tells the player that the informant in the base was the one who discovered the caravan, so talking to him might shed some light on where the cache is. The informant will tell the player that the caravan left from a certain map and the player will have to go to that map and actually search for it. No more hints or clues, he's just going to have to pound the pavement until he finds some entrance.

Conditions for success:
The task is completed when the player tries to open the door to the cache of weapons. The door will be locked (so the player can't loot his heart out), but just the knowledge of where it is, is enough.

Place at which the player receives the reward:
The leader of the faction that gave him the task is where he gets his reward. The reward is set: even better equipment for his underlings.

Additional information:
This is a completely optional task related to the above four part task. It's only purpose is to allow your underlings to acquire better equipment. After finding this cache, two well equipped members of the faction the player works for will be outside this door at all times.
 
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