Stalker clear sky walkthrough. S.t.a.l.k.e.r.: Clear Sky: Guides and Walkthroughs

Further into the Zone - closer to the sky... A. and B. Strugatsky, “Roadside Picnic” I didn’t like the swamps. We had to run around a lot, champing mud and squelching swamp slurry. I never liked swamps. And I never understood romantic sighs

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Guides

A. and B. Strugatsky, “Roadside Picnic”

I didn't like the swamps. We had to run around a lot, champing mud and squelching swamp slurry. I never liked swamps. And I never understood Stapleton’s romantic sighs from “The Hound of the Baskervilles” on this topic. 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 group, even if Vintorez was sold here for next to nothing.

A long winding pipe led me to a slope covered with bushes. Having habitually looked out and looked around, I saw a sign “Stop! Fire is being conducted to kill! “This is incredible,” I thought and cheerfully trotted along the thorn, adjusting to the arrow on the radar and mentally preparing for the meeting with Sidorovich. The loudspeaker muttered something threatening, machine-gun fire lashed out, the stalker-mercenary Scar let out a death rattle, and the corporal-machine gunner, languishing from idleness, made another notch on the railing of the fence. Yes... Newcomers to the Cordon even a year ago were not greeted kindly.

Oatmeal, sir!

First, let's talk about quality. This beginning is not accidental, since both a luxurious collector's edition and a disc in a lonely plastic box will smell the same - something unripe.

At one time, “Shadow of Chernobyl” was expected for a very long time. So long that the very process of waiting gave birth to an entire subculture, represented by a lot of jokes with a hint of bitterness. Online wits quite aptly called the game “zhdalker.” With “Clear Sky” everything turned out a little differently. The game appeared quite quickly, but turned out to be so crude and unfinished that it almost immediately received the equally apt nickname “flytalker”.

It must be admitted that this time the wits did not sin 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 writing, the Ukrainian and European releases have barely taken place, so I don’t yet know their readiness for departure.

In terms of the number of bugs of all varieties, “Clear Sky” can only be compared with the well-known “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 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 particular, it promised optimization of the game. However, after the patch was released, 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 don’t undertake to judge this reliably, because, having barely noticed the alarming phrase “Save 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 game swings after passing between locations during emissions. But overall, progress in the plot went quite smoothly, and there were no absolutely impenetrable bottlenecks. Believe it or not.

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

The game world has become noticeably prettier. With support for DirectX 10, puffs of smoke and wet surfaces look very naturalistic, and they did a great job with textures. However, to play at maximum settings you will need a powerful machine with an extremely expensive video card. So not everyone will have the opportunity to admire the graphic beauty of the Zone in full.

The only thing I would like to especially note is the truly dark nights. This touch fits into the game very well, enhancing the atmosphere of inhospitability of the Zone.

The sound design did not cause any particular delight or criticism. In general, it could be called unobtrusive, if not for the periodic hoarse chorus of local gopotas yelling: “Catch a lemon!” Personally, a solo scream would be enough for a sprint race. And the sacramental “Attention, joke!” by the fire, followed by a second of silence (cut out by censorship, or what?), and then discordant laughter, was also not encouraging. No, I understand that most stalker jokes are either bearded or hopelessly sad, but still...

The interface, fortunately, has changed slightly. However, I would like to put a hefty minus on the missing fatigue indicator. It's in the inventory. But for some reason it’s missing from 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 in no way justified. 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 exposure, chemical and thermal damage, and bleeding appeared. Yes, and also an azimuth indicator of a fallen grenade. It helps a lot to escape in time and survive, since we never managed to see the flying grenade itself.

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

The aiming mode of the pistol began to look strange. It’s very strange, considering that in “Shadow of Chernobyl” he looked quite decent and self-sufficient.

As for game ballistics, it leaves a mixed impression. On the one hand, “Vintorez” acquired a realistic firing range and bullet trajectory, and on the other hand, thick trees, which only a three-inch field shell can penetrate, are easily pierced with cheap weapons from the Chernobyl punks. There's simply nowhere to escape from these gopniks in sneakers...

Another definite plus is the system for improving weapons and armor. 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 to completely modernize at least one decent barrel. And for improved armor - even longer.

Finally, the guides. If the path through the location is not close, you can find a 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 want it.

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

“Clear Sky” turned out to be noticeably weaker than it could have been. However, the atmosphere of the Zone, in general, has been preserved, enriched with additional touches (sometimes somewhat tacky). We insert the disk into the drive... And we don’t complain about the fact that we didn’t warn about bugs. That's it.

Say a word about the main character

Let's start, as usual in the description of prequels, with memories of the future. “Shadow of Chernobyl” begins with a frantic race of a truck, in the back of which Bullseye lies like a limp doll. Later, if you remember, you and I got some idea of ​​who put him in that truck and under what circumstances. It seems that the powerful O-Consciousness caught a restless and overly curious stalker, sticking his nose where it shouldn’t, and then mistakenly 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 turned the seasoned stalker known as Strelok into an inexperienced beginner with a strange tattoo on his forearm.

Our hero is also a stalker, a lone mercenary Scar, who guides into 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 it closes its claws on their throat. But Scar somehow managed to survive the Big Blowout, which killed the entire group he led. It was this fact that gave the leadership of the Clear Sky group the idea of ​​using Scar for a unique mission that no one else could handle - to find those responsible for the Big Blowout and stop their irresponsible trips to the Sarcophagus.

However, the logic of the script is sometimes lame. So the question is, why does Scar, who survived two ejections (one of them before our eyes), regularly die at the first subsequent one? Okay, the game explains that his nervous system has been transformed by the Zone and is gradually "burning out." But why then does any amount of emissions carried out in the shelter not affect our hero? And what exactly is its unique purpose? What abilities set him apart from other stalkers? The answer to this question is not given until the very end of the game, replaced only by some mystical vagueness put into Lebedev’s mouth.

One way or another, Scar moves forward, collecting scattered scraps of information about the activities of Strelka’s group, which is clearly doing something very interesting and related to the trip to the center of the Zone. Our hero conscientiously passes these information fragments on 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, and improve weapons and armor. And at the same time get acquainted with the range of game bugs.

From the Swamps to the Outpost, from the Outpost to the Landfill, from the Landfill to the Dark Valley... Loners, bandits, “Freedom”, “Debt”... The tangle of facts gradually unravels, forming a thread leading to the plans of the elusive stalker regarding the next trip to the 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 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 contact the Forester. After lengthy treks through the Red Forest and Warehouses, a key battle takes place for the bridge leading to Limansk, bypassing Radar. And from this moment on, the plot becomes completely straightforward, and the game becomes a classic “corridor action movie.”

Along the way, you will encounter very strange and not typical for “Stalker” moments, like a helicopter with a health bar, as well as a “sniper-machine gunner” couple 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. Personally, for example, “Shadow of Chernobyl” captivated me precisely with its realism and minimum of arcade conventions. And here, you see, is a helicopter that can be shot down with an assault rifle, and an indestructible sniper, perfectly visible through the scope. It's undignified...

Groups

Remember how many complaints there were about the insufficient number of groups available for joining? So, now there are a little more of them. Or more precisely, three - “Stalkers”, “Freedom” and “Duty”. By joining any of them, you will not only receive a discount on the purchase of weapons, but will also be able to take part in a gang war. It is, of course, very far from dynamic and intense online battles, but it introduces some element of variety into the gameplay and provides an opportunity to earn money. But be prepared for some unpleasant hiccups. Taking, for example, a control point, you can wait for hours for your group to approach it. And you can’t wait, because the scripts in the game sometimes work according to the laws of some completely inhuman logic.

Initially, Scar is informally a member of 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 one, this will not affect your relationship with Lebedev and Clear Sky.

However, there is another group that you can try to join. These are bandits. The leader issues a couple of tasks, pays them sparingly, and then feeds them with promises like “as soon as possible.” I never managed to get accepted into the glorious ranks of the Chernobyl bastard. 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 headed by scientists. Its goals and objectives are to stabilize the Zone, prevent emissions that lead to the death of many people, and cleanse the Swamps from criminal elements. Place of deployment - camp in the Swamps.

Renegades

A group of bandits without a single leader, opposing Clear Sky. It does not pursue any specific goals or objectives, limiting itself to attempts to hold several fortified points in the Swamps. Place of deployment - Swamps.

Stalkers

A group of individuals who do not want to be under a single command. The raison d'être of this group is mutual assistance and support in difficult situations. Goals and objectives - liberation of the Landfill from bandits. Location: Cordon.

Bandits

A stupid crowd of bandits who do not evoke any sympathy. A unified leadership formally exists. The group's goals are control over the Landfill, which connects several other locations. Location - Landfill.

Liberty

A group professing 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 resist “Duty” and expand its influence on Military depots. Location: 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 transfer of artifacts to the outside world. Location: Agroprom.

Mercenaries

A group whose strategic goals are completely incomprehensible. Judging by the game events, she is engaged in fulfilling orders for combat support. The presence of a unified leadership and location are unknown.

Monolith

A religious and mystical sect that worships 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 attacks. Place of deployment - Chernobyl Nuclear Power Plant.

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

Faction War

The meaning of a faction war is the systematic displacement of enemy units from the territory of a location and the capture of strong points. The game mechanics do not provide for any special initiative from allies, so you will have to run hard to capture a location.

The beginning of a 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 could be monsters.

After clearing, we wait for one of our squads to approach. When the squad pulls up and secures a point, a message is received indicating the successful completion of the stage. Thus, the territory of the location is captured from point to point. It is convenient to control the deployment of the remnants of enemy forces on the PDA. But you should not engage in amateur activities in circumvention of orders. All the same, the allies will not come to the point you have captured without permission until the corresponding order is received.

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

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

For each successful capture of a point in which you take part, you are entitled to a fairly substantial cash bonus.

