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How to survive Red Forest

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  22:39:05  1 January 2009
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yayo
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On forum: 12/27/2008
 

Message edited by:
yayo
01/01/2009 22:39:23
Messages: 423
How to survive Red Forest?

I'm at Forrester's base presently, I failed the "bring the machine gun from the tank" mission because the mutants killed the Stalker who asked me to retrieve it and I failed the other mission where I had to help a group of Stalkers reach the clearing in the forest with the large anomaly in the middle - they would die one by one after mutant attacks, which pissed me off so I decided to clear the way by myself and come back to escort them once the snorks, the dogs and the large potato like mutant were all dead. They followed me but they stopped in the tunnel and wouldn't move from there for some reason. So I killed a couple more snorks, reached the teleport anomaly and ended at Forrester's place. And guess what? On the PDA I noticed some mutants reached the stalkers in the tunnel and killed them all. Mission failed... Now I have four or five stashed marked on my PDA and another couple of missions for the Duty stalkers who camp near Forrester. But fighting my way thru Red Forrest drains most of my ammo and bandages (friggin' ghost dogs...) and there's no trader nearby to sell me any. Should I just leave for the Army Warehouses or is there a way to load up on ammo and bandages? I'm really frustrated, the fights with the mutants aren't fun anymore because there's just too many of them and it is difficult to spot the real "telepathic pseudodog" among the ghosts he sends at you. Plus I'm afraid the game will respawn mutants endlessly.I'm playing on veteran, btw
  23:19:03  1 January 2009
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Danlo
The Lazy Writer
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On forum: 10/21/2008
 

Message edited by:
Danlo
01/01/2009 23:19:35
Messages: 5198
duty has a bloke who might be able to take you somewhere

or you could slug it back to Yantar

I would suggest a shotgun for the animals in Red Forest - one shot will kill almost anything including a bloodsucker.

oh and the game will respawn monsters endlessly. however you can clear each section for quite sometime
  00:07:52  2 January 2009
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Three Mile Island
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In my experience the best way to deal with the pseudo-dogs is running straight against the real ones (as seen on the PDA). Usually they stay behind the apparations so killing the latter first wont help much.
  01:48:35  2 January 2009
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sunzi
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On forum: 09/30/2008
 

Message edited by:
sunzi
01/02/2009 2:02:42
Messages: 707

---QUOTATION---
How to survive Red Forest?

I'm at Forrester's base presently, I failed the "bring the machine gun from the tank" mission because the mutants killed the Stalker who asked me to retrieve it and I failed the other mission where I had to help a group of Stalkers reach the clearing in the forest with the large anomaly in the middle - they would die one by one after mutant attacks, which pissed me off so I decided to clear the way by myself and come back to escort them once the snorks, the dogs and the large potato like mutant were all dead. They followed me but they stopped in the tunnel and wouldn't move from there for some reason. So I killed a couple more snorks, reached the teleport anomaly and ended at Forrester's place. And guess what? On the PDA I noticed some mutants reached the stalkers in the tunnel and killed them all. Mission failed... Now I have four or five stashed marked on my PDA and another couple of missions for the Duty stalkers who camp near Forrester. But fighting my way thru Red Forrest drains most of my ammo and bandages (friggin' ghost dogs...) and there's no trader nearby to sell me any. Should I just leave for the Army Warehouses or is there a way to load up on ammo and bandages? I'm really frustrated, the fights with the mutants aren't fun anymore because there's just too many of them and it is difficult to spot the real "telepathic pseudodog" among the ghosts he sends at you. Plus I'm afraid the game will respawn mutants endlessly.I'm playing on veteran, btw
---END QUOTATION---



That you failed the Machine Gun quest is no big deal. Actually the gun itself will bring you a lot more money if you take it down to Sidorovich in Cordon and sell it to him (unload it!)

The stalker group that wants help in Devilish Encampment is sometimes quite a problem. If you manage to kill the snorks, the dogs and the pseudogiant, and then even one more mutant attack from the north (the one that probably killed your stalkers when you were not there) - and most of the stalkers survive - they will give you a nice reward, but you don't depend on it (if I remember right it's a Gravi artifact, you will find at least one of these in the forest).

My advice is to concentrate on the main gameplay for now, and come back the forest when you are better prepared. An upgraded shotgun will be your best friend against the mutants, and it helps a lot with healing artifacts, lots of ammo and medstuff - and fine daylight. There are a lot of artifacts in the Red Forest, many stashes and you must really feel that you deserve revenge against those mutants!

A little later in the game, Duty will establish themselves in a cave nearby, and if they are tough enough and survive, they will even have a trader. Try to sell him some upgraded Duty rifles and be surprised! He will also have hard-to-find sniper ammo.

Don't give up the Red Forest. When you get a little used to the geography, it's an interesting place ( bad, but interesting )

sunzi

PS As you are not that far in the game: it is of course possible to go back to the last autosave and try to make a better show of it. After all, you have some experience now...
  11:20:10  2 January 2009
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yayo
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On forum: 12/27/2008
 

