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

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 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 audio device
- Free hard disk space: 8 GB Description:
The action takes place in 2011. Five years have passed since the second catastrophe, which overshadowed the events of April 1986. The zone is subject to increased emissions that are shifting anomalous fields and opening roads to hitherto inaccessible places. The clans are fighting for key positions and new territories. Stalkers die, but new ones come along. 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 Strelka 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 ejection. What will Scar find out? With whom will the unstable "Zone" bring him together? All this you can find out by going through the Old Story mod. Peculiarities

1. New plot, covering all the locations of the original, as well as the dungeons of Pripyat and Generators. New start of the game.
2. The Personal Arena, which is a closed range with different types of tests, is launched from the menu and does not affect the game.
3. New system gang wars, giving complete freedom actions of the NPS.
4. New, as well as well-known characters from PM and ZP with their own history.
5. New models for almost all key characters.
6. Changed the original weather as well as shaders that optimize the game on Static and Improved full lighting. The textures of the game are also put in order.
7. Added unique weapons and costumes, as well as some of the old ones got new and modified upgrades.
8. Most of the location has been edited, objects have been removed, objects have been added, bugs have been fixed in order to match those of the PM.
9. Less significant edits and improvements.

Repack features:
The game:
» Based on 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++).

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

In addition, scientists from various foreign institutions went here undercover 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 in research Chernobyl Zone 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, the Strelok is ready to do anything, and his comrades support the guy along with Scar, because the most dangerous object opens before them.



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


Game description:
year. Five years have passed since the Second Catastrophe, which overshadowed the events of April 1986.
The zone is tormented by more frequent emissions, shifting anomalous fields and opening roads to previously inaccessible places. Clans fight for new territories and key positions. Stalkers die, but after them others come. Scientific expeditions of 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 campaign of Strelka 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 a free mercenary Scar, who literally dies after each ejection. What will Scar figure out? With whom will the unstable "Zone" bring him together? You will learn all this by going through 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. The Personal Arena, which is a closed range with different types of tests, is launched from the menu and does not affect the game.
3. A new faction war system that gives NPCs complete freedom of action.
4. New, as well as well-known characters from PM and ZP with their own history.
5. New models for almost all key characters.
6. Changed the original weather as well as shaders that optimize the game on Static and Improved full lighting. The textures of the game are also put in order.
7. Added unique weapons and costumes, as well as some of the old ones got new and modified upgrades.
8. Most of the location has been edited, objects have been removed, objects have been added, bugs have been fixed in order to match those of the PM.
9. Less significant edits and improvements.


The game:
» Based on GSC Game World license
» Nothing cut/nothing recoded
» 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 (Optional)

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 to the game, options, controls, and press "default".


One of the best mods for the second part of "Stalker - Clear Sky". The mod tells an alternate history of the mercenary Scar, who is surprisingly connected to the mysterious power of emissions. We've got a new storyline with numerous fixes. gameplay. The mod is extremely stable, which is confirmed by the rave reviews from the players. Highly Recommended this mod to download and pass! Feelings after passing the mod are the same as after passing the original parts of the "Stalker".

Distinctive features of the "Old Story" mod:

  • We are waiting for a new story, the game includes all the game locations of the previous parts.
  • An optional battle arena is available, where you can fight with enemies, does not affect the passage of the main game.
  • The gang war is on new level, absolute freedom of action for the NPC.
  • New heroes and characters, as well as old acquaintances from past game series.
  • Newly modeled and drawn characters for key quests.
  • Weather effects have been drastically 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 improved for the better, unnecessary ones have been thrown out, a lot of minor 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 a lot of bugs, is installed on top of the mod with file replacement.

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

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

This modification is an attempt to create that very atmospheric stalker, but not with rainy weather and increased weapon damage, but with gameplay. The main plot in any stalker is interesting, but a decisive role is also played by " Additional tasks"and in this modification, it is not to bring the trunk, etc., but such quests, which themselves are already a small plot.

Description:

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

1. Scar leads scientists through the Swamps. An ejection struck, Scar falls into the hands of the ChNovtsy. Immediately it turns out that he will die, no salvation. Here is the first surprise that is not in the game, main character will die at the end of the story and no chance of salvation! All that drives him is, on the one hand, a banal revenge (there is nothing in the world more ancient than this emotion), and on the other hand, he wants to stop the scum who killed him, and does not want someone else to be killed. Here's the plot and motivation.

2. Chnovtsy say that they will help to figure out what provoked the emissions, they say they themselves do not know what the matter is. For starters, you should go to scientists and find out if they received any unusual data after the release, they also enter all the releases into the database.

3. We run to the scientists and find out that the data is strange, they say the ejection differed 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. And what to do, we ask scientists? How do we know, scientists answer. Try to find out from the military if they suddenly 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 swag in sight, on the contrary, it is necessary to rescue the poor warrior from captivity. How? It turns out that Khaletsky did business with the neutrals and threw them (not Sidorovich at all), so they are trying to find out where the bastard snooped good. Sobsno we release Khaletsky, secretly handing him a gun (part of this scene remained in the ChN and it lends itself to full restoration, I already tried it). In general, Khaletsky is released, Sidorovich receives data from the military, that is, satellite images with a complete picture of energy surges a few days before the Big Ejection.

