Ravenfield

Ravenfield

[BROKEN] S.T.A.L.K.E.R. Experience - Anomaly
 This topic has been pinned, so it's probably important
Andbrew  [developer] 11 Mar, 2023 @ 11:02am
STORY CAMPAIGN LORE
What is The Zone??

It's a place of unthinkable wonders and monstrosities that emerged in the wake of the second Chernobyl incident in 2006. The warped reality of the Zone attracted many fortune seekers, evading the government's attempts to crack down on illegal trafficking in the various artifacts that continue to trickle out of the Zone and onto the black market.

You are one of those stalkers, with a mysterious past and a future that will lead you to unravel the many mysteries the Zone tries to keep away from prying eyes..." - S.T.A.L.K.E.R._WIKI




1. Rookie Start
Get out of here, stalker!
After hearing many stories about artifacts, which can make you quite the money and even a palce, which when reached can grand you any wishes you finally reach "The Zone". You're a new face amongs many others in a small village, settled in a place called Cordon. You sence a great adventure ahead, but first, you need proper equipment. After being reconised a fellow "Loner", you're given your first weapons, some supplies and tasked to deal with local bandits and deserters called "Renegades". Off you go!

2. Loner Start
Hey, you actually got somewhere and came back.
After dealing with the locals and getting your rewards, you're off to leave the area you been in and go deeper into the zone, which is full of as much reward, as danger.

Next up, you need to choose which to play, either 3.(A) or 3.(B). Read further for better explanation
You finally reached a new unspecific area, in which there is a faction war going on. Being neutral in this territory won't do you any good, as well as, you need help going further into the zone. You're forced to choose between two sworn enemies of each other: Duty or Freedom.
If you choose to help Freedom, read (A), if you choose to help Duty, read (B).

3.(A) Stalker Start
How about relax and smoke some pipe through my barrel?
You're now a well supplied stalker and ready for anything. You meet Freedom faction representatives, they're chill and willing to help you, only if you help them out first. They need to expand their territory to prevent danger from coming close to their bases and I am going to be the man to help doing that. Here goes!

3.(B) Stalker Start
Eat my lead, you pot heads!.
You're now a well supplied stalker and ready for anything. You run into contact with some Duty members and while you exchange angry gazes, as a neutral faction, you're let through into the local command of the faction. To get any help from them, you're expected to help them first. You get tasked with eliminating the enemy faction outposts with the mission of exanding Duties territory. I hope you're ready, because this will be quite a fight.

4. Warfare Start
Ooooooh brother, it's raining AK's, Kalashinkov would be proud!
Even though you didn't join the faction you helped, they were thankful and let you onto information how to get closer to the center of the zone, as well as, let you through some dangerous zones. You went as far as you could, but suddenly, you came into a stop, when you wer told it was as far as you could go. Reason? Brain Scorchers. Brain Scorchers? Yep, Brain Scorchers. You go near them, your brain fries and you become husk of a human, whom all can do is moan and get shot as target practice.
After some time, eventually someone shut them off and suddenly every faction started a race of who's getting to the center first. You're one of those loosers too. After traveling some distance, you finally see it, Pripyat. It is literal hell and I hope you're ready, because there's a lot of shooting going on. You can hear Military vehicles in the distance, you see helicopters buzzing over your head.

5. Mercenary Start
There's still some deeds to be done, some ends to be accounted!
After fighting through the streets of Pripyat, you realise that there's nothing to find here, other than more equipment that you will ever need in life and simply, death. You start making up a plan to take a detour from everyone else and reach the center by yourself. On your way you run into a group of lads. who call themselves Mercenaries. They're a secretive bunch of fellers and while at first you can't call them exactly "friendly", they're impressed by the fact that you made it so far alone, so they offer you a place along their ranks. Though they are heading for the center as well, first, they need to complete their contract - kill some local Ecologists, which were helping the Military to do their dirty deeds. Though most Ecologists are friendly and welcome stalkers from all factions for the sake of science, we're doing The Zone a favor by getting rid of a corrupt bunch...

6. End-Game Start
The wish grander is calling upon us!
Finally, everything that needed to be done has been done and you are finally told more about the "Wish Granter", a place you have heard about throughout your journey many times. On your way to the Hearth of Chernobyl, you run into extremely well-equipped Monolith troops, who are ready to take on whoever starts a fight with them. I hope you're ready to take on them too. Whatever happens after is all up to you...



Future plans: Add a new config between 4. and 5., as a task from the Mercenaries, upon which's completion you would be allowed to join their ranks. Highly possible that I will make this from the "Nuclear Winter" custom config Done!
Last edited by Andbrew; 12 Mar, 2023 @ 3:06pm
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thanks for the absouloutly amazing mods
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