Artifacts of the Zone

Artifacts, as you remember, in “Shadows of Chernobyl” were literally lying under your feet. There will be no such freebies in Clear Sky. Here they are invisible, and they must be found using a special detector, each time getting close to death. Some artifacts in Clear Sky retained their names, but changed their properties, while the rest will become new to the player.

It should be noted that from the point of view of passing the game, artifacts are completely optional. Even at the highest difficulty level, you can reach the very end without them. Here, the bet is probably made on the explorer player, who will be driven solely by curiosity.

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

Other artifacts can be found using a detector near the anomalies.

On a note: searching for artifacts is quite difficult, since they are invisible until they come close to the detector. When localizing a found artifact, the main thing is not to get into an anomaly and carefully monitor the level of radiation and health status. In the excitement of searching, it won’t take long to die from radiation sickness.

Weapons and equipment

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

As for the pistols, both of them are chambered for the 9x19 Para cartridge and have real-life counterparts to the Beretta 92 and Browning HP. No significant advantages over other models of the same class were noticed.

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

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 bother game makers at all. However, the machine gun does not have any significant impact on the progress 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: You can, of course, by hook or by crook, acquire a machine gun earlier, on the “Dolg” base, but again there will be no point in this, since ammunition for a machine gun is not cheap, comes across extremely rarely, and the accuracy of this weapon is below any criticism.

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

The accuracy of small arms has noticeably deteriorated even in aimed mode. Now installing an optical sight on the AK-74 only allows you to observe annoying mistakes in more detail. In essence, this approach is understandable, since the game has introduced a weapon modernization system that significantly improves its performance characteristics.

Armor is also available in a wide range - from a light jacket that protects only from the wind, to complex Bulat armor protection. Modernization is also provided here.

Among the additional equipment, artifact detectors should be mentioned. They are presented in three models.

Response. Anomalous activity detector with built-in Geiger counter. When approaching anomalies, it emits a warning signal. It can also detect the presence of artifacts and measure the distance to the nearest one. Not very convenient to use, since 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 towards it, marking the vector on a special azimuth indicator. Given the operator's skill, it is quite effective.

Veles. A new generation detector-scanner, including a Geiger counter and an anomalous activity indicator. Designed specifically for artifact detection. The location of artifacts is shown on a special screen, making them easier to find.

Upgrading weapons and armor

Modernization of all types can be carried out by special NPCs at group bases. 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 under-barrel grenade launcher (for assault rifles). This is, one might say, a reinforced assault version. The second direction is sniper. It involves reducing the recoil force and increasing the muzzle energy of the bullet at the expense of the rate of fire. Both paths can be combined, but then the third level of improvement will become unavailable.

Regardless of the nature of the improvements, optical sight mounts can be installed on assault rifles. You can also increase the magazine volume 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 the caliber on one and end up with a universal set of reliable weapons for any type of cartridge you encounter.

Sniper rifles provide only an increase in accuracy, destructive power and magazine volume, which is quite logical.

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

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

On a note: When 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 is provided in the game. But they are practically meaningless, since enemies react to shots in any case and unerringly look for the source of danger. In addition, silencers, as in reality, reduce the lethal effect of a bullet.

Monsters

In principle, the fauna of the Zone was practically not enriched. Moreover, during the daytime she even became poorer. According to the general design of the game, daylight hours are reserved for gang wars, so mutants now prefer to appear at night.

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

On a note: Don't waste time looking for parts of killed monsters. They are not provided for in Clear Sky.

You will also meet a modified bloodsucker on the way - the so-called “swamp creature”. Unlike a regular bloodsucker, he does not need to come out of stealth mode to attack. It is almost impossible to kill this mutant, since he moves very quickly and practically does not stand still.

The game will also include a custom controller involved in the scenario. I did not notice any complication in relation to this “brain eater”. Moreover, it seemed to me that he became more accommodating.

Anomalies and outliers

The anomalies, these stalker curses, have become much less noticeable than in Shadows of Chernobyl. Three anomalies have been added to the already familiar “electrics”, “fryers” and “funnels”. These are “rift”, “meat grinder” and “symbiont”. The first causes thermal damage, the second tears it into pieces with counter-directional gravitational disturbances, and the third has a combined effect - it destroys the nervous system with psi-radiation, burns it and tears it into pieces. You can find the symbiont, for example, in the Red Forest, near the habitat of the pseudogiant.

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 selecting artifacts. And take plenty of anti-rad with you.

Outliers typically occur during repeated visits to locations. They are warned about them in advance, so you can have time to run to the shelter that is provided in each specific case. Of course, there is no logic that a strictly defined place can serve as a shelter from an ejection, but nothing can be done about it.

If Scar does not have time to reach cover before the release begins, he dies instantly. So it’s better to hurry up, without stopping to shoot at the enemies you meet along the way. But don't try to escape the ejection to another location. Of course, you will escape from the ejection, but further progress in the game may become impossible.

Walkthrough

Swamps

After watching a video insert introducing us to the situation, we look for the bartender and get the first piece of information about the current state of affairs. The conversation with him is interrupted by Lebedev, who demands Scar 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 will equip Scar for his first trip to the Swamps. Armed, we go to the conductor, who takes us to the place and takes his leave.

Swamps are a specific location. The view here is quite poor due to the widespread thickets of sedge. Along the way you will come across a small herd of flesh, on which you don’t have to waste ammo.

The point of the first trip is to get to the tower with the panicking "clean sky guy", climb up to him, shoot at the wild boars and safely faint from the ejection.

Having regained consciousness in our usual bed, we go to Lebedev to listen to some vague discussions about the Zone, the history of the Big Blowout and Scar’s place in its continuation.

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

Thus, our operational task becomes the first faction war. Pushing hostile troops back to the edge of the Swamps and recapturing strongholds, we gradually reach a guide who agrees to take us to the Cordon.

Cordon

Once you get out of the pipe, don't rush. The problem is that the entire space in front of the exit is under fire from the outpost's heavy 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 to search for the stalker. Taking advantage of the fact that the machine gunner cannot fire while the group is searching, we quickly run to the left along the barbed wire fence.

Having escaped pursuit, we get to the village and go down to Sidorovich’s basement. As usual, the old bastard does not want to share information for free and demands in return that he find and return a case with swag that has already been prepared for the customer.

We go to the camp of the “Stalkers” group, along the way we take part in a skirmish between individuals and the military near the bus stop. Having won the battle, we get the opportunity to improve our weapons.

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

A repeated visit to Father Valerian gives rise to a plan to kill Khaletsky’s entire “support group” so that he has no illusions about his own future.

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

Having found a rusty box, we take it to Sidorovich. In return, we receive meter-long 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 keep the components. So he sent Fang to the diggers at the Landfill. They're digging up burials of equipment there, so there's probably some electronics there. So, the next goal is to find Fang at the Landfill.

Dump

Another trip through the pipe. A company of bandits is waiting at the exit. If you comply with their demands, you will be robbed completely. Therefore, it will be cheaper to spend a couple of grenades and fifty rounds of ammunition on them.

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

We go to look for Vasyan, wondering at the same time whether 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 there is no trace of Fang. 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, they just look closely at the facial expression. And that's okay. After talking with the senior garrison, we go to the Svoboda base. Here there will be a conversation with Commandant Shchukin, who values ​​his time too highly. On his instructions, we go to kill one pseudo-dog. Having returned, we receive another task - to deliver ammunition to the Svoboda outpost. We get cartridges from the talkative Ashot, go to the outpost, but are a little late. The corpses of the Svoboda members are still warm, and on one of them we find a PDA, which contains an interesting sound recording. As it turns out, Commandant Shchukin is a double-dealer and a traitor who exposed the Svoboda outpost to attack by a detachment of mercenaries.

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

This time we are allowed an audience with the Svoboda commander Chekhov. Of course, our next task is to find and kill the commandant. There is no need 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 Svoboda members grind down with special cynicism, jokes and jokes. We find the commandant's corpse, take the PDA, and return to Chekhov.

From a conversation with Chekhov, it turns out that Fang went to the Landfill. Well, you have to, right? We're just from there.

And again the dump

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 even a little sorry for him, dump your junk right in front of the basement entrance. If you choose, you will collect.

It turned out there was a booby trap in the basement. It didn’t kill, but it gave me a great shell shock. Having come to his senses, Scar finds himself lying on the floor of the basement, and above him are two degenerates in a gangster outfit. It turns out that they have been here for a long time, robbing curious stalkers who have poked their noses into the basement.

The bandits, having robbed Scar, who is coming to his senses, run away. Now you can get up and look around. In the very corner of the basement are Fang’s PDA and a “newbie’s kit” - a Makarov system scarecrow gun, cartridges for it and some other rubbish.

On the PDA there is a mention of some kind of hiding place and that Fang is involved in the trip to the center of the Zone. Lebedev gets in touch and 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 “Dolga” outpost. They talk to us politely, sympathize with us and even give us 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 “Duty”. They are overwhelmed by mutants who are constantly pouring out of the dungeons of Agroprom. The only way out is to flood the lower levels.

There is nothing to do, it's time to hit the road. We shop from a gloomy seller named Mityai and go to the hole. As we approach, we observe a massive landing of snorks, somersaulting out of the hole and frantically rushing into a fight with Sergeant Nalivaiko’s army.

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

Dungeons of Agroprom

A long corridor curving to the left. It's not worth running over it. It is better to wait until all the torches are activated, and then, running from niche to niche, trying not to get caught in the flames and shooting the burning snorks, get to the stairs.

Having gone upstairs, we select cartridges and first aid kits on the rack, and enter a round hall with a pool system. Now it is important to see and kill the controller before he sees and kills us. In principle, nothing difficult if you shoot accurately and jump behind the pipes to reload.

