Stalker clear sky passage secrets of the map. Passage of the game stalker clear sky (clear sky). "Stalker: Clear Sky" - secrets, cheats

Somehow, a debtor and a Svoboda member are sitting in a bar over a mug of beer... Stalker's anecdote...

Before I start directly, I would like to make a small introduction. First, regarding the technical part. Always play with the latest patch only. If you have a dual or more core processor and the game "still lags", google the CPUControl program, launch the game, minimize it, launch CPUControl and assign the desired number of processors to the xrEngine.exe process. Update drivers.

Secondly. Save more. Not only fast, but also in a separate slot. This will help. Trust my experience.

Thirdly, and most importantly, this walkthrough is based on the game modified by Meceniy(Strelok) Solynks v1.0.5. I recommend going through with this particular modification, or with its later version (to the extreme, with any other modification, more or less global).

I categorically conjure you from using the "naked" original game. Of course, “the bloodsucker is not your friend for the taste and color,” but the taste in this case will be very perverted, in my opinion.

  • Oatmeal, sir!
  • Groups and their war
  • Artifacts, weapons and equipment
  • Equipment upgrade
  • Monsters
  • Anomalies and outliers
  • Complete walkthrough

A. and B. Strugatsky, Roadside Picnic

I didn't like the swamps. They had to run a lot, slurp mud and squish swamp slurry. I never liked swamps. And I never understood Stapleton's romantic sighs from The Hound of the Baskervilles on this subject. By the time the swamp epic ended and the guide agreed to take me to the cordon, I had already firmly decided not to return to the base of the Clear Sky grouping, even if Vintorez was sold for a pittance here.

A long winding pipe led me to a slope overgrown with bushes. Habitually looking out and looking around, I saw a sign “Stop! Fire to kill!" “Eka unseen,” I thought, and trotted along the thorn, adjusting to the arrow on the radar and mentally preparing for a meeting with Sidorovich. A threatening loudspeaker mumbled something, a machine-gun burst lashed out, the stalker-mercenary Shram let out a death rattle, and the machine-gunner corporal, languishing from idleness, made another notch on the railing of the fence. Yes ... Newcomers at Cordon were met unkindly a year ago.

Oatmeal, sir!

Let's talk about quality first. Such a beginning is not accidental, since both a luxurious collector's edition and a disc in a lonely plastic box will smell the same - something immature.

At one time, "Shadow of Chernobyl" was expected for a very long time. So long that the very process of waiting has spawned a whole subculture, represented by a mass of jokes with a touch of bitterness. Network wits very aptly called the game "zhdalker". With "Clear Sky" everything turned out a little differently. The game appeared quickly enough, but it turned out to be so raw and unfinished that it almost immediately received the equally apt nickname "fly-out".

It must be admitted that this time, too, the wits did not err against the truth. Freezes and crashes to the desktop became literally the "calling card" of the Russian release, and the forums were instantly filled with crying, groaning and gnashing of teeth. At the time of this writing, the Ukrainian and European releases have barely taken place, so their readiness for departures is still unknown to me.

In terms of the number of bugs of all sorts, Clear Sky can only be compared with the notorious Boiling Point, which has become, if not a record holder, then a standard in this matter. The already mentioned crashes to the desktop are generously sprinkled in the "Clear Sky" with a variety of script errors that cause a whole range of negative emotions - from mild annoyance to rage.

And there was evening, and there was morning... And there was patch 1.5.03. In it, in particular, the optimization of the game was promised. However, after the release of the patch, complaints immediately began to pour in that the game began to slow down much more, and the number of crashes did not decrease at all. However, I can’t judge this reliably, because, as soon as I noticed the alarming phrase “Saved games from previous versions will not work after installing the update”, I decided that I would somehow survive without the patch.

But it was all vox populi. As for me personally, the number of brakes, bugs and crashes of the unpatched Clear Sky was quite tolerable. Yes, there were unexpected engine crashes, there were agonizing waits for allies at checkpoints, and there were stunning jumps in the game after passing between locations during blowouts. But in general, the progress in the plot went quite smoothly, and absolutely impenetrable "gags" did not happen. Believe it or not.

Now - actually about the game. Or rather, about how it differs from its predecessor.



The game world has improved a lot. With the support of DirectX 10, puffs of smoke and wet surfaces look very naturalistic, and they did a great job with the textures. However, playing at maximum settings will require a powerful machine with an extremely expensive graphics card. So not everyone will be able to admire the graphic beauty of the Zone in full.

The only thing that I want to especially note is the really dark nights. This touch very well fit into the game, enhancing the atmosphere of inhospitality of the Zone.

The sound design did not cause any particular enthusiasm or complaints. In general, it could be called unobtrusive, if not for the occasional hoarse chorus of the local "gopota", yelling: "Catch a lemon!" Personally, for a sprint race, a solo scream would be enough for me. Yes, and sacramental: "Attention, anecdote!" by the fire, followed by a second of silence (cut out by censorship, or what?), And then discordant laughter, also did not please. No, I understand that most stalker jokes are either bearded or hopelessly dull, but still...

This is what the aiming mode of the pistol looks like now. Strange, right?

The interface, fortunately, has changed slightly. However, I would like to put a hefty minus to the missing indicator of fatigue. It is in inventory. But for some reason it is missing in the HUD. It’s inconvenient, you know, to run to the aid of allies with an open inventory. And from the point of view of in-game logic, this is also not justified in any way. You don't want to say that the stalker himself has no idea how tired he is.

But indicators of radioactivity (external and induced), psi-impact, chemical and thermal damage, and bleeding appeared. Yes, and also the azimuth indicator of the fallen grenade. It helps a lot in time to drape and survive, since the most flying grenade has never been seen.

Bolt selection is still not included in the overall weapon selection loop. Is it really that difficult? Why, for example, are binoculars here, but not a bolt? And why, after crawling out into the light of day, our hero certainly takes out this same binoculars?

The aiming mode of the pistol began to look strange. Very strange, considering that in the "Shadow of Chernobyl" he looked quite decent and self-sufficient.

As for game ballistics, it leaves a double impression. On the one hand, Vintorez has acquired a realistic firing range and bullet trajectory, and on the other hand, thick trees that can only be pierced by a three-inch field projectile are easily stitched from cheap weapons of Chernobyl punks. There is nowhere to go from these gopniks in sneakers ...

Another definite plus is the weapon and armor upgrade system. We will talk about these features of the game later, but for now I just want to note that it will take quite a long time to earn money for the full modernization of at least one decent “barrel”. And for improved armor - even longer.

Finally, conductors. If the path through the location is not close, you can find the guide, marked on the PDA with a special icon, and ask him where he can take you. It may well turn out to be where you need it.

This is a bug: when you try to go with a guide to another location, the game may freeze, and tightly. Be carefull.



"Clear Sky" turned out to be noticeably weaker than it could be. However, the atmosphere of the Zone, in general, has been preserved, enriched with additional touches (sometimes somewhat clumsy). We insert the disc into the drive ... And we do not complain that we did not warn about bugs. So here it is.


Say a word about the main character

Let's start, as usual in the description of the prequels, with memories of the future. "Shadow of Chernobyl" begins with a frenzied truck race, in the back of which Tagged lies like a weak-willed doll. Later, if you remember, you and I got some idea of ​​who and under what circumstances put him in this truck. It seems that a powerful O-Consciousness caught a restless and excessively curious stalker, sticking his nose where he shouldn't, and then erroneously coded him to kill himself and released him on all four sides. But all this was somehow vague and not replete with details. And now we can trace in detail one of the main reasons that made the hardened stalker known as the Shooter, an inexperienced beginner with a strange tattoo on his forearm.

Our hero is also a stalker, a lone mercenary Scar, who guides to the Zone those who are not able to survive in it on their own, but can pay for the services of a guide. And he, like Strelok, also has a distinctive feature. He is, as they say, "marked by the Zone." Few people are released by the Zone alive, if they close their claws on his throat. But Scar somehow managed to survive the Big Outburst, which killed the entire group he was leading. It was this fact that prompted the leadership of the Clear Sky group to think of using Scar for a unique mission that no one else can handle - to find those who are guilty of the Big Ejection and stop their irresponsible visits to the Sarcophagus.

The conductor is downright bursting with the desire to be useful.

However, the logic of the script is sometimes lame. So the question is why Scar, who survived two ejections (one of them - before our eyes), regularly dies at the first subsequent one? Okay, the game explains that his nervous system is transformed by the Zone and is gradually "burning out". But why then does any number of throws spent in the shelter not affect our hero? And what, in fact, is its unique purpose? What abilities make him stand out from the rest of the stalkers? The answer to this question is not given until the very end of the game, being replaced only by some kind of mystical incomprehension put into the mouth of Lebedev.

One way or another, Scar is moving forward, collecting scattered scraps of information about the activities of the Strelka group, which is clearly doing something very interesting and related to the march to the center of the Zone. Our hero conscientiously passes these information fragments to the leader of the Clear Sky group, Lebedev, and receives further instructions from him. At this stage, there are no space-time restrictions, so you can explore the Zone to your heart's content, collect artifacts, earn money, improve weapons and armor. And at the same time get acquainted with the assortment of game bugs.

From Swamps to Zastava, from Zastava to Garbage, from Garbage to Dark Valley... Loners, bandits, "Freedom", "Duty"... center of the zone. The first contact between Scar and Strelok takes place on the outskirts of the Red Forest, near the bridge to Limansk. It becomes clear that the Strelok intends to go to the end and is ready to destroy anyone who gets in the way. The only hope to stop him is to make contact with the Forester. After long campaigns through the Red Forest and Warehouses, a key battle takes place for the bridge leading to Limansk, bypassing the Radar. And from that moment on, the plot acquires the final straightforwardness, and the game becomes a classic “corridor action movie”.

