Old story mod stalker clear sky walkthrough. Stalker: Clear Sky - Old Story on PC (2014)




Year of issue:
Genre: Action
Developer: GSC Game World
Publisher: Starley, Chriotmao
Platform: PC
Version: 1.5.10
Mod version: 1.1.6.1
Interface language:
Voice language:
Tablet: Sewn in


Game description:
year. Five years have passed since the Second Catastrophe, which overshadowed the events of April 1986.
The zone is tormented by increasingly frequent emissions, shifting anomalous fields and opening roads to previously inaccessible places. Clans fight for new territories and key positions. Stalkers die, but others come after them. Scientific expeditions from the “West” appear in the zone, seeking to unravel the secret of the zone.
The game takes place a year before the events described in S.T.A.L.K.E.R.: Shadow of Chernobyl. A year before the most successful trip of Strelok and his comrades to the center of the Zone - the third in a row. We learn about him and his group from a new perspective - looking at him through the eyes of the free mercenary Scar, who literally dies after each ejection. What will Scar solve? Who will the unstable “Zone” bring him together with? You will learn all this by completing the Old Story mod.

1. A new plot, covering all the locations of the original, as well as the dungeons of Pripyat and Generators. New start of the game.
2. Personal Arena, which is a closed training ground with different types of tests, is launched from the menu and does not affect the game.
3. A new system of faction warfare, giving complete freedom of action to NPCs.
4. New, as well as well-known characters from TV and ZP with their own history.
5. New models for almost all key characters.
6. Changed original weather as well as shaders that optimize the game on Static and Improved full lighting. The game textures have also been tidied up.
7. Unique weapons and costumes have been added, and some old ones have received new and modified upgrades.
8. Most of the location has been edited, objects have been removed, bugs have been corrected, in order to correspond to those from the PM.
9. Less significant edits and improvements.


A game:
» Based on the GSC Game World license
» Nothing cut/nothing re-encoded
» Game version: 1.5.10
» Mod version: 1.1.6.1
» Installation of additional software (DirectX, Visual C++)

Compound:
» Mod Old Story
» Fix 1.1.6.1

Additions:
» Viewing angle (75/83/85/90) - optional (Set as desired)

System requirements:
Operating system: Windows XP /Windows Vista /Windows 7 /Windows 8
CPU: Intel® Core™2 Duo 2.4 GHz
RAM: 3 GB
Video card: 512 Mb - 1024 Mb / nVIDIA® GeForce™ / ATI Radeon®
Sound card: DirectX® 9.0c compatible audio device
Free hard disk space: 8 GB

1. Run exe.file
2. Install following the instructions
3. Play

IMPORTANT: If the keys do not work, do this: go into the game, options, controls, and press “default”.


One of the best mods for the second part of “Stalker - Clear Sky”. The mod tells an alternative story of the mercenary Scar, who is surprisingly connected with the mysterious power of emissions. We are presented with a new story with numerous gameplay fixes. The mod is extremely stable, as confirmed by rave reviews from players. We strongly recommend this mod for downloading and playing! The feelings after completing the mod are the same as after completing the original parts of Stalker.

Distinctive features of the Old Story mod:

  • A new plot awaits us; all game locations of the previous parts are included in the game.
  • An optional battle arena is available where you can fight enemies; it does not affect the progress of the main game.
  • The faction war has reached a new level, with absolute freedom of action for NPCs.
  • New heroes and characters, as well as old friends from past series of the game.
  • Newly modeled and drawn key quest characters.
  • Weather effects have been radically changed, post-effects and graphics have been improved.
  • In the game you will find many new weapons and armor with unique upgrades.
  • Game locations have been corrected for the better, unnecessary things have been thrown out, many small fixes for better gameplay.

You can download the “Old Story” mod (version 1.1.3.2) via a direct link from Yandex disk.

The final patch for any version of the Old Story mod (version 1.1.6.1), fixes many bugs, is installed on top of the mod with file replacement.

To unpack, use WinRar, the mod is installed on the original game "" version 1.5.10, which you can also download from our website.

