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CLEAR SKY: Liquidator Test #10

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  20:57:20  7 September 2010
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hhiker
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I just checked: the Duty Member Assault Rifle and Ripper's Shotgun are alive and safe in the base.
According to my calculations, so are all the Clear sky quest items.
Of the Loner items that stayed in Cordon i know i've missed at least 2 when some camps were overrun with mutants in my absence. (Or was that in the maingame? Have to double check)
Haven't tracked down the bandits in this game because of babysitting Duty, but seems that at least one who had a quest item delivered is alive in Depot.

I remember getting back more of the Swamp-Cordon_Garbage quest items in the maingame than i have now, but then i had missed Serega's guitar.
  03:31:54  7 September 2010
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Tejas Stalker
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CLEAR SKY: Liquidator Test #10

hhiker~

Just got another one:
http://img834.imageshack.us/img834/8398/dutymembersassaultrifle.jpg

I noticed a new Exoskeleton appeared at my Duty Base with an RP-74.

TS
  23:54:22  6 September 2010
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Tejas Stalker
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CLEAR SKY: Liquidator Test #10

Finally got me a dropped Tunder from Duty falling to Mutants right
outside the Bandit Base just north of the Locomotive. My Bandits
have become prolific again and now control most all of Garbage.
I actually saw a Bandit Squad depart to the Dark Valley but they
vanished somewhere midtrip. Duty has no access to Garbage now.

TS
  22:27:54  6 September 2010
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hhiker
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Correct.
While the mutants are scarce enough to be considered endangered, they are still somewhat active in the East Side of Garbage and occasionaly attack the Depot.
  05:14:00  6 September 2010
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Tejas Stalker
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Message edited by:
Tejas Stalker
09/06/2010 5:15:46
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CLEAR SKY: Liquidator Test #10

hhiker~

By that I guess you mean someone attacked the Bandit Base and you
were able to grab the Artifacts? My Bandit Base has been untouched.
Duty went around it to the north and my Concentration Camp is still
the same. The Bandits still control the northern exit to the Dark Valley
and that has been the only location they have tried to keep. Freedom
is staying in the Dark Valley except they have the places they started
with in northern Garbage ( never attacked ) and 3 Men at the southern
exit to the Dark Valley. I still have yet to see any Dutyer & Freedomer
fight each other. My Game feels just like SoC before going to the AW.

TS
  02:49:09  6 September 2010
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hhiker
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Those are not just any dropped weapons.
Those are exactly the weapons Duty has dropped since the start of the test (i've sold most of the AKs though, becaues often i lost track if they belonged to DUty or Bandits.); most of them originating from inside the base.

I'll have to do a roundup of the quest items... i know some of them have been lost due to the squad shuffle and some i've just missed.

Btw, among the artifacts peresent are the ones from Bandit base too
  02:29:06  6 September 2010
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Tejas Stalker
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Message edited by:
Tejas Stalker
09/06/2010 2:34:33
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CLEAR SKY: Liquidator Test #10

hhiker~

Dang. I'm so desperate for money due to the lack of the Faction Wars
that I have not kept any dropped weapons so that I had the 80,000+
rubles for my SEVA upgrades and the 100,000+ needed for the RP-74.

You can see in these Screenshots I'm carrying some various dropped
weapons to go sell down in the Cordon where the Trader pays the best:

My fully upgraded Suits Stash:
http://img809.imageshack.us/img809/5486/suitstash.jpg

My current collateral stash: ( prior to Yantar )

Trophy AKM:
http://img819.imageshack.us/img819/4166/tropkyakm.jpg
Ripper Shotgun:
http://img148.imageshack.us/img148/6959/rippershotgun.jpg
Bandit Chaser 13:
http://img704.imageshack.us/img704/8977/banditchaser13.jpg
Duty Member's Case:
http://img705.imageshack.us/img705/5134/dutymemberscase.jpg
Durable Leather Jacket:
http://img827.imageshack.us/img827/7167/durableleatherjacket.jpg
Serega's Guitar:
http://img833.imageshack.us/img833/1497/seregasguitar.jpg
NPR-21p Special Medkit:
http://img8.imageshack.us/img8/7809/npr21pspecialmedkit.jpg
Magic Vodka:
http://img716.imageshack.us/img716/6310/magicvodka.jpg
Cossacks 2 Vodka:
http://img443.imageshack.us/img443/6057/cossacks2vodka.jpg
PDA with secret information:
http://img696.imageshack.us/img696/2332/secretpda.jpg
Driver's Friend PDA:
http://img197.imageshack.us/img197/6216/driverfriendpda.jpg
Lucky Detector:
http://img691.imageshack.us/img691/2839/luckydetector.jpg
Clear Sky PMn:
http://img714.imageshack.us/img714/1752/clearskypmn.jpg
Fang's PDA:
http://img713.imageshack.us/img713/1866/fangspda.jpg
Inscribed Pistol:
http://img26.imageshack.us/img26/4372/inscribedpistol.jpg

TS
  01:28:06  6 September 2010
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hhiker
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the "collateral stash"

here:
http://a.imageshack.us/img833/2576/test10agrostash.jpg

And the one in Flea market as well
http://a.imageshack.us/img8/5673/fleamarketstash.jpg
  00:56:45  6 September 2010
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Tejas Stalker
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CLEAR SKY: Liquidator Test #10

If you're saying what I think you are I did really good so far in this Game.

TS
  00:54:47  6 September 2010
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hhiker
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Ooh, i almost forgot... the "collateral stash" screensots.
Coming up soon.
  00:52:36  6 September 2010
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Tejas Stalker
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CLEAR SKY: Liquidator Test #10

Sounds like with the latest Patch this Test should
be changed to 1 SVD or SVU, 1 Tunder & 1 RP-74.