Along the way, you will meet very strange and not typical for the "Stalker" moments, like a helicopter with a health bar, as well as a couple of "sniper-machine gunners" that cannot be killed by conventional firearms. Yes, this fits well into the canons of a classic scripted action movie, but it looks awkward in the general atmosphere of the game, which has already won its army of fans. Here, personally, for example, “Shadow of Chernobyl” bribed me precisely with its realism and a minimum of arcade conventions. And here, you see, a helicopter that can be shot down with an assault rifle, and an indestructible sniper, perfectly visible in the scope. Not solid...

Groupings

Local Kulibin. He boasts that he can make anything out of anything. I do not believe.

Remember how many complaints there were about the insufficient number of groups available for entry? Well, now there are more of them. And more precisely, three - "Stalkers", "Freedom" and "Debt". By joining any of them, you will not only receive a discount on the purchase of weapons, but also be able to take part in the gang war. It, of course, is very far from dynamic and intense online battles, but it brings some element of diversity to the gameplay and makes it possible to earn money. But be prepared for unpleasant hitches. Taking, for example, a control point, you can wait for hours for your group to approach it. And never wait, because the scripts in the game sometimes work according to the laws of some completely inhuman logic.

Initially, Scar informally belongs to the Clear Sky group, although he is listed in the Mercenaries. In any case, he takes a very active part in the extermination of the "Renegades" in the swamps. But he has no further obligations to this group. If you join any other, this does not affect the relationship with Lebedev and the "Clear Sky" in any way.

However, there is another grouping that you can try to join. These are bandits. The ringleader issues a couple of tasks, pays sparingly, and then feeds him with promises like “as soon as, so immediately.” I never managed to get admission into the glorious ranks of the Chernobyl gopota. Well, okay, it didn’t hurt, and I wanted to join the ranks of rednecks.

In total, there are eight factions in the game, with which Scar will have to interact in one way or another.

Clear sky

A small group led by scientists. Its goals and objectives are to stabilize the Zone, prevent emissions that lead to the death of many people, and clean up the Swamps from criminal elements. Place of deployment - camp on the Swamps.

Renegades

A group of bandits without a single leadership, opposing the "Clear Sky". It does not pursue any specific goals and objectives, limiting itself to trying to hold a few fortified points in the Swamps. Place of deployment - Swamps.

Stalkers

A grouping of loners who do not want to be under a single command. The meaning of the existence of this group is mutual assistance and support in difficult situations. Goals and objectives - the liberation of the Garbage from the bandits. Place of deployment - Cordon.

Bandits

A stupid crowd of bandits who do not cause any sympathy. A unified leadership formally exists. The goals of the grouping are control over the Junkyard, which links several other locations together. Location - Landfill.

Liberty

A grouping that professes complete freedom of action in the Zone for everyone. Despite the centralized leadership, it is quite anarchic in essence. The group's goals are to counter the "duty" and expand its influence on the military depots. Place of deployment - Dark Valley.

Duty

A paramilitary group that requires strict discipline. Very well armed and equipped. Its goal is to isolate the Zone, suppress the activity of mutants and prevent the free removal of artifacts to the outside world. Location - Agroprom.

Mercenaries

Grouping, the strategic goals of which are completely incomprehensible. Judging by the game events, she is engaged in the implementation of orders for combat support. The presence of a single leadership and deployment is unknown.

Monolith

A religious and mystical sect worshiping the Monolith, a hypothetical artifact of the Zone. Hostile to all other groups, regardless of their goals and actions. The tasks are to protect the Monolith from outside encroachments. Location - Chernobyl.



Relations with certain groups, except for the "Mercenaries" and "Monolith", with which everything is clear, are reflected in Scar's CCP. In principle, this information is moderately useless, since enemies in any case will not harbor hostility, but will instantly open fire at the first opportunity.

Gang War

The meaning of the war of groups is the systematic displacement of enemy units from the territory of the location and the capture of strongholds. The game mechanics does not provide for special initiative of the allies, so you will have to run great to capture the location.

No, citizens bandits, we will not be able to talk to you.

The beginning of the war is marked by an order to suppress enemy forces at a certain point. We quickly look at the PDA, where exactly this point is located, run there and destroy everyone who is there. In addition to representatives of a hostile group, these can be monsters.

After the sweep, we are waiting for the approach of one of our units. When the detachment pulls up and fixes on the point, a message is received about the successful completion of the stage. Thus, from point to point, the territory of the location is captured. The deployment of the remnants of enemy forces is conveniently controlled on the PDA. But do not engage in amateur performances bypassing orders. All the same, the allies will not come to the point you arbitrarily captured until the appropriate order is received.

On a note: unauthorized actions can be not only useless, but also harmful, because while you are storming an unnecessary point, your grouping may lose one of the already captured ones.

After the complete destruction of the enemy forces, the territory passes under the control of your grouping. But this does not mean at all that there will be no more hostilities on it. Enemy units will appear from time to time along the edges of the location and gradually take control. And mutants may come at night. Their victory at the control points also counts as losses.

For each successful capture of the point in which you took part, a fairly solid cash bonus is due.

Artifacts of the Zone

The first attempt to search for artifacts ended in spoiled health. Well, at least he survived.

Artifacts, as you remember, in "Shadows of Chernobyl" literally lay underfoot. There will be no such freebie in Clear Sky. Here they are invisible, and they should be found with the help of a special detector, each time getting close to death. Some artifacts in Clear Sky have retained their names, but changed their properties, while the rest will become a novelty for the player.

It should be noted that in terms of passing the game, artifacts are completely optional. Even at the highest level of difficulty, you can reach the very end without them. Here, probably, a bet was made on the player-researcher, who will be driven solely by curiosity.

Most of the artifacts are radioactive. Artifacts affect parameters such as carry weight, endurance, blood clotting, mental stability, resistance to radiation, fire, chemical burns, electricity. In total, there are twenty-four artifacts in the game, and one of them is unique. It is called "Compass", and comes across only once, when completing the task of the Forester. This artifact has the ability to find gaps in anomalous fields, thereby working as a kind of detector. It is said that with its help one can pass the most intricate anomalous field without the slightest risk.

The remaining artifacts can be found using a detector near the anomalies.

On a note: the search for artifacts is quite difficult, since they are invisible until they come close to the detector. When localizing the found artifact, the main thing is not to fall into the anomaly and carefully monitor the level of radiation and health. In the excitement of the search for a short time and die from radiation sickness.

Weapons and equipment

The list of in-game weapons has remained almost the same as in Shadows of Chernobyl. Only two models of pistols were added (Marta and KhPSS1m), a vertical hunting rifle and a light machine gun.

As for pistols, both of them are chambered for 9x19 Para and have real analogues of Beretta 92 and Browning HP. There were no significant advantages over other models of the same class.

A hunting rifle (a real analogue of the TOZ-34) at first will be a good help when shooting monsters, since it inflicts colossal damage at close range and has good accuracy at a medium distance when shooting with a jacan or a feathered bullet. However, in the future, there is simply no point in carrying such a bandura.

Antigravity? Or just bullshit? Did someone really hope that the players would not look here?

The machine gun (the real analogue of the PKM), oddly enough, is used in the game exclusively for hand-held shooting. The fact that such use of a light machine gun is a senseless waste of ammunition does not touch the gamers at all. However, the machine gun does not have any significant impact on the passage of the game, since according to the scenario it falls into the hands of the hero already in the “corridor” section and can only be effective against a helicopter.

On a note: it is possible, of course, by hook or by crook to acquire a machine gun earlier, on the basis of "Debt", but again there will be no point in this, since ammunition for a machine gun is not cheap, it is extremely rare, and the accuracy of this weapon is below any criticism.

I already mentioned ballistics in the review part. The fantastic penetrating ability of enemy bullets makes the usual use of trees and boxes as shelters pointless. However, the enemies quietly hide behind the trees, and it’s impossible to shoot them through the tree trunk. A sort of, you know, ballistic discrimination.

The accuracy of small arms has noticeably deteriorated even in aiming mode. Now the installation of an optical sight on the AK-74 only allows you to observe annoying misses in more detail. In essence, this approach is understandable, since a weapon upgrade system has been introduced into the game, which significantly improves its performance characteristics.

Armor is also present in a wide range - from a light jacket that protects only from the wind, to the complex armor protection "Bulat". Here, too, modernization is provided.



Among the additional equipment, artifact detectors should be mentioned. They are represented by three models.

Response. Anomalous activity detector with built-in Geiger counter. When approaching anomalies, it emits a warning signal. It can also register the presence of artifacts and measure the distance to the nearest one. Not very convenient to use, because it does not indicate the direction of the artifact.

Bear. Anomalous activity detector with built-in Geiger counter. Unlike the “Response” model, it indicates not only the distance to the artifact, but also the direction to it, marking the vector on a special azimuth indicator. With a certain skill of the operator, it is quite effective.

Veles. Detector-scanner of a new generation, including a Geiger counter and an indicator of anomalous activity. Designed specifically for detecting artifacts. The location of artifacts is shown on a special screen, which makes it easier to find them.

Upgrading weapons and armor

Modernization of all types can be carried out by special NPCs at the bases of factions. For most types of small arms (pistols, assault rifles, combat shotguns), modernization is possible in two directions. The first gives an increase in firepower due to the rate of fire and the installation of an underbarrel grenade launcher (for assault rifles). This, one might say, is a reinforced assault version. The second direction is sniper. It provides for a decrease in the recoil force and an increase in the muzzle energy of the bullet to the detriment of the rate of fire. Both paths can be combined, but then the third level of improvement will become unavailable.

With an optical sight, open spaces are much more attractive.

Regardless of the nature of the improvements, optical sight mounts can be installed on machine guns. You can also increase the volume of the magazine by 50% and change the barrel caliber once. The latter is especially interesting, since you can take two very reliable AK-74 assault rifles, change to one caliber and end up with a universal set of reliable weapons for any type of cartridges encountered.

Sniper rifles provide only an increase in accuracy, lethal force and magazine capacity, which is quite logical.

Some types of weapons allow some special upgrades that are not available to other models of the same class. So, for example, the IL-86 assault rifle, which has an integrated optical sight, can be improved in the direction of increasing its magnification.

