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S.T.A.L.K.E.R.: Clear Sky


The gameplay of S.T.A.L.K.E.R.: Clear Sky is mostly reminiscent of that of Shadow of Chernobyl, but benefits from a new set of features with the new engine. The game area is composed of many remodeled areas featured in Shadow of Chernobyl, including the Chernobyl Nuclear Power Plant. New areas include the Great Swamp, the ghost town of Limansk-13, and the Limansk Hospital, though locations such as Rostok and Pripyat do not make a re-appearance.




S.T.A.L.K.E.R.: Clear Sky


Download File: https://www.google.com/url?q=https%3A%2F%2Furlcod.com%2F2udhEb&sa=D&sntz=1&usg=AOvVaw2_Ix1Qj-Ss_Yc4G5Va6k3g



Lebedev is amazed by Scar's survival and theorizes that the Zone is being disrupted by a dramatic increase in energy emissions emanating from the Chernobyl Nuclear Power Plant in the center of the Zone. Human activity is believed to be the cause. In other words, the emissions are part of an "immune response" by the Zone itself. Someone has made it to the center, and the Zone itself is trying to consume that person in order to preserve its secrets. Besides endangering all the Stalkers in the Zone, the emissions are also interacting with Scar's body and immune system in a unique way that will eventually kill him if they continue. Furthermore, if the emissions continue, the Zone could eventually become highly unstable and run out of control.


When he reaches the basement of the flea market, he is ambushed and rendered unconscious by Bandits. The Bandits laid their trap for Fang, but catch Scar instead. They take his equipment and run, leaving Scar unharmed. Lebedev wakes Scar and tells him Fang's PDA is nearby. Upon discovering it, the faction's identity is revealed. The Strelok Faction, a small group of elite Stalkers, are attempting to penetrate the center of the Zone. According to the log, they did it once before and are now going to do it again by force. Lebedev confirms that they are the ones the Zone is trying to destroy, but it's not clear how they got past the Brain Scorcher or why exactly they are doing this. Upon finding that they went towards the Agroprom Research Institute, Scar must pursue the team by any means possible. But before that can happen, Scar will need to recover his equipment from the Bandits who stole it.


Scar travels to the Agroprom Institute, which is in the hands of Duty, the rival of Freedom. The Zone is being overwhelmed by very dangerous mutants, and the commander of Duty is hard-pressed, trying to remove them. The Duty commander, General Krylov, tells Scar that Strelok went to the Agroprom Underground. However, the underground is a dangerous area, full of mutants who attempt daily to breach the Agroprom, killing Duty stalkers. Scar volunteers to head in there and rout out the mutants, in exchange for further information. Battling through mutants to get inside, Scar then floods the underground to kill the mutants in the area. After further exploration, he then discovers that Strelok had a hideout in the underground, in which he finds a PDA that confirms the group's intentions of reaching the Wish Granter and the power plant. Their intentions clear, Lebedev gives Scar the undeniably difficult task of killing Strelok before he reaches the center. While Scar pursues him, Clear Sky will ambush and stop the others. After escaping the underground, Scar heads north, knowing it will be a long road to travel in order to reach the CNPP (Chernobyl Nuclear Power Plant).


Scar is directed back to the Military warehouses, where he reunites with the Mercenary friends of Leshiy. They know of a military radio transmitter that is powerful enough to transmit the needed coordinates to Leshiy's team. Unfortunately, it is guarded at a base by what is believed to be the last of the Military. The leader pairs Scar up with a small band of Freedom soldiers commanded by Kostyan, who are making a raid at the same place in order to secure the area for Freedom. After fighting heavy resistance at the base, Scar powers up the transmitter and waits as Leshiy and his team free themselves. They then inform Scar that they are now on the other side of the bridge. Lebedev acts immediately on this development. Convincing Leshiy and his team to aid Clear Sky in reaching the other side, a large contingent of Clear Sky soldiers heads to the bridge, awaiting Scar's arrival so they can make a push. When he does get there, he assists Lebedev and the Clear Sky forces to provide cover from Bandits snipers for Leshiy's team, while they lower the drawbridge. Afterward, there are many thanks all around and the path is clear. Scar moves out with the first advance team heading into Limansk.