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

So, our debt to “Debt” has been repaid in full. It's time to remember your interests.

During a visit to the cache, located in the same place as it was - in the room where the ventilation duct leads - you will meet four bandits. Frankly speaking, not God knows what. But then - seriously. Four fire poltergeists blocking the exit from a mine with a spiral staircase.

Shooting them from below is problematic - poltergeists readily respond with tongues of flame, and first aid kits will sooner or later run out. It’s better to run upstairs to a remote room where 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, jumping away from the retaliatory fire strikes.

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

Having dealt with the poltergeists, we get to the surface and go to help Rzhavyi’s group and further, to the Yantar.

Factory "Yantar"

In order to get to old acquaintance Sakharov, you will have to shoot a little. The bunker is once again slowly attacked by zombies, and the local team is unable to cope with them. We help with fire, talk with Sakharov. From the conversation it turns out that Strelok visited here and received from Sakharov a prototype of a psi-helmet, without which it is impossible to go through the factory to the Red Forest. Sakharov’s supply of helmets has been exhausted, but there is a chance to understand the reasons for the surges 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 for the emitter installation.

All we need to do is quickly run along the western wall of the plant, shooting blind dogs and their pseudo-relatives, grab the PDA and return back. You shouldn't linger near the corpses, because another group of zombies is approaching.

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

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

After restoring the cooling system, we receive information from Sakharov about Strelok’s whereabouts, we pass through the western gate of the plant and find ourselves near the bridge to Limansk and the edge of the Red Forest.

Red forest

To begin with, we are shown Strelka running away towards the tunnel. Apparently, he already knows that he is being chased, and is determined to stop it 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 negotiate. After this, it turns out that you can’t get through the Vyzhigatel in any case, and the bypass road through Limansk is blocked by bandits controlling the drawbridge on the other side of the river. Apparently, the bandits are not going to let him go anytime soon.

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

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

The quick-witted “bubble” takes 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 strange trouble. If you help them, you can count on help in return with the bridge.

Now we have to visit the Military Depots, since there is a chance to establish at least some kind of connection with the group.

Military warehouses

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

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

Red forest

Having learned about the situation with the lost group, the Forester remembers his interests and asks to find and return the priceless artifact “Compass”, which the local punks took from the Forester.

A shootout with punks is commonplace. Three minutes of work - and the artifact is in your pocket. We take it to the Forester, and in return we receive a personalized improved “Vintorez” and a detailed plan for 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 “Freedom” in the Warehouses, and Scar is presented with a unique opportunity to participate in the epic introduction of “Freedom” to where we are used to seeing it.

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

Almost immediately after transmitting the bearing, Lebedev gets in touch and orders an immediate return to the bridge to Limansk.

Red Forest (outskirts)

During the battle for the right to lower the bridge, we will be required to provide sniper cover. Apparently, the cunning mercenaries have already caught wind of the registered “Vintorez” and are happy to place sniper responsibility on our tired shoulders.

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

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

Limansk

We pass through the tunnel and find ourselves in the city. First of all, we meet the demoralized remnants of the bandit army. Truly a pathetic sight...

On a note: then the “corridor” stage begins, at which there will be no place to patch up the armor and repair the weapon. Take care of it now. Immediately at the entrance to Limansk (the square on the left) there will be an NPC who will repair everything you ask.

Be careful, on a short block with a topless UAZ there are booby traps with tripwires and three shooters in the windows. The mines will not work if you climb over the body of the car. But the arrows will have to be dealt with by force.

Around the bend is a house on the second floor of which a machine gunner is holed up. There are more than a dozen Monoliths in the house. Here we must act decisively, but extremely deliberately. Several grenades at different angles into the doorway, and then thoroughly clear the house and kill the machine gunner. So, we have a legitimate captured machine gun. It is advisable to save it.

After clearing the house, there will be two more skirmishes with the Monolith - one on the street, the other on the square with a public garden. There is no point in wasting time during the second skirmish. We break through and go through the gateway to the right, into a large courtyard. Be careful not to run through the gateway. Further on, the street is blocked by an impenetrable wall of anomalies.

There is a staircase in the far left corner of the yard. We go up it, pass through the house, go out to the embankment to the bridge, and 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 precise shot from the middle of the bridge.

Having cleared the house, we go up to the second floor, find a hole in the floor, go down to the first floor, and go out into the street.

Now our path will run between spatial anomalies. We get to the bus, climb through the window into the cabin, and exit through the doors.

Now it's time for construction. There are Monolith fighters on the floors. There are more than 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 remnants of the enemies, go up to the third floor, find the balcony door and jump down onto the scaffolding, and from there to the ground. Now all that remains is to find a hole under the fence - and we connect with the next allied group.

The wide area is blocked off 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 go into the house on the right. It has a staircase to the attic. From there we get out through the door onto the roof. We jump over to the balcony of the neighboring house, use the pipes to reach the bridge, and go to the hotel loggia. Here you need to quickly kill the Monolith, destroy the boxes with shots and quickly run forward before the sniper catches him in his sights. We go down the emergency stairs, then go up the next one. At the end of the next loggia there is a switch. We turn off the power, kill the sniper, and 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 cover of a machine gunner. We are required to go behind the sniper's rear and shoot him. In principle, nothing complicated. Be careful, from time to time three enemies will appear on the other side of the hospital courtyard.

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

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

That's it, the machine gun is no longer needed.

The further path will lead us to another courtyard, at the end of which another machine gunner sits behind an improvised shield. Besides him, there will be a dozen Monoliths in the courtyard, armed with assault rifles.

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

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

Chernobyl Nuclear Power Plant

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

Okay, with an electromagnetic rifle it’s clear. The shooter should not be killed, but deprived of his shielding psi-helmet. But why did they give me this hefty fool with a grenade launcher and a ballistic computer? In the opinion of the scriptwriters and designers, did I really get to this point with a Makarov pistol? Although, in fact, PM is not useful here.

We are watching a video insert that shows an intruder framed by snaking lightning, rushing recklessly towards the 4th power unit along the viaduct of the heating main. Our task is to quickly crouch down and fire sixteen accurate shots at him. Yes, at our service is another health bar (in all likelihood, not Strelka, but his electric pan on his head), along which it is very easy and convenient to see how things are progressing.

The comedy of the situation is that these same sixteen shots are fired without leaving the spot, since the Shooter is clearly playing along with us and is in no particular hurry.

Let's watch the final video with the heartbreaking scene of Strelok's coding. Judging by the in-game dates, it will take about a year to encode it. Unenviable fate.

OK it's all over Now. You and I, stumbling over the protruding corners of the scripts and hitting our heads on the overhanging bulks of bugs, went through “Clear Sky”. You are happy?

Oh yes, I almost forgot. Clear skies above your heads, stalkers. And be happy whenever possible.

1 2 All

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

A. and B. Strugatsky, “Roadside Picnic”

I didn't like the swamps. We had to run around a lot, champing mud and squelching swamp slurry. I never liked swamps. And I never understood Stapleton’s romantic sighs from “The Hound of the Baskervilles” on this topic. 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 group, even if Vintorez was sold here for next to nothing.

A long winding pipe led me to a slope covered with bushes. Having habitually looked out and looked around, I saw a sign “Stop! Fire is being conducted to kill! “This is incredible,” I thought and cheerfully trotted along the thorn, adjusting to the arrow on the radar and mentally preparing for the meeting with Sidorovich. The loudspeaker muttered something threatening, machine-gun fire lashed out, the stalker-mercenary Scar let out a death rattle, and the corporal-machine gunner, languishing from idleness, made another notch on the railing of the fence. Yes... Newcomers to the Cordon even a year ago were not greeted kindly.

Oatmeal, sir!

First, let's talk about quality. This beginning is not accidental, since both a luxurious collector's edition and a disc in a lonely plastic box will smell the same - something unripe.

At one time, “Shadow of Chernobyl” was expected for a very long time. So long that the very process of waiting gave birth to an entire subculture, represented by a lot of jokes with a hint of bitterness. Online wits quite aptly called the game “zhdalker.” With “Clear Sky” everything turned out a little differently. The game appeared quite quickly, but turned out to be so crude and unfinished that it almost immediately received the equally apt nickname “flytalker”.

It must be admitted that this time the wits did not sin 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 writing, the Ukrainian and European releases have barely taken place, so I don’t yet know their readiness for departure.

In terms of the number of bugs of all varieties, “Clear Sky” can only be compared with the well-known “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 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 particular, it promised optimization of the game. However, after the patch was released, 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 don’t undertake to judge this reliably, because, having barely noticed the alarming phrase “Save 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 game swings after passing between locations during emissions. But in general, progress in the plot went quite smoothly, and there were no absolutely impassable “plugs”. Believe it or not.

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



The game world has become noticeably prettier. With support for DirectX 10, puffs of smoke and wet surfaces look very naturalistic, and they did a great job with textures. However, to play at maximum settings you will need a powerful machine with an extremely expensive video card. So not everyone will have the opportunity to admire the graphic beauty of the Zone in full.

The only thing I would like to especially note are the truly dark nights. This touch fits into the game very well, enhancing the atmosphere of inhospitability of the Zone.

The sound design did not cause any particular delight or criticism. In general, it could be called unobtrusive, if not for the periodic hoarse chorus of local “gopotas” yelling: “Catch a lemon!” Personally, a solo scream would be enough for a sprint race. And the sacramental: “Attention, joke!” by the fire, followed by a second of silence (cut out by censorship, or what?), and then discordant laughter, was also not encouraging. No, I understand that most stalker jokes are either bearded or hopelessly sad, but still...

This is what the aiming mode of the pistol now looks like. Strange, isn't it?