Armor can also be upgraded in two ways - in the direction of strengthening bulletproof armor protection and in the direction of lightening, increasing the carry weight and increased protection against anomalous activity of the Zone. It is easy to see that the first option is purely combat, while the second is well suited for the Zone explorer. Upgrading armor is very expensive. A fully upgraded Bulat, for example, will cost you 110 thousand (for comparison: a complete upgrade of the AK-74, including a change in caliber, will cost 20 thousand).

On a note: while upgrading your weapons and equipment, be careful. One wrong move - and the second (and with it the third) level of improvements will be unavailable, and the money will be wasted.

The use of muzzle silencers in the game is provided. But they are practically meaningless, since the enemies react to shots in any case and unmistakably look for the source of danger. In addition, silencers, as in reality, reduce the lethal effect of the bullet.

Monsters

I was looking for this bloodsucker for half an hour, no less. When I found it, I was delighted like a native.

In principle, the fauna of the Zone practically did not enrich itself. Moreover, in the daytime she even became poorer. According to the general idea of ​​the game, the daylight hours are reserved for the war of factions, so the mutants now prefer to appear at night.

However, the decrease in the number of mutants in the Zone was made up for by an increase in health and damage. Snorks, which were easy prey in Shadows of Chernobyl, are now able to kill a stalker if there are at least a couple of them. Blind dogs also became stronger and more aggressive. Pseudo-dogs have acquired the ability to teleport when hit by a bullet. And the pseudo-giant, which in the memorial X-18 laboratory could be killed with two or three RGD-5 grenades, has now turned into an invincible killing machine, on which you can spend two dozen of the same grenades without the slightest result. Thank God, he meets only once, in the Red Forest location.

On a note: don't waste time looking for parts of killed monsters. In "Clear Sky" they are not provided.

Meet on the way and a modified bloodsucker - the so-called "swamp creature". Unlike a regular bloodsucker, it does not need to exit stealth mode in order to attack. It is almost impossible to kill this mutant, because he moves very quickly and practically does not stand still.

There will be a piece controller involved in the scenario in the game. I did not notice any complication regarding this "brain eater". Moreover, it seemed to me that he became more accommodating.

Anomalies and outliers

Strange thing. It seems to be a symbiont, but it does not burn out the brains. Or is he still small?

Anomalies, those curses of a stalker, have become much less noticeable than in Shadows of Chernobyl. Three anomalies have been added to the already familiar “electric”, “frying” and “funnel”. This is a "break", "meat grinder" and "symbiont". The first inflicts thermal damage, the second breaks into pieces with counter-directional gravitational disturbances, and the third acts in combination - destroys the nervous system with psi-radiation, burns and breaks into pieces. You can find a symbiont, for example, in the Red Forest, near the habitat of the pseudo-giant.

Each game location has one or two anomaly fields where you can look for artifacts. In the rest of the territory, anomalies are relatively rare.

On a note: be careful - many anomalies are radioactive. Don't forget to look at the indicator while searching and picking up artifacts. And take plenty of antirad with you.

Emissions, as a rule, occur during repeated visits to locations. They warn about them in advance, so that you can quite manage to run to the shelter, which is provided in each case. Of course, there is no logic in the fact that a strictly defined place can serve as a shelter from an ejection, but nothing can be done about it.

If Scar does not make it to cover before the ejection begins, he will instantly die. So it's better to hurry up, not stopping for a shootout with enemies you meet along the way. But do not try to get away from the release to another location. Of course, you will leave the ejection, but further passage of the game may become impossible.

Walkthrough

swamps

The first night battle at Zastava. How many more to come...

After watching a video tie-in that brings us up to date, we are looking for a bartender and get the first piece of information about the current state of affairs. The conversation with him is interrupted by Lebedev, who demands Shram to come to him. The conversation with Lebedev also sheds light on past events and prospects.

Having received the task, we go to the merchant, who equips Scar for the first trip to the Swamps. Armed, we go to the conductor, who takes us to the place and bows out.

Swamps are a specific location. The view here is quite poor due to the ubiquitous thickets of sedge. On the way, you will come across a small herd of flesh, for which you can not spend ammo.

The meaning of the first campaign is to reach the tower with a panicking "chistonebovtsy", climb up to him, shoot at the boars and safely fall into a swoon from the ejection.

Having again come to our senses in our usual bed, we go to Lebedev to listen to some indistinct arguments about the Zone, the history of the Big Ejection and the place of the Scar in its continuation.

From all that has been said, it is clear that you need to get to Cordon, closer to the Zone. But then it turns out that the Clear Sky camp is literally surrounded on all sides by the Renegades.

Thus, the first war of factions becomes our operational task. Pushing the hostile detachments to the edge of the Swamps and winning back the strongholds, we gradually get to the guide, who agrees to lead us to Cordon.

Cordon

Having got out of the pipe, do not rush. The problem is that the entire space in front of the exit is shot through from the outpost's easel machine gun. Therefore, our task is to run as quickly as possible to a large boulder lying in the direction of the outpost, and sit down behind it. The machine gunner, having lost his target, will report this to the command, and a capture group will be sent in search of the stalker. Taking advantage of the fact that the machine gunner cannot fire while the group is in search, we quickly run to the left along the barbed wire fence.

Well, good sir? Will we inject ourselves or will we continue to play silently?

After leaving the persecution, we get to the village and go down to the basement to Sidorovich. As usual, the old bastard does not want to share information for free and demands in return to find and return a case with swag, already prepared for the customer.

We go to the camp of the "Stalkers" group, along the way we participate in a skirmish between loners and the military next to the bus stop. Having won the battle, we get the opportunity to improve our weapons.

After talking with the commander of the group Father Valerian, we go to communicate with the captive Major Khaletsky. The major shows obstinacy, does not want to tell where exactly he hid the case, but makes it clear that his people will not leave him in trouble and will certainly rescue him.

A second visit to Father Valerian gives rise to a plan to kill the entire "support group" of Khaletsky, so that he does not have illusions about his own future.

No sooner said than done. The first group is at the elevator, the second - at the MTS. In this sequence, we destroy the military. Returning to the camp, we are convinced that Khaletsky has become noticeably more talkative, we learn from him the location of the case.

Having found a rusty box, we take it to Sidorovich. In return, we get a meter gratitude and information about a stalker named Fang, who is looking for some electronic components, but does not say why he needed them. Sidorovich does not understand electronics and does not hold components. So he sent Fang to the diggers in the Junkyard. They are digging up the burial places of equipment there, so there must be some kind of electronics. So, the next goal is to find Fang in the Garbage.

Hmm... I've already seen him somewhere. A very familiar old man.

Dump

Another hike through the pipe. At the exit, a group of bandits is waiting. If you obey their demands, they will rob you to the bone. Therefore, it will be cheaper to spend a couple of grenades and fifty rounds of ammunition on them.

Bypassing the parking lot of equipment, we follow the sign, which leads to four corpses of unlucky diggers. At one of them we find a PDA, which contains information that Fang was angry because of the lack of the part he needed, refused to pay for the excavations and left. A certain Vasyan, known for his eloquence and the gift of persuasion, was sent for him.

We go to look for Vasyan, along the way, wondering if his corpse is still intact. Oddly enough, Vasyan is alive, healthy and unharmed, but pretty scared. We help him fight off a pack of blind dogs, and then we find out that Fang has gone cold. It is only known that he caught a cold in the direction of the Dark Valley.

dark valley

There is also face control at the entrance to the Dark Valley. True, they don’t rob here, but only look closely at the facial expression. And that's fine. After talking with the senior garrison, we go to the base of "Freedom". Here there will be a conversation with the commandant Shchukin, who values ​​his time too highly. On his instructions, we are going to kill pseudo-dogs in the amount of one piece. Returning, we get another task - to deliver ammunition to the outpost of "Freedom". We get cartridges from the chatty Ashot, we go to the outpost, but we do not have time for a bit. The corpses of the “Svobodovites” are still warm, and on one of them we find a PDA, in which an interesting sound recording is found. As it turns out, commandant Shchukin is a double-dealer and a traitor, who exposed the Svoboda outpost under attack by a detachment of mercenaries.

Returning to the base, we find that Shchukin is not only busy, but also a wise man. In any case, he had the wisdom to hit the road to the mercenaries for protection.

This time we are allowed an audience with the commander of "Freedom" Chekhov. Of course, our next task is to find and kill the commandant. It is not required to drag his head, his PDA is enough. Along the way, we find out that Fang visited the Svoboda base, bought what he needed, and left. Where? There will be a commandant's PDA - we'll talk.

We find the commandant on a farm near the road. There is also a small cover group, which the “Svobodovites” grind with special cynicism, jokes and jokes. We find the corpse of the commandant, take the PDA, return to Chekhov.

From a conversation with Chekhov, it turns out that Fang went to the Garbage. Well, you have to, don't you? We're just from there.

And another dump

What are you doing while I'm chasing mercenaries around the yard?

Without further ado, we set off in the direction of the Fang PDA mark. This mark indicates a basement next to the unfinished ruins in which the diggers settled.

On a note: attention! In the basement, Scar will lose absolutely all his property. If you feel any pity for him, dump your junk right in front of the entrance to the basement. Choose - collect.

In the basement, as it turned out, a booby trap was set up. Didn't kill, but shell-shocked great. Having come to his senses, Scar finds himself lying on the basement floor, and above him - two degenerates in a bandit "outfit". It turns out that they have been robbing curious stalkers who have stuck their nose into the basement for a long time.

The bandits, having robbed the scar that comes to his senses, are washed away. Now you can stand up and look around. In the very corner of the basement are Fang's PDA and the "newbie's kit" - the Makarov system bugger, cartridges for it, and some other rubbish.

On the PDA - a mention of some kind of hiding place and that Fang was involved in a trip to the center of the Zone. Lebedev gets in touch, who reports that the coordinates of the cache have already been deciphered. It's time to go to Agroprom.

Agroprom

At the very beginning of the location is the outpost of "Debt". We are politely spoken to, sympathized with and even given a security escort.

