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S.T.A.L.K.E.R.: Lost Alpha
KillStrelokPDA

Perhaps this guy might 'help'..

Details
Quest type

Post-apocalyptic
'Kill-'em-all'

Given by

Common Consciousness

Target

Good ending

Reward

Freeplay

Consequences

(none)

Time limit

Indefinite

[Source]

The Storyline is the underlying sequence of main mission tasks and events in the standalone mod S.T.A.L.K.E.R.: Lost Alpha and is the central thread that guides the game.


...came to in the den of some dude, can't remember anything. Just have a PDA on me with a picture of some other dude. There's just one message in the PDA - kill Strelok
- Detailed task information

OverviewEdit

  • The game has an underlying plot consisting of individual tasks that broadly acts as a loose anchor to guide the player towards some form of conclusion to the game.
  • Released versions of S.T.A.L.K.E.R. also had plots for guidance. In the case of S.T.A.L.K.E.R.: Shadow of Chernobyl this worked quite well within a 'sandbox' environment but for S.T.A.L.K.E.R.: Clear Sky this often seemed contrived outside of large set-piece offensive manoeuvers and designed to keep the player "running around".
  • Very few S.T.A.L.K.E.R. Builds had plotlines at all since they were largely used to demonstrate the playing environment, weapon capabilities or aLife behaviour.
  • In the Lost Alpha, there is a very competent (although still faulted) plotline that exploits many facets of play from all released games, incorporates whole reworked scenes from earlier builds (such as Contact appearing in Military Warehouses from Build 1844) and pretty much all of the Levels from the whole of Build 1935 being given a plotline where none existed of note.
  • The completion of the various storyline missions have a variety of effects upon the player's status in the game. Most will improve Rank or Reputation, but some will affect (usually positively) the player's Relationship with the various Factions.
  • The individual sub-pages listed here attempt to document these changes.

NotesEdit

  • Not all of the storyline tasks need to be completed to arrive at the Game's conclusion; indeed, not all of the storyline tasks will be offered or even triggered.
  • Depending upon choices made by the player, whole chunks of plot may be bypassed, obviated, or even played out of turn (see Main Mission Strategy for more detail)
  • There is a lot of running around "doing-stuff" both within a Level (as in CS) and Inter-Level which may at times seem burdensome, but this is the Storyline that the developers have chosen.
  • Spelling and punctuation is preserved as the player will see it.

StorylineEdit

CordonEdit

GarbageEdit

AgropromEdit

Great Metal FactoryEdit

Dark ValleyEdit

DarkscapeEdit

X18 (Darklab)Edit

Rostok FactoryEdit

X14 (Secret Lab)Edit

YantarEdit

Dead CityEdit

SwampsEdit

Military WarehousesEdit

RadarEdit

OutskirtsEdit

Construction SiteEdit

ForestEdit

CountrysideEdit

Lost FactoryEdit

X16 (Brainlab)Edit

X10 (Bunker)Edit

X7Edit

Pripyat Underground (Damned)Edit

PripyatEdit

Chernobyl NPPEdit

SarcophagusEdit

GeneratorsEdit

X2 (Warlab)Edit

Generators 2 (Unknown Area)Edit

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