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

Description

Year 2011. Five years passed since the Second Disaster, which eclipsed the events of April 1986. The Zone is shaken by frequent and powerful blowouts, which move anomaly fields, opening new routes to previously inaccessible locations. Stalker factions fight for the new territories and key points. A lot of stalkers die, but newbies keep on arriving.
The action takes place one year prior to the events of S.T.A.L.K.E.R.: Shadow of Chernobyl, one year before Strelok's most successful trip to the center of the Zone – the third one. We will learn about Strelok and his squad from another character's vantage point.
The Zone is waiting for you ahead, new locations and unknown threats, spatial holes and monsters hiding in the fog, pitch-black nights and saving rays of a rising sun. Try to avoid anomalies and hide from blowouts, discover the Zone and collect artifacts, cure radioactive irradiation and fight for any stalker faction you like! Only then you will uncover the truth about Strelok and how he happened to get inside the death track and receive the S.T.A.L.K.E.R. tattoo on his arm.

The world

As a player, you are free to explore the entire world of the Zone. No physical restrictions. No time limits. You will become a Stalker — a cross between a mercenary and a treasure hunter, who is also seen as a plunderer, a scavenger, a loner, and as food. Your task is to locate and retrieve artifacts from anywhere within the Zone.
It's a bit like picking red-hot embers out of an infernal oven. And that's the easy part.
Artifacts could be of various types, but are not found so easily. They will be invisible until a special detector shows their location and lights them with an impulse. More advanced detectors can display more rare and valuable artifacts.
Having artifacts already in your back pack, you will need to sell them to one of the traders or to some fellow stalker, with enough money, of course. Traders can easily be found in the factions’ camps, where you will be also able to repair your weapons and equipment, learn some fresh rumors, get a few drinks from a barman, or even play one of the stalker games, such as arena fighting or crow shooting.
Buying and selling can be done both with cash or barter, so if a trader or some friendly stalker has some interesting stuff for you, like weapons, equipment, ammo, food, or med-kits, you are free to barter them for the items in your backpack.
Performing some deeds, opposing other stalkers, or joining stalker factions, you will form opinions of others about you. All of your actions affect the world around you and its relations with you. Active participation in the faction war can change the balance of forces, expand the range of goods of traders and even help mechanics find out new secrets to upgrading weapons and suits.
The Zone itself is also changing all the time, because of more frequent blowouts. Anomalies grow, appear, and disappear, stalkers and monsters fight, migrate, and rest, day changes into night, and sunny weather might suddenly change to rain with thunderstorm and lightning.
The longer you survive, the more you learn about the ways of the Zone, its locations, behavior of monsters and properties of anomalies. You develop your skills and improve your reputation in stalkers' rating, where nearly every artifact hunter can show up. In order to stay in this rating you need, first of all, to survive fighting all the threats waiting for you in the Zone.

Gameplay

Freedom of action and movement

The key game motif is great freedom of choice of how to play. You are entrusted an entire world — a huge territory populated by various creatures, impacted by unknown and bizarre laws, bearing glory or richness or death.
On top of that, you are given a minimal set of equipment and the story intrigue, an unknown world and complete freedom of action inside it. The dangers in the Zone are not only deadly anomalies and terrifying monsters, but, first of all, humans. Which do you choose — fighting for one of the existing stalker factions, or opposing everyone, or changing temporary allies?
Freedom inside the game world is a basis of this game, the game where it is impossible to play twice the same.

A-life

What makes the S.T.A.L.K.E.R. world alive? It is the system of life simulation (otherwise known as A-Life) — a groundbreaking AI system of S.T.A.L.K.E.R., which is responsible for controlling all of the game characters and events in the Zone.
Over 1000 stalkers go about accomplishing their tasks, exploring the Zone, combating, taking rest, eating – they truly live in the Zone. Monsters get together in packs to attack stalker camps and fight with each other. On the global level, the AI controls even the faction wars.
Creating background events? Generating an unlimited number of secondary tasks and random quests?
The A-Life takes care of it all. Owing to the efficiency of our innovative A-Life system your playthrough of the game will not only be new every time, but also completely different from other players'.