In conclusion, we present a video with an overview and initial walkthrough of the mod:

Year of issue: 2014
Genre: Action
Developer: GSC Game World
Publisher: Starley, Chriotmao
Publication type: Repak
Game version: 1.5.10
Mod version: 1.1.6.1
Interface language: Russian
Voice language: Russian
Tablet: Sewn in System requirements:
- Operating system: Windows XP /Windows Vista /Windows 7 /Windows 8
- Processor: Intel® Core™2 Duo 2.4 GHz
- RAM: 3 GB
- Video card: 512 Mb - 1024 Mb / nVIDIA® GeForce™ / ATI Radeon®
- Sound card: DirectX® 9.0c compatible sound device
- Free hard disk space: 8 GB Description:
Actions take place in 2011. Five years have passed since the second disaster, which overshadowed the events of April 1986. The zone is subject to increasing frequency of emissions, which displace anomalous fields and open roads to previously inaccessible places. Clans are fighting for key positions and new territories. Stalkers die, but new ones immediately appear. Scientific expeditions from the “West” come to the zone, seeking to unravel the strange mystery of this zone.

The game takes place one year before the events described in the game "S.T.A.L.K.E.R.: Shadow of Chernobyl". One year before the most successful campaign of Strelok and his group to the center of the zone. We get to know him and his group from new sides - looking at him through the eyes of a mercenary named Scar, who literally dies after each release. What will Scar be able to solve? Who will the unstable “Zone” bring him together with? You can find out all this by completing the Old Story mod. Peculiarities

1. A new plot, covering all the locations of the original, as well as the dungeons of Pripyat and Generators. New start of the game.
2. Personal Arena, which is a closed training ground with different types of tests, is launched from the menu and does not affect the game.
3. A new system of faction warfare, giving complete freedom of action to NPCs.
4. New, as well as well-known characters from TV and ZP with their own history.
5. New models for almost all key characters.
6. Changed original weather as well as shaders that optimize the game on Static and Improved full lighting. The game textures have also been tidied up.
7. Unique weapons and costumes have been added, and some old ones have received new and modified upgrades.
8. Most of the location has been edited, objects have been removed, bugs have been corrected, in order to correspond to those from the PM.
9. Less significant edits and improvements.

Features of the repack:
A game:
» Based on the GSC Game World license.
» Nothing was cut / nothing was re-encoded.
» Game version: 1.5.10.
» Mod version: 1.1.6.1.
» Installation of additional software (DirectX, Visual C++).

This modification is an attempt to create that same atmospheric stalker, but not by rainy weather and increased weapon damage, but by gameplay. The main plot in any stalker is interesting, but “additional tasks” also play a decisive role in this modification, this is not to bring a gun, etc., but such quests that themselves are already a small plot.

Description:

1. New plot. It includes elements of the old one, but most of the plot is Alex Ros' idea.

1. Scar leads scientists through the Swamp. The ejection occurs, Scar falls into the hands of the ChNovtsev. It immediately becomes clear that he will die, there is no salvation. This is the first surprise that is not in the game, the main character will die at the end of the plot and there is no chance of salvation! All that drives him is, on the one hand, banal revenge (there is nothing in the world older than this emotion), and on the other hand, he wants to stop the scum who killed him, and does not want anyone else to be killed. This is the connection and motivation.

2. The ChNovtsy say that they will help figure out what triggered the emissions, they say they themselves don’t know what’s going on. First, you should go to the scientists and find out if they received any unusual data after the release; they enter all releases into the database.

3. We run to the scientists and find out that the data is strange, they say the emission was different from all previous ones because it had a direction, that is, its force was directed to a specific point, and not just a discharge of energy in different directions as usual. So what should we do, we ask the scientists? How do we know, scientists answer. Try asking the military if they recorded something through their channels.