I still don't have a Tunder yet:
http://img412.imageshack.us/img412/4434/planbr.jpg

TS
  03:20:51  5 September 2010
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Tejas Stalker
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Message edited by:
Tejas Stalker
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CLEAR SKY: Liquidator Test #10

Duty always made it to the Dark Valley with the previous Patches.

I always thought the 1.5.10 Patch was the ultimate one to fix so many things.

From my experience so far it is a major screw up that has gimped the Game.

TS
  01:22:39  5 September 2010
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SetaKat
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This is from 1.5.10. The bug with duty spawning and not moving out requires a new game for it too be fixed, once I fix the vanilla file.
  01:18:37  5 September 2010
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hhiker
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Explains a lot
Does this apply to the latest patch only or overall?
  00:52:46  5 September 2010
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SetaKat
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Duty suffers from a bug which prevents squads which spawn at their base from moving out while the actor is on a different level. Also, Duty doesn't advance in the factions war further than the two Agroprom entrances to Garbage, because of the precondition actor_in_faction, which is false unless you join, which then evaluates to true. The only reason they move further is that they have a secondary target at the barrier - this is what pulls them into the Garbage and beyond.
  20:44:32  4 September 2010
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hhiker
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hhiker
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Acording to my observations in this game, Duty settles down in Garbge once they establish control over some specific points (the camp between the East pile and Flea market seems to be one and the "Camp in through" the other - when they lose these they'll recapture them or move troops there - but they won't move out from there even with 2 squads present). With these points settled, Duty won't take the initiative to move out Agroprom or advance in Garbage unless their faction strength is nearing 300. When that happens, they do send a few squads towards Garbage; i'm guessing there might be the bigger objective to establish a safe route between the Southern Entrance to Dark Valley and Agroprom-Garbage Northern gate; however, since by then the Bandits have regained some strength and often re-captured the points Duty took over in their mini-exodus (Barricades, the point between South Piles and Barricades; occasionally Diggers' camp), Duty will spend all the strength surplus on re-re-capturing those and has to gather strength before they attempt anything again, during which the Bandits will also reinforce their position.
So basically it's a cycle that repeats with some variations.

(Again, what i describe here is based on ingame observations only - people with the script insight could probably explain it through more specific parameters.)
  20:20:08  4 September 2010
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CLEAR SKY: Liquidator Test #10

It looks like the Faction Wars is still working but in broken up stages.
You have to keep going back and forth between the levels to jumpstart
the action and I still have not flooded the Agroprom Underground yet.

Too early for me to really pass judgement yet other than I have only
found a single Dutyer with an RP-74 whereas before I would see 3 or 4.

TS
  11:16:26  4 September 2010
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hhiker
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---QUOTATION---
CLEAR SKY: Liquidator Test #10

hhiker~

Yep. So far the 1.5.10 Patch has made this Test almost impossible.

TS
---END QUOTATION---



Well, i could send you my "One month in Agroprom" save so that you can take a look in a certain storage box.
I might not have been able to tick all the original objective boxes but there's a teeny-tiny load of collateral loot...
  06:33:48  4 September 2010
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Teh Soul Eater
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Not completely, only a few entries in the "Charachter_Desc_General" so you'll see it during FWs (or playing in excess of 4 months (My record))
  06:28:03  4 September 2010
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Tejas Stalker
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CLEAR SKY: Liquidator Test #10

hhiker~

Yep. So far the 1.5.10 Patch has made this Test almost impossible.

TS
  08:07:45  14 October 2009
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Message edited by:
Tejas Stalker
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CLEAR SKY: Liquidator Test #10

hhiker:

---QUOTATION---

I know it's the wrong year...

... but a Zombie just dropped me this:
http://img63.imageshack.us/img63/8461/mgzombie.jpg



---END QUOTATION---



hhiker~

Remember that everything that I ask anyone to do in any of
the Liquidator Tests are always things that I have done myself.

Remember your steps in CoP for others to follow.

* All that Eye Candy in your Inventory *

TS
  02:43:16  14 October 2009
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DeltaForce95
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Droipps what?
  02:33:30  14 October 2009
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hhiker
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I know it's the wrong year...

... but a Zombie just dropped me this:
http://img63.imageshack.us/img63/8461/mgzombie.jpg

  07:03:59  6 October 2009
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Message edited by:
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CLEAR SKY: Liquidator Test #10

Maybe Test #11 the Final Exam
could be to write a Thesis on Fang.

TS
  04:51:54  6 October 2009
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hhiker
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Message edited by:
hhiker
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Most of what you describe here is totally unfamiliar to me
It was already at 1.5.08 that Duty, once in Garbage, parked themselves at the East pile and stayed there.

Also, the bandits from tunnel - for the moment the attacks on the Loner base have stopped entirely; there is a Bandit camp in the tunnel but they are very quiet and do not move out. (I think it has got something to do with the factions balance at Garbage, maybe Garbage checkpoints too)

As for Duty movements at Garbage - looks like the Diggers' camp is the key. That's where the critical squads went through on my previous attempt and now, too a squad to advance as far as Garb/DV checkpoint moved through there.