Having reached the Dolga base with minor adventures, we communicate with General Krylov. It turns out that you can get to the cache, but in exchange for helping "Debt". They are being overwhelmed by mutants, constantly coming from the dungeons of Agroprom. The only way out is to flood the lower levels.

Nothing to do, it's time to hit the road. We buy from a gloomy seller named Mityai, we go to the hole. On the approach, we observe a massive landing of snorks, somersaulting out of the hole and furiously rushing into the fray with the army of Sergeant Nalivaiko.

In principle, you can make war with them - and even successfully, if you're lucky. But is it worth spending ammo and first-aid kits if you can run to the hole and dive into the dungeon?

Agroprom Dungeons

A long corridor that curves to the left. It's not worth it to run. It is better to wait until all the torches are activated, and then, running from niche to niche, trying not to fall under the jets of flame and shooting burning snorks, get to the stairs.

Having risen up, we select cartridges and first-aid kits on the rack, we enter the round hall with a system of pools. Now it is important to see and kill the controller before he sees and kills us. In principle, nothing complicated, if you shoot accurately and bounce off the tubes to reload.

Having finished with the controller, we pass into the next room. It is important here that there is no inventory overload. We turn the valve, run through the door, without delay we go down the spiral staircase down, then to the left along the corridor to the stairs - and up, away from the flood.

So, our debt to "Debt" has been repaid in full. It's time to think about your interests.

During the visit to the cache, located in the same place where it was - in the room where the ventilation duct leads - four bandits will meet. Let's just say, God knows what. But then - seriously. Four fiery poltergeists blocking the exit from the spiral staircase shaft.

Shooting them from below is problematic - poltergeists willingly respond with flames, and first-aid kits will end sooner or later. It is better to run upstairs to a deaf little room in which it will be safe. From here, you can throw a couple of grenades down to kill one poltergeist, and shoot through the doorway at the second, bouncing off the retaliatory fire strikes.

The remaining two poltergeists, located well above the level of the room, can be destroyed in short, accurate bursts, quickly hiding in the room after each burst.

Having dealt with the poltergeists, we get out to the surface and go to the aid of the Rusty group and further, to the Yantar.

Plant "Yantar"

Sakharov doesn't like zombies. Until we kill everyone, it won't open. Principled man.

In order to get to the old acquaintance of Sakharov, you have to shoot a little. The bunker is once again slowly attacked by zombies, and the local team can not cope with them. We help with fire, we talk with Sakharov. From the conversation it turns out that Strelok was here and received from Sakharov a prototype psi-helmet, without which it is impossible to pass through the factory to the Red Forest. Sakharov's supply of helmets has been exhausted, but there is a chance to find out the reasons for bursts of psi-activity in the vicinity of the X-16 laboratory. To do this, you need to get to the place where on one of the corpses of the expedition, killed by a psi-strike, there is a PDA with documentation on the emitter installation.

We just need to quickly run along the western wall of the plant, shooting blind dogs and their pseudo relatives, grab the PDA and go back. You should not linger near the corpses, because another group of zombies is on the way.

Returning to Sakharov, we listen to his thoughts on the reasons for the uneven radiation of the installation and get the task to accompany the Lefty detachment, which must restore the cooling of the installation.

Having made our way to the factory with Lefty's group, we take, on his orders, a place on the roof of the warehouse, from where we shoot zombies for three minutes who do not want the installation to be cooled.

After the restoration of the cooling system, we receive information from Sakharov about the location of Strelok, we pass through the western gate of the plant and find ourselves not far from the bridge to Limansk and the edge of the Red Forest.

red forest

The bandits have captured the bridge and do not want to lower it. Well, wait, rascals...

To begin with, we are shown the Strelok running away to the tunnel. Apparently, he already knows that he is being chased and is determined to stop her by any means necessary. The means, by the way, are simple - blowing up the tunnel leading to the Radar, and organizing a hired ambush of unsuspecting stalkers who believe that they are protecting Strelok from a hired killer.

The ambush has to be interrupted, because it does not go to negotiations. After that, it turns out that one cannot pass through the Vyzhytel in any case, and the bypass road through Limansk is blocked by bandits who control the drawbridge on the other side of the river. Apparently, the bandits are not going to lower it in the near future.

The only way to do anything is to find the Forester. And for this you need to go through the Red Forest.

This forest is an extremely uncomfortable place... We help one group fight off mutants, lead another to the field of artifacts, where a pseudo-giant grazes peacefully, look for a tank with a teleport bubble, fight off boars and snorks, climb into the teleport.

A quick-witted "bubble" delivers us almost into the arms of the Forester. From a leisurely conversation with him, it turns out that on the other side, not far from Limansk, a group of mercenaries got into some kind of strange mess. If you help them, you can count on reciprocal help with the bridge.

Now we have to visit the Military warehouses, because there is a chance to establish at least some connection with the group.

If there was no this tank, I would have to take a stool to jump to the teleport.

Residence of the Forester. And in the center is the Forester himself. You could say it's an oil painting.

Military warehouses

Here you first need to talk with the commander of the Freedom group Raven, then find a detachment of mercenaries, talk with their commander named Hog, go to the water tower in the Bloodsucker Village, shoot down its natives, climb the tower and intercept fragments of the transmission that the group stuck under Limansky, leads continuously.

From the transmission it becomes clear that the cause of all the troubles of the group is an anomaly that distorts space. The deed is done, it's time to return to the Forester.

red forest

Upon learning of the deal with the lost group, the Forester remembers his interests and asks to find and return the priceless artifact "Compass", which was taken from the Forester by local punks.

Skirmish with punks is a common thing. Three minutes of work - and an artifact in your pocket. We take it to the Forester, and in return we get a personalized improved Vintorez and a detailed plan of further actions. It looks like we can't avoid a second trip to the Warehouses.

Military warehouses

This time we will have to fight on a large scale. Hog, already known to us, contacts a certain Kostyuk, who represents the interests of Svoboda in the Warehouses, and Scar has a unique opportunity to participate in the epic introduction of Svoboda to where we are used to seeing it.

After the military is evicted from the territory of the Warehouses to the other world, we climb the tower where the radio transmitter is installed. We turn it on, we transmit the bearing for the lost group. So we now have support on the other side of the river.

Almost immediately after the transfer of the bearing, Lebedev gets in touch and orders to immediately return to the bridge in Limansk.

During the day, the Red Forest is much friendlier. And it doesn't seem scary at all.

The bridge is broken and lowered. It's time to go to Limansk. Do not remember dashingly.

Red Forest (outskirts)

During the battle for the right to lower the bridge, we will need the services of a sniper cover. Apparently, the cunning mercenaries have already sniffed out about the nominal "Vintorez" and are happy to put the sniper responsibility on our tired shoulders.

Nothing complicated is expected. From time to time on the mountain, in which the tunnel to Limansk is pierced, a bandit sniper will appear. We put it down with one accurate shot, lazily smoke, wait for the next one.

That's it, the bridge is down. You can go to Limansk.

Limansk

We pass through the tunnel, we find ourselves in the city. First of all, we meet the demoralized remnants of the bandit army. A truly pitiful sight...

On a note: then the “corridor” stage begins, at which there will be nowhere to patch up the armor and repair the weapon. Take care of it now. Right at the entrance to Limansk (square on the left) there will be an NPC who will repair everything you ask.

Be careful, on a short block with a UAZ without a top there are booby traps with trip wires and three shooters in the windows. Mines will not work if you get over the body of the car. But the arrows will have to be dealt with by force.

Dead cities don't look like that at all. This city left a maximum of six months ago.

Around the corner is a house, on the second floor of which a machine gunner sat down. There are more than a dozen Monoliths in the house. Here we must act decisively, but extremely deliberately. Several grenades at different angles in the doorway, and then carefully clear the house and kill the machine gunner. So, we have a legal trophy machine gun. It is desirable to save it.

After cleaning the house, there will be two more skirmishes with the Monolith - one on the street, the other on the square with a public garden. During the second skirmish, it is not worth wasting time. We break forward and leave through the gateway to the right, into a large courtyard. Be careful not to run through the doorway. Further, the street is blocked by an impenetrable wall of anomalies.

There is a staircase in the far left corner of the courtyard. We rise along it, we pass through the house, we go out to the embankment to the bridge, we find another group of allies. Now our task is to destroy the machine gunner and suppress resistance in the house opposite. The machine gunner is destroyed with one accurate shot from the middle of the bridge.

Having cleaned the house, we go up to the second floor, find a gap in the floor, go down to the first floor, go out into the street.

Now our path will lie between spatial anomalies. We reach the bus, climb through the window into the salon, exit through the doors.

The machine gunner was killed. You can start storming the fortified point.

The usual milk truck with the usual number. Game series tradition?

Now it's time for construction. On the floors are the fighters of the "Monolith". There are over two dozen of them. Here you will have to work with a sniper rifle, waiting until the next enemies appear in sight. When the forces of the defenders are exhausted, we enter the construction site, finish off the remains of the enemies, climb to the third floor, find the balcony door and jump down to the scaffolding, and from there to the ground. Now it remains to find a hole under the fence - and we connect with the next allied group.

A wide area is blocked by a wire fence, through which a current is passed. At the end of the square there is a bell tower, and there is a sniper on it. You need to find the generator and turn it off.

We pass into the house on the right. It has a staircase to the attic. From it through the door we get out on the roof. We jump over to the balcony of the neighboring house, through the pipes we get to the bridges, we go to the loggia of the hotel. Here you need to quickly kill the Monolith, destroy the boxes with shots and quickly run forward until the sniper catches the sight. We go down the emergency stairs, then climb the next one. At the end of the next loggia is a knife switch. Turn off the power, kill the sniper, go down to the ground.

Hospital

Here, another group of allies will be waiting for us, faced with the problem of an immortal sniper under the guise of a machine gunner. We are required to go to the rear of the sniper and shoot him. In principle, nothing complicated. Be careful, from time to time, three enemies will appear on the other side of the courtyard of the hospital.

The helicopter is a very strange object. Here he was, and now he is gone.