The interface, fortunately, has changed slightly. However, I would like to put a hefty minus on the missing fatigue indicator. It's in the inventory. But for some reason it’s missing from 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 in no way justified. 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 exposure, chemical and thermal damage, and bleeding appeared. Yes, and also an azimuth indicator of a fallen grenade. It helps a lot to escape in time and survive, since we never managed to see the flying grenade itself.

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

The aiming mode of the pistol began to look strange. It’s very strange, considering that in “Shadow of Chernobyl” he looked quite decent and self-sufficient.

As for game ballistics, it leaves a mixed impression. On the one hand, “Vintorez” acquired a realistic firing range and bullet trajectory, and on the other hand, thick trees, which only a three-inch field shell can penetrate, are easily pierced with cheap weapons from the Chernobyl punks. There's simply nowhere to escape from these gopniks in sneakers...

Another definite plus is the system for improving weapons and armor. 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 to completely modernize at least one decent “barrel”. And for improved armor - even longer.

Finally, the guides. If the path through the location is not close, you can find a 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 want it.

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



“Clear Sky” turned out to be noticeably weaker than it could have been. However, the atmosphere of the Zone, in general, has been preserved, enriched with additional touches (sometimes somewhat tacky). We insert the disk into the drive... And we don’t complain about the fact that we didn’t warn about bugs. That's it.


Say a word about the main character

Let's start, as usual in the description of prequels, with memories of the future. “Shadow of Chernobyl” begins with a frantic race of a truck, in the back of which Bullseye lies like a limp doll. Later, if you remember, you and I got some idea of ​​who put him in that truck and under what circumstances. It seems that the powerful O-Consciousness caught a restless and overly curious stalker, sticking his nose where it shouldn’t, and then mistakenly 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 turned the seasoned stalker known as Strelok into an inexperienced beginner with a strange tattoo on his forearm.

Our hero is also a stalker, a lone mercenary Scar, who guides into 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 it closes its claws on their throat. But Scar somehow managed to survive the Big Blowout, which killed the entire group he led. It was this fact that gave the leadership of the Clear Sky group the idea of ​​using Scar for a unique mission that no one else could handle - to find those responsible for the Big Blowout and stop their irresponsible trips to the Sarcophagus.

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

However, the logic of the script is sometimes lame. So the question is, why does Scar, who survived two ejections (one of them before our eyes), regularly die at the first subsequent one? Okay, the game explains that his nervous system has been transformed by the Zone and is gradually "burning out." But why then does any amount of emissions carried out in the shelter not affect our hero? And what exactly is its unique purpose? What abilities set him apart from other stalkers? The answer to this question is not given until the very end of the game, replaced only by some mystical vagueness put into Lebedev’s mouth.

One way or another, Scar moves forward, collecting scattered scraps of information about the activities of Strelka’s group, which is clearly doing something very interesting and related to the trip to the center of the Zone. Our hero conscientiously passes these information fragments on 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, and improve weapons and armor. And at the same time get acquainted with the range of game bugs.

From the Swamps to the Outpost, from the Outpost to the Landfill, from the Landfill to the Dark Valley... Loners, bandits, “Freedom”, “Debt”... The tangle of facts gradually unravels, forming a thread leading to the plans of the elusive stalker regarding the next trip to the 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 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 contact the Forester. After lengthy treks through the Red Forest and Warehouses, a key battle takes place for the bridge leading to Limansk, bypassing Radar. And from this moment on, the plot becomes completely straightforward, and the game becomes a classic “corridor action movie.”

Along the way, you will encounter very strange and not typical for “Stalker” moments, like a helicopter with a health bar, as well as a “sniper-machine gunner” couple 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. Personally, for example, “Shadow of Chernobyl” captivated me precisely with its realism and minimum of arcade conventions. And here, you see, is a helicopter that can be shot down with an assault rifle, and an indestructible sniper, perfectly visible through the scope. It's undignified...

Groups

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

Remember how many complaints there were about the insufficient number of groups available for joining? So, now there are a little more of them. To be more precise, three - “Stalkers”, “Freedom” and “Debt”. By joining any of them, you will not only receive a discount on the purchase of weapons, but will also be able to take part in a gang war. It is, of course, very far from dynamic and intense online battles, but it introduces some element of variety into the gameplay and provides an opportunity to earn money. But be prepared for some unpleasant hiccups. Taking, for example, a control point, you can wait for hours for your group to approach it. And you can’t wait, because the scripts in the game sometimes work according to the laws of some completely inhuman logic.

Initially, Scar is informally a member of 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 one, this will not affect your relationship with Lebedev and Clear Sky.

However, there is another group that you can try to join. These are bandits. The leader issues a couple of tasks, pays them sparingly, and then feeds them with promises like “as soon as possible.” I never managed to get accepted into the glorious ranks of the Chernobyl bastard. 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 headed by scientists. Its goals and objectives are to stabilize the Zone, prevent emissions that lead to the death of many people, and cleanse the Swamps from criminal elements. The location is a camp in the Swamps.

Renegades

A group of bandits without a single leader, opposing Clear Sky. It does not pursue any specific goals or objectives, limiting itself to attempts to hold several fortified points in the Swamps. Location: Swamps.

Stalkers

A group of individuals who do not want to be under a single command. The raison d'être of this group is mutual assistance and support in difficult situations. Goals and objectives: liberating the Landfill from bandits. Location: Cordon.

Bandits

A stupid crowd of bandits who do not evoke any sympathy. A unified leadership formally exists. The group's goals are to control the Landfill, which connects several other locations. Location: Landfill.

Liberty

A group professing 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 resist “Duty” and expand its influence on Military depots. Location: 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 transfer of artifacts to the outside world. Location: Agroprom.

Mercenaries

A group whose strategic goals are completely incomprehensible. Judging by the game events, she is engaged in fulfilling orders for combat support. The presence of a unified leadership and location are unknown.

Monolith

A religious and mystical sect that worships 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 attacks. Location: Chernobyl Nuclear Power Plant.



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

Faction War

The meaning of a faction war is the systematic displacement of enemy units from the territory of a location and the capture of strong points. The game mechanics do not provide for any special initiative from allies, so you will have to run hard to capture a location.

No, citizens are bandits, we won’t be able to have a conversation with you.

The beginning of a 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 could be monsters.

After clearing, we wait for one of our squads to approach. When the squad pulls up and secures a point, a message is received indicating the successful completion of the stage. Thus, the territory of the location is captured from point to point. It is convenient to control the deployment of the remnants of enemy forces on the PDA. But you should not engage in amateur activities in circumvention of orders. All the same, the allies will not come to the point you have captured without permission until the corresponding order is received.

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

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

For each successful capture of a point in which you take part, you are entitled to a fairly substantial cash bonus.

Artifacts of the Zone

The first attempt to search for artifacts ended in poor health. It's good that he's still alive.

Artifacts, as you remember, in “Shadows of Chernobyl” were literally lying under your feet. There will be no such freebies in Clear Sky. Here they are invisible, and they must be found using a special detector, each time getting close to death. Some artifacts in Clear Sky retained their names, but changed their properties, while the rest will become new to the player.

It should be noted that from the point of view of passing the game, artifacts are completely optional. Even at the highest difficulty level, you can reach the very end without them. Here, the bet is probably made on the explorer player, who will be driven solely by curiosity.

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

Other artifacts can be found using a detector near the anomalies.

On a note: searching for artifacts is quite difficult, since they are invisible until they come close to the detector. When localizing a found artifact, the main thing is not to get into an anomaly and carefully monitor the level of radiation and health status. In the excitement of searching, it won’t take long to die from radiation sickness.

Weapons and equipment

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

As for the pistols, both of them are chambered for the 9x19 Para cartridge and have real-life counterparts to the Beretta 92 and Browning HP. No significant advantages over other models of the same class were noticed.

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

Anti-gravity? Or just hack? Did anyone really hope that the players wouldn’t 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 bother game makers at all. However, the machine gun does not have any significant impact on the progress 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: You can, of course, by hook or by crook, acquire a machine gun earlier, on the “Dolg” base, but again there will be no point in this, since ammunition for a machine gun is not cheap, comes across extremely rarely, and the accuracy of this weapon is below any criticism.

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

The accuracy of small arms has noticeably deteriorated even in aimed mode. Now installing an optical sight on the AK-74 only allows you to observe annoying mistakes in more detail. In essence, this approach is understandable, since the game has introduced a weapon modernization system that significantly improves its performance characteristics.

Armor is also available in a wide range - from a light jacket that protects only from the wind, to Bulat complex armor protection. Modernization is also provided here.



Among the additional equipment, artifact detectors should be mentioned. They are presented in three models.

Response. Anomalous activity detector with built-in Geiger counter. When approaching anomalies, it emits a warning signal. It can also detect the presence of artifacts and measure the distance to the nearest one. Not very convenient to use, since 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 towards it, marking the vector on a special azimuth indicator. Given the operator's skill, it is quite effective.

Veles. A new generation detector-scanner, including a Geiger counter and an anomalous activity indicator. Designed specifically for artifact detection. The location of artifacts is shown on a special screen, making them easier to find.

Upgrading weapons and armor

Modernization of all types can be carried out by special NPCs at group bases. 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 under-barrel grenade launcher (for assault rifles). This is, one might say, a reinforced assault version. The second direction is sniper. It involves reducing the recoil force and increasing the muzzle energy of the bullet at the expense of the rate of fire. Both paths can be combined, but then the third level of improvement will become unavailable.

With a scope, open spaces are much more attractive.

Regardless of the nature of the improvements, optical sight mounts can be installed on assault rifles. You can also increase the magazine volume 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 the caliber on one and end up with a universal set of reliable weapons for any type of cartridge you encounter.

Sniper rifles provide only an increase in accuracy, destructive power and magazine volume, which is quite logical.