But the Train car capturepoint (along with fork on the road and camp by the hole) rings a bell - i started to get those later in teh game

EDIT:
Oh no
That unmarked Freedom squad at the factory showed up again...
  04:37:23  6 October 2009
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CLEAR SKY: Liquidator Test #10

I followed Duty from the Agroprom to Garbage to the Dark Valley
and once Duty took control of the Dark Valley at the northern and
southern entrances to Garbage, Duty stalled and never wanted to go
any farther on their own. Freedom tried many times and finally drove
them back to Garbage but later Duty returned and held the Dark Valley
north & south chokepoints for a long time before Freedom drove them
out. At that point did I reach a stalemate in Garbage where there were
pockets of Duty & Freedom stagnant while the Loners & Bandits were
moving about. This is when I went back to the Agroprom and I got 2
others there in different Games. One was where the Loners lost the
Train Car and the Bandits would pass by freely. Later the Mutants took
the Train Car and suddenly the Dutyers on the road going to Garbage
offered me a Task to take it. The Squad Leader had the RP-74 and so
we went there and I killed 3 Bloodsuckers waiting inside the Train Car.
The Duty Squad took the new position and sure enough the Bandits came.
I couldn't take sides with both of the Factions as my friends so I watched
both my friends fight it out. Eventually the Bandits wore the Duty Squad
down and won and I grabbed the Dutyer's RP-74 when he fell to Bandits
that were coming of the tunnel ( continuously when you never do the Loner
Faction Leader's Task to go take out the Bandit strongholds east and west )

TS
  04:19:15  6 October 2009
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hhiker
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---QUOTATION---
CLEAR SKY: Liquidator Test #10

When I was in the Loner Faction my first RP-74 came from the Agroprom
when I got the task to go with a Duty Squad up to take the Psueudogiant Hill.

As a Mercenary my first RP-74 came from following a Duty Squad
from the Agroprom to Garbage where we went around the Bandit
Base and to the northern entrance to the Dark Valley. Freedom
attacked again and again but was repelled but through attrition
it finally got down to that last Dutyer with the RP-74. When
Freedom killed him finally I was standing right behind him
waiting to snatch it up like some Grim Reaper with souls.

1 down....2 to go...keep an eye out for that SVD/SVU.

TS
---END QUOTATION---



Well, one step at the time.
Right now it requires some heavy gymnastics to get any squads to move anywhere. The Garbage is like West Berlin -everyone has their little designated corner and apart from some conflict areas the different factions never cross paths.

This machine gunner was a new recruit. The one at the base was still there at the end of October in the maingame.
Same with the Freedomers of interest: the squads that moved anywhere were new recruits, while the whole base (with my desired toys on their backs) sits merrily on their asses and doesn't show any initiative at all).

Another thing - while the Duty exodus starts earlier now (after activating the flood mission), it is at least ten times slower than what you described. And it stops at the East pile camp in Garbage - like clockwork.

Anyway... for now i'll have to wait for the Duty faction to gather more strength until there's any hope of moving anybody anywhere again.
  04:07:42  6 October 2009
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Message edited by:
Tejas Stalker
10/06/2009 4:13:55
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CLEAR SKY: Liquidator Test #10

hhiker~

When I was in the Loner Faction my first RP-74 came from the Agroprom
when I got the task to go with a Duty Squad up to take the Pseudogiant Hill.
Once I got it I took it to the Duty Repair Tech to upgrade. Got a Tunder there too.

As a Mercenary my very first RP-74 came from following a Duty Squad
from the Agroprom to Garbage where we went around the Bandit
Base and to the northern entrance to the Dark Valley. Freedom
attacked again and again but was repelled but through attrition
it finally got down to that last Dutyer with the RP-74. When
Freedom killed him finally I was standing right behind him
waiting to snatch it up like some Grim Reaper with souls.

1 down....2 to go...keep an eye out for that SVD/SVU.

I believe that this experience will have you seeing the Faction Wars in a
whole new light and in more depth than most Players ever see or imagine.

TS
  03:56:20  6 October 2009
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hhiker
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Message edited by:
hhiker
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---QUOTATION---
CLEAR SKY: Liquidator Test #10

hhiker:

First machine gun down
(no emissions involved)


hhiker~

Outstanding!

Agroprom or Garbage?
( I keep picturing your favorite chair on the Duty Base
whenever I see the word emissions...thanks a lot )

TS
---END QUOTATION---



Garbage.
Had to pull some strings to get a heavy fighter sent there but Duty agreed that point was strategically important enough.
Them understanding the significance of any checkpoints anywhere near Dark valley, let alone capturing them, is still a very distant dream, however.

Meanwhile the Bandits know much better the meaning of "fierce". They even made a break to the Agroptom north gate once; they are also holding a point near the Southern path from Garbage to Dark valley. (And they won't give Freedom any peace either.)

(ED: irrelevant but cool: did i mention, i got the big launcer grenade...warhead-uh-thing from the tree stash? That must be another nice twist of patch 1.5.10 )
  03:46:26  6 October 2009
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CLEAR SKY: Liquidator Test #10

hhiker:

---QUOTATION---

First machine gun down
(no emissions involved)

---END QUOTATION---



hhiker~

Outstanding!

Agroprom or Garbage?
( I keep picturing your favorite chair on the Duty Base
whenever I see the word emissions...thanks a lot )

TS
  01:50:43  6 October 2009
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hhiker
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First machine gun down
(no emissions involved)
  12:23:56  4 October 2009
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Kane4
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Message edited by:
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---QUOTATION---
CLEAR SKY: Liquidator Test #10

Kane~

Have you ever gotten a fully upgraded RP-74 before going to Yantar?

TS
---END QUOTATION---



No I haven't, but as it seems, the task would be a fun one. I really do like buffing out early in the game. I always tried to upgrade 2 SEVA's before going into Agroprom underground and get nice guns upgraded. Now tha I'm busy with CoP I'll have to take a break from CS. Maybe in the future, I'll take on this rather tough and tedious test for as I heard, yuo need tons luck and persistance to get those RP-74's.
  07:10:33  4 October 2009
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hhiker
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OK, it's official:
my Freedom is on the move again.
Phew
  07:05:32  26 September 2009
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CLEAR SKY: Liquidator Test #10

Kane~

Have you ever gotten a fully upgraded RP-74 before going to Yantar?

TS
  23:38:57  25 September 2009
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Kane4
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Cool movie. GTA Vice City so ripped this movie!
  07:10:00  23 September 2009
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Tejas Stalker
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CLEAR SKY: Liquidator Test #10

That reminds me of the Movie Scarface
http://www.youtube.com/watch?v=21_Ry_Q-Y0Y

Indeed.

