Хронология сюжета

Сюжет Scrap Mechanic 1.0: 21 основное задание по порядку

Двадцать одно основное задание кампании 1.0, сгруппированное по цепочкам, которые игра действительно связывает, с поворотами под спойлером.

Начало и прогрессОбновлено 2026-08-13

How the campaign is put together

The 1.0 Survival campaign has 21 main quests inside a catalogue of 46. They are not one numbered list. The game links them as six separate chains, several of which run at the same time, which is why the story can feel like it stops and restarts if you follow only the quest tracker.

A chain here means what the game means: a quest that starts one, and the quests it hands off to. Six quests begin a chain of their own, and they add up to the whole campaign.

Chain Quests Starts with
The crash 2 Getting Started
The Farmers 3 A Stranger in Need
The favour 1 Home is Where Your Couch Is
The Warehouse 5 Lost and Found
The Underground 9 Down Below
The interlude 1 The Stench

The rest of the catalogue is 24 builder quests and one farmer supply track, and those are optional side work rather than story beats.

Everything below comes from the quests and dialogue as the game ships them. Plot reveals are folded, so you can read the structure without reading the ending.

Chain 1: the crash

Two quests, and they are the tutorial.

  1. Getting Started puts out the fire on your ship, finds the missing battery, repairs the console, opens the Logbook and marks the Mechanic Station on your map.
  2. The Mechanic Station restores power there and gets your first crafting bot running.

The quest text sets the tone before anyone speaks to you: “No time to rest; put out the burning ship!” You are not a colonist who chose this. You are an employee whose ride failed.

Chain 2: the Farmers

Three main quests plus one ongoing supply track.

  1. A Stranger in Need starts as a distress call from someone the game labels only as “????”. You find him, defend him, and clear the bots. Only after the fight does the quest name him.
  2. Palate Cleanser is the food problem: “The Farmers’ are starving. Help them out!” It teaches growing and the packing station, and ends with a delivery to the Trader.
  3. A Farmers Side Hustle sends you into a Growlab with a stolen key, out through the trash chute, and into the ongoing Supplying the Farmers track.

Chain 3: the favour

One quest, and it belongs to nothing else.

  1. Home is Where Your Couch Is has Hubert ask you to rebuild his watchtower, with the materials listed in the console.

It has no predecessor and no successor, so it can sit in your log for as long as you like. It is easy to mistake for part of the Farmers chain because Hubert gives it, but the game does not link it to anything.

Chain 4: the Warehouse

Five quests, and the point where the campaign stops being about farming.

  1. Lost and Found has you collect and play an audio recording, then find the abandoned bunks it mentions and a second recording there.
  2. The Warehouse sends you to “look for the Mechanic that made the recordings”. It ends with the building shaking and something large on the roof.
  3. Wonk-Y Business is the escape. “The Warehouse is about to self-destruct.”
  4. Where’s the Fire? brings you back to the farm, where “Hubert needs you!” and there are fires to put out.
  5. Built to Last closes the chain, and its opening line tells you everything about the character: “The Watchtower’s wrecked…again. Help Hubert out!”
Story spoilers: what the recordings and the Warehouse contain

The recordings are a survival log by Lorenzo Lazers, a Wonk mechanic shot down in orbit before you arrived. Across three entries he goes from rationing sunshakes in a comms bunk to being ambushed by Farmbots, and he draws the conclusion the campaign is built on: “Those clankers worked just fine. Knew what they were doin’.”

Inside the Warehouse you free him from a Trashbot, and the two of you open a locked wing. It is not a warehouse. It is a covert Wonk facility with a planetary survey map that labels the island a mining site and tracks a “Remaining population” figure, plus a hidden factory mass-producing bots and strapping explosive tape to them. Lorenzo’s reaction is the scene’s best line: “Suffering sprockets. It’s making bots. A million billion of them.”

Smashing the control console triggers the Mainframe’s anti-piracy self-destruct, which offers a cancel window of “PRESS ANY KEY IN 3…2..1…” and then thanks you for using Wonk’s IP protecting DRM.

Chain 5: the Underground

Nine quests in one unbroken line, and this is where the campaign resolves.

  1. Down Below crosses the bridge and finds the way underground. “Lorenzo says he’s got a plan. Best prepare for a long journey!”
  2. The Mining Hub activates the hub and opens the Vault.
  3. The Vault sets the first quota, with a target of 10,000.
  4. Mysterious Signal follows a signal from the floor below.
  5. Deep Pockets raises the quota to 100,000.
  6. Rock and Loaded sets the last quota, at 1,000,000.
  7. Explosive Truth reaches the next station and warns you to prepare for a fight.
  8. The Gyro-Core is the boss, and the object you came all this way for.
  9. One Last Ride ends the campaign.

What the quota numbers are doing

The three targets are the plot as much as the mechanics. Every floor of the mine is paywalled, the price goes up tenfold each time, and the thing you actually need is at the bottom of the deepest one. By the third quota the game is asking for a hundred times the first, which is the point where most players stop treating the Mining Hub as a shop and start treating it as an obstacle.

Story spoilers: the reveal, the boss and the ending

Underground you free Phae, an engineering contractor whose crew was sealed in after she started asking about a dossier she should not have read. She is the one who names the operation. Wonk bought the planet out from under the farmers, shipped them off, then pushed firmware updates that turned the utility bots hostile to clear whoever stayed. The plan is to dismantle the planet and sell it in pieces, and it is called Grabber.

The Drillbot is the machine doing the dismantling, and the gyro-core is its power source. You take the freight train to it, kill it, and retrieve the core.

One Last Ride is the goodbye. Lorenzo installs the core, then asks for one small personal favour: a photograph from his ship, because “I mislaid all my backups a while ago.” You say goodbye to Hubert and Phae, and Lorenzo asks the last question of the campaign: “So how ’bout it, hotshot? You ready to blow this joint?”

Hubert’s farewell is the line the whole story was building to. “But you made me free. You made us all free. Thank you.”

Chain 6: the interlude

One quest, and it is the odd one out.

  1. The Stench has the elevator clogged, and something has to be pulled out of the machinery.

The Stench starts its own chain rather than continuing the Underground, and it hands off to two quests of that chain instead of one. So it sits alongside the descent rather than inside it, and the game can open it while the Underground line is already running.

Where the builder quests fit

The 24 builder quests are the other half of the catalogue and they are not on the story track. A Grumpy Farmer or a Scrap Collector asks for a specific machine, you build it, and you get a schematic or a cosmetic for it. Two of them are both called “Your First Car”, which is why the site gives them distinct addresses.

They are worth doing for the rewards rather than the plot, and the quest progression guide covers what each one pays out. The full list with objectives and rewards is in the quest index.

Story questions

How many main quests does Scrap Mechanic 1.0 have?

21 main quests, inside a catalogue of 46 that also holds 24 builder quests and one farmer supply track.

Can you finish the story?

Yes. The campaign has a proper ending, reached through the Underground chain and closed by One Last Ride.

Do I have to do the builder quests to finish the story?

No. They are a separate track that pays schematics and cosmetics. The main chains run without them.

Why does the quest tracker seem to jump around?

Because the game runs several chains in parallel rather than one numbered line. The Farmers chain, the Warehouse chain and the standalone watchtower request can all be open at once.

Is there a New Game Plus or a post-ending world?

Nothing in the shipped quest data continues past the final quest, and no post-ending content is announced, so this site does not claim any.

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