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

The armor can also be improved in two directions - in the direction of strengthening bulletproof armor protection and in the direction of lightening, increasing the carried weight and increasing protection from the anomalous activity of the Zone. It is easy to see that the first option is purely combat-oriented, while the second is well suited for a Zone researcher. Upgrading armor is very expensive. A fully improved Bulat, for example, will cost you 110 thousand (for comparison: a complete improvement of the AK-74, including a change in caliber, will cost 20 thousand).

On a note: When 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 is provided in the game. But they are practically meaningless, since enemies react to shots in any case and unerringly look for the source of danger. In addition, silencers, as in reality, reduce the lethal effect of a bullet.

Monsters

I searched for this bloodsucker for half an hour, no less. When I found it, I was as happy as my own.

In principle, the fauna of the Zone was practically not enriched. Moreover, during the daytime she even became poorer. According to the general design of the game, daylight hours are reserved for gang wars, so mutants now prefer to appear at night.

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

On a note: Don't waste time looking for parts of killed monsters. They are not provided for in Clear Sky.

You will also meet a modified bloodsucker on the way - the so-called “swamp creature”. Unlike a regular bloodsucker, he does not need to come out of stealth mode to attack. It is almost impossible to kill this mutant, since he moves very quickly and practically does not stand still.

The game will also include a custom controller involved in the scenario. I did not notice any complication in relation to 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 doesn’t burn out the brains. Or is he still small?

The anomalies, these stalker curses, have become much less noticeable than in Shadows of Chernobyl. Three anomalies have been added to the already familiar “electrics”, “fryers” and “funnels”. These are “rift”, “meat grinder” and “symbiont”. The first causes thermal damage, the second tears it into pieces with counter-directional gravitational disturbances, and the third has a combined effect - it destroys the nervous system with psi-radiation, burns it and tears it into pieces. You can find the symbiont, for example, in the Red Forest, near the habitat of the pseudogiant.

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 selecting artifacts. And take plenty of anti-rad with you.

Outliers typically occur during repeated visits to locations. They are warned about them in advance, so you can have time to run to the shelter that is provided in each specific case. Of course, there is no logic that a strictly defined place can serve as a shelter from an ejection, but nothing can be done about it.

If Scar does not have time to reach cover before the release begins, he dies instantly. So it’s better to hurry up, without stopping to shoot at the enemies you meet along the way. But don't try to escape the ejection to another location. Of course, you will escape from the ejection, but further progress in the game may become impossible.

Walkthrough

Swamps

The first night battle at the Outpost. How many are still to come...

After watching a video insert introducing us to the situation, we look for the bartender and get the first piece of information about the current state of affairs. The conversation with him is interrupted by Lebedev, who demands Scar 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 will equip Scar for his first trip to the Swamps. Armed, we go to the conductor, who takes us to the place and takes his leave.

Swamps are a specific location. The view here is quite poor due to the widespread thickets of sedge. Along the way you will come across a small herd of flesh, on which you don’t have to waste ammo.

The point of the first trip is to reach the tower with the panicking “clean sky guy”, climb up to him, shoot at the wild boars and safely faint from the ejection.

Having regained consciousness in our usual bed, we go to Lebedev to listen to some vague discussions about the Zone, the history of the Big Blowout and Scar’s place in its continuation.

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

Thus, our operational task becomes the first faction war. Pushing hostile troops back to the edge of the Swamps and recapturing strongholds, we gradually reach a guide who agrees to take us to the Cordon.

Cordon

Once you get out of the pipe, don't rush. The problem is that the entire space in front of the exit is under fire from the outpost's heavy 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 to search for the stalker. Taking advantage of the fact that the machine gunner cannot fire while the group is searching, we quickly run to the left along the barbed wire fence.

Well, good sir? Will we inject drugs or continue to play the silent game?

Having escaped pursuit, we get to the village and go down to Sidorovich’s basement. As usual, the old bastard does not want to share information for free and demands in return that he find and return a case with swag that has already been prepared for the customer.

We go to the camp of the “Stalkers” group, along the way we take part in a skirmish between individuals and the military near the bus stop. Having won the battle, we get the opportunity to improve our weapons.

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

A repeated visit to Father Valerian gives rise to a plan to kill Khaletsky’s entire “support group” so that he has no illusions about his own future.

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

Having found a rusty box, we take it to Sidorovich. In return, we receive meter-long 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 keep the components. So he sent Fang to the diggers at the Landfill. They're digging up burials of equipment there, so there's probably some electronics there. So, the next goal is to find Fang in the Landfill.

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

Dump

Another trip through the pipe. A company of bandits is waiting at the exit. If you comply with their demands, you will be robbed completely. Therefore, it will be cheaper to spend a couple of grenades and fifty rounds of ammunition on them.

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

We go to look for Vasyan, wondering at the same time whether 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 there is no trace of Fang. 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, they just look closely at the facial expression. And that's okay. After talking with the senior garrison, we go to the Svoboda base. Here there will be a conversation with Commandant Shchukin, who values ​​his time too highly. On his instructions, we go to kill one pseudo-dog. Having returned, we receive another task - to deliver ammunition to the Svoboda outpost. We get cartridges from the talkative Ashot, go to the outpost, but are a little late. The corpses of the Svoboda members are still warm, and on one of them we find a PDA, which contains an interesting sound recording. As it turns out, Commandant Shchukin is a double-dealer and a traitor who exposed the Svoboda outpost to attack by a detachment of mercenaries.

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

This time we are allowed an audience with the Svoboda commander Chekhov. Of course, our next task is to find and kill the commandant. There is no need 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 Svoboda members grind down with special cynicism, jokes and jokes. We find the commandant's corpse, take the PDA, and return to Chekhov.

From a conversation with Chekhov, it turns out that Fang went to the Landfill. Well, you have to, right? We're just from there.

And again the 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 even a little sorry for him, dump your junk right in front of the basement entrance. If you choose, you will collect.

It turned out there was a booby trap in the basement. It didn’t kill, but it gave me a great shell shock. Having come to his senses, Scar finds himself lying on the floor of the basement, and above him are two degenerates in a gangster outfit. It turns out that they have been here for a long time, robbing curious stalkers who have poked their noses into the basement.

The bandits, having robbed Scar, who is coming to his senses, run away. Now you can get up and look around. In the very corner of the basement are Fang’s PDA and a “newbie’s kit” - a Makarov system scarecrow gun, cartridges for it and some other rubbish.

On the PDA there is a mention of some kind of hiding place and that Fang is involved in the trip to the center of the Zone. Lebedev gets in touch and 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 Debt outpost. They talk to us politely, sympathize with us and even give us 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 “Duty”. They are overwhelmed by mutants who are constantly pouring out of the dungeons of Agroprom. The only way out is to flood the lower levels.

There is nothing to do, it's time to hit the road. We shop from a gloomy seller named Mityai and go to the hole. As we approach, we observe a massive landing of snorks, somersaulting out of the hole and frantically rushing into a fight with Sergeant Nalivaiko’s army.

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

Dungeons of Agroprom

A long corridor curving to the left. It's not worth running over it. It is better to wait until all the torches are activated, and then, running from niche to niche, trying not to get caught in the flames and shooting the burning snorks, get to the stairs.

Having gone upstairs, we select cartridges and first aid kits on the rack, and enter a round hall with a pool system. Now it is important to see and kill the controller before he sees and kills us. In principle, nothing difficult if you shoot accurately and jump behind the pipes to reload.

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

So, our debt to “Debt” has been repaid in full. It's time to remember your interests.

During a visit to the cache, located in the same place as it was - in the room where the ventilation duct leads - you will meet four bandits. Frankly speaking, not God knows what. But then - seriously. Four fire poltergeists blocking the exit from a mine with a spiral staircase.

Shooting them from below is problematic - poltergeists readily respond with tongues of flame, and first aid kits will sooner or later run out. It’s better to run upstairs to a remote room where 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, jumping away from the retaliatory fire strikes.

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

Having dealt with the poltergeists, we get to the surface and go to help Rzhavyi’s group and further, to the Yantar.

Factory "Yantar"

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

In order to get to old acquaintance Sakharov, you will have to shoot a little. The bunker is once again slowly attacked by zombies, and the local team is unable to cope with them. We help with fire, talk with Sakharov. From the conversation it turns out that Strelok visited here and received from Sakharov a prototype of a psi-helmet, without which it is impossible to go through the factory to the Red Forest. Sakharov’s supply of helmets has been exhausted, but there is a chance to understand the reasons for the surges 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 for the emitter installation.

All we need to do is quickly run along the western wall of the plant, shooting blind dogs and their pseudo-relatives, grab the PDA and return back. You shouldn't linger near the corpses, because another group of zombies is approaching.

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

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

After restoring the cooling system, we receive information from Sakharov about Strelok’s whereabouts, we pass through the western gate of the plant and find ourselves near 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 Strelka running away towards the tunnel. Apparently, he already knows that he is being chased, and is determined to stop it 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 negotiate. After this, it turns out that you can’t get through the Vyzhigatel in any case, and the bypass road through Limansk is blocked by bandits controlling the drawbridge on the other side of the river. Apparently, the bandits are not going to let him go anytime soon.

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

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

The quick-witted “bubble” takes 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 strange trouble. If you help them, you can count on help in return with the bridge.

Now we have to visit the Military Depots, since there is a chance to establish at least some kind of connection with the group.

If it weren't for this tank, you would have to take a stool to jump to the teleporter.

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

Military warehouses

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

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

Red forest

Having learned about the situation with the lost group, the Forester remembers his interests and asks to find and return the priceless artifact “Compass”, which the local punks took from the Forester.

Shooting with punks is a common thing. Three minutes of work - and the artifact is in your pocket. We take it to the Forester, and in return we receive a personalized improved “Vintorez” and a detailed plan for 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 “Freedom” in the Warehouses, and Scar is presented with a unique opportunity to participate in the epic introduction of “Freedom” to where we are used to seeing it.