TS
  07:05:47  23 September 2009
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hhiker
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too eager


---QUOTATION---
CLEAR SKY: Liquidator Test #10

Emission delivered
a Dutyer RP-74
to your eager hands.

TS
---END QUOTATION---



http://www.youtube.com/watch?v=XtPgr94VYA4
  07:03:19  23 September 2009
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Message edited by:
Tejas Stalker
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CLEAR SKY: Liquidator Test #10

Emission delivered
a Dutyer RP-74
to your eager hands.

TS
  06:59:00  23 September 2009
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hhiker
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Bingo

Now read my *cough* poem again - when put in context you can probably guess what shady busines i've been up to.
  06:57:10  23 September 2009
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Tejas Stalker
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CLEAR SKY: Liquidator Test #10

The Zone itself.

TS
  06:50:40  23 September 2009
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hhiker
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Message edited by:
hhiker
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---QUOTATION---
CLEAR SKY: Liquidator Test #10

Is it just so obvious that
I'm not seeing the Forest
because of all the Trees?

TS
---END QUOTATION---



Indeed.

Let me put it this way - there is a rather reliable way to play out the Duty's arch enemy, the one they fight at all cost, against them... especially in Agroprom.
(Alas i had only managed to get one RP 74 this way - during this test that is; but i did have some 20 Obokans, The PDA with strategic information and Dutier's case...)
  06:46:15  23 September 2009
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Tejas Stalker
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CLEAR SKY: Liquidator Test #10

Is it just so obvious that
I'm not seeing the Forest
because of all the Trees?

TS
  06:40:21  23 September 2009
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hhiker
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hhiker
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---QUOTATION---
CLEAR SKY: Liquidator Test #10

You don't mean the C-Con who are expanding the Zone?
Or Renegade Duty that has gone against Voronin's Orders?

TS
---END QUOTATION---



No.
As i said - think bigger - way bigger.
But C-con is a step to the right direction

ed:
If you can remember the first part of test 9 - there was a dude called Petya....
  06:35:48  23 September 2009
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CLEAR SKY: Liquidator Test #10

You don't mean the C-Con who are expanding the Zone?
Or Renegade Duty that has gone against Voronin's Orders?

TS
  06:10:47  23 September 2009
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hhiker
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One more ... the most important

Let me try something here

the nest has one less
silent barrel in cold hands
red light in the sky
  05:57:18  23 September 2009
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CLEAR SKY: Liquidator Test #10

The Mutants are the Enemies of all Men
but especially Duty since it is part of
their creed to fight & destroy them.

TS
  05:39:29  23 September 2009
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---QUOTATION---
CLEAR SKY: Liquidator Test #10
... but more like Mutants.

TS
---END QUOTATION---



warmer...

ed: think bigger
  05:29:48  23 September 2009
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CLEAR SKY: Liquidator Test #10

Mercenaries were Enemies in SoC.
They're not really a Zone Faction
but outsiders hired from beyond
the Zone. Zombified Stalkers
are not really a Faction so to
speak but more like Mutants.

TS
  04:45:42  23 September 2009
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---QUOTATION---
CLEAR SKY: Liquidator Test #10

Freedom, Bandits, Monolith and Renegades?
I think the Military might not be Enemies
but I have seen Duty kill them in Rostok.

TS
---END QUOTATION---



2 more
(think outside the factions)
  04:27:50  23 September 2009
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CLEAR SKY: Liquidator Test #10

Freedom, Bandits, Monolith and Renegades?
I think the Military might not be Enemies
but I have seen Duty kill them in Rostok.

TS
  04:24:56  23 September 2009
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---QUOTATION---
CLEAR SKY: Liquidator Test #10

hhiker~

Is this still doable with the 1.5.10 Patch?
Did you have to restart your Game before
the Dark Valley excursion that you were blaming?

TS
---END QUOTATION---



Can't tell yet.
Yes, i replayed the Dark valley events and from then on.
Almost ready to talk to Krylov again.


(Btw, with some more time i believe i could have managed to get all the Duty weapons even in the case of faulty scenario. As i understood the starting conditions, the test allowed to play out known enemies against each other and take adgantage of the process ...
Quiz question - name the "known enemies" of Duty )
  04:15:02  23 September 2009
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CLEAR SKY: Liquidator Test #10

hhiker~

Is this still doable with the 1.5.10 Patch?
Did you have to restart your Game before
the Dark Valley excursion that you were blaming?

TS
  05:57:15  16 September 2009
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CLEAR SKY: Liquidator Test #10

hhiker~

Here are 2 Screenshots from the 1st time I played Clear Sky.
Before I learned better I had joined the Loner Faction. Mistake.
I have a crappily upgraded SEVA because I killed Bandits. Mistake.
I'm still carrying a Viper which later is a bad idea after Yantar. Mistake.
I'm using the fully upgraded Fast-Firing AC-96/2. Another bad choice but
I had to try both to discover that the fully upgraded for Accuracy AC-96/2 is
better. The 2 Screenshots were Stashes right before I went to the Yantar Level:

Suits & Ammo Stash:
http://img516.imageshack.us/img516/19/suitsammooq9.jpg

Weapons & Artifacts:
http://img516.imageshack.us/img516/926/weaponsartifactsfd8.jpg

We all learn from our mistakes:

TS
  12:46:54  14 September 2009
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---QUOTATION---
I think we're both on ground zero now. If you want, I could send you a save right before Agroprom with both SEVA's and lot's of other goodies as well. I really took time to do the early part of the game well so I've got many things. It'll save you from doing DV all over again. I'm on the 8th patch also.
---END QUOTATION---



Nah, i prefer doing my own homework
I have some secondary agendas in mind too.