4. We run to Sidorovich. He says that he can buy information from the military, but only if Scar helps him free Khaletsky from the hands of the crazed loners. There is no trace of swag; on the contrary, we need to rescue the poor warrior from captivity. How? It turns out that Khaletsky was doing business with neutrals and ditched them (not Sidorovich at all), so they are trying to find out where the bastard went. In fact, we free Khaletsky by secretly handing him a pistol (part of this scene remained in the ChN and it can be completely restored, I’ve already tried it). In general, Khaletsky was released, Sidorovich received data from the military, that is, satellite images with a complete picture of energy bursts a few days before the Big Blowout.

5. We run to the Swamps to Lebedev. He and Kalancha look at this disgrace and... and don’t say anything, he just asks if Scar could go to Sidorovich again and ask if stalkers have come to him lately with unusual requests. We ask, why? That everything is man's fault? Lebedev says that it doesn’t look like a person, more like an entire expedition. Oh how!

6. Sidor tells us that a stalker was here recently, he ordered all sorts of sophisticated electronics from the mainland, that stalker’s nickname was Handra (no Fang, we are confused, we think that right now we’ll go to Strelka’s group). Where did this Handra go? How to where, they answer us, back to their Svoboda members in the Dark Valley.

7. We go to the Dark Valley. There is some kind of incomprehensible mess there, someone is purposefully bringing down Svoboda members on the sly on their own territory. Where is Handra, we ask? They tell us that if you help us find out who and how is entering the protected area and killing our people, we will tell you. We quickly find out that mercenaries are attacking Svoboda and they are moving through the sewer tunnels under the valley. They tell us, obana! I know where the only entrance to the sewer is, that’s where Handra disappeared, they probably killed him. Out of grief, we go to the sewers to look for Khandra’s corpse in order to extract at least some information.

8. In the sewer, it turns out that Handra, at gunpoint, was fixed up as a mechanic for the mercenaries, he was done by force, like either fix it or get a bullet in the forehead. In general, we free Handra, bring down the mercenaries, and Handra is our comrade in life. Handra explains to us that there was an order for one strange device and it was ordered by a certain longtime Sanek.

9. We arrive at Agroprom, where the debtors are sitting, they don’t ask for anything and stupidly report that the dude died in the dungeons of Agroprom. What to do, let's break into the dungeons to search the corpse.

10. In the dungeons we find a dude who has locked himself in some kind of kennel and cannot get out (there is this door in the CN, it opens only with a shot, I even made another quest based on it) and for three weeks now he has been eating what he has in his backpack took it, like a dying dude. In general, this is our Sanya, he will be another life comrade. These Handra and Sanya are the second two dudes behind Scar on the cover of the disc. Sanek says that he stupidly went into the dungeons for debt matters, that’s what his superiors ordered, but the equipment was ordered for him by a guy and the meeting place was at their Military Warehouses. Always. Mol often carried out orders for them. (Only here we clearly understand that this is Strelok’s group and now he will be Fang in the Military Warehouses, but not everything is as simple as it seems).

11. Lebedev tells us that he knows about a group of dudes who periodically gather at Military Warehouses. So who are you Lebedev, we involuntarily ask? It’s none of your business, they tell us, the main thing is that such meetings at the Military Warehouses of the group take place once every three days. There is just one day until the next meeting (a place for a player to hang out in free flight).

12. What happens at Military Depots? Not murder, as you might expect. We actually meet Fang and point the gun at him, asking who they are and why the equipment? He tells us about Strelka, about the breakthrough to the Chernobyl Nuclear Power Plant and about the expedition of NATO scientists who helped to break through. So, what is next? Further on, someone kills Fang with a rifle from afar and is trying to kill us too. Who is this? Ghost! The point is that he saw his comrade at gunpoint with someone unknown and decided to make a fool of himself. But he missed! Fang was killed by the Ghost and lied to Strelka about the fact that he was killed by a couple of bandits with a dude with a scar on his face. Here is such an unexpected turn in the character of our already beloved hero, the Phantom. It turns out he accidentally killed his best friend Fang... oh how...

