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- X16(Lost Alpha) is a major location appearing in all versions of the S.T.A.L.K.E.R.: Lost Alpha standalone Mod.
- Although similar in essence to the Lab X16 (SoC), the actual location of the entrance is:-
- Not located in Lake Yantar (SoC), but in an analogue of it: Lost Factory.
- Approach towards the X16 entrance through the old factory is not accompanied by "emanations" and "apparitions" as experienced in the Base Game. From a technical point of view, neither the Not adjusted psi-helmet nor the Functional psi-helmet would be necessary during approach nor during proceedings within the Lab proper.
- Has a 'one-way' entrance transition that directly initiates the You're dreaming, follow your dream limited interactive cutscene.
- (The liftshaft that is present in the Base Game will have already been traversed at its relocated, fully-navigable appearance in Countryside. Should the player defeat considerable opposition in returning to the nominal Lab X16 entry point in S.T.A.L.K.E.R.: Lost Alpha, a similarly unusable ladder system will be discovered as in the Base Game)
- This splits into five phases:
- This is basically the approach to the entrance of the Lab and takes place in Lost Factory as noted in the Overview above.
- While dreaming, your actor (Strelok) is portrayed by a scientist called "Gordon Streeman". This is obviously a reference to the scientist and main protagonist from the Half-Life series "Gordon Freeman".
- The totem character of the dream, 'Boris Maselnikov', leads the player through the (previously working) facility to the control room.
- The player has some freedom of action to quiz other Scientists either directly or through the PDA network. None of the information is Storyline critical, nor will it 'unlock' other, alternative endings and may be ignored.
- This takes place within the 'dream state' and is usually straightforward.
- N.B. In v1.4005 the local Military elements frequently become hostile to the player for inexplicable reasons.
- The 'dream state' ends at the conclusion of this task, the player is relocated upstairs from the control room to wake up for:
- Initial requirements are to eliminate the Controller downstairs.
- The 5 minute 50 second 'fall-dead' timer may be manipulated as noted on the article page for the mission.
- This is also more challenging than in the Base Game.
- There are many opponents and mutants in the area.
- Loot is minimal and usually confined to random spawns of Mutant Body Parts.
- Typically, on higher game difficulties, inventory loot from Zombified Stalker corpses is sparse.
- Stashing dropped ordnance on suitable corpses also prevents the local Poltergeist from throwing it at the player.
- From v1.4005 the weaponry is unlikely to be of tradeable value to the player.