But thanks for the offer
(btw, that game is only started with 1.5.08 - i patcehd it 1.5.10 when i picked it up again after long pause.)

Edit:
yeah... looks like tath Freedom squad was the root of all evil - now they became a "normal" squad, entered the factory, one set up as a guide, plus some of those non-talking guys came in as reinforcements. This "hanging" squad probably had a ripple effect on the whole DarkValley-Agroprom highway. Gonna find out soon enough.
  12:26:08  14 September 2009
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I think we're both on ground zero now. If you want, I could send you a save right before Agroprom with both SEVA's and lot's of other goodies as well. I really took time to do the early part of the game well so I've got many things. It'll save you from doing DV all over again. I'm on the 8th patch also.
  11:22:47  14 September 2009
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NOooooo ...

http://img11.imageshack.us/img11/8510/btrg.jpg

Allow me to elaborate:
"Noooo... why can't i take this one with me!"
  02:29:55  14 September 2009
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CLEAR SKY: Liquidator Test #10

hhiker~

I had a Lost Squad of Freedom Troopers in Garbage on the west side of
the road but north-east of the Bandit Base by the south-east corner of the
most northern pile. They didn't show up on the PDA. I also had a Lost Duty
Squad on the eastern side of Garbage on the path where you first met Vasyan.
Later a Squad of Loners joined them and I had a mixed Squad standing together.
One thing I really love about both SoC and CS is that no Games are ever the same.
I would say that you have analyzed your own situation perfectly and now know the cure.

TS
  01:53:34  14 September 2009
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Dark, dark valley


---QUOTATION---
CLEAR SKY: Liquidator Test #10

Think of all the Players that miss out on all this action because they
rush to Yantar as soon as the Agroprom Underground is flooded.

TS
---END QUOTATION---



Yeah... well, i DIDN't rush to Yantar and i was still missing out all the action, in fact i still am missing out all that action.
Besides the rare advances on Duty part (and those didn't come easy at all); there is absolutely no action form Freedom.
Now i think i might have found out the source of this lethargy... if i'm right then i have to go way way back in my game in order to do this test.

I've mentioned someplace earlier, how Dark Valley became a sort of summer resort where almost mothing ever happened after the main storyline, and that was virtually mutant-free for a month before a few odd snorks finally broke through. I thought it was my own fault - i had first came to the valley via Twilight Zone and shot the mutants from there; then, snooping around i had prematurely activated the message that the tunnel where Mercs came from had been blown up. Anyway, i kept my guard up and was ready to to the whole Valley mission again, but since everything seemed to go on smoothly from then on, i moved on myself.

I suspect this is coming back to haunt me now
Thing is, in Dark Valley, in the Factory yard there is an unmarked squad (i had missed them when taking notes on the squads because i was following the PDA map and there is no marker for them.) They don't do anything, the won't talk... in fact i think they might be some "leftover" from the chasing Mercs mission and somehow, even though the mission completed and everything, they are keeping the whole faction in some indecisive state.

Oh, and get this... trying to see what would happen if i got rid of them i provoked a gunfight... turns out one of those dudes is immortal! You know, like storyline-sritical characters in other places- he acts as if he's taking damage but nothing will take him down.

So, there is research do be done on if this is indeed related to my Zone of tranquility. Means, the whole thing is gonna take longer than i first though
  22:54:51  13 September 2009
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CLEAR SKY: Liquidator Test #10

Think of all the Players that miss out on all this action because they
rush to Yantar as soon as the Agroprom Underground is flooded.

TS
  22:12:46  13 September 2009
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hhiker
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Squads & maps

Update:
I was able to push one Duty squad through to Dark Valley.
So at least i know it can be done in the current game.
Making them any use however... looks like that will require a loooot of patience - and building som muscle.
  21:47:17  13 September 2009
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I think it's time for me to do this test as well, though I am rather worried that some important squads might not leave Agroprom and I'll be left scratching my head. What do I do then?
  21:44:03  13 September 2009
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---QUOTATION---
Did you notice any replacement squads carry any good guns yet or it hasn't come to that yet?
---END QUOTATION---



LOL, see my previous post for answer
I've seen many things in my game - some good, some not so good; some relevant, some not...
  21:41:21  13 September 2009
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Did you notice any replacement squads carry any good guns yet or it hasn't come to that yet?
  21:31:44  13 September 2009
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---QUOTATION---
Are there any squads with the wanted guns and how many?
---END QUOTATION---



WELL... that's what you would need to find out yourself, isn't it?
Besides, i think it might vary from game to game.
  21:22:49  13 September 2009
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Are there any squads with the wanted guns and how many?
  21:01:12  13 September 2009
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hhiker
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---QUOTATION---
Don't you forget who's on what dot sometimes?
---END QUOTATION---



I mix up all sorts of information (places, names, placenames, numbers) all the time anyway. That's not the point. I't how you connect different kind of information at your disposal (and i guess that's very individual thing, everybody's probably got their own "system" ).

Right now i've got other factions green and Duty yellow - that way already one look to the map tells me a lot. Also, the positions each faction holds are very stable in my game - in itself that's not a good thing... but again, one look teels me immediately where a new squad has been recruited and who is on the move.

From the original crew (who is where) - i don't need to memorize which dot is who because i made the picture reference for double-check. (I'd show it here but the file is too large for Imageshack.)
Not that it made much difference - the original squads were all equipped with AK-s and Obokans anyway
  20:46:15  13 September 2009
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Don't you forget who's on what dot sometimes?
  16:27:32  13 September 2009
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---QUOTATION---
You could just run around and keep track of everything but those dots on the map tell me little. I like writing stuff down to tell me that this guy has this and is standing there. Still don't know how I'll do this. I'll see.
---END QUOTATION---




But... but... but- those dots tell me EVERYTHING once i link them to other knowledge i have and some extra intel from the map

But yea, that's true, you just need to find your own way to do things anyway
  16:17:18  13 September 2009
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You could just run around and keep track of everything but those dots on the map tell me little. I like writing stuff down to tell me that this guy has this and is standing there. Still don't know how I'll do this. I'll see.
  16:04:46  13 September 2009
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---QUOTATION---
Yeah, screens are cool but you don't have to kill the game every time to mark a squad leader's position.