13. We remember that in the Dark Valley we accidentally came across an idiot Journalist who dreamed of some incomprehensible foreign expedition. In the Dark Valley, the Journalist explains to us that all roads are known only to the Forester, but it is not clear how to find him. Here Lebedev teleports to us, saying we know him, he’s hanging out in the Red Forest.

14. We go to the Red Forest (there was no Yantar and Sakharov in the script). There they tell us that your bastards left through Radar. This is where we return to the plot of the game. How to pass the Scorcher? Through Limansk... well, in general, just like in the ChN, we are now helping to rescue mercenaries from... from this what's-her-name... well, spatial anomaly, in short. The only thing in the scenario was that the compass was not easily mined, but in the mines under the Red Forest. But these are minor things, they are purely for the game and do not affect the plot.

15. Mercenaries are needed simply to lower the bridge to Limansk. No bandits or shootings. But here's a slight twist. We are rescuing not just mercenaries, but mercenaries with NATO survivors who were either abandoned by Strelok or something, I don’t know. In general, we end up in Limansk. Empty city. There’s no one at all, there’s just anomalies everywhere, a step to the left, a step to the right and it’s fucked up. Plus various scary monsters like the chimera and the controller. In general, an absolutely empty city where no one goes, because there are no artifacts here, and behind Limansk there is a Hospital, which is run by the Monoliths and there is no way to get around them.

16. We enter the Hospital with the CHN and NATO members in full force. Next we break through the Dungeons of Pripyat, there are also monoliths there, no mutants at all. We go to the Chernobyl nuclear power plant.

17. At the Chernobyl Nuclear Power Plant, Strelok is running away from us. An emission occurs that wets almost everyone (including the ChNovtsev), except for literally a few NATO members who have especially sophisticated overalls. We run after Strelok to the Generators... and that's it. We have a little skirmish there. We wound Strelok, and we ourselves die. We die not from wounds or anything like that, but because of emissions, such as the body giving up. That is a really tragic ending. The last thing we see is that the wounded Strelok is captured by some true O-Consciousness members, whom no one has seen in the TC. These are not scientists at all, but some kind of former prisoners (to be honest, I didn’t get the point, this is the first time I’ve heard about prisoners, but Levitsky said so). That's all...

I don't have any details at all. For example, I have no idea how Sanya and Handra end up on the Generators along with Scar. I have no idea why the NATO members ended up without Strelok, or what happened between them. And I have no idea what’s happening on the Generators, where these strange prisoners are coming out of. Here. And this is no secret, I stupidly knocked on a dude two years ago and just asked how it was...

2. Additional quests in the Swamps

1. "Tripe".
The bandits occupy a safe passage to the Cordon (Mechanizatorsky Dvor, Northern Khutor). It is possible to pay for passage for a very large amount, which is obviously inaccessible to the player at the beginning of the game. An alternative is given with completing the task of the bandit leader Glazasty (a model of a face with a bandage, or a more terrible one with a sewn-up eye socket). During one of the last skirmishes with the Clear Sky detachment, a bandit nicknamed Tribukha, Eyes' henchman, was killed. His PDA stores the coordinates of the cache where the second part of the looted swag is hidden. It is necessary to find a place at the Clear Sky base where the PDAs of the killed bandits are stored and snatch out the Tribukha PDAs from among them. Deliver the Tribal PDA to Big-Eyed and get free passage to the Cordon.

Technical features: at the Clear Sky base there are several inventories, each of them contains different items, including various PDAs (write a description of the hacked PDAs). Trebukha's PDA is located in the desk in Lebedev's office. You can only get it at night, when Lebedev is not in the office. If you try to get the PDA in the daytime, Clear Sky will become enemies and the player will be shot at the base.

2. "Eyedy."
The bandits occupy a safe passage to the Cordon (Mechanizatorsky Dvor, Northern Khutor). Lebedev explains to the player that there are two passages to the Cordon. The first one is located behind Yuzhny Khutor and leads under the military checkpoint. There is an alternative with the destruction of the bandits guarding the safe passage to the Cordon beyond the Northern Khutor. It is necessary to destroy the bandit leader Glazasty and bring Lebedev his PDA, which contains information about the cache where the bandits keep the loot. Most of the things belonged to the Clear Sky fighters and much more could be useful.