Faction wars

The in-game Zone has been shaken by furious war of factions for the new territories, resources, and control points of the important paths to the center of the Zone. You can affect the balance of forces by joining one of the existing stalker factions or just giving some assistance to it.
As a result, the power of a faction will change in many aspects including expanding the range of goods of traders, obtaining new possible upgrades of weapons and protective suits by mechanics etc.
Interacting with other characters in the Zone you can affect their attitude towards you. Positive attitude is a guaranty of possibility to join the faction. You can take the side of Duty, Freedom factions, neutral stalkers, or even bandits.

Day & night cycles in real time

As you learn to live and survive in the Zone, time flows. Day changes into night, and bright sunny weather is ousted by stormy skies.
As never before, the time of the day in the game impacts your gameplay – while you and all the other stalkers see worse at night, most of the monsters can see perfectly well; beware of monsters preferring to sit underground at day, but crawl outside at night; fighting enemies you can use their head flashlights as targets.
Do not forget about the night threats. If you are not confident in your abilities, it is always better to sit near the campfire listening to stories, old jokes, or stalker songs.

Equipment & weapons

Travels into the Zone go hand in hand with great danger. This is why we couldn't send you into this survival school without the proper equipment.
We have prepared a whole set of protective suits, detectors, stalker-friendly foodstuffs, medkits, bandages, means of radiation protection, and other survival stuff.
You can acquire a selection of weapons in the Zone, ranging from knives, pistols, and rifles to grenade launchers. We adjusted all the weapons for you, so be sure they will shoot very realistically, with the right power and trajectory, but they could also deteriorate and misfire. If you want, get your gun improved with upgrades: silencer, barrel-attached grenade launcher, sniper scope – ask at the dealer's closest to you.
Mechanics could also upgrade your gun in rate of fire, power, accuracy and many other aspects, so there are many ways of obtaining a unique gun. Mechanics could be found in stalker factions’ camps. Every mechanic is good at some specific aspect, one could be a guru in armor, other in sniper rifles or heavy weapons.

Characters

Freedom

Anarchists and daredevils who declare themselves to be fighting for free access to the Zone, and consequently find themselves in constant conflict with army units, military stalkers, and Duty.
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Dolg

Only Duty representatives refuse to trade unique items from the Zone with the outside world. According to rumours, all artifacts found by members of this group are passed to scientists.
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Mercenaries

hey know little about Zone and its creatures and often they die in such places where rookies smell danger.
As for fighting with people it is hard to find better fighters as they.
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Clear Sky

Explorers of Zone`s phenomenon, little-known faction which is lost in marshes. Nobody knows surely what their overall strength what are they doing and what purpose they serve.
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Neutrals

Sometimes stalkers who don`t want to join any of existing factions they organized their own faction with well-known friends.
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Monsters

The swamp creature

When you are walking through the marsh this mutant can attack you every minute. It is subspecies of well known bloodsucker.
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Snork

It seems that these creatures were humans but it is hard to imagine what conditions could bring human to such state.
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Flesh

Like many other living organisms when pigs appeared in the Zone they exposed to radiation. Because of genes were touched which controls metabolic process the phenotype of animals was changed.
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Anomalies

Fault

Flame anomaly it reminds fault in hardened volcanic lava.
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Meat-chopper

Gravitational anomaly almost invisible – sphere in which differently directed physical forces runs.
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Symbiont

Complicated formation. it is symbiosis of several anomalies psi-field, burner and meat-chopper.
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Artefacts

Crystal

Actively consumes excessive heat, remaining cool to the touch throughout. Emits radiation.
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Stone Flower

Artifact can provide moderate protection against psy-emissions, and is radioactive.
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Shell

This artifact used to be considered trash, devoid of any useful properties.
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Moonlight

This unique electrostatic artifact can resonate under the influence of psy-waves.
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Weapons

RP-74

Machine guns of RP- type are characterized of great reliability and in great favour of army.
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Hunting rifle

chip and powerful weapon witch is used mostly be stalkers novices.
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Martha

Pistol of 9 mm calibers with two-lane magazine of extended capacity (15 cartridges).
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HPSS-1m

Reliable, powerful and with good accuracy. magazine capacity is 13 cartridges.
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Screenshots