---END QUOTATION---



Why would i do that (kill the game to mark the position)?

I turned on the crosshair to display the NPC's name, this way i got a pic of the dude and his weapon, then took screens of the whole squad and one of the map - showing where i was at the moment. Organized the picture material later when i was in artsy mood

(More "secrets of the thade" - i happened to read how people struggle with organizing screenshots. Well, after a game-session i always empty the screenshot folder and move the screens from that session to a separate, named folder.)
  15:50:39  13 September 2009
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Yeah, screens are cool but you don't have to kill the game every time to mark a squad leader's position.It's better to just take out a pencil and mark his location on paper. Besides, their locations change and it's easier to erase them than edit in Paint.

I don't think I'll catch up to you anyways. I'm still on ground zero and have lot's of work to do before even starting to mark the leader's locations. SoC is also keeping me pretty preoccupied as well.
  15:24:05  13 September 2009
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---QUOTATION---
It's best to print out a map of Agroprom and mark each squad leader with their weapons.
---END QUOTATION---



You know... these days we have this wonderful feature called screenshot

(Not to mention image editors)

ED:
So, Kane you're doing the test too?
I've already got my 1st machine gun - you better hurry to catch up
  15:12:46  13 September 2009
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It's best to print out a map of Agroprom and mark each squad leader with their weapons. Then after the flood, track them down. Man this test is long but the loot is shagadelic. When is Test 11 going to be released?
  21:49:25  12 September 2009
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hhiker
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---QUOTATION---
CLEAR SKY: Liquidator Test #10

Sounds like the 1.5.10 Patch has seriously changed the Game.

TS
---END QUOTATION---



Actually, most of the differences in "my Zone" and the conditions you describe seem to kick in at 1.5.08.

I found those saves and snooped around a little. Found out this:
1) in the original game (stared as 1.5.08, the one i'm using to do the test), the Duty squads moved to Garbage and settled in their camps just the way i can see now, with 1.5.10. (And just like now, there was one machine gunner - Alex, who remained in the base.)
There are slight differences though - in the original game, i think the exodus started later (i remember clearly that i was returning the Ripper shotgun when they all activated); also more of the original crew left the base. This time it was all new squads and they started "moving up the Pseudogiant hill" as soon as i took the underground job - not as i returned from it.

2) In my first game, 1.5.05, Duty may have made it to Dark Valley - the Freedom checkpoint crew is different than the one you first see in storyline. But if they got there, they didn't move further.
In fact, it looks more like all the action has taken place at the checkpoint on the Garbage side.
ED: another thing - in that first game i joined Loners early on; that could have had some influence on the faction dynamics as well.
----

ED2:
OK, now finally the main base squads moved to Garbage. No one seems too enthiusiastic about advancing to Dark Valley but one squad took control of the southern Garbage-Valley checkpoint
  21:29:20  12 September 2009
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CLEAR SKY: Liquidator Test #10

Sounds like the 1.5.10 Patch has seriously changed the Game.

TS
  20:29:10  12 September 2009
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---QUOTATION---
CLEAR SKY: Liquidator Test #10

hhiker~

Are you saying you have never ever seen Duty make it to the DV?

TS
---END QUOTATION---



Nope.

In the current maingame i ran along with the Duty as the first moved out - the setteld at the East pile.

I'm desperatly trying to recall my very first game... (it was started with patch 1.5.05, but i patched it 1.5.08 somewhere in the middle) ... the most i can remember is some battles over the Northern checkpoints at Garbage, the rest i'm not sure about. (Didn't know better to check back then.)

ED:
come to think of it... i might have some of those old savegames stored in an external HD... will examine.
  20:12:26  12 September 2009
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CLEAR SKY: Liquidator Test #10

hhiker~

My Peaceful Atom Patrons went to the camp right outside the
Bloodsucker Shack in the Agroprom on the path to Yantar. I've
seen Duty invade the Dark Valley, have Freedom drive them out
and then watched Duty invade it a 2nd time to bottle Freedom up.
Are you saying you have never ever seen Duty make it to the DV?

TS
  20:05:01  12 September 2009
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---QUOTATION---
CLEAR SKY: Liquidator Test #10

Where do the Peaceful Atom patrons go to?
Does Duty go straight to the Dark Valley still?

TS
---END QUOTATION---



In the original game the "Atom" crew first went to the camp at East pile, and finally ended up at the Camp in through / at North pile.
Right now they're still drinking.... except for Fyokl who had an unfortunate encounter with an emission.

In my games i've never seen any Dutiers to actually go to Dark Valley.
  18:27:26  12 September 2009
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CLEAR SKY: Liquidator Test #10

Where do the Peaceful Atom patrons go to?
Does Duty go straight to the Dark Valley still?

TS
  15:57:45  12 September 2009
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---QUOTATION---
CLEAR SKY: Liquidator Test #10
...Once you come out of the Underground you will find the entire
Duty Faction in transit. Squad after Squad is moving eastward towards
Garbage.

---END QUOTATION---



No, they ain't
The great wave of new recruits (+ the squad who was at the North gate,) hit Garbage as soon as the Flood quest activated, but the rest sit snugly on their arses in the base.
Even those that i remembered having moved out during the 1.5.08 maingame are in no hurry.
The Garbage seems to have cooled down too, the only spot with SOME activity being the barricades next to train tunnel.