Message edited by:
yayo
01/02/2009 11:34:08
Messages: 423
Thanks for the tips, that what I did, I reloaded my game and escorted the group of stalkers to the Devilish Encampment. This time I just accepted the mission but ran ahead of them so I could kill the snorks, dogs and the giant before any of them got hurt. Now we're a bunch of happy campers around the bonfire waiting for the pack of snorks from the north lol. Btw, before starting this mission I got another (the second so far) distress call from the machine gun mission guys. Managed to save two of them, hope the mutants will leave them alone for a while. Still have to pick the two artifacts in the anomaly (which I did in my first run of the level), one is easy but the second disappears way too fast. Btw, that about the healing artifacts is a good tip, lately I been using only antiradiation artifacts and ones that would help me carry additional weight + endurance. I'm loaded with weight btw, fully upgraded SEVA, fully upgraded SPAS, fully upgraded KORA, fully upgraded AC96/2 (which looks like the Obokan from SoC, why did they change the name? btw, here's the real life equivalent: http://world.guns.ru/assault/as08-e.htm ) plus a dozen artifacts, ammo and healing items. Unfortunately I go thru shotgun shells way too fast, I started with some 130 rounds and i already wasted 40-50. Will take the advice and return to RF later in the game (before Limansk if I'm not mistaken, I read there's no way back once there).
  13:01:43  2 January 2009
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RemCo
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On forum: 02/13/2008
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Dont worry about those Loners,they will be killed sooner or later by the mutants.I believe you can defend them 3 or 4 times and then mutants will kill them when you have left the place.
You can find a lot of stashes in Red Forrest and your shotgun is your best friend in that level.There are also some more sidequests like the one you had to get the machine gun and if you are lucky you can find the grenade launcher.
Red Forrest is imo one of the best levels,here are some pics,

http://img133.imageshack.us/img133/9633/96988037oj9.jpg

http://img99.imageshack.us/img99/4727/73512574ja8.jpg

http://img99.imageshack.us/img99/7079/21167205oj3.jpg

http://img133.imageshack.us/img133/8282/20657864em2.jpg

http://img99.imageshack.us/img99/1807/28923227bp0.jpg

http://img377.imageshack.us/img377/4356/56303829gc8.jpg

http://img133.imageshack.us/img133/3966/77508642tu0.jpg
  16:08:57  2 January 2009
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yayo
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On forum: 12/27/2008
 

Message edited by:
yayo
01/02/2009 16:09:15
Messages: 423
Yup, they're all dead, both groups, the Witches Circle stalkers and the ones I escorted to the Devilish Encampment. After I reached the tank and inspected the corpses laying nearby the game spawned a large group of snorks that immediately headed in the direction of the stalker camp... Btw, one of the corpses belongs to Father Valerian, the leader of the Cordon Loner camp. Just did a Google search about him, it looks that if I return back to Cordon I will find him at his base alive and kicking The scientist from Limansk must have cloned him or something. And now that I picked up a couple more artifacts plus the machine gun and the ammo I carry 120 kilograms of stuff. Wonder where can I unload some, haven't been able to find any stash at Forresters place
  16:31:46  2 January 2009
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Kane4
"Order of the Liquidators" and Dez0wave Tester
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On forum: 07/17/2008
 

Message edited by:
Kane4
01/02/2009 16:32:30
Messages: 12552
Take the tank machinegun to any trader for 70Gs. With dead NPCs, you can always keep quest items and continue on your item quests. Some people just don't understand that NPC dying is way better sometimes and doesn't nullify any other item quests. Sheesh!
  17:04:51  2 January 2009
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RemCo
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On forum: 02/13/2008
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---QUOTATION---
I carry 120 kilograms of stuff. Wonder where can I unload some, haven't been able to find any stash at Forresters place
---END QUOTATION---


There is a green box by the entrance to the forrest by the ''camp near caper''.
http://img155.imageshack.us/img155/9424/ssremco010209000931redfwv4.jpg
You can see the green box on the left side of the Freedom soldier and you can unload lots of stuff in it.
There used to be Duty soldiers there but they are all dead too
  18:29:02  2 January 2009
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yayo
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Message edited by:
yayo
01/02/2009 18:32:46
Messages: 423

---QUOTATION---
I carry 120 kilograms of stuff. Wonder where can I unload some, haven't been able to find any stash at Forresters place
There is a green box by the entrance to the forrest by the ''camp near caper''.
http://img155.imageshack.us/img155/9424/ssremco010209000931redfwv4.jpg
You can see the green box on the left side of the Freedom soldier and you can unload lots of stuff in it.
There used to be Duty soldiers there but they are all dead too
---END QUOTATION---



Yep, I finally noticed the box (was playing bith a bit of a hangover yesterday, you know, too much sparkling wine for new years eve ) and left some items there then went to explore RF, found a nice artifact in the underground tunnels southwest from the forrester's base, killed loads of dogs and a couple of bloodsuckers, looted a couple of stashes, found new artifacts and retrieved stuff for the stalkers at the camp near caper. Then I hiked all the way down to Cordon to sell Sidorovich the machine gun and collect some rewards at the Loner base. Sidorovich actually payed better than the other traders, am also loaded on shotgun shells now, 300 and counting, lol. Honestly I didn't pay much attention if the solders near the forrester were Duty or Freedom, they were yellow so they had to be Duty (am green with Freedom), wonder if the situation will change once I get back from Cordon. They better not be bandits lol, I still have to sell the 2000 machine gun rounds I'm keeping in that box.
  03:26:55  3 January 2009
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
01/03/2009 3:32:01
Messages: 26124
How to survive the Red Forest

1. The Loner survivor at the bridge gives you two choices. Let him lead
you to the Witcher's Circle or for him to stay there. This has got to be
the only instance in the entire Game for you to tell someone to stay.
Have him stay there and take the Tank Gun job from him. Go visit
the Witcher's Circle and do what you can there. Do not go to check
on the Lost Party or recover the PDA at the now open entry Gate.

2. Go visit the Renegades in the Mine while they still exist. Grab the
Compass Artifact and get out of there. You will come back much later.
Always be ready and have the capability to grab any extra 20kg when
you find stuff. Don't travel so overloaded you can't find new things and
leave with them. Endurance Artifacts are very important for fast traveling.