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

6. Sidor answers us that there was a stalker here recently, he ordered all sorts of sophisticated electronics from the mainland, that stalker's nickname was Moody (no Fang, we are confused, we think that right now we will go out to the Strelka group). Where did this Khandra go? How where, they answer us, back to their Svobodovites in the Dark Valley.

7. We leave for the Dark Valley. There is some kind of incomprehensible mess, someone purposefully brings down the Svobodovites on the sly on their own territory. Where is the Khandra, we ask? We are told that if you can help find out who and how penetrates the protected area and brings down ours, then we will tell. We quickly find out that mercenaries are attacking Svoboda and they are moving through the sewer tunnels under the valley. They tell us, fuck! I, we know where the only entrance to the sewer is, that's where Moody disappeared, they probably banged him. With grief, we go to the sewers to look for the corpse of Khandra in order to get at least some information.

8. In the sewers, it turns out that Khandra was shot at gunpoint by a mercenary mechanic, closed by force, such as either a repair or a bullet in the forehead. In general, we release the Khandra, bring down the mercenaries and the Khandra is our comrade in life. The spleen explains to us that there was an order for one strange device and a certain debtor Sanya ordered it.

9. We come to the Agroprom, where the debtors are sitting, they do not ask for anything and stupidly report that the dude has disappeared in the dungeons of the Agroprom. What to do, we 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, but can’t get out (there was this door in the ChN, it opens only with a shot, I even slapped another quest based on it) and for three weeks now he has been eating what he has with him in his backpack took, like on a sigh dude. In general, this is our Sanya, there will be another comrade in life. These Moors and Sanyok are the second two dudes behind Scar on the cover of the disc. Sanek says that he stupidly climbed into the dungeons on debt affairs, as the authorities ordered, but the equipment was ordered by one dude and the meeting place was at their Military Warehouses. Is always. Mol often carried out orders for them. (Only here we clearly understand that here it is Strelka's group and now he will be Fang at the Military Warehouses right now, 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 the Military Warehouses. So who are you Lebedev, we ask involuntarily? It's none of your business, they answer us, the main thing is that such meetings at the Military Warehouses of the group take place every three days. Until the next meeting just one day (a place to hang out for a player in free flight).

12. What's going on in the Military Depots? Not murder, as you might expect. We really meet Fang and point the barrel at him, they say who are they 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 wets Fang with a rifle from afar and tries to overwhelm us too. Who is that? Ghost! The point is that he saw his comrade with no one knows who at gunpoint and decided to cheat. But missed! Fang was killed by the Ghost and lied to Strelka about being drenched 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 Phantom. It turns out he accidentally soaked his best friend Fang... oh how...

13. We remember that in the Dark Valley we came across a jerk Journalist, who dreamed of some strange foreign expedition. In the Dark Valley, the Journalist explains to us that all the roads are known only to the Forester, but it is not clear how to find him. Here Lebedev teleports us, they say we know this, hangs out in the Red Forest.

14. We leave for the Red Forest (there was no Yantar and Sakharov in the script). There they tell us that your bastards left through the Radar. Here we return to the plot of the game. How to pass the Burner? Through Limansk ... well, in general, just like in the ChN, we are now helping to rescue mercenaries from ... from this one like her ... well spatial anomaly shorter. The only thing according to the scenario was that the compass was not mined easily, but in the mines under the Red Forest. But these are trifles, this is purely for the game, it does not affect the plot.

15. Mercenaries are needed just to lower the bridge to Limansk. No bandits and shootings. But there is a slight twist here. We are saving not just mercenaries, but mercenaries with NATO survivors, whom either they threw, or something Strelok, I don’t know. In general, we get to Limansk. Empty city. Just do no one, everywhere solid anomalies, a step to the left, a step to the right and pipets. Plus different scary monsters type of chimera and controller. In general, an absolutely empty city where no one goes, since there are no artifacts here, and behind Limansk there is a Hospital, which is held by the Monoliths and there is no way around them.

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

17. At the Chernobyl nuclear power plant, the Strelok runs away from us. There is a release that wets almost everyone (including the ChNovites), except for literally a few NATO members who have especially fancy overalls. We run after the Strelok to the Generators ... and that's it. We have a little skirmish there. We hurt Strelok, and we ourselves die. We die not from wounds or something like that, but because of emissions, such as the body passed. That is a truly tragic ending. The last thing we see is that the wounded Strelok is captured by some kind of true O-Consciousness, which no one saw in TC. These are not scientists at all, but some kind of former prisoners (here, to be honest, I didn’t get the point, it’s the first time I hear about prisoners, but Levitsky told me so). That's all...

I don't have any details. For example, I have no idea how Sanyok and Khandra end up on the Generators along with Scar. I have no idea why NATO ended up without Strelka, what happened between them. And I have no idea what is happening on the Generators, where these incomprehensible prisoners come out of. Here. And it's not a secret, I stupidly bumped into a dude two years ago and just asked how it was...