I'll go and see what i can stir up around the Flea market.
  03:41:48  12 September 2009
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CLEAR SKY: Liquidator Test #10

If you know where the Dutyers with special weapons are before
flooding the Underground, they are easier to predict their choice
of entrance into Garbage that usually dictates their entrance into
Dark Valley. The Road east out of the Duty Base is the main path
of travel for the Dutyers to deploy when going outside the Agroprom.
Stick to any Dutyer with an RP-74 and the rest of the weapons are easy.

TS
  20:43:26  11 September 2009
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A question.
Learning the about all NPC-s of interest and squad positions - does that have to take place in the course of action only after i first enter Agroprom? OR is it an independent goal that i can pursue in a parallel timeline when needed?

I'm asking because too much of my moveing around seems to cause premature maneauvers on Duty part.

Although something fishy is going on in Agroprom one way or another. Remember Petya and Alex from test9? Well, at some point as i do the stash-and-flashdrive round, Alex transforms from prince to a toad:
http://img16.imageshack.us/img16/9931/alexnoooo.jpg

(Haven't decided yet if i'd better start the whole level from beginning... will try out different variations first.)

ED:
Holy shit, the Duty squads (new, fortunately) wont stop moving. No, i haven't even been near the underground yet.
At least now Alex still has his charm
  05:58:04  31 August 2009
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CLEAR SKY: Liquidator Test #10

hhiker~

The Loner part of this Test was incidental. Acquiring the 3rd Flash
Drive is something that can happen once you finally arrive on the
Duty Base and to be returned at a later time of your own choosing.

The important thing about talking to the Duty Leader was to buy and
activate all the Stash Info he and the others offer before entering the
Agroprom Underground. If bought & activated later you cannot return to
the flooded portion that has the best Purple Icon Stashes in the Agroprom.

As you escape the Agroprom Underground, Duty is on the move. Chances
are there will be a RP-74 sent to the Pseudogiant Hill if you are quick enough.
Your priorities are the weapons so if this isn't the case you can go to Garbage.

TS
  00:40:58  31 August 2009
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hhiker
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On forum: 10/31/2008
 

Message edited by:
hhiker
08/31/2009 0:45:40
Messages: 4290
Question to clarify technicalities


---QUOTATION---
Find all the Squad Leaders and any NPCs who are carrying any RP-74s,
Tunders and SVDs.
---END QUOTATION---



You mean anywhere on the three maps, right?

Second question:
how accurately have you meant the prologue chronology be followed?
Explaining:
- Find the 3 Flash Drives [for Loners] can't be done before contacting Duty, because the 3rd info comes FROM Duty. (And the other 2 i had in my pocket anyway )
- Once all of this is done go talk to the Duty Leader & buy the
Stash Info from him first. Go find those Stashes or any others you have
not emptied yet before taking the Duty Leader's main mission to go flood the Agroprom Underground.

The other dialogue options only become available once the Flooding mission is activated. So by "before taking the main mission" you mean "let him talk yourself into it but proceed with other things"? Right?
Or am i missing something?

ED:
one more thing to clarify:
...as you must turn around and go back to
the east and try to be there when the Dutyers first go up the hill to the
Pseudogiant hill.

"When they first go up the hill" as in "while the pseudogiant still resides there"?
I'm asking because those buggers will run up there as soon as the underground mission activates. (Also, some squads will already take positions in Garbage then.)
  03:22:08  26 August 2009
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Tejas Stalker
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On forum: 05/12/2007
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CLEAR SKY: Liquidator Test #10

This Test covers more territory than any Test ever created before.

TS
  09:18:29  25 August 2009
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hhiker
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On forum: 10/31/2008
Messages: 4290
I'm still busy with the 9th (working on my zombie quota) ...
  02:33:39  25 August 2009
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Tejas Stalker
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CLEAR SKY: Liquidator Test #10

I'm itchin' to Post Test #11- The Final Exam.
It takes place in a location so saturated with
Psi-Waves that without a good Suit you'll fry.

TS
  22:08:33  23 August 2009
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Tejas Stalker
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CLEAR SKY: Liquidator Test #10

It sounds like the 1.5.10 Patch might be the big Men & Mutant
adjustment and improvement like the 1.0004 Patch was for SoC.

TS
  00:02:18  23 August 2009
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Kane4
"Order of the Liquidators" and Dez0wave Tester
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On forum: 07/17/2008
Messages: 12553
I gotta do this test!
  23:02:05  22 August 2009
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DrSwizz
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On forum: 12/24/2008
Messages: 201

---QUOTATION---
(That barrier is not gonna hold itself. And once the barrier falls, the Monolith floods the whole map. Actually - i'm gonna check out what will happen once they do.)

In one of my earlier patches/games Monolith came into Garbage from AW. At the time I didn't check were they were heading (south past Flea Market?), maybe I should try to retrieve the old save and find out.
---END QUOTATION---



This is true for 1.5.10 too. Monolith seem to want to go to Dark Valley, however their squads are very weak and they only seem to be able to have five(?) squads active so they usually don't get very far.
  03:37:52  22 August 2009
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Tejas Stalker
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CLEAR SKY: Liquidator Test #10

Sometimes it's too easy for Duty to bottle up Freedom in the Dark Valley.

TS
  01:21:49  21 August 2009
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Tejas Stalker
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Message edited by:
Tejas Stalker
08/21/2009 1:22:12
Messages: 26742
CLEAR SKY: Liquidator Test #10

You can generally get a Task to attack another position from the
Squad Leader and the Squad will follow you whereas you don't
actually have to shoot anyone or take sides. The only time
this doesn't seem to work as well is when you are in one
level and take a Task to attack a position in another
level. The Squads don't follow between levels
very well at all making that more difficult.