3. Bypass the Lost party/PDA recovery and go towards Dark Yar.
Do not approach Dark Yar but instead go straight to the exposed
Mine shaft by yourself and take out the Mutants there. Move on to
the Devlish Encampment and kill the Pseudogiant. A fully upgraded
RP-74 works wonders in this task. If you want grab the Artifacts at
the Devil's Claw but eventually move on up to the Tank. Grab the
Tank Gun and empty it of it's 2000 rounds and grab the extra 2000
rounds. Do not jump in the Bubble. Go exactly back the way you
came through the Red Forest and you can trigger the Lost Party PDA
going out the main gate or go out past the Witcher's Circle that way.

4. Return the Tank Gun to the loner at the bridge. Remember that
NOT returning any Quest Item will prevent you from getting the next
Quest Item Job. If you don't have an RP-74 before Yantar you are
rushing the whole Game to get to where you are now. This also gives
you a chance to drop off the 4,000 Rounds of PP Ammo. Leave the
Loner there and do the Lost Party PDA if you have not done it yet.

5. Go to Dark Yar and immediately buy every single Stash Info without
triggering any other dialogue. Then take the 2nd Quest Item and go
sprint back and do this and quickly return to Dark Yar with it. Now you
are ready to escort the Loners from Dark Yar to the Devlish Encampment.

6. At the Devlish Encampment watch all the Loners like a hawk at the
Devil's Claw. One or two of them will take a Detector and walk into it
triggering the appearance of rare Artifacts. Do not leave until this does
happen or either Mutant attacks get them all. Once you leave them the
Mutants will get them anyway and if you get the Call to Help you won't
make it back in time. For the Mutants attacking this position it is best
to go by yourself just north of them by the tree where it first opens up
for the Mutants traveling south from the Tank. Be prepared to spend
the night or stay there for some time. You are in no hurry for anything.

7. You may have the Loner at the bridge travel to Dark Yar by himself.
If you keep an eye on him or help him that is okay. Be ready to get
there as he dies and you can then recover the Tank Gun to sell later
Not until he is dead and the Loners at the Devlish Encampment are
dead do you go to the Tank and do a little searching of all the nearby
Loner bodies before you jump through the Tank Bubble this time.

8. Don't go see Forester yet. Go instead to the Duty position and use
the Stash Chest to get more ammo or drop off supplies. Get yourself
light and ready to move but have enough ammo for fighting. Now go
visit Forester. As soon as he gives you your assignment run out of
there like lightning and go back to the Dutyers who have now opened
the gate to the Mine. Get ahead of them and kill the Mutants so they
survive. Once the Dutyers set up shop and the Duty Trader takes up
his position, do what you have to do to get the Poltergeists stirring.
Do not take them on yourself but go wait outside the Mine entrance.
Soon the Poltergeists will be gone and you can go below to recover
the Artifact and Bulldog in the cabinet down in the Tunnel Bathroom.
Take another Quest Item from the Dutyers that should be the PDA that
is in the bottom of the Mine which is easy to do now and turn it over.

9. Now you are free to do what you want. Artifact hunting or Purple-
Icon Stash hunting in the Red Forest. Go back to the bridge for more
supplies or to drop some off. The Mutants will keep spawning in the
Red Forest and other than Duty in the Mine there will be few if any
other Men in the Red Forest. You are now ready to go to the Army
Warehouses or you can go past Dark Yar for a trip to Garbage or the
other way you first came in to Yantar. Enjoy using the Compass for
awhile and possibly move some southern supplies back up north to
the brdge tower where the 2nd floor has a good stash chest. You
can get back to Forester sprinting through the woods without having
to fight anything if you have the right Endurance Artifacts. Go on to
the Army Warehouses because you have now survived the Red Forest.

TS
  10:54:03  3 January 2009
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yayo
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On forum: 12/27/2008
 

Message edited by:
yayo
01/03/2009 11:10:13
Messages: 423
Thanks Tejas, you should really write a guide for the game mate. I'm impressed. Too late for me to restart the level as the beginning of the level autosave deletes the previous one (and I left RF for Cordon when I went to sell the machine gun to Sidorovich). Keeping the autosaves so the player can restart a level whenever he wants would be a nice touch. I keep comparing CS to the only other game that really provided me with that feeling of total immersion in 2008. It was The Witcher Enhanced Edition. The Stalker team should learn from those Poles, they published a terrific game which was unfortunately full of bugs and glitches. A year later they re-released the same game with new dialogs, graphics, voice overs, most of the bugs fixed, new music and other goodies. Ppl who bought the original game could download a patch which upgrade the game to the Enhanced edition for free. And it was a success, commercially and critically. Plus the fans of the game got the feeling that the developers really cared.
Back to Stalker, Unfortunately *cough cough* I think I killed the ambush guy, was sniping the ambush party from a distance and didn't really notice anybody waving the white flag. Will try to pay more attention in my next run I managed to retrieve two artifacts from the Devils circle (I read somewhere there were supposed to be three) and one near the tank, the endurance artifact in the mines is a great item too. Those poltergeists are a real pain, why can't I kill them or find some other way to neutralize them. I could kill those in SoC, damn. A lost opportunity for the game developers, they could of made some kind of subquest, finding an artifact or a lab with the means to neutralise the damn things lol.
  11:23:19  3 January 2009
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RemCo
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On forum: 02/13/2008
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There is a lot to find down were the poltergeists are.Its not a lost opportunity cause there are 3 reasons at least to go down there.
You wont be able to keep that endurance artifact because someone will claim it further into the game.
Those poltergeist are really tough.You can go down there and spam medkits and shotgun bullets but you can also wait 5 minutes outside the mine and then they dissapeared.
  15:48:40  3 January 2009
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yayo
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On forum: 12/27/2008
 