The pressure is on at this stage. Limansk has been turned into a street war between Bandits, remaining Military forces, and the Monolith faction. Clear Sky helps Scar push through the war-torn streets, having to face many problems. From clearing out a machine-gun nest, Scar has to survive multiple Monolith ambushes until he reaches a partially-constructed multi-story building, heavily defended by Monolith forces. After making it out, he helps cut power to electrical fences blocking the way out of Limansk. After he has made it through, the only thing that's left is to take an underground passage located just past an abandoned hospital. Another advance team is pinned down by Monolith, who are swarming in the hospital. Scar and Clear Sky forces work together to push through the hospital to reach the NPP on the other side. There is harsh resistance, but Scar pulls through. But during the process, a Mi-2 controlled by the Military appears. It opens fire on everyone in the Hospital, including Scar. Scar defeats the helicopter alone while the Clear Sky team catches up. As they reach the tunnels, the team stays behind, giving Scar a window to reach the NPP.


Rookies are of clear sky are those that have recently joined the organization. They either wear the CS-3a body armor and leather jackets. The ones with the CS-3a wield Hunting Rifles while the ones with the leather jacket equip shotguns. They are common in the Great Swamps at the beginning of the game. But then appear being led by other ranks as the game goes on and Clear Sky gains ground.


S.T.A.L.K.E.R.: Clear Sky is a survival FPS game for PC based on a 'what-if' scenario of the second Chernobyl Nuclear Power Plant accident. The game is created as a warning to mankind against mindless play with technologies. S.T.A.L.K.E.R.: Clear Sky is the official prequel to the renowned S.T.A.L.K.E.R. game by the Ukraine-based GSC Game World studio. The game is set in 2011 and brings forth the events to have preceded the third campaign of Strelok to the Zone center. S.T.A.L.K.E.R.: Clear Sky introduces an alternative look onto the events of the original game and offers the player to try himself out as a mercenary s.t.a.l.k.e.r. in search of his own path in the world of S.T.A.L.K.E.R


S.T.A.L.K.E.R.: Clear Sky is a stand-alone prequel to the original game of 2007. This game takes player back to the anomalies ridden territory surrounding the dormant Chernobyl nuclear powerplant called the Zone. The story of Clear Sky is set one year prior to the events unfold in the original game. Assuming control of the stalker named Skar the player finds himself subjected to lethal dosage of nuclear emission and surviving. The game begins its narrative by challenging player to uncover the truth behind his condition and find the true source of those emissions. The player will the return to the already familiar locations, even though they aren't exactly what player may remember of them from the original game, as well as explore new areas and meet new characters.


A group of stalkers, for the first time, reaches the very heart of the Zone-the Chernobyl Nuclear Power Plant-and triggers a cataclysm on the brink of a catastrophe. An immense blast of anomalous energy transforms the Zone: the once reliable and relatively safe roads are no longer so, the landscape is wiped clean by outbursts of anomalies, and previously unknown areas appear on the Zone map. Stalkers and expeditions perish or end up isolated within the lost territories.


The Zone isn't a friendly place, and if you played last year's shooter/horror/role-playing hybrid S.T.A.L.K.E.R.: Shadow of Chernobyl, this comes as no shock. Clear Sky offers a few improvements and a number of issues, but the real star of the series--the large, barren wasteland created by a fictional explosion of the infamous nuclear facility in Chernobyl, Ukraine--is still the most impressive aspect of this prequel. This isn't a full-fledged follow-up, but rather a stand-alone expansion set before the events of the original. You're introduced to a new main character and several new mechanics, the most important of which is factional gameplay, which allows you to ally with an AI-controlled group and assault its enemies. Unfortunately, new features come with a price: new bugs, erratic difficulty, and other annoyances further disrupt the immersion. While Clear Sky is a good game, it's disappointing that developer GSC Game World failed to address the problems with Shadow of Chernobyl that were left to the modding community to clean up.


If you've already visited The Zone and got lost in its nightmarish world and deliberate pacing, you'll find the landscape is still bleak and uninviting. You play as the silent loner Scar, a survivor of a strong emission originating from the nuclear plant at the center of the zone. His rescuers are the Clear Sky faction, a group of scientists investigating the reasons behind the emissions. And of course, their goal becomes yours as well. During your measured journey through The Zone, you'll visit other factions' headquarters as well, where you'll be asked to assault enemy bases, join their brotherhood, and perform tasks in exchange for information.


Joining your teammates in these battles, like almost any combat situation in Clear Sky, is a nail-biting excursion into the unknown. Impressive enemy AI is one of the biggest reasons for this. Enemy stalkers make excellent use of cover, crouch and move away when they reload, flank you whenever possible, and generally react in plausible ways. They're tough cookies, so even at standard difficulty, you can't play as you would a standard first-person shooter. The only successful approach is to act and react as you would in real life: with caution and perseverance. Because of the slow flow of cash, you'll often feel spectacularly underpowered, but while these fights are often tense and difficult, clearing out a base with nothing but a pea-shooting pistol and an underpowered hunting rifle feels like a major accomplishment. Just be prepared to save. Often. 041b061a72


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