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Badlands are areas of the Zone that are normally inaccessible to the player due to fences, cliffs etc. They are also known as Twilight Zones.


  • These areas of interest were first noticed in Shadow of Chernobyl in the Rostok / Wild Territory and could be used to exploit level changers (and the overlapping maps there) to run to the end of the game.
  • Similar, but very different exploits exist in the Lost Alpha.
  • The areas in question are frequently low on vegetation and devoid of artifacts, with no further barriers existing until the limits of the maps - at which point the player will fall off the Lost Alpha world and a reload will be necessary.


Great Metal FactoryEdit

Two opportunities have been discovered:
  • Driving from the Bar towards Military Warehouses there is a fairly nasty gravitational anomaly near the Blind Dogs.
  • This may be 'used' to launch the player and vehicle into the air, with the possibility of landing on the other side of the boundary fence.
  • Whether the player lands right-side up is a variable. As is the survivability of the vehicle. Driving back into the level proper is not too difficult.
  • A less harrowing exploit involves the tower by the snork lair.
  • Climb the tower, jump onto the railing and then over to the platform roof.
  • From there, use one of the overhead gantries to get to the roof of the train shed (or just take a flying jump there)
  • Negotiate around the end of the hangar to the other side and jump down to the ground on the other side of the boundary fence.
  • The whole level map outside of the normal confines is now explorable.


Two opportunities have been discovered:
  • From the Rostok entrance, climb to the top of the building in the first compound and use the height to jump the fence.
  • Behind the Bunker, to the east of the gully it is possible to zig-zag up the adjacent bank into the Badlands.


Three opportunities have been discovered:
  • On the right side of the Monolith compound there is a hill with Generators, following the main fence around the generators and with the help of some jumping techniques it is easy to jump into the Badlands. It is even possible to attempt this crossing and even reach the rear of the NPP transition without a Psi helmet. Just drive to the steepest part of the hill, after the snorks, park / bail out and run back up the hill to reach the down sloping fence, jump it and proceed to the transition mentioned previously.
  • Just inside the Monolith compound is an old ventilator housing. Without falling (irreversibly) inside it, the nearby wall may be jumped and the nearby bank climbed to gain access to the rear of the NPP transition or the Damned portal.
  • The checkpoint that leads to Military Warehouses nearest to Nomad has some leaning concrete blocks before the transition. It is easy to squeze between these and ascend the nearby bank into the Badlands.


  • The southern waterdam can be explored behind the rocks, but this just results in the likelihood of the player falling off the map since pretty much all of Countryside is explorable and no parts are really fenced off.

Lost FactoryEdit

  • As in the Base Game, it is pretty straightforward to enter the Badlands by running up the hill west of the Underground exit from X-16. There is a fair amount of radioactivity in the area although the mutant hazards are quite different.
  • Rear access to the production complex provides several opportunities to fall through the map irreversibly. In general these Badlands are rather uninteresting.