Message edited by:
yayo
01/03/2009 22:03:55
Messages: 423
I saved my game right after shooting the planks near the ladder leading to the poltergeist pit, so tonight, after work I'm partying with them
What I ment by saying the poltergeist pit is a lost opportunity is that the game team could have come up with a better way of dealing with them, last time I tried fighting them there were four of them (not two as somebody says) in the pit and they killed me in like 10 seconds. Stupidly hard fight, and it's no fun spending like 500 AK rounds (or ten grenades) shooting them from above either. Or leaving the mine and returning 10 minutes later to find them gone. The developers should have simply come up with a better idea, one that leaves you feeling triumphant and fulfilled once you figured the way to defeat the poltergeists, thats what I ment to say. Hell, they could have asked me to figure out something cool, I'd do it for a bottle of Kossack vodka and a mention in the credits

EDIT
In my experience there's no way to kill the poltergeists, I mean if one decides to do the experimental device quest before accepting the Compass mission from the forrester. I spent several minutes shooting them, evading the objects they were hurling at me and healing my character. In they end they just left, I didn't manage to kill a single one. And there were two of them, not four as I stated previously (either the game spawns a random number or I was hallucinating, dunno) I also got the Bulldog 6 granade launcher which was in the bathroom with the anomalies, under a locker. Not sure what to do with it, to sell it or to keep it, in my experience the Kostyer underbarrel granade launcher isn't very effective, wonder if the Bulldog is any better. Anybody knows how to reach the purple stash "under a flipped over trolley car"?
  22:09:26  3 January 2009
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yayo
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On forum: 12/27/2008
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*bump*, I edited my previous post, anybody care to read?
  22:34:33  3 January 2009
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hhiker
off to new worlds
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On forum: 10/31/2008
Messages: 4290

---QUOTATION---


EDIT
In my experience there's no way to kill the poltergeists, I mean if one decides to do the experimental device quest before accepting the Compass mission from the forrester. I spent several minutes shooting them, evading the objects they were hurling at me and healing my character. In they end they just left, I didn't manage to kill a single one.
---END QUOTATION---



I have managed to kill some of them - here is the last breath of one:
http://img514.imageshack.us/img514/5605/poltergeistdyingln7.jpg

but yes, some of them just vanish after a while.
(Find the thread "Compass mission" - there is some more discussion on the poltergeist question as well. )
  03:19:57  4 January 2009
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Tejas Stalker
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On forum: 05/12/2007
Messages: 26124
How to survive Red Forest

Yayo~

It's usually better to just Post again than to go back several hours later
and Edit something new to the picture. Especially if it gets put on a
different page it might get missed. I usually edit all my messages
for either spelling or to better phrase or word things differently
but I do that rather quickly after first posting. The Clear Sky
Poltergeists are not as easy to kill as the SoC Poltergeists

TS .
  13:51:38  4 January 2009
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RemCo
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On forum: 02/13/2008
 

Message edited by:
RemCo
01/04/2009 14:48:26
Messages: 376

---QUOTATION---
In my experience there's no way to kill the poltergeists, I mean if one decides to do the experimental device quest before accepting the Compass mission from the forrester. I spent several minutes shooting them, evading the objects they were hurling at me and healing my character. In they end they just left, I didn't manage to kill a single one. And there were two of them, not four as I stated previously (either the game spawns a random number or I was hallucinating, dunno) I also got the Bulldog 6 granade launcher which was in the bathroom with the anomalies, under a locker. Not sure what to do with it, to sell it or to keep it, in my experience the Kostyer underbarrel granade launcher isn't very effective, wonder if the Bulldog is any better. Anybody knows how to reach the purple stash "under a flipped over trolley car"?
---END QUOTATION---


If I did not manage to kill them one time then I would agree with you but I managed to go down and kill them with my shotgun.
I tried it a couple of times after that but I could not kill them again.
So you got the bulldog and the experimental device so now you just got to pick up the artifact down there.
There are a couple of stashes to be picked up and the one you mentioned is probably above the trolley car,jump on it and you can pick up the stash if you look up

edit:I was getting some doubts about the stash answer and the stash I was talking about dont has a trolley car involved.
Do you have a pic of the stash you mentioned?

I was speaking about this stash,
http://img504.imageshack.us/img504/3294/ssremco010409154007redfsf7.jpg
You need to jump on the barrel and look up
  15:22:59  4 January 2009
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Danlo
The Lazy Writer
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On forum: 10/21/2008
Messages: 5198
killing the poltergeists is relatively easy - as long as you have lots of med/bandages and plenty of shot gun shells.

About six shots will kill one and there's only 3 of them - keep moving about and they find it hard to hit you - after about 4 attempts last time I managed to to do it.
  00:26:05  5 January 2009
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Tejas Stalker
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On forum: 05/12/2007
Messages: 26124
How to survive Red Forest

One time I had all the Poltergeists come out of the lower level and up
to the area of the Mine where all the Dutyers walked around totally
oblivious to me getting smashed by every object that could be thrown.

TS
  05:52:22  5 January 2009
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yayo
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On forum: 12/27/2008
 

Message edited by:
yayo
01/05/2009 6:13:26
Messages: 423
Funny thing, in my game there was a Duty stalker staying in the poltergeist pit, near the entrance with the metal plate. He was there before I started fighting the creatures, they wouldnt throw things at him (just at me, they had to be friends or something). After the fight the fella just walked into the tunnel with the acid anomaly and died. In my second attempt he stayed near the entrance and left the pit after I knifed the crates blocking the passage (he was obviously too dumb to break them himself). The purple stash "under the flipped over trolley car" is near the tunnel that leads to the devilish encampment, on the left, but I'm not able to reach it either from the encampmet side or from the Dark Yar. Has to be somewhere on the slope I'm not able to climb or maybe in a secret tunnel.
  08:02:05  5 January 2009
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hhiker
off to new worlds
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On forum: 10/31/2008
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---QUOTATION---
The purple stash "under the flipped over trolley car"
/.../
maybe in a secret tunnel.
---END QUOTATION---



Bingo
It's not so much a secret but may be difficult to notice at first. It's easier to spot if you enter the tunnel from Devilish encampment side.
  18:06:25  5 January 2009
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yayo
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On forum: 12/27/2008
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Found it, the tunnel wasn't hidden either, just my blue night vision made it difficult to spot. Am done with Red Forest now, time to go visit the Army Warehouses
  22:53:10  5 January 2009
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Tejas Stalker
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On forum: 05/12/2007
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How to survive Red Forest

I have found that the way to keep activating more Purple-Icon Stashes
in the Red Forest is to continually and periodically search the 5 Loner
bodies where you recovered the "Commander's PDA" over in the AW.