Nobody wants to crawl under a machine gun. As usual, Scar will have to do dangerous work.

After killing the sniper, the allies will pull up to you and first blow up the blocked passage, and then treat the machine gunner with a grenade.

The next step will have to go without support. Having jumped into the wall opening, we immediately leave the left door to the stairs. There we kill a couple of monoliths. A military helicopter appears, which shoots everyone it sees. Several Monoliths fleeing from the helicopter will run up the stairs. After they are finished with, pick up a machine gun, stand in the doorway and destroy the helicopter. This should require a maximum of three dozen rounds.

Everything, the machine gun is no longer needed.

The further path will take us to another patio, at the end of which another machine gunner sits behind a makeshift shield. In addition to him, there will be a dozen Monoliths armed with assault rifles in the courtyard.

It is best to sit out in the vestibule, through which we got into the courtyard. To successfully complete this stage, it is enough to hold out for exactly one minute.

After the approach of the allies and their cleaning of the yard, we go forward, behind the machine-gun nest. There is a door behind which a hole begins. Before you dive into it, you can throw out everything heavy from your inventory (weapons, grenades, 5.45 mm ammo). You won't need it anymore.

Chernobyl

The final battle, as it turned out, is simple and unpretentious to laughter. In terms of complexity, it is one or two percent of the complexity of the last battle in Shadows of Chernobyl. We listen to Lebedev's latest revelations, we get an electromagnetic rifle in our hands (it looks like a poured "Gauss") and a hefty chest of drawers called FN2000 with cartridges.

Last meeting with Lebedev. And the last parting word from him.

Without leaving this place, I finished the final battle. It should have been called the final tier.

Okay, with an electromagnetic rifle, of course. The shooter should not be killed, but deprived of the shielding psi-helmet. But why did they give me this hefty fool with a grenade launcher and a ballistic computer? Did I, according to the scriptwriters and designers, come to this place with a Makarov pistol? Although, in fact, PM is not useful here either.

We are watching a video inset, which shows an intruder framed by serpentine lightning, driving recklessly to the 4th power unit along the heating main viaduct. Our task is to quickly sit down and make sixteen accurate shots at him. Yes, we have another bar of health at our service (in all likelihood, not Strelka, but his electric pots on his head), which is very easy and convenient to watch how things are progressing.

The comedy of the situation is that these same sixteen shots are fired on the spot, since Strelok is clearly playing along with us and is not in a particular hurry to go anywhere.

We watch the final video with Strelok's heartbreaking coding scene. Judging by the in-game dates, it will be coded for about a year. Unenviable fate.



OK it's all over Now. You and I, stumbling over the protruding corners of the scripts and banging our heads against the overhanging masses of bugs, went through Clear Sky. You are happy?

Oh yes, I almost forgot. Clear skies above your head, stalkers. And be happy at the slightest opportunity.

An ordinary day in the Zone - anomalies ready to destroy everything that touches them, a Chernobyl dog during a meal, a group of scientists led by an experienced stalker. Nerds muttering about the release in 2 months and 4 days and about the ratios. But only a depressing sense of danger... Feelings intensify at the sight of animals running in a fit of fear... To be in trouble... The stalker looked straight ahead and saw an outburst - a blood-colored wall that brings death to all living things...

Evening... A dilapidated house and 2 military men leading a leisurely conversation about a miraculously surviving stalker. Vital signs are normal, but something is wrong with the brain. The release left an indelible mark on this man.

When you wake up, you will see Lebedev in front of you, who will tell you that you miraculously survived after the ejection and that stalkers who accidentally passed by saved you from death ...

Looking at the list of your tasks (by default, the P key) you will see the task to chat with the Bartender, the position of which is displayed on the mini-map. The bartender will tell you that you are in the middle of the swamps, in the devil knows what base, he will tell about the main people at the base, and about his difficult life ... The speech flow of the sociable character will be interrupted in time by the voice of Lebedev, who will ask you to come to him "on the carpet."

Lebedev will tell you about the "Clear Sky" grouping, which is based on one of the distinguishing features of a person - curiosity. According to Lebedev, the members of the group are guided not by a thirst for profit, but by a desire to study the Zone, to understand the laws by which it exists. In order not to interfere with them, the base and the very existence of the "Clear Sky" is kept a secret, and if you are taken outside the swamps, the existence of the base will be revealed. It is much more profitable for Lebedev to leave you here to use you as a free labor force...

"Clear Sky" will "pursue" you, and at times even help you throughout the passage of Stalker Clear Sky.

"Absolutely unexpectedly" the outpost asks for help, and you are just free. To Lebedev's great regret, you, unarmed, are of little use, so you will have to give out a little uniform from the bins of your homeland. To access these bins, you need to find the trader Suslov.

You won’t get much information from Suslov - he will give out uniforms and go ahead. So what we have here is a pistol, a shotgun, cartridges - this is understandable. First aid kit, bandage - you can patch yourself up in the field with them. Moreover, a first-aid kit can restore health, and a bandage is suitable for stopping bleeding. Yeah, the detector is not the best model, or rather the worst, but you can find an artifact with it. It is with the help of it that you need to look for artifacts during the passage of the game Stalker Clear Sky.

Now to the guide, who will ask - are you ready to go? The best answer is consent.

PROTECT THE OUTPOST

When you arrive, you will find that you are completely alone. Lebedev will get in touch and give some information on anomalies and bolts. It is better to listen to his advice. It's time to practice working with the detector, which is necessary for the passage of the game Stalker Clear Sky. To do this, you need to get it (default O), the more often it squeaks, the closer you are to the artifact, the main thing is not to overdo it and not run into the anomaly, although the artifact can simply be located behind it. Your first prey will be the Medusa artifact.

The area is teeming with anomalies, so caution and care will be required to avoid contact with them. Your goal is a tower, visible from a great distance. The stalkers at the outpost were attacked by wild boars, which are best killed immediately. It’s worth climbing up the tower, but it won’t save you from ejection.

Again, a dilapidated room and the task to talk with Lebedev. The loop is tightening... Lebedev will show miracles of logic and tell you that you survived the ejection again, and that you have gained the ability to withstand the ejection, but after each one your nervous system fades away, and if you do not find out what is happening with the Zone and not stop it, then you don't have long to live. (If in the future you fall into the ejection, you are finished, so you need to hide from them).

According to Lebedev, someone got behind the brain burner - a part of the Zone in which it was impossible for a person to stay. It was ... The only clue is that recently the merchant Sidorovich at the Cordon location was interested in specific details. Your task is to understand what is happening, but first of all, you need to help Clear Sky strengthen its position in the swamps. This is where you will help in the next task.

When you exit, you will meet the stalker Shustroy, who will tell you about the situation in the Swamps and about the new opportunities that have appeared in the PDA. The PDA will greatly simplify the passage of Stalker Clear Sky, providing you with information about the location of opponents, mutants, caches, statistics and save all dialogues.

You have received your first task, but there is no need to rush. If you go to a trader, then after listening to his philosophical perception of trading. You can go to the local "Kulibin", who will give you tasks to search for flash drives, and from which you can significantly improve weapons and armor. In addition, during the passage of Stalker Clear Sky, armor and weapons will wear out quickly, so they need to be repaired by masters such as Novikov.

Novikov (aka "Kulibin") will ask you to find 3 flash drives with data on the improvement of the Vipers. Two of them are given by the merchant as a reward for completing "give and fetch" quests. The third is in a cache in the swamp, the coordinates of which can be found on one of the corpses.

I recommend not to sell the Medusa, which will become a "counterweight" for radiation artifacts, and not to improve the gun: it's of little use. Artifacts with the properties of "Medusa" are very necessary for the passage of the game Stalker Clear Sky, as they provide compensation for the radiation that other artifacts generate.

STRENGTHEN THE POSITIONS OF "CLEAR SKY" IN THE SWAMPS

After all the modifications, you can start completing tasks. A little about the situation in the Swamp.

The main forces of the group "Clear Sky" are located in the Fisherman's Farm, from which calls for help will constantly be heard, the first of which is desirable to answer. The first time the Farm is attacked by the Renegades and the local fauna. After the epic battle for the freedom of "Clear Sky", you will have tasks on the map to capture key points. In what order you will do this, it depends on you, this will not greatly affect the passage of the game Stalker Clear Sky. But the more fights you take part in, the better, because the help is paid.

You will also be asked to bring items, which will be paid in cash, and at times in information (flash drives) equivalent.

  • The pump station can have a Viper 5 (either on the enemy or on the table)
  • On the observation tower (at the very top) is a sniper scope
  • The old church has a lot of ammo and first aid kits (most in crates)
  • On the "Burnt Village" in the burnt house there are anomalies "frying". In the center of the ruins is a furnace, near which lies the artifact. But to get it, you need antiradin. And don't forget to save before jumping into hell.

After the grouping "Clear Sky" strengthens its positions in the swamps, it will be necessary to destroy the main base of the "Renegades" in the mechanical yard (farm).

The fighters of the "Clear Sky" are characterized by inconstancy: either they are waiting for your command to attack, or they climb "breast on the embrasure" while you are still in another part of the map. The best solution would be to immediately get to the courtyard and wait for reinforcements to arrive. Although the fighters on the farm are inept, they take in quantity, therefore, you will have to be cunning if you decide to cope alone.

After the cleanup, you will be thanked in monetary terms and will be given the Clear Sky armor, which can be immediately improved by the local Kulibin. The armor is very good and will come in handy for the passage of the game Stalker Clear Sky.

Behind the machine yard there are also a couple of "hot" places in which the artifact lies.

Power lines are stretched to the east of the machine yard, under which anomalies and an artifact are in the distance.

To finally destroy the Renegades, it is necessary to clear the paths leading to the Swamp. Cleaning can be done alone, or you can wait until "Clear Sky" does it for you. This completes the main passage of Stalker Clear Sky. But there is more to do.

ADDITIONAL MISSIONS, COLLECTION OF ARTIFACTS, SECRETS OF LOCATION

One stalker at the Clear Sky base has a task to find a good Stone Flower artifact, the reward for finding which will be very small, but you don’t have to give it away.