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

Almost immediately after transmitting the bearing, Lebedev gets in touch and orders an immediate return to the bridge to Limansk.

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

The bridge has been broken and lowered. It's time to go to Limansk. Don't remember it badly.

Red Forest (outskirts)

During the battle for the right to lower the bridge, we will be required to provide sniper cover. Apparently, the cunning mercenaries have already caught wind of the registered “Vintorez” and are happy to place sniper responsibility on our tired shoulders.

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

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

Limansk

We pass through the tunnel and find ourselves in the city. First of all, we meet the demoralized remnants of the bandit army. Truly a pathetic sight...

On a note: then the “corridor” stage begins, at which there will be no place to patch up the armor and repair the weapon. Take care of it now. Immediately at the entrance to Limansk (the square on the left) there will be an NPC who will repair everything you ask.

Be careful, on a short block with a topless UAZ there are booby traps with tripwires and three shooters in the windows. The mines will not work if you climb over the body of the car. But the arrows will have to be dealt with by force.

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

Around the bend is a house with a machine gunner holed up on the second floor. There are more than a dozen Monoliths in the house. Here we must act decisively, but extremely deliberately. Several grenades at different angles into the doorway, and then thoroughly clear the house and kill the machine gunner. So, we have a legitimate captured machine gun. It is advisable to save it.

After clearing the house, there will be two more skirmishes with the Monolith - one on the street, the other on the square with a public garden. There is no point in wasting time during the second skirmish. We break through and go through the gateway to the right, into a large courtyard. Be careful not to run through the gateway. Further on, the street is blocked by an impenetrable wall of anomalies.

There is a staircase in the far left corner of the yard. We go up it, pass through the house, go out to the embankment to the bridge, and 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 precise shot from the middle of the bridge.

Having cleared the house, we go up to the second floor, find a hole in the floor, go down to the first floor, and go out into the street.

Now our path will run between spatial anomalies. We get to the bus, climb through the window into the cabin, and exit through the doors.

The machine gunner was killed. You can begin to storm the fortified point.

A familiar milk tanker with a familiar number. Game series tradition?

Now it's time for construction. There are Monolith fighters on the floors. There are more than 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 remnants of the enemies, go up to the third floor, find the balcony door and jump down onto the scaffolding, and from there to the ground. Now all that remains is to find a hole under the fence - and we connect with the next allied group.

The wide area is blocked off 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 go into the house on the right. It has a staircase to the attic. From there we get out through the door onto the roof. We jump over to the balcony of the neighboring house, use the pipes to reach the bridge, and go to the hotel loggia. Here you need to quickly kill the Monolith, destroy the boxes with shots and quickly run forward before the sniper catches him in his sights. We go down the emergency stairs, then go up the next one. At the end of the next loggia there is a switch. We turn off the power, kill the sniper, and 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 cover of a machine gunner. We are required to go behind the sniper's rear and shoot him. In principle, nothing complicated. Be careful, from time to time three enemies will appear on the other side of the hospital courtyard.

A helicopter is a very strange object. Here he was - and now he is not.

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

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

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

That's it, the machine gun is no longer needed.

The further path will lead us to another courtyard, at the end of which another machine gunner sits behind an improvised shield. Besides him, there will be a dozen Monoliths in the courtyard, armed with assault rifles.

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

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

Chernobyl Nuclear Power Plant

The final battle, as it turned out, is laughably simple and unpretentious. In terms of difficulty, it is one or two percent of the difficulty of the last battle in Shadows of Chernobyl. We listen to Lebedev’s latest revelations, get our hands on an electromagnetic rifle (it looks like a “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 shooting range.

Okay, with an electromagnetic rifle it’s clear. The shooter should not be killed, but deprived of his shielding psi-helmet. But why did they give me this hefty fool with a grenade launcher and a ballistic computer? In the opinion of the scriptwriters and designers, did I really get to this point with a Makarov pistol? Although, in fact, PM is not useful here.

We are watching a video insert that shows an intruder framed by snaking lightning, rushing recklessly towards the 4th power unit along the viaduct of the heating main. Our task is to quickly crouch down and fire sixteen accurate shots at him. Yes, at our service is another health bar (in all likelihood, not Strelka, but his electric pan on his head), along which it is very easy and convenient to see how things are progressing.

The comedy of the situation is that these same sixteen shots are fired without leaving the spot, since the Shooter is clearly playing along with us and is in no particular hurry.

Let's watch the final video with the heartbreaking scene of Strelok's coding. Judging by the in-game dates, it will take about a year to encode it. Unenviable fate.



OK it's all over Now. You and I, stumbling over the protruding corners of the scripts and hitting our heads on the overhanging bulks of bugs, went through “Clear Sky”. You are happy?

Oh yes, I almost forgot. Clear skies above your heads, stalkers. And be happy whenever possible.

Tips and secrets of the game STALKER Clear Sky Articles

I divided the article into chapters:

1 Artifacts
If an artifact is in your field of vision, but you are not close enough to it for it to become visible, save and load the game - the artifact's radiation will become visible for a few seconds, which will make the search much easier.
a) There is a twist on the railway tracks of the Agroprom location. Near the tunnel where the Bandits first settled. Between the tower and the cars. (It seems so, if not, then just walk along) I found a detector bought from Sakharov (a thousand and something rubles).
b) There are two “Moonlight” artifacts in the building where Krota used to hide from the military (In the Shadows of Chernobyl). Now there are electra and psi zones. We save ourselves from the first by pressing our torso against the wall)) They are lying on the second floor.
c) The Kolobok artifact is also at the Agroprom location. In the very swamps where the deserter used to sit. Not far from the house (there is only one there) towards the transition to Yantar, deep in a crack and reeds.
d) Also there, near the only anomaly in the location, “Symbiont,” lies the “Night Star”.
e) At the Landfill in the cemetery of radioactive equipment, where the Bes once was, there are artifacts “Fireball” and “Mom’s Beads”, and in the same location Two “Slices of Meat” in the acid swamps.
f) When crossing from the Cordon to the Landfill, without crossing the outpost, looking to the North, turn right. We come across Anomalies - in one of them there is a “Night Star”.
f) When the Forester gives the task to bring him the compass artifact, on the way to it (the artifact) there is a ladder down. Go down there (better save before doing this), there will be a lot of poltergeists there. Go straight. There will be an artifact in the anomaly.
g) the artifact “Battery”, there is in the Dark Valley on the territory of the Freedom base, there’s a heater flying back and forth in the tunnel nearby... well, I came across the “Night Star” there
h) At the beginning I found 5 artifacts in the Swamp, I will try to roughly describe where they are:
1) in the anomaly, when the current left the base to help fight off the monsters, if at the beginning you didn’t know how to look or simply ignored that the tower is in the west, go back and find it.
2) go north there is an anomaly and pick up the chemical burn artifact.
3) right in the Burnt Farm there is a ruin with an anomaly there is an artifact of fire.
4) to the north of the mechanical yard about 50 meters there is an anomaly of fire.
5) if you then walk 200 meters to the east, there is an electrical anomaly, there is an electroshock artifact... a bit creepy, really.
By the way, how to use the map and where north is, I hope you know =)
i) In the red forest (where you accompany the stalkers) in a very large anomaly (in the form of such fingers) there are 2 pieces of art... I don’t know which ones, I couldn’t get them.
j) There is very good art on Yantar. Gives -6 to radioactive contamination. Right behind the scientists' base there are several puddles covered with reeds. There is still a constant green fog swirling there. If you throw bolts, you may not get into anomalies, but you will still get poisoned.
j) In the red forest, on the way to the tank with the teleporter, you will meet a group of stalkers. You will be asked to bring them to a certain place and will be promised an artifact for this. It costs a lot (compared to most art). If you don't let the snorks, dogs and pseudo-giants eat them, you'll get it. With snorks and dogs it’s quite simple - get ahead of the group and throw grenades at them. But the giant is very fat. Run backwards and shoot back. THE MAIN MAIN thing is not to run away too far, stay close enough to him, otherwise he will switch to the stalkers and quickly devour them.
P.S. Sidorovich and scientists buy artifacts at a minimal discount.

2 Money
You can earn money endlessly. At each point that any group can occupy, there is a special box in which supplies are stored. The greater the strength and resources of the group, the more things are in the box. The contents of each such box are often updated, so you can simply walk around points captured by a non-hostile group and collect ammunition, first aid kits and food.
a) An interesting way to earn extra money: In the Swamp location, the main task is to capture and hold the main points. As soon as all positions are captured by the Clear Sky fighters, we go to the main base and receive as a reward several pieces of money and a Clear Sky suit.
But Renegades periodically respawn and head to the Mechanical Yard. We do not interfere, we let it be captured, and then we recapture it again and, as soon as the ChN detachment arrives, we again receive the main task of capturing all the points. And again we get money and overalls at the main base
b) As soon as we reach Cardon, a machine gun is hitting us hard. We don’t leave such attacks unpunished, we immediately go to the soldiers at the checkpoint, and then, while collecting trophies, I found a box in the barracks with a LOT of different cartridges. He didn’t even take everything away, he drove it to Sidor, he put everything in a box there, and when he returned, the warriors appeared there again, I had to fight a second time, but the box was filled again!!!