TS
  22:56:58  5 January 2009
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CleaverX
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On forum: 12/09/2008
Messages: 124
The Red Forest belongs to me!!!

TS
Thanks for the great guide, that is pretty much the way I handle the RF, difference is that I have turned defending the Devilish encampment into an art form worth about 15,000+ RU waiting for me back at the Cordon, with NO Stalker casualties (so long as I am there). I own them all with the RP, the MP5, the AC92 and of course your favorite, the AKM (btw thanks for that tip too, once upgraded, I can take anything down, including npc's wearing armor). The key to owning the Red Forest is to learn the map, and understanding how to fight each different mutant (health and bleeding artifacts are a big help, lol).
As for the Poltergeists in the Mineshaft, I kill them every time, and here is how:
I shoot the boards by the ladder going into the pit, and wait until a couple of Dutyers on patrol approach the area, then I go down the ladder just far enough to p**s off the ghosts, I scramble back to the top and start shooting at them with my MP5, once they start throwing stuff around, the Duty guys join the action, and a couple of minutes (and few medkits) later the ghosts have been owned. Works for me every time. My only sore spot is that I can never find the bulldog down there, only the granades in the cabinet. Oh well, it would be nice to have for the army base assault, but I usually do just as well with the RPG (talk about shock and awe!!!)
Thanks again for showing me the way I have given up the shottys forever, and I now own all the monsters with the Vipers and AKM.
All the best
The Cleaver
  21:11:09  17 September 2010
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Three Mile Island
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Message edited by:
Three Mile Island
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Devilish encampment


---QUOTATION---
I have turned defending the Devilish encampment into an art form worth about 15,000+ RU waiting for me back at the Cordon, with NO Stalker casualties (so long as I am there).
---END QUOTATION---


Had to try that too. I think there should be a reward for keeping the NPCs alive a certain time. I also noticed that you don't get rewards every time you save them. Maybe you must stay close to the stalkers, but even when I saved the last snork until it got close enough I sometimes didn't get any reward. The artifacts were a disappointment too.

In between mutant attacks things got boring, so I also made a few excursions into the forest, sniping pseudo-dogs with my SVD among other things. Nothing beats hurrying back to Devilish encampment when you're deep inside an anomaly field.

4000 tank machine gun rounds will get you by a few days, but after the first 24 hours the MG started to jam, which can be complicated when surrounded by snorks. Since my supply of shotgun ammo was also dwindling fast I saw no other choice than using the knife. Once the snorks start migrating from the tank towards the Devilish encampment they become blind to everything behind them, so all you have to do is step aside until they've passed you, then run after them and attack from behind.

Stabbing even a snork in the back feels a bit unethical though, also the knife doesn't always reach down (only on sloping ground?), so after a while I decided to sneak away to Garbage and buy shotgun ammo and and repair the machine gun. Made it back just in time for an emission and the next mutant attack.

Around the same time (24 hours) the first stalker got killed in the anomaly. Is this scripted or a bug? Should I reload an earlier save when it happens? Anyway I decided to give away the machine gun around this time, not long after the NPC got killed in the anomaly too, so I could get the MG back. After about 55 hours all stalkers were dead in the anomaly, all at the same spot going in the same direction. One time an NPC just got wounded, so I could heal him with a medkit.

The total amount of mutant kills was far above 100, leaving a trail of bodies between the tank and Devilish encampment. Almost all of them were snorks, but a couple of times dogs showed up as well. Dogs are harder to catch up with before they manage to attack the stalkers.

One time I saw a mutant "squad" on the Western part of the level (next to the road before the bridge, where the mercs end up after lowering the bridge) on my PDA with "target: Devilish encampment", but they never started moving, and when I reloaded a quick save they were gone.
  21:41:58  17 September 2010
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Tejas Stalker
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How to survive Red Forest

Did you get the Loners to go into the Symbiont and spawn a third
Artifact with their Detector? If you are fast enough you can run in
& grab it from them before they have a chance to get it themselves.

TS
  22:08:10  17 September 2010
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Three Mile Island
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No, never saw that. Doesn't it show up in their inventories once they've died?

All I got was an Eye and a Stone Flower.
  20:19:10  19 October 2013
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Three Mile Island
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Devilish Encampment revisited

Decided to defend the stalkers with the tank machine gun for as long as I could (last time I tried it I ran out of patience before running out of ammo). This took some time, which I've passed playing games on my mobile phone while keeping an eye on the computer screen.

With about 1000 rounds left, NPCs started dying in the anomaly one by one. About the same time snorks arrived from the south, taking up residence in the small tunnel. Since they stayed there without doing any harm, I left them alone, but eventually they attacked the stalkers anyway.

Once all the machine gun ammo was used up, I returned the machine gun to the lone surviving stalker that gave me the mission. From now on I'm using an mp5, shotgun and various other weapons I've salvaged across the Red Forest. A few more groups of snorks or dogs have arrived from the south, heading straight towards Devilish Encampment.

Most snorks make a lot of noise when the approach the stalkers, but a few move silently while taking detours in order to attack unexpectedly. This suggests rudimentary intelligence.