You may also be asked to return the lost weapon - AKM 74, which is located in the north-west of the map. The best starting point will be the Farm location (Mechanization yard), on the way from which you will stumble upon a bandit camp. Before leaving, make sure you have an antiradin (vodka will work too), first aid kits. When you get to the AK storage area, you will find a camp in which the bandits have settled, some of which will stand next to a very explosive barrel.

Further passage of the game Stalker Clear Sky will be much easier if you use these features.

Now you need to move to the northeast. After reaching the fence, look for a small gap in it (look for it in versions later than 1.5.04), a photo of the position of the gap is shown in the figure.

After passing through the gap in the fence, move in the direction of the destroyed bridge, under the bridge you will find wagons, under the right pink one is the entrance to the dugout.

In addition to a shovel and a fire, you will find the Veles detector under the mattress (to take it you need to sit down low), after which you will immediately find the Gravy artifact.

Further passage of the game Stalker Clear Sky will lead you to the north, where there is a wonderful magical weapon that kills to death from a distance of 100 meters and whose name is VINTAR. This weapon requires repair for 9600 and cartridges that you will not find in the near future (when you find it, then repair it), but its power is undeniable. To find it, you need to get to the train, forever frozen on the rails, and go into a huge hole between the cars, near which the anomaly is located: look carefully on the ground among the vegetation, at a distance of about 5 meters from the anomaly.

After the launch of the campaign, you will wake up in the apartments of the "Clear Sky" - the group around which the plot begins to twist.

Lebedev, who is the leader of this association, will speak to you and explain how you got here. Next, you need to talk with the bartender, who is located in a building nearby.

First task

The bartender will not keep you long and will send you to Lebedev. To recapture a checkpoint attacked by monsters, you need to take equipment from the warehouse.

Lebedev will give you medicines and a sawn-off shotgun - now you can go to the "highway", for which you need to report to the soldier of "Clear Sky".

Swamp

Move carefully in the swamps, as anomalies are scattered everywhere. On hard difficulty, they can instantly kill you, so stay vigilant and use a bolt that should be thrown in front of you.

After the first bridge, bypass the anomalies and listen to Lebedev's advice about local dangers and treasures. The latter, artifacts, can be found using the detector (key "O"), and right now you can pick up your first treasure - Medusa, which will appear nearby.

Artifacts themselves have various negative and useful characteristics, which is why sometimes it makes sense to attach them to the suit's belt to activate bonuses. At the moment, your costume does not have the appropriate slots.

At the destination, you will come across dead bodies and a watchtower. Here, examine the wagon for ammo, and then get ready for battle - boars will attack you.

You need to quickly deal with them (shoot in the face) so that there is time to collect swag from the fallen comrades, and then hide from the outbreak that has begun.

Base "Clear Sky"

At the CHN base, report to Suslov to receive a reward. Next, look into the house nearby, where the master of all trades "Kulibin" sits - this person will give you a new task. At the tower, you have already found the flash drive he needs, so pass the find to get a reward.

After that, go to Lebedev, who will give you another quest to clear the Swamps. Go outside and look for the stalker "Nimble" if you want to get a briefing.

The guy will teach you the basics of survival in the Zone, tell you about your PDA and, if you toss him a coin, indicate the location of three caches with valuables. When you're ready, ask your guide to guide you.

Big swamps

During this task, you have to fight for the territory of the Swamp. Once here, prepare for the onslaught of the pack of flesh. By the way, if you do not make unnecessary movements, they can be bypassed.

On the spot, you will stumble upon Renegades, with whom you will have to fight anyway. Search their bodies, and then move on.

You are required to provide assistance to the Clear Sky members, whose groups are waiting for you to appear at various points (marked on the map). If you yourself will participate in the attacks, you will get more money.

Explore the area at the same time. If you search, in the district you will definitely find a couple of caches with valuable items.

So, near the Fisherman's Farm there is a watchtower, at the top of which lies PSO-1 (sight). When all the same type of tasks for capturing points are completed, Lebedev will contact you.

At the base, talk to the commander, who will give you a new task to destroy the Renegades and capture the passage that leads to Cordon.

With artifacts

You will receive the largest amount of money from artifacts, which are unlimited in the Zone. In STALKER Clear Sky, unlike the first part, a special device was added - a detector, which allows you to quickly find artifacts.

In general, if you want to find such a treasure (artifact), then first you need to detect an anomaly. Sometimes you will stumble upon especially fertile fields - clusters of anomalies, referred to as "Grabbing Hands", "Symbiont" and so on.

Specifically, there are no large clusters in the Swamps, but here you can find an improved Veles anomaly detector. It is located in the northwest of the location, in a cave near the fallen bridge (look under the mattress).

Base of renegades

Before you go to the renegades, it makes sense to complete some business. So, you may not have collected all the flash drives for Kulibin yet.

During the search, explore all the houses and camps where you can find additional loot. Also, if you have saved up some money, it is worth upgrading the weapon you like to increase the damage.

Additional finance can still be brought by ordinary stalkers who need help. Some guys will need ammunition, others - medicines.

At the base of "CHN" you can get a couple of unique tasks to find named things - completing them will increase your reputation in the Clear Sky grouping (if you have already decided that you will join them).

Finally, head to the Renegades base. Together with your comrades from the "ChN", advance to the northeast of the Swamps, to a place referred to as the "Mechanization Yard". Get ready for a very hot meeting and a difficult battle in general, as there are an incredibly large number of bandits sitting there.

Keep in mind that your comrades can easily die, but this will not affect your reputation in any way. On the contrary, after the battle, you can loot the corpses of the fallen to collect good CH2 suits, as well as good weapons like the AKM-74.

After completing the task, Lebedev will thank you. Now that you have cut off all the tails, go to Cordon.

K ordon

Fresh stalker blood lives on Cordon, Sidorovich, military and other acquaintances with whom the player happened to meet in the first part.

When entering the location, Sidorovich will immediately contact you. A little further you will come out on a wave of the military, who will indicate their intentions about all approaching - to shoot to kill.

Open the map to understand your location: to the south of you is the base of the warrior, above is the base with Sidorovich. You need to bypass the military patrolling the area and get to the base of newcomers.

The problem of the military on Kordon is especially painful, since these guys are endowed with incredibly keen eyes. The machine gun point of the military will notice you from hundreds of meters and will start shooting at you very accurately, so be careful.

Use binoculars to find the checkpoint and decide how to move around in order to bypass them. Chances are you'll be spotted, so you'll have to move around under fire, running from rock to rock, tree to tree, all the way to the barred fence.

After that, you will go down the slope, and then they will stop shooting at you. Pass the fence and go left, heading straight to the camp with stalkers.

On the spot, you can talk with fresh blood and take a few secondary quests (one of them will give the already familiar to the players "Wolf"). To advance along the main storyline, go to Sidorovich.

S idorovich

Good-natured and hoarse huckster Sidorovich, if you didn't know, is one of the most iconic figures in the first part of the series ("Shadows of Chernobyl").

Sidorovich will not answer your questions about Strelka - first you must do him a favor. You have to find swag for him, but first you will have to visit the stalker Valerian. The leader of the neutrals is in his own base.

Before leaving for Valerian, you can pay a visit to the military who made you dance under machine gun fire. This time you can go from behind and deal with the machine gunner, but, again, the work will still not be easy, since there are a lot of military at that checkpoint.

Through the embankment

It is not long to go to the railway embankment - less than a kilometer from Sidorovich. On the way, turn off the road down (when viewed from the entrance to the camp of beginners) and go to the bridge, under which the military is located.

Imagine, this guy will not shoot at you, moreover, he will even give you a task. It is not necessary to render him a service, and the task is nothing unusual - the standard "go and find it."

On your way to the embankment, you will run into stalkers fighting the military. Help first, and then search the bodies of the dead. Soon you will see a base of neutrals. Here, by the way, you can complete the same task of the military, if you have it.

On the bridge, you will find the anomaly "Teleport", which will throw you into the right side of the Cordon. In the tunnel, take all the items and the quest item, then return.

Base of neutrals

The neutrals settled down very well: here you have two barracks, walls, and a cozy view. In the first barracks you will find a huckster and a mechanic, in the second - directly Valerian, who runs the entire base.

Talk to the latter to find out about a very bad situation: the military, it turns out, hand over the location of the stalkers to the bandits, after which the latter ambush them. Next, you need to interrogate Khaletsky, a major who may know about Sidorovich's very swag.

After the failed conversation, talk to Valerian again, who will ask you to deal with Halecki's comrades. You will find the latter at the ATP, where you can get through the Elevator. Kill all opponents on the ATP and collect valuable items (AKM-74\2U is also here).

Help for stalkers

When the battle is over, return to Halecki at the Neutral Base. When the major finds out that his comrades have died, he will immediately give you all the information about the swag.

Before leaving, you can help Halecki, but this, again, is not necessary. Help consists in handing over a pistol to the military, for which in return you will receive a tip to the caches behind the beginners' camp.

After learning about the location of the swag, pick up things and return to Sidorovich. On the way, visit the soldier under the bridge to give him the detected PDA. As a reward, you will receive the most common first aid kit.

By helping the neutrals, you got the opportunity to join their group. In general, in "STALKER: Clear Sky", as in the original, there are many associations that you can join.

If you agree to become one of the neutrals, you will receive the "Bear" detector, which is significantly superior to the standard device, but inferior to the "Veles" (you could find it in the Swamps), as well as five anti-radins.

A mechanic nicknamed "Van" will give you a quest to find flash drives, and the huckster Shilov will help you unload your backpack. In addition to unique additional tasks, you can also take quests from neutrals to clear the Cordon from monsters (tasks are very well paid).

After exploring the Cordon and sorting out all the cases (as well as reporting to Sidorovich), go to the Landfill. There are two ways to get to a new location: through the pass in the northwest or through the checkpoint in the north.