3 Weapons
a) The easiest way to get SVD at the beginning of the game is to remove one of the debtors at Agroprom.
b) PSO 1 can be found on a tower in the swamps at the very top there is an open box inside a sight.
c) You can repair your weapon for free!!! So... in order. There is a broken trunk in his hands. Repair under 10,000. It's a pity for the money. So you need to find a benefactor who will subjugate for nothing. Who will do this? Bandits! We go to the Gopnik parking lot and look into the optics. We are interested in whether there are guys with pistols there, and the more, the better. If there are any, we rush to their parking lot and throw off the screw cutter. You need to throw it in a place where you can lure this crowd to it. Please note that guys with pistols will not be able to ignore such a cool gun. They will not only grab it, but also charge it and repair it. And then it’s a matter of technology. Turn your attention to your master and return your property. The condition of the weapon has moved from the “full tryndets” mark to the 70-80% mark. With this condition you can already use it. Or have it repaired by a more qualified technician. The cost of repairs will drop to ~1500 re. Just make sure they don’t knock you out of it XD
That's all... The idea, by the way, was born immediately as soon as I took possession of the dead gun. Purposefully I went to the bandits and checked. Everything is working. It's strange that no one has written about this yet
d) Vintorez can be found in the carriage next to the railway tunnel at Agroprom.
e) In Limansk, in the building where the bandits are holed up, there is a “bulldog” lying around with a bunch of charges for it! It really takes forever to charge it. There is also a bulldog in the cave, near Kaper’s base, in the Red Forest, he is there on the lower tier in the toilet.
f) In the patched version, in the Swamps, in the farmsteads controlled by the Chistonebovtsy (not just captured, but where they have been standing for a long time), in houses in nychki (in iron boxes) different cartridges are often found (5.45 for Kalash, 9.39 for Vintorez and Thunderstorms, 5.65 for NATO rifles) and first aid kits with bandages.
f) At the Army Warehouses next to the main building there is a tank, next to it is a box, in the box is an RPG

4 Miscellaneous
a) “Falling with minimal damage”, falling from the tenth floor will not work, but from the first or second floor it will be possible. The trick is that the main character takes less damage if he runs away before falling from the roof. For example, the Clear Sky base, the beginning of the game - you can simply jump off and then minimal damage will be received, or you can press “sprint” and slide off the roof - no damage.
b) In the Landfill, according to the plot, you need to go down to a small basement behind Fang’s PDA, there a tripwire explodes and a couple of bundyuks take all the GG’s things. This can be partially avoided this way: before descending, we simply throw all our things on the ground, and then simply pick them up. True, you won’t be able to save the money, so it’s better to prudently spend it at the Svoboda base, for example, on a brand new jumpsuit
d) Even a completely destroyed armor is better not to throw away; it always has some protection from bullets.
e) Now, when broken, the contents of metal boxes can not only fall to the floor below, but also FLY THROUGH THE WALL INTO THE NEXT ROOM, or TO THE UPPER FLOOR. Or maybe in parts in all directions.
e) Now it’s easy to kill crows with any small weapon
g) The guitar can be found at the Freedom base. Second floor, on the way from bartender to mechanic. still can't find it
g) Before the bandits’ checkpoints, throw away your equipment, food and pharmacies somewhere nearby, and you will only lose money from the search.
h) At the Chernobyl Nuclear Power Plant, you don’t have to run after the Strelok, you can take him down without moving: when they give you a gaus, walk a couple of meters to the piece of iron, crouch behind it so as not to shoot from the left, shoot at him and he will run down, then appear on the ground from the right at a glance.
i) But it’s just a joke. There is a stalker where Petrukha used to stand on Cardona, he also looks through binoculars, but sometimes he forgets to take them and it turns out comical
Don't waste your money! For 19 thousand. You can buy a “Seva” suit from Sakharov on Yantar (10 thousand are given before this by debtors at Agraprom, and the rest can be scraped together - throw off all the left weapons at the Svoboda base - there it is... eat it again - and you will get the required amount). Sakharov also has advanced devices for searching for artifacts. It’s impossible to take down the controller in the Agroprom dungeon using the traditional method (hid behind a corner, wait and get a bullet in the head). There was only one method that worked for me - you run out close to him (but so as not to tear him with your claws) and roll the clip into his head with direct fire. The only way. So far I haven’t found anything more decent than the M-16 with optics. Unless I took 2 of them and upgraded one to use Kalash cartridges. It is more comfortable. Armor-piercing cartridges solve many problems without headshots. That's all based on advice for now.

Good luck to you STALKERS in exploring the ZONE!!!
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Walkthroughs Stalker Clear Sky: S.T.A.L.K.E.R.: Clear Sky. Walkthrough. Part 2

Let's go in. We immediately knock down the zombies from the first and second exits of the bunker and run to Sakharov. We get c.u. on a trip to the complex - to get information about installing a burner, they say, it’s impossible without it. We carefully take down the dogs and remove the artifact from the nearby anomaly. We rush around the corpses, then we either run forward and don’t stop, or we shoot about 15 zombies from behind and from the front along the course. We burst into the bunker - Sakharov will explain the situation a little and again send us to work at the beck and call of some Lefty. We just didn't have enough fleas. We run above the bunker and meet an attacking group. We are starting a breakthrough. We shoot again and again. We roll over the wall into the interior area. We receive the task of covering the cooler reload group. We run onto the roof, take a position with some stalker and wait for the zombies in exoskeletons. And we wait for them, we wait for them in the head, 3-4 pieces in a wave, we still have time to shoot at the rest of the zombies walking along the passage a little further or to the right along the stairs. All! The process has been restarted. Sakharov made a mistake and will talk about Strelok running into the Red Forest.

Don't forget to pick up a Bubble, Mom's Beads and at least a Dummy or a Snowflake at the location. And collect all the junk from zombies and dead stalkers, it’s a pity, of course, that Sakharov doesn’t buy weapons. We'll have to drag it to the research institute.

Red forest

We run after Strelok. Why?, but simply where else. We run into single Vasya-Petya and for some reason everyone dies. The shooter blows up the passage. THE MAIN MAIN thing is not to kill the last chukhan - he will raise his hands when he is left alone. You can loot Strelka's cache for free; it contains the Bubble artifact.

Everyone has arrived. The bridge is captured by renegades, the tunnel is blown up. Then they will tell the story about the most honest situation, they say, except for the Forester, no one will help and that’s it.

GSC makes good games, but they have problems with scripts.

If we run directly to the Forester, we run into a feisty bloodsucker, at least no match for others. We run up to the closed bars. AND! go straight to them

Vasya-Petya runs up, but is silent, because the lattice is transparent, but like a steel sheet, I can’t talk to it, even with my heel and toe. And there is a fork in events - in the scripts there are at least 2 quests, after which the Dolgovtsy must open the doors!

You can run to the passage where the gate with dead stalkers opened and remove the PDA with the map of the Red Forest from them. You can also rush straight to the stalkers standing near the exit to the Landfill. The system is the same. Accept the offer to lead the group. Move faster than them and shoot the snorks in advance, go out to the clearing with the Symbiote anomaly and kill the pseudo-giant. The stalkers in the rearguard should thank you with a good artifact. Catch a couple more from the anomaly, Eye or Flame is guaranteed for you. Then run forward, where Electra flashes. We find a tank and a whitish ball next to it. A familiar anomaly from the cordon! The area is notable for its anomalies and artifacts in them; you can also find Valerian’s dead father, although this is his clone, of course, the dog himself, alive at the Cordon and not to worry. Verified - alive. Regardless of the snorks, don’t forget to take out 2000 rounds of ammunition for the RP-74 (we’ll hide it for a rainy day) from the tank’s turret hatch and head into the anomaly. By the way, the quest RP may also be there; the task is taken from local debtors.

We appear near the forester’s location. Let's go see him. After the conversation, the picture doesn’t become much clearer; I need to return the Compass artifact. We run outside the gate to clean out the Renegades in the tunnel. Akhtungs in the forest! No one is lucky. The compass is here, let's pick it up. And below were poltergeists and an artifact. Simply put, we evict everyone from the cave with confiscation of property. Then the Dolgovtsy will come running and sit in the tunnel. Of course, what a joy it is - free living space. One stalker will retrain as a merchant. Wrong, but still a merchant.

We run back to the Forester, give the Compass, and receive a reward: a slightly racked vintar, which no one grades to the end. The plot develops, forces you to go to the Military Warehouses, you need to catch a signal for help from mercenaries from Limansk, who have found themselves in a spatial anomaly.

Military warehouses

We show up. We speak with the Svoboda members, they will send bloodsuckers to the mercenaries in the village. They will send you to the tower right there on the outskirts. While shooting the creatures, we listen to the SOS signal. We run again to the Forester, we need to help the people.

At the same time, by the way, you can get hold of first-class artifacts; although the level is not rich in them like the neighboring forest, the quality is excellent - Flame, Firefly and/or Goldfish will consistently find their owners.

Red forest

The forester will tell you that from the base at the military warehouses you need to send a message to the stuck mercenaries. Here again the imperfection of the scripts comes up - after going to the Military warehouses and talking with the mercenaries again, they will send you on an attack along with the Svoboda members. Like we’ll overwhelm the military in a crowd, and then we can send a message from the installation on the tower from the same base. But you can forget about Svobodovites, the military and sending the message. Do you want to shoot? If you continue to shoot, the weapon will begin to jam. The choice is up to the player. We return to the Red Forest.

We go to the bridge, fortunately the guides will guide you for a pittance, so you won’t have to stomp through the forest. We begin to knead the renegades. Lebedev & Co. will help with this. We are waiting for the mercenary Leshy with his brigade; with your support, they lower the bridge. Once again a marauder's paradise.

Don't run to Limansk right away. Chat with Lebedev, he has prepared for you a reward of 50,000 rubles and a good FT200m barrel. Only he “forgot the reward at home.” Take all the best from the caches, fix everything, put on the best armored armor and go into the tunnel to Limansk.

We crawl in, burdened with the best, in your opinion, deadly strays.