TS
  00:22:32  21 August 2009
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Three Mile Island
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On forum: 11/04/2008
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---QUOTATION---
(That barrier is not gonna hold itself. And once the barrier falls, the Monolith floods the whole map. Actually - i'm gonna check out what will happen once they do.)

---END QUOTATION---


In one of my earlier patches/games Monolith came into Garbage from AW. At the time I didn't check were they were heading (south past Flea Market?), maybe I should try to retrieve the old save and find out.
  14:52:43  20 August 2009
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hhiker
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On forum: 10/31/2008
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tests and patches

Still busy with Test 9
(That barrier is not gonna hold itself. And once the barrier falls, the Monolith floods the whole map. Actually - i'm gonna check out what will happen once they do.)

Gotta mention that in the course of the original game the Duty never moved further from the camp between Flea market and West pile. I think they had 1-2 battles with Freedom there but that was all, the lazy bastards. Needless to say, their life expectancy was was extremely long too (in the latest original save all the Dutiers that survived the initial Garbage battles are still alive).

I think patch 1.5.10 has changes that (judging by the moves of Bandits and Monolith), so the test objectives would not be a problem once i get that far
  13:02:52  20 August 2009
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PhoenixHeart
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On forum: 10/22/2008
Messages: 1165
Once you get the task, is there a way to get them to start firing at each other without the player having to kick things off? I've tried before, but I remember them not firing at all, just waiting, until I fired the first shot...
  01:01:30  20 August 2009
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Tejas Stalker
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Message edited by:
Tejas Stalker
08/20/2009 1:02:39
Messages: 26742
CLEAR SKY: Liquidator Test #10

Just a reminder that I never ask anyone to do anything that I haven't done myself.
I've accomplished this twice. The first time as a Loner with hostile Bandits and the
second time as a Mercenary having friendly relations with all the five major Factions.

Even though you are not supposed to take up arms against anyone to get any of their
weapons this does not mean you can't take Tasks to get the Squads to attack another.

TS
  06:07:43  19 August 2009
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
08/19/2009 6:48:59
Messages: 26742
CLEAR SKY: Liquidator Test #10

Prologue

Enter the Agroprom for the first time in an Unmodded Game. After the
Bloodsucker attack on Duty, do not go to the Duty Base but proceed
directly to the Loner Base and do the Loner Missions that are offered
depending on your relations with the Bandits. Find the 3 Flash Drives,
buy all the Stash Info and open the way to Yantar before approaching
the Duty Base or any Duty contact except for those you met entering.

While you are to complete the Loner Faction part of the Agroprom, there
are a few things you must do when you first enter the Agroprom Level.
Pay very close attention to the Duty Squad Leaders ( get to know them
by name and their positions ) and what every member of that Squad
is carrying in the way of weapons. While you are to avoid Duty at first
always engage in any opportunity where a Job might be offered or to
help them if a situation arises early. Once you complete the Loner part
visit every Duty location outside the Duty Base before going there last.

Go talk to and buy the Stash Info from the Sergeant guarding the way
to the Agroprom Underground. Visit all the Duty Positions outside the
Base and then proceed to the Base talking to the Duty Leader only last.
Go to the Peaceful Atom and buy all the Stash Info from the Bar patrons,
the Duty Shooting Range Instructor and any others who have it. Do go
ahead and find the Flash Drives and take any Duty Jobs except the main
mission as you move around Duty territory. The Duty Base main building
is very important. Inside it are most of your goals for this Test but you
will not acquire anything by any harmful action or hurting a single Dutyer.

Find all the Squad Leaders and any NPCs who are carrying any RP-74s,
Tunders and SVDs. Know them by name because you will have to find
them later. Once all of this is done go talk to the Duty Leader & buy the
Stash Info from him first. Go find those Stashes or any others you have
not emptied yet before taking the Duty Leader's main mission to go flood
the Agroprom Underground. Once you take that make sure that the Duty
Sergeant survives the Snork attack at the Agroprom Underground entrance.

Flood the Underground. Find the Stashes and do everything you need
to do. Once you come out of the Underground you will find the entire
Duty Faction in transit. Squad after Squad is moving eastward towards
Garbage. Go talk to the Duty Leader but pay attention to the Duty Squads
you meet on the road and notice which path they take to Garbage. It
is very important as you enter the Duty HQ building to notice which of
the Duty Squad leaders have left and which ones remain with special
weapons. Do all of this quickly as you must turn around and go back to
the east and try to be there when the Dutyers first go up the hill to the
Pseudogiant hill. While you are expected to defend yourself against any
Mutants you are not required to engage in any combat between Factions.

Liquidator Test #10: Agroprom, Garbage & Dark Valley

Follow the Duty Faction as they mobilize against known Enemies. Proceed
through the Agroprom and find your first Dutyer traveling with an RP-74 and
stick to them never leaving their side until they drop the weapon in battle or
Mutant attack. This will very quickly include going to Garbage and most likely into
the Dark Valley. Learn to follow Squads between Levels to time yourself. Using this
method of following individual Duty Members to recover what they have dropped,
acquire 3 RP-74 Machine Guns, 3 Tunder Rifles and 1 SVD/SVU Sniper Rifle.

Once Duty makes it's intital attacks going into the Dark Valley and the Faction Wars
slow down a bit, return to Garbage and the Agroprom as needed and to track down
any individuals with weapons. ( Focus on the RP-74s & the others will just happen )
The SVD/SVU can come from Duty or any Freedom Faction member while fighting.

Take Screenshots of weapons being carried by the Dutyers as you travel and found
locations and a PDA Map position as you acquire them. Do not go to the Yantar level.
This Test will take some serious time and effort but you'll find it one of the most exciting
and rewarding experiences in the entire Game. Completion of this Test is a necessity & a requirement for taking Liquidator Test #11 : The Final Exam. Good Hunting Stalkers.

TS
 
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