Dump

Where do cockroaches live? That's right, in the trash. And the bandits? Of course, in the Landfill! In the STALKER series, one cannot exist without the other, so get ready for frequent attacks from the "brotherhood".

The first bandits will meet you right at the beginning of the location, but it is not necessary to fight them if you do not want to play a kind or neutral guy.

If you are not going to join the ranks of the gopniks, then in this case you should not shoot, but you should not approach the lads either, as they will immediately try to "gopnik" you.

The bandits are guaranteed to take all your money and leave you almost in your shorts, so either attack them right away from afar, or go around.

When talking, the bandit will head towards you and speak. Remove the gun if you are not afraid to lose money (or simply don't have any), and give them all the currency.

If you refuse to give money, just step back, and then carefully step to the side of the hill (the bandits will not shoot now, since the corresponding script is still running). Then you can safely pass their outpost and go forward without shots.

Finally, there is an option that there will be no lads at the entrance at all - neutrals will appear here who will fight with the bandits.

In this case, do not get caught in the crossfire and just wait to collect things from the corpses after the battle.

Dead stalkers can sometimes find IL-86, TRs-301 and other good guns. When joining the neutrals, just kill the gopniks.

Go on the main task to the indicated place. You'll find him on one of the junkyard hills, littered and surrounded by barrels.

D iggers

At the excavation site, examine the corpses of diggers who hunt here for the collection of resources. At one of them you will find a PDA with information, from which it follows that the fallen worked for a certain Vasyan. You will find the latter on the right side of the location, where he will fight off the Blind Dogs.

Save before approaching Vasyan, as during the battle the dogs can devour him. When the fight is over, the stalker will inform you about the location of your target - he is already in the Dark Valley.

Also, Vasyan, for a nominal fee, can point you to several caches scattered throughout the location.

With talkers and bandits

Before leaving for the Valley, examine the Garbage for artifacts. Be sure to visit the basements of the Depot and the Cemetery of Old Equipment, where you will find great resistance and very valuable loot.

If you want to join the ranks of the bandits, you need not to attack them during the entire passage. At the moment, if you have not killed a single gopnik and have not joined another faction, you can become one of them. To do this, go to their base and talk to their leader, nicknamed Yoga.

Also at the base you can take a standard quest from a mechanic to find flash drives. And Yoga will also give you a unique task, characterized by meanness and deceit.

It is worth noting that the Seva armor can only be upgraded to the end by a bandit technician. A strange bunch of high technology and chaps in Adidas, but the fact remains.

The gopniks also have an interesting task of shooting crows, the organizer of which is located near the bar. You can train with him, or shoot for time or for money.

Dark Valley

The passage of STALKER Clear Sky has reached half, and now you have already reached the Dark Valley. There are two ways to get to this location: from below through the Dump, choosing the path in the southeast of the latter, or from above through the same Dump, choosing the path in the northeast of the latter.

In the first case, you will stumble upon bandits with whom you will have to fight. Not far from the entrance is located directly the base of the lads, but personally you need to go upstairs to the Checkpoint.

In the second case, you will immediately find yourself at the checkpoint. Remove the cannon, as the group leader will approach you. He will talk to you about the Fang you are looking for and let him go in peace. Next, go to the base of Freedom, which is located in the north of the Dark Valley.

Freedom

They won't let you into the Svoboda base just like that, so first you must talk with commandant Shchukin. It is necessary to complete an assignment for him, which consists in killing a psi-dog.

Before sending, buy ammo and drop unnecessary cargo from a huckster named Ashot. A guy from the Caucasus will friendly help you empty your wallet and wish you good luck.

Go to the point on the map where the dangerous dog was last seen. The Psychic Dog can be detected from a distance, and for this you will have to stop well in advance and use binoculars.

If you have a powerful sniper, then you can immediately finish it off with an accurate shot. Otherwise, you will have to fight it for a long time, as the psi-dog copies itself.

Having dealt with the mutant, return to Shchukin for a new task. This time you will have to get to the Freedom faction, which is patrolling the area. Take supplies from Ashot and proceed to your destination.

On the spot, alas, you will stumble upon only corpses, in the pocket of one of which is a CCP. Take it to Chekhov, the leader of Freedom, who lives in the main room of the base. In a conversation with the leader, it turns out that the commander is responsible for the death of the soldiers, whom you have to find and punish.

Commandant

To quickly move to your destination, use the services of a guide. With the help of the latter, you will be halfway to the goal, but then you will have to stomp on your own two feet. Soon you will hear the sounds of shooting - the Svobodovites are fighting mercenaries there, and you need to help first.

After shooting everyone, finish off the commandant and pick up the PDA from his body. After that, return to Chekhov and report on your success.

As a reward, in addition to the currency, the leader of Freedom will tell you more information about the Fang. Chekhov will also give you several secondary quests, which are optional if you are not going to become a Svoboda.

Before leaving the location, explore its corners for valuable resources. Technician Yara, as follows all technicians in "STALKER Clear Sky", will give you a task to collect flash drives on the map, so it makes sense to complete it. The bartender and Chekhov can tell you about the location of the caches.

Even if you complete all the Freedom tasks that are available now, Chekhov will not accept you into the ranks of his organization. But do not worry - the opportunity to become a Svoboda will appear a little later in the story. If you've finished all the things in the Dark Valley, go to the Scrapyard.

Off the roll (part 2)

Here you have already explored most of the location, so now you need to visit the Flea Market. Until this moment, there was a closed door to the basement, but it finally opened.

An ambush awaits you at the back of the building, so if you don't want to lose the loot and then look for it, hide your belongings on the second floor of the building in the blue box where the neutral stalkers are located. Money cannot be added, so you will lose it anyway.

In the basement, you will run into a stretch and turn off, after which the bandits will take all your belongings. When you wake up, take the gun and the detector, and then return to the blue cache and take all the things if you decided to hide them.

Open the map and find the location of the lads. Those will be in their camp, where you must go from the rear in order to defeat them all without a trace. After the battle, all you have to do is collect the loot and return your things. Move forward in the direction of the Research Institute "Agroprom".

NII "Agroprom"

The Institute of Research occupies most of the location, however, there is an open area around the complex itself, where many anomalies and artifacts are scattered. At the start of the location, find a person at the checkpoint to find out about the Duty squad.

This grouping is also here, and it went to the same point where you need to. Follow them to make your way easier, and fight off the Snorks and other creatures you meet.

In the middle of the location you will find a base of neutrals, led by a man nicknamed Orestes. He is accompanied by mechanic Aydar and huckster Drozd, who will offer you a standard set of tasks, as well as tips on caches.

Before leaving, search the complex, on the second and third floors of which there are electrical artifacts. Immediately find the medium-sized tanks, near which the hatch is located.

The latter will lead you to the sewers, where a strange stalker nicknamed the Hermit lives - you can buy improved weapons from him.

On the left side of the location there is a swamp, where the quest begins with neutral stalkers. The guys are moving towards Yantar - help them in the fight against mutants to get an improved Zarya suit.

The immediate shelter of Duty is located below and to the left of the location, where the detachment will go.

Inside you will find many interesting things: an aviary with monsters, which is a kind of cabinet of curiosities of the Zone, which should have been added back in "Shadows of Chernobyl", but it was cut out at the last moment; a shooting range, which is a mini-game already familiar to you (as with shooting crows) and headed by Major Zvyagintsev; as well as a bar run by the bartender Kolobok, a repair shop headed by Gromov, and a shop run by the unsociable Mityai.

You will find the head of the Duty grouping on the top floor of the main building. To him, Krylov, you must go in the end in order to continue the main plot.

Underground Research Institute "Agroprom"

Your questions about how to get into the dungeon of the scientific complex will not go unanswered. Krylov will tell you about the only way - a big hole, which, as you might guess, was created by mutants.

Inside the snorks founded a whole nest, which is a great danger to others. Before letting go, Krylov will ask you to destroy this nest for ten thousand currency.

It's time to visit the nest of snorks, where you should not go unequipped. Collect armor-piercing ammo, buy first-aid kits and go to a group of debtors led by Nalivaiko, which is located near the hill. Together with them, you must deal with the snorks if you want to get a tip on a good cache.

Move to the dungeons. You will find yourself in a branched corridor full of hot anomalies. Go to the opposite side of the dungeon, dealing with snorks along the way.

As a result, you need to get to the stairs up, which will lead you to a small room with boxes. Collect the swag and continue through the outhouse, dotted with Kissel (anomaly).

After a while, you will be stunned, the level of mental influence will rise and you will begin to lose control - these signs will mark the appearance of the controller.

If you are confident in your abilities, then it makes sense to close the distance with the monster as soon as possible, since he is not able to fight in close combat, and then beat him with a sawn-off shotgun or a knife.

In the next room, the pump control panel awaits you. Be sure to save before activating the valve that will let water into the dungeons. After that, turn the mechanism and run behind the bars without stopping for a second.

Pass the spiral staircase and the corridor, run past the jerboas and reach the stairs that will take you outside. As soon as you are free, the corresponding cut-scene will start - the entire dungeon will be flooded.

Now you need to go through the upper level of the complex, where the gopota settled down. Deal with opponents and find the Cache of the Strelka, which is located in the same place in the "Shadow of Chernobyl".

If you haven't played the first part, look for the ventilation entrance in the wall in the corridor - it will lead you to a cache with useful information. After studying the PDA, you will understand that you need to go to Yantar.

On the way to the exit, you will encounter fiery poltergeists - kill them by shooting right in the center. Finally, all you have to do is visit Krylov to receive your reward. After that, go to the northwest of the location, from where you can get to Yantar.

From now on, you can choose one of two main factions: Duty or Freedom. The first group will give you a PS5-M suit, as well as a Thunder-s14 cannon. The second - with the "Guardian of Freedom" suit and the "SGI-5k +" cannon (plus three first-aid kits).

It is not necessary to take sides, moreover, choosing a faction will instantly make you a sworn enemy of the opposite one, so you will have to fight it on Yantar. Neutrality is the safest option.

I am ntar

A dried lake will appear before you Yantar, the bottom of which was chosen by the scientific station, headed by the scientist Sakharov.