Why is this so? And you can't go back. It doesn’t matter what you are carrying, but SVDm is welcome and it will rule, guaranteed. We watch a scene with bandits and run forward through the blocks, simultaneously shooting at the windows of the exiles and catching mines on the butt. We burst into the house to the left of the mercenary who shouted something about an attack. We make mincemeat for everyone, we silence the RP, as well as its application in the Exoskeleton. We immediately select the Bulldog and in the box under it are 24 pieces of VOG-25. Here everyone gets euphoric and the state begins - everyone is a scribe, just so irrevocable. What is this connected with - or with the accidentally grabbed RP-74, which, even without data, puts everyone down like a hot water bottle, or maybe like a hot water bottle, although what difference does it make, or maybe a hand grenade launcher sows the fields of the streets with corpses once or twice - it is not clear. In short, everyone on the way is carried away to their forefathers, it’s not clear how, there were just a scribe.

We go to the right from the anomaly that blocked the passage, through the playground. We go up the stairs to the top floor of the building. We wander around the house and come out into an area with a bridge and a building inhabited by military personnel. It can be taken by storm, but the supposedly wearable SVDm infects all visible people in advance with a headache of 7.62 caliber. Here again you can pick up the RP or at least discharge it. We run further and maneuver between the ghostly balls, which quickly and painlessly perform a gamover, and jump onto the bus via ctrl+shift. We go to the construction site. As they say - there is no vegetation, no minerals, it is inhabited by Monoliths. Optics with a magnification higher than x1.6, or simply SVDM, includes such dichlorvos that the “cockroaches” have nowhere to run.

We fall out behind the construction site. We run forward and knock down the monolith. It turns out they made a trick - they sent a current through the puddle. We run to the right into the house and through the attic, onto the roof, through the pipes we move into the ill-fated building with a generator. The installation lasted a couple of seconds and then skipped to the pre-final level.

Go to the left from the central showdown area (from the mini fountain), i.e. local cemetery, opposite the deceased Zil, shoot at the door, breaking the boxes behind it, go down a couple of flights, shoot at the door again and, after passing the hall, you will see a teleport. Such a mini feature.

Abandoned hospital

The mission is to create a mess exclusively in a straight line.

We run along the ravine and fly inside. Let's shoot. We receive an order to take down the sniper, we go around, simultaneously shooting at the bad guys. We take down the sniper. Let's shoot again. We shoot the Monoliths again. We move to another area and go up the stairs. We shoot and shoot and the same thing happens again. Under cover we climb onto another parapet. We protect the CN while they kill the machine gunner. We shoot again, crawl further, shoot. Helicopter! You can even shoot with a PM - but it will take a long time. With RP 50-60 rounds. We destroy the bad ones again. Here the main weapon will begin to jam very often. Again moving to a new area. And then they will trample, cut down everything that moves, at least it is not your nationality, do not forget to go on the left side of the CN, do not accidentally mow it down. It seems like everything, we dive into the passage.

We talk to Lebedev, look at the script, and don’t run to dive into the telepot. We shoot regularly at the Strelok, don’t be afraid, he will often be in your sights. The main thing is that you can also hit by the aura of the glow of the main bad guy. Although you can jump on portals and swear at the respawning Monoliths, the effect will be the same. Strelok's defense has been destroyed. Release.

Science does not know where the mercenary Scar goes...

p.s. There was another ending where the Shooter killed Scar, but it was cut out.

The plot of “S.T.A.L.K.E.R.: Clear Sky” will take players one year before the events that took place in the original S.T.A.L.K.E.R. game, to 2011.

A group of stalkers was able for the first time to get close to the very heart of the Zone - the Chernobyl nuclear power plant, provoking a cataclysm that almost led to disaster. After a strong Ejection, the Zone changes. Now there are no relatively safe roads. A bunch of anomalies, zombies, and so on contribute to the disappearance of entire expeditions. New territories of the Zone appear.

There is no peace between factions. They fight for spheres of influence and artifacts. Now it's every man for himself. The main character is a mercenary who finds himself in the very center of confrontations between factions. He needs to reach the end, remaining himself. While playing the game Stalker Clear Sky you will learn a lot of new things, but you still won’t get answers to all your questions... After all, this is the Zone...

Start

The game begins with the awakening of the main character at the base of a group called “Clear Sky”. Talk to leader Lebedev.

When he leaves, you will receive a task - talk to the bartender. He will be in the next building. You can navigate by radar.

First task

Communication with the bartender will not be long. One of the scout posts was attacked by mutants. He will send you to the warehouse store to get the equipment. Merchant Suslov will give you the necessary uniforms. To exit, talk to the “ChN” fighter, who is near the warehouse.

Swamp

So, you are in the vastness of the Swamp. Anomalies take a lot of health. So try to find them with a bolt and get around them. The walkthrough of the game Stalker Clear Sky continues.

When you cross the first bridge, avoid the anomaly. There are many of them here. When the instructions from Lebedev are over, take out the detector (O) - the first gift will appear not far from you - this is the Medusa artifact. You can't attach it to your belt because there's no room on a beginner's jacket.

When you approach the red dot, you will see a tower on the mini-map. There will be a couple of bodies there. There will be cartridges in the boxes in the trailer. Beware of the pigs, who need to be shot in the forehead. You can have time to search the bodies before the release. On the tower there is a pack of cartridges with shot.

Home base

Base "Clear Sky". The task is to provide assistance, completed. Go to Suslov to get your reward. Then go to the neighbor's building. There will be a local “Kulibin” inside. Talk to him. He will give you the task of finding flash drives.

Give him the flash drive you just recently took. If you have money, you can improve or repair weapons and armor from a technician. Then go to Lebedev and talk to him. He will issue another task - “Resume control over the Swamp.” When leaving the headquarters you will meet Shustroy. He will tell you how to survive in the Zone, as well as what the CCP is. He may also point out some hiding places for money. If, while playing through the game Stalker Clear Sky, you want to go far, go to the conductor.

Big swamps


When you appear here, there will be a flock of fleshes. It's better to go around them, but you can also shoot. Then there will be a message on the PDA - a request for help. You will see a large flashing marker on the map. Go to him. You need to get to a small camp. Here you will meet Renegades for the first time, which you need to shoot. Take their carcasses, bandages, cartridges.

So, now you must help the “ChN” fighters in capturing the control points of the Swamp. They are marked on the map with bright large markers. To improve your financial situation, participate personally in fights.

You can use the map to find out where useful deposits of nychek, swag, and so on are. After the message from Lebedev, you need to return to the ChN base. Talk to him. He will say that it is necessary to get rid of the main base of the Renegades, take possession of the passages and paths to the Cordon.

Search for artifacts

In the Zone, the main source of income is the artifact. You will have to find them using the detector that you have in your inventory. So, to find an artifact, first find the anomaly. Most often these are large clusters of the “Symbiont”, “Rabbing Hands” type. In the Swamps you will have to limit yourself to smaller anomalies. When playing through the game Stalker Clear Sky, to get the exact coordinates of the artifacts, look at the location map. Well, look for it yourself.

Renegade Base

Before going to the enemy base, conduct a raid through the Swamp to further clear the area. Then upgrade your weapon. It's best to have a Viper 5 and a Hunting Rifle. Chaser 13 would also work well.

To get additional income, complete tasks of simple stalkers. You can also complete hidden object quests. This further increases your status.

Well, now we can take on the Renegades. Follow to their base together with the detachment to the northeast to the “Mechanizer’s Yard” point. The fight will be long and difficult. You can take weapons and ammunition from the dead.

When you win, Lebedev will congratulate everyone. Return to the CHN base, follow Suslov to the store. When you complete the game Stalker Clear Sky, he will give you 1,500 rubles, armor. If you complete all these tasks, then in the Southern Khutor you need to ask the Guide to accompany you to the Cordon.

Cordon


Newcomers, military men, blind dogs, and Sidorovich live here. He will contact you via radio. Soldiers can be heard talking nearby. They will shoot without warning. First you need to check the map. A checkpoint with military personnel to the south. There is a beginners' camp in the north. You need to go past the warrior patrols, deeper into the territory.

The main problem for you now is a long-range machine gun and vigilant military personnel. Find your way using binoculars. It is better to move quickly, take first aid kits, hiding behind rocks. So move to the end of the wire fence. Representatives of the Ukrainian army will also approach you. Sometimes you need to shoot at them, leaning out from behind the stones. Better turn off the lantern. The walkthrough of the game Stalker Clear Sky continues.

When the fence ends, turn sharply to the left. Drink some energy drinks and wander off. Otherwise the military will hit you. Keep your landmark on the map. This is how you get to the “Beginner Camp”. Side quests can be completed here, especially from the Wolf. Then follow to Sidorovich. He's in the bunker.

Sidorovich

So, this is a local huckster with a hoarse voice. He loves wild boars and chicken legs. Ask him about Strelok. Naturally, he will offer to work for him. You'll have to look for swag. First you will go to Valerian, who is the leader of the neutrals. Their base is on pig farms. Before moving forward, you can take a couple of tasks from the locals.

If you consider yourself tough, then go to the checkpoint and show your agility to the warriors. You can hand over the trophies to Sidor.

Over the embankment

Close to the railway embankment. On the way you can find a sitting military man under the bridge if you turn from the very beginning. You can complete his quest. In principle, you don’t have to do it, especially since the warrior will later change his attitude towards you.

When playing through the game Stalker Clear Sky, you will also meet friendly stalkers who are participating in the battle against the warriors. Help them. Then pick up weapons and ammunition. To the north you will see an embankment with a railway road. Behind it will be the Neutral base.

Neutral Base

It's very cozy here. It consists of two barracks. A technician and a merchant sat in the right one, and the leader of the Valerian group sat in the other. He will talk about the situation. Allegedly, the warriors leak information to the bandits, and they track down the stalkers. Then he will offer to talk with Major Khaletsky, who was captured.

Go to the major, then return to Valerian, as the conversation will not work out. Your task now is to kill the major's friends. Go to the Elevator, then to the ATP. Kill the warriors.

In the ruins you can find a lot of Kalash cartridges and a new AKM-75.