My suit condition is down to 0%, so I'm not sure how I'll be able to recover the machine gun if the stalker dies in the anomaly. Even if I made a quick run to Garbage I don't have enough money to repair the suit. Maybe I'll have to move to Cordon while the stalker is still alive, claim my large reward (over 30 000 by now) and repair the suit there, but I doubt I'll make it back in time before the mutants get the stalker.
  12:37:25  22 October 2013
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Tejas Stalker
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How to survive Red Forest

I've done the same. With the stupidity of the Loners there wandering into
the anomaly and the never ending replenishment of snorks coming from
the north and the south, it is a losing endeavor. Let's face it. The Loners
at the Devilish Encampment are dead men walking. The same for Dark
Yar. The same for all in the Red Forest. Why? Because of one simple
fact. The mutants in Garbage...Agroprom...Yantar...where do they all
come from? That's right...the Red Forest. Watch their movements on
your PDA as they move by squads as you are in other levels. As much
as I like the Red Forest you cannot stay there. It is truly Man made hell.

TS
  15:42:32  22 October 2013
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Three Mile Island
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---QUOTATION---
It is truly Man made hell.
---END QUOTATION---


That's what gives it its charm, isn't it?

Made a trip to the Cordon mechanic and back just in time to save the last remaining stalker from a large group of snorks. Then just a minute later he died in the anomaly anyway. After the first anomaly casualty all the stalkers start dying the same way soon after another, unless this is scripted I guess something breaks after a while.

It's interesting how the mutant attacks seem to escalate after a few days. In the beginning individual snorks often arrived one by one, which made them easy to deal with as long as you're vigilant (don't trust the PDA alerts, snorks may sneak up without warning). But then after a few days mutants started arriving from the south, including packs of pseudo-dogs. Finally snorks from the north started arriving in larger groups, like six snorks closely together, or fanning out so they approached the Devilish Encampment from different direction, so I had to run fast to catch them all.
  15:55:13  22 October 2013
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Three Mile Island
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I've restarted from the beginning of the level. This time I made sure to kill all mutants nearby Witcher's Circle before completing the ambush mission (this avoided the chaotic defense task which usually takes place just as the annoying cut scene starts playing). At first this broke the dialog with the surrendering ambusher, so I couldn't get info on Strelok's stash from him, but it sorted itself out on my second attempt.

BTW, I read somewhere that the Red Forest Bloodsucker doesn't start spawning until you've responded to the SOS signal, but now I encountered him even before that. The stalkers at Witcher's Circle helped me shoot him.
  04:00:24  26 October 2013
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Three Mile Island
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This time I've intentionally rushed through Red Forest, except for some quick artifact hunting and killing newly spawned dog packs so that they won't attack the stalkers at Witcher's circle or Dark Yar. I've let the stalker squad at Dark Yar stay put, didn't kill the pseudogiant on my way to Forester, and didn't clear the mine from poltergeists.

After arriving in Army Warehouses no new mutants have spawned in Red Forest so far (if the PDA is to be trusted). I've only spoken with the Freedom outpost commander, not the mercs in the bloodsucker village.

A few Monolith squads have poured in from the Brain Scorcher, killing everything in their way. A couple of Freedom squads have arrived in AW from Dark Valley (through Garbage) but haven't been able to kill a single Monolithian (that I've seen) and consequently haven't been able to reach Red Forest yet (like I recall they usually do soon after Duty enters the mine).
  14:23:23  28 October 2013
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RK Roadkill
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Message edited by:
RK Roadkill
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In my games Freedom squads have never killed Duty guys in Red Forest in camp near Forester, Duty always kills them with ease.
Probably a lack of cover...
  14:36:50  28 October 2013
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Three Mile Island
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---QUOTATION---
In my games Freedom squads have never killed Duty guys in Red Forest in camp near Forester, Duty always kills them with ease.
Probably a lack of cover...
---END QUOTATION---


Same here I think. I also recall they sometimes just stop just inside the Red Forest level changer, without progressing towards the Duty squad by the forest gate.
  14:46:04  28 October 2013
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Three Mile Island
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I went back to the Limansk bridge to get my Vintar, so I could kill the Military sniper in AW and get the artifact north of the military base.

Sure enough there were new mutant dogs in the Forest that didn't show up on the PDA earlier. Also a new bloodsucker appeared, he seemed to ignore the Stalkers at Witcher's Circle, instead running circles around the rock I was taking cover on. Had to step down to make him reveal himself and become vulnerable.
  20:27:30  28 October 2013
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Tejas Stalker
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Message edited by:
Tejas Stalker
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How to survive Red Forest

While in most cases, the PDA Map representation of a squad of NPCs or a
group of mutants is an indication of the leader, that does not mean that a
group of people or mutants can't exist in any area without that visual cue.

TS
  00:27:04  29 October 2013
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RK Roadkill
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Message edited by:
RK Roadkill
10/29/2013 0:27:34
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Red Forest is weird place but still my favourite in Clear Sky, because it's real forest where you can get lost without map and resembles real forests near my place

It's a mutant paradise, they just pour from everywhere
  14:16:47  29 October 2013
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Three Mile Island
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Decided to engage the poltergeists in the mine. Three Dutyers had spawned inside the metal plate, which also killed two of them, but didn't awake the poltergeists.

I decided to climb down the ladder and try to attack the poltergeists from the below. This usually ends badly, but this time I was able to take cover at the top of the tunnel, near the metal plates.

Using the tank machine gun against the poltergeists turned out to be very effective, which makes be believe they are not hard to hit, just very tough to kill (otherwise a shotgun would have worked better). Three (?) poltergeists were killed this way, then - when all seemed quiet - I walked down the slope only to be killed by the fourth one which waited further down below.

The tunnel yielded a Firefly artifact, but alas the Bulldog had dropped out of the geometry as usual (I cheated and used the flycam to check before bothering to go in there).
  20:35:26  29 October 2013
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Tejas Stalker
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How to survive Red Forest

They should have never placed that Bulldog near a disruptive Anomaly.