Technical features: the player is given additional weapons and armor protection if he agrees to complete the task.

3. "Swamp Thing."
The leader of the Clear Sky detachment at Fisherman's Farm suggests checking a distant checkpoint, from where no information has been received for a long time. On the spot we discover the bodies of the dead Clear Sky fighters, and the task is activated to examine the bodies for useful information. The last body is on the tower. We climb the tower, examine the body and find a PDA with information about an attack by a swamp creature on a checkpoint (write a description of the PDA with the story of a seriously wounded soldier hiding on the tower). We go down and encounter a mutant. We kill the swamp creature and report everything to the leader of the Clear Sky detachment at Fisherman's Farm.

Technical features: a restrictor is created at the top of the tower, entering which we activate the appearance of a swamp creature. Additionally, the scheme of knocking the swamp creature weapon out of the player’s hands is used here.

4. "Old Church".
The leader of the Clear Sky squad at the Observation Tower offers to look into the problem. Clear Sky wants to set up a transshipment base in the Old Church, but a crazy stalker lives there, shooting all stalkers within sight. “How it got there and what it eats is unknown.” It is necessary to either somehow come to an agreement with the stalker, or kill him. On the spot, the player encounters a sniper holed up on the top floor (a model of a face with stretched bloodsucker skin). If the player manages to climb to the top floor and talk to the stalker, it turns out that the stalker needs the skins of bloodsuckers. The player must go to the Boat Station and clear out the lair. You need to bring several bloodsucker skins (standard bloodsucker jaw model). The madman moves to the Boat Station.

Technical features: set a condition for the respawn of bloodsuckers at the Boat Station in case the player manages to clear the lair earlier. Prescribe a condition for killing a madman at a boat station after some time and the return of the bloodsuckers. Set a condition for 100% killing of a player on the approach to the Old Church in the daytime. At night, the standard probability of hitting the player and reduced hit points apply.

5. "Burnt Farm".
The point is inhabited by fire poltergeists. During the day, mutants are in a completely invisible state; at night, a standard visual is activated and the lair can be cleared.

Technical features: place explosive objects on the territory of the farm.

6. "Transmission Line".
The remains of the helicopter are located in the very center of the anomalous electric field, it is impossible to get close to them without high-class armor protection, that is, the player will be able to examine the remains only after returning to the Swamps from the later part of the passage. The body of a military man with a PDA with information is placed next to the helicopter. After taking the PDA, the mission to search for the missing military detachment in Limansk is activated (see p. 12 “The Missing Squad”).

7. "Ruins of the Village."
A crow's nest is placed on top of the water tower. When entering the smart terrain restrictor, crows attack the player in a group.

8. "Mound."
The point is inhabited by snorks who came from Agroprom. Not far from the camp there are several bodies of dead stalkers. In one of them you can find a PDA with information about the current psi-installation in the Agroprom Dungeons, guiding the player to the storyline with disabling the psi-installation in the Dungeons.

In the game “Stalker: Clear Sky - Old Story,” the protagonist will be Scar, a member of Strelka’s research group, who, together with the others, will break through to the Center of the Exclusion Zone. After the new Emission of 2011 occurred, significant changes occurred in the location of the anomalous fields, due to which many accessible places became closed to passage, but new territories provoked hostility between factions with their access. Each stalker strives to take control of new territories together with his comrades.

In addition, undercover researchers from various foreign institutes went here to not only discover the nature of the anomalies, but also learn how to use it for their own purposes. Feeling the influx of big money, corporations are quietly investing money in the exploration of the Chernobyl Zone by mercenaries and scientists. Scar will witness a lot of events, and you will enjoy new gameplay based on the old rules of passage with convenient edits. In order to get to the center of all problems, Strelok is ready to do anything, and his comrades support the guy along with Scar, because the most dangerous object opens before them.







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