2. Additional quests in the swamps

1. "Trebuha".
The bandits occupy a safe passage to Cordon (Mekhanizatorsky Dvor, Severny Khutor). It is possible to pay for a passage for a very large amount, obviously inaccessible to the player at the beginning of the game. An alternative is given with the fulfillment of the task of the bandit leader Eyed (a model of a face with a bandage, or a more terrible one with a sewn eye socket). During one of the last skirmishes with the Clear Sky detachment, a bandit named Trebuha, Eyed's henchman, was killed. On his PDA, the coordinates of the cache are stored, where the second part of the stolen swag is hidden. It is necessary to find a place on the base of Clear Sky where the CCPs of the killed bandits are stored and pick out the CCP Offal among them. Deliver Offal PDA to Big Eyes and get a free pass to Cordon.

Technical features: on the basis of Clear Sky there are several inventories, each of them contains different items, including various PDAs (write a description of the hacked PDAs). The PDA Offal is in the table in Lebedev's office. You can get it only at night, when Lebedev is not in his office. If you try to get a PDA during the daytime, Clear Sky becomes an enemy and the player is shot at the base.

2. "Big-eyed".
The bandits occupy a safe passage to Cordon (Mekhanizatorsky Dvor, Severny Khutor). Lebedev explains to the player that there are two passages to Cordon. The first one is behind Yuzhny Khutor and leads under the military checkpoint. There is an alternative with the destruction of the bandits guarding the safe passage to Cordon beyond the North Farm. It is necessary to destroy the leader of the bandits with Eyes and bring Lebedev his PDA, which stores information about the cache where the bandits keep the loot. Most of the items belonged to the Clear Sky fighters, and there is much more that could be useful.

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

3. "Swamp Thing".
The leader of the Clear Sky Squad at Fisherman's Farm offers to check a distant checkpoint, from which no information has been received for a long time. On the spot, we find the bodies of the dead fighters of the Clear Sky, 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 the attack of a swamp creature on a checkpoint (write a description of the PDA with the story of a badly wounded soldier who hid on the tower). We go down and face the mutant. We kill the swamp creature and report everything to the leader of the Clear Sky squad at the Fisherman's Farm.

Technical features: a restrictor is created at the top of the tower, getting into it, we activate the appearance of a swamp creature. Additionally, a scheme for knocking out the weapon of the swamp creature from the hands of the player is applied here.

4. "Old Church".
The leader of the Clear Sky Squad at the Observation Tower offers to deal with 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 either to negotiate with the stalker in some way, or to kill him. On the spot, the player encounters a sniper who has settled on the top floor (a model of a face with stretched skin of a bloodsucker). If the player manages to go up to the top floor and talk to the stalker, then it turns out that the stalker needs the skins of bloodsuckers. The player must go to the Boat Station and clear out the lair. It is necessary to bring several skins of bloodsuckers (standard model of the jaw of a bloodsucker). The madman moves to the Boat Station.

Technical features: prescribe a condition for the bloodsuckers to spawn 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 bloodsuckers. Prescribe a condition for a 100% kill of a player on the way 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 fiery poltergeists. During the day, the mutants are in a completely invisible state, at night the standard visual is activated and you can clear the lair.

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

6. "Line of Transmission".
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 top-class armor protection, that is, the player will be able to inspect the remains only after returning to the Swamps from the later part of the passage. Next to the helicopter is placed the body of a military man with a PDA with information. After capturing the PDA, the task to search for the missing military detachment in Limansk is activated (see p. 12 "Missing Detachment").

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

8. "Mound".
The point is inhabited by snorks who came from Agroprom. There are several bodies near the camp dead stalkers. In one of them you can find a PDA with information about the current psi-installation in the Dungeons of Agroprom, a tip to the player on storyline with disabling the psi-installation in the Dungeons.



 
Articles on topic:
Everything you need to know about SD memory cards so you don't screw up when buying Connect sd
(4 ratings) If you don't have enough internal storage on your device, you can use the SD card as internal storage for your Android phone. This feature, called Adoptable Storage, allows the Android OS to format external media
How to turn the wheels in GTA Online and more in the GTA Online FAQ
Why doesn't gta online connect? It's simple, the server is temporarily off / inactive or not working. Go to another. How to disable online games in the browser. How to disable the launch of the Online Update Clinet application in the Connect manager? ... on skkoko I know when you mind
Ace of Spades in combination with other cards
The most common interpretations of the card are: the promise of a pleasant acquaintance, unexpected joy, previously unexperienced emotions and sensations, receiving a present, a visit to a married couple. Ace of hearts, the meaning of the card when characterizing a particular person you
How to build a relocation horoscope correctly Make a map by date of birth with decoding
The natal chart speaks of the innate qualities and abilities of its owner, the local chart speaks of local circumstances initiated by the place of action. They are equal in importance, because the life of many people passes away from their place of birth. Follow the local map