TS
  01:41:44  31 October 2013
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RK Roadkill
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Usually i never bother with them, Duty guy goes down to hunt for artifacts.
So i leave them be
Wish that they had a trader there instead of mechanic, since forester can fix guns...
  01:45:31  31 October 2013
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Three Mile Island
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Seems I got the dialog option to threaten the surviving ambush Stalker again, and as a result he gave me Strelok's stash coordinates a second time. Is this a known bug? Don't know what I've done to make it happen...
  01:48:24  31 October 2013
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Three Mile Island
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---QUOTATION---
Usually i never bother with them, Duty guy goes down to hunt for artifacts.
So i leave them be
---END QUOTATION---


Yes, once awakened the poltergeists disappear after a while. Your safest bet is to stay out of their way (and that of any loose objects).


---QUOTATION---
Wish that they had a trader there instead of mechanic, since forester can fix guns...
---END QUOTATION---


He is a trader, in fact he's the only one in the whole game that (very rarely) offers you artifacts.
  07:14:52  31 October 2013
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Tejas Stalker
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How to survive Red Forest

There's no advantage to fighting the Poltergeists. Usually I run in there
alone ( before going to Dark Yar, getting the Tank Gun or looking for the
Lost Party ) just to fight the Renegades before the mutants kill them and
to grab the Compass. Then I leave with it and much later return with Duty.

TS
  06:05:13  1 November 2013
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Three Mile Island
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Finally the Freedom squad moved into Red Forest (without engaging the nearby Dutyers). Wonder what took them so long?
  00:57:45  4 November 2013
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Three Mile Island
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Seems Red Forest and Army warehouses are connected in more ways than one. Ever since the Forester missions started, Monolithians have arrived from the Barrier (possibly each new Forester mission causes new waves, or maybe it's just my timing). But once I took the Compass mission, I instead get mutants spawning everywhere:

- In southern Red Forest pseudodogs have started spawning, headed straight towards the Dark Yar Stalkers, who will now never survive the Red Forest for sure. Once I also found a couple of snorks on the western side, close to where the Bloodsucker use to be, but alas the Witcher Circle stalkers had all perished so I had to load my previous save.

- In Army warehouses lots of mutants have started spawning around the Bloodsucker Village (pairs of bloodsuckers, dogs, boars, snorks), many with Dark Yar as their target (which means they'd have to go through the whole Red Forest first).
  02:40:05  4 November 2013
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Tejas Stalker
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How to survive Red Forest

Red Forest Mutants have to pass by Dark Yar on the way to Garbage.

TS
  13:20:01  4 November 2013
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Three Mile Island
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True, but the ones in AW shouldn't have to take the Red Forest detour since they can go to Garbage directly through the southern AW level changer. But the paths of faction war squads and mutants have always been convoluted in CS...
  03:50:05  5 November 2013
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Tejas Stalker
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How to survive Red Forest

Because of the blockade position at the Garbage exit to the AW, I don't
think it was ever intended to be a mutant path of travel from the AW.

TS
  05:44:54  5 November 2013
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SetaKat
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Squads tend to take the path of least resistance where possible, and don't engage squads with a power greater than theirs unless forced via script. Because of the high ranking Stalker squads in AW, and the low rankings of mutants, the game picks a path for mutants that doesn't involve having to go through the stalker squads in AW, which is generally through the Red Forest and Yantar.
A simple check to see if the attacking squad is monster (the mutant scation), and to artificially set their power so the power condition passes might see mutants attempting to go from AW to Garbage directly, as it is a shorter path to most of the zone than Red Forest/Yantar.
Only the siding door at the Garbage/AW lc will stop the mutants. They don't use lc's like the player.
  15:28:12  5 November 2013
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Three Mile Island
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Message edited by:
Three Mile Island
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---QUOTATION---
Squads tend to take the path of least resistance where possible
---END QUOTATION---


That's my in-game impression too. But do they calculate the total resistance (from every opposing squad on the way to the target) or just that of the nearest squad's?


---QUOTATION---
Because of the high ranking Stalker squads in AW, and the low rankings of mutants, the game picks a path for mutants that doesn't involve having to go through the stalker squads in AW, which is generally through the Red Forest and Yantar.
---END QUOTATION---


That still requires engaging both the Freedom and Duty squads next to Forester and the Stalker squad at Dark Yar. Meanwhile there are just two separate Monolith squads blocking(?) the paved road to AW's southern level changer, the rest of the camps are currently empty (for example, a few Freedom squads have had no problem sneaking past those Monolith positions and continue all the way up to the Barrier, even though that's not the quite the same way that mutants would take).

If mutants wanted to go directly south-east from the Bloodsucker Village I guess they'd have to engage both the Mercs and the two Freedom squads on the hill. For some reason a slight detour (like using the road out of the village) is not allowed by the game.


---QUOTATION---
Only the siding door at the Garbage/AW lc will stop the mutants. They don't use lc's like the player.
---END QUOTATION---


If the door is closed in CS I guess that's a valid obstacle. I have seen quite a few mutants in the southern AW in previous games (coming from the north), but can't remember if they've ever continued south out of the level.
  17:58:06  6 November 2013
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RK Roadkill
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Monolithians almost killed the whole squad at the Barrier if i didn't show up. And mutants tend to show up there, so sooner or later they will conquer them, but i think Barrier squads get reinforced fast
  15:27:38  7 November 2013
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Three Mile Island
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Yes in my current game I recall Monolith has conquered the Barrier twice, only to loose it to Freedom again. If you prevent Freedom from sending reinforcements things get really interesting.
  02:02:39  9 November 2013
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Three Mile Island
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Message edited by:
Three Mile Island
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Messages: 2332

---QUOTATION---
- In southern Red Forest pseudodogs have started spawning, headed straight towards the Dark Yar Stalkers, who will now never survive the Red Forest for sure.
---END QUOTATION---



After killing more of these dogs I went to the Limansk Bridge and put the unwilling ambush survivor in motion again. Then suddenly dogs spawned at their old site (by the electro anomalies with the three dead stalkers). Once I killed these dogs the stalker squad at Witcher's circle immediately started moving (with the Barrier as their target) but for some reason they stopped at the SW corner of the forest (the new mutant spawning site).