Before visiting the professor, you will have to deal with the zombies, while moving very carefully. Keep in mind that small oases on the lake (not dry areas) have a high radioactive background, so they should be bypassed.

Fighting zombies with firearms is a wasteful undertaking, as these guys are very clumsy and slow, but at the same time they have a lot of health. If there is no risk of being surrounded by several ghouls, just go around one of them and plug it with a knife.

When you deal with all the zombies, scientists will let you into the bunker. During the conversation, Sakharov will give you a task to find the PDA. Here you can also receive secondary tasks from stalkers acting as bunker guards.

Get to the destination and kill all the blind dogs. Examine the bodies of the fallen stalkers, pick up the PDA and return to Sakharov.

Psi installation restart

After a painstaking study of information from the CPC, Sakharov will reveal the cause of strong psi-emissions. The point is the installation, which is located next to the bunker, and you will have to turn it off.

First of all, visit Lefty, who is waiting for you near the factory. Together with him go inside and climb up the hangar. When you turn off the installation, you will have to fight the zombies.

Now that the task is completed, report to Sakharov and go to the Red Forest, the path in which lies in the northwest of the location.

red forest

At the entrance to the location, you will suddenly find Strelok - that very elusive avenger from the first part that you are hunting for. He will run away from you, so go in pursuit. At the bridge you will be stopped by his neutral comrades, so get ready for battle.

After the battle, you will find out that the Strelok ran into the tunnel and blew up the entrance. Next, Lebedev will contact you, who will tell you about another route to the Chernobyl nuclear power plant, which passes through Limansk.

There is one problem - the bridge to the city is defended by the Renegades, so you will have to use the help of other stalkers, for example, the legendary Forester.

Forester

When the neutrals start losing to you, they will surrender so you can interrogate them. One will agree to take you to the Forester in exchange for his own life - a great deal, don't you think?

After a while, the guide will stop near the group of stalkers, refusing to go any further. Here you will receive an SOS signal, however, when you arrive at the place, you will find only corpses.

From the corpse, pick up a map of the Red Forest, which shows a unique spatial anomaly - it is through it that you can get into the Forester's possessions.

At the destination, you will stumble upon a group of singles - talk to their leader in an exoskeleton, who will ask you to lead his guys through the tunnel for an excellent reward - an artifact.

One way or another, but you still better agree, because a pseudo-giant awaits you behind the tunnel, and additional fire will come in handy anyway.

A flock of snorks awaits you directly in the tunnel - throw a couple of grenades inside to smoke them out. A little further you will stumble upon the anomaly Symbiont, and after - on the pseudo-giant. If you want to receive a reward for escorting loners, then at least one of them must survive.

After passing the tunnel, go to the anomaly. You will find it right above the hatch of the tank, in the depths of the forest. Deal with a couple of monsters from afar to clear the path, and then jump up and go through the portal.

As a result, you will find yourself near the Forester's hut, who will tell you many amusing stories and give you the task of finding the missing group of stalkers.

Army warehouses 1

You can get to this part of the location from the north of the Forester's hut. On the spot, you will stumble upon Svoboda, and even further - at the mercenaries who have settled in the village.

They are led by a guy in an exo nicknamed Hog - it is from him that you will receive information about the disappeared stalkers.

Go to the destination, where the looped anomaly mentioned by Hog is located. You must get to the tower, where the signal will increase. Next, deal with all the mutants and return to the Forester.

Compass

The forester figured out how to help the missing guys - with the help of the Compass artifact. To find the last one, go down from the Forester's hut, past the gate, and then move west.

Soon you will reach a hill, behind which the sounds of battle will be heard. Reach the entrance to the mine and kill all the renegades.

Before leaving, it makes sense to deal with the poltergeists at the entrance to the mine, since there is also a hole in the dungeon hidden by boards. Inside you will find even more poltergeists, the battle with which, you can be sure, will turn out to be difficult. There you will find the desired artifact and a grenade launcher.

For the return of the Compass to the Lesnik, you will receive an upgraded VS Vintar sniper rifle to the limit. Now visit the warehouses again to contact the disappeared stalkers.

Army warehouses 2

Hog and his guys will not agree to go deep into the military base with you, but the leader will note that the Svobodovites will definitely go, since in the past the base belonged to them. Together with the Svobodovites, clear the base by killing all the military. Now it remains only to climb the tower and send a message.

M ost to Limansk

You will be contacted by Lebedev, who will tell you about the imminent mess near the bridge. Get to the point and get ready for battle. After a while, a group of Leshy will approach the bridge, but you will have to cover them while they lower the bridge.

You will mostly have to watch the hill, as the renegade snipers crawl out from there. When the bridge goes down, go to the other side and finish off the remaining opponents. Now you can continue chasing the Strelok.

Before leaving, talk to Leshy to receive a reward. Clear Sky wants to thank you in the same way, so visit their base if you want to get fifty thousand rubles and a powerful FT200M rifle.

From the moment you enter Limansk, the final part of the STALKER Clear Sky campaign will begin. That is why spend all the money and stock up on ammo and medicine to the maximum, since it will be impossible to go back.

L imansk

Examine the tunnel, which is located near the bridge. Once in Limansk, follow the ChN soldiers until you find a wounded bandit. If you give him a first aid kit, then his comrade will agree to give you an ambush.

It turns out that in front, near the cars, there is a stretch (in fact, it is far from alone there). When you get close to the first stretch, you will be attacked by gopota.

Deal with the first ambush and move on. Soon you will stumble upon a battle between Monoliths and bandits - here you need to destroy the machine-gun point located in the house. After that, you must deal with the minions of the Monolith.

Monoliths

Act quickly and do not stay in one place, as they will try to smoke you out with grenades. By the way, the Monoliths are equipped with an exoskeleton, so it’s worth shooting at them with armor-piercing rounds and right in the head.

Continue towards the bridge. From the intersection, reach the anomalies and turn east to the archway you need to pass. From the playground, head east all the way to the hill, beyond which is the landing. Go into the house and through the rooms get out from the opposite side.

Below you will find the leader of the CHN, who will give a new task - to move to the other side of the canal, where the military settled. This task lies only with you, since the fighters of the ChN at this time will distract the warriors to themselves. Run across the bridge and get to the two-story building where the machine gun point is located.

C triple site

After clearing the area, leave the house on the other side and move west to the bridge. Spatial anomalies are scattered along the road to the site, so you will have to go in a certain way (they always return to the beginning of the road).

First go around the first anomaly from the east, then go through the stairs and go down the path; after that, get to the bus and climb inside the car on the side of the box to exit from the other side; finally, reach another bus opposite and go around it on the left.

On the horizon from the passed road, you will find a half-empty building where the Monoliths settled. You will have to fight them methodically, as the guys love to knock you out with one bullet to the head.

After the fight, get to the last floor and exit to the other side of the roof, from where you can get down. This way you will get to the construction site - go to the fence leading to the hole.

About the outskirts of the city

After the fence, you will meet friends from the ChN, with whom you will have to fight against the fanatics. Next, you run into an electric fence - you need to cut off the voltage by finding the generator. The latter is located behind, where you met the CHN fighters.

From that place, go to the buildings near the fence and find an attic in one of them. Get out through the attic to the roof and go to the next house, and then, using the pipe, go to the next one.

Finish off the Monolith on the spot and get to the room with a ladder that leads to a new platform. Finally, jump to the left and break the boxes to get into the room with the coveted generator. Cut it off and go past the fence. You will receive a new task - to get to the Pripyat dungeons.

Hospital

Once there was a medical center for the military, but now there is only emptiness. At the SOS signal, jump into the hole and bypass the tunnel to get into the building.

Climb up the stairs and look for the CHN fighters there who want to get to the nuclear power plant. They're being thwarted by a fanatical sniper and it's up to you to finish him off.

Go to the east of the hospital, fighting off the attacks of the Monolith along the way. Pass the broken wall and continue east, going up and down.

Here the machine gunner will interfere with you - the allies will distract him so that you can pass. Go into the next room and kill a couple of fanatics, then go through the pieces of wood to another house.

Helicopter

After that, you will need to return along the boards to the fighters of the CHN. Near the group you will find a crevice in the wall - go through there and bypass the tunnel. At the exit, quickly hide, as fire from the helicopter will fall on you. Use the machine gun to blow up the bird.

After that, the CN will blow up all the approaches so that the fanatics can no longer receive reinforcements. Finally, all you have to do is get to Chernobyl while your friends are fighting the Monolith.

CH NPP

In the new location, you will be taken directly to the center of the Zone, to the nuclear power plant itself. Here Lebedev will contact you to explain how Strelok can be destroyed. First you have to cut down his protection against psi-radiation - to do this, attack the enemy with the help of EM-1.

The shooter will fight not only with you, but also with fanatics, which will greatly simplify your task. If the enemy eludes you, then chase him through portals that allow you to shorten the distance.

Ultimately, Strelok's defense will be cut down, which Lebedev will inform you about. But then the Zone will start to go crazy, after which there will be a powerful outburst.

The final video will give more questions than answers to what happened to the main characters of the game. On this passage Passage "STALKER Clear Sky" is completed.

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


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The second part of a series of attention-grabbing shooters "Stalker". If you have already gone through the plot of the first part of the series, then you probably remember that its main character is a stalker named Scar. You can download the game Stalker Clear Sky for free and find out how this hero ended up in the forbidden zone. The development of the plot begins in 2011. Scar acts as a guide for a group of scientists and tries to lead them to the center of the forbidden zone.

As a result of the release of energy, the entire expedition dies, and Scar himself comes to his senses at the base of the Clear Sky grouping. Next, the hero expects a whole chain of exciting events. He has to unravel a lot of mysteries, complete various quests, but the most important task will be the destruction of the Strelok. Whether it succeeds or not is up to you. First you need Stalker Clear Sky torrent download for free. With this game you will not get bored. There can be no doubt about this.

Screenshots of S.T.A.L.K.E.R

Video review Stalker Clear Sky