At the same time the surviving ambusher moved down the road, again with the Barrier as his target, but stopped at the western camp outside the forest where the mercs end up.

Maybe there's still hope for the Red Forest stalkers, at least if I could make the electro anomaly dogs stop spawning.
  00:42:37  10 November 2013
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Three Mile Island
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Went to AW to prune mutants. Clearing a path appeared to set the RF stalkers in motion, but also spawned mutants very close to them. I decided to reload the AW level and return to RF a bit earlier.

When I returned to RF the stalker squad was approached by three mutant squads at once (one with snorks, the others with pseudodogs). Took me a few attempts until I could save all four stalkers.

After this I decided to return Compass to Forester, thinking that doing so would stop the mutant spawning, and that seems to be the case at least for now. The downside is that the RF stalkers show no inclination of moving now.
  23:57:13  10 November 2013
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Tejas Stalker
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How to survive Red Forest

In my experience whether in the Red Forest or watching the Red Forest
on the PDA Map while in another level, the spawning of mutants is a
continuous action and anyone there will always soon end up dead.

TS
  00:55:10  11 November 2013
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Three Mile Island
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True, but sometimes the mutant spawning goes into overdrive. If only those stupid stalker would move out while they have the chance.
  00:58:24  11 November 2013
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Three Mile Island
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While I was roaming the forest it seems I accidentally started the Lower the bridge mission (even though I still haven't transmitted the coordinates, a known bug). I decided to keep playing and see what happened.

Once the bridge was lowered the mercs couldn't go to their usual camp (because the ambush survivor stands there), so they had to stay at the bridge, providing me with an extra guide.

When I went into the forest again the electro anomaly in the middle had spawned a new Battery artifact.
  01:38:28  12 November 2013
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Three Mile Island
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Back to a save before the "Lower the bridge" mission!

What if the Dark Yar squad prevented the others from continuing into Garbage? I decided to test this by sending the Dark Yar squad on their mission to Devilish Encampment. And sure enough, the stalker squad in the southern forest moved into the now vacant Dark Yar, while the surviving ambusher moved from the merc camp to the southern forest camp. It seems these NPCs avoid each other's camps. But they didn't continue into Garbage, not even when the entrance was free from Bandits.
  03:45:49  13 November 2013
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Three Mile Island
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Tried clearing a path through Garbage for the stalkers, killing all Bandits, Duty and Freedom squads blocking the way to southern Army Warehouses. But the suicidal Stalkers in Red Forest still didn't go farther than Dark Yar. I also tried clearing the other way through the forest and directly into north-western AW, still no reaction.

  08:21:08  13 November 2013
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Tejas Stalker
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How to survive Red Forest

I haven't seen any indication of movement by any Faction going from
Red Forest to Garbage. Only the Player and mutants seem to use this.
The Red Forest in SoC & CS are both a dead end destination for Loners.

TS
  14:11:19  13 November 2013
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Three Mile Island
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Message edited by:
Three Mile Island
11/13/2013 15:04:25
Messages: 2332
True. But I suspect "normal" squads entering Red Forest from the outside don't have that limitation (except from the scripted Freedom squad from Army Warehouses). So far I've only seen Monolith make it alive through the forest, but I also recall seeing "capture and hold position" prompts during some faction war.


---QUOTATION---
The Red Forest in SoC & CS are both a dead end destination for Loners.
---END QUOTATION---


Don't they enter Pripyat in SoC? ISTR seeing squads that, but don't know if it was Loners specifically.
  14:12:55  14 November 2013
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RK Roadkill
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Message edited by:
RK Roadkill
11/14/2013 14:14:00
Messages: 1296
Those squads at Red Forrest seem to be there for the player to do missions for them, after that is done they all disappear and later on RF never gets populated again, besides Duty squad. It's like Red Forest gets cut out from rest of the zone.
I would like to see loners to try and hold areas there, not too much but at least the anomaly camp.

In ShoC

Also I've seen a lots of squads entering Pripyat. Loners, Freedom and Duty, but they can barely get pass the underground garage part of level.
When they enter Freedom takes left part of Pripyat to advance on and Duty takes right side. Without player cleaning up Pripyat of Monoliths and mutants stalkers will probably never advance because they die from anomalies in which they like to die on and on.

I had a Freedom squad to get all the way to Stadium, i think 1 only survived
  15:18:42  15 November 2013
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Three Mile Island
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---QUOTATION---
I had a Freedom squad to get all the way to Stadium, i think 1 only survived
---END QUOTATION---


I think I had one or two make it across the field, but I don't know what happened afterwards. They don't migrate to the NPP, do they?
  01:20:38  17 November 2013
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RK Roadkill
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I think they can't. My Freedom survivor got blown by RPG constant fire...
  04:15:36  17 November 2013
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
11/17/2013 4:16:09
Messages: 26124
How to survive Red Forest

The Duty and Freedom NPCs go to the secondary level changer that's
past the northern section of the stadium. I will never understand why
GSC made the level changer at the southern entrance to the stadium
the primary with the PDA Map and prompts leading you there. There's
more action and artifacts in the stadium itself. Only if you ignore your
PDA prompts and use the west or east gates to slip into the stadium do
you get to fight the additional Monolith and see where the other NPCs go.

TS
 
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