Stalker clear sky walkthrough with carn. How to get Stalker Clear Sky

The game begins with you waking up at the base of the grouping “ Clear sky". Listen to the local leader Uncle Lebedev.
After Lebedev leaves, you will have a task - to talk to the bartender. It is located in an adjacent building. Focus on the radar.

First task
The conversation with the bartender will not be long. The nearest reconnaissance post was attacked by mutants. Lebedev will direct you to the warehouse store to get equipment. Suslov (merchant) will give you everything you need for a sortie to the Swamps (Shotgun, PMM, First Aid Kits). To enter the "mainland" you need to talk with the "ChN" fighter next to the warehouse.

Swamp
You have entered the expanses of the Swamp, but do not rush to go forward, the reason for this is anomalies. They can take a lot of your health. So try to detect them with a bolt and bypass them.

Having crossed the first bridge, try not to fly into the anomalies, which are full here. After you listen to Lebedev's instructions about anomalies and artifacts, you should get the detector (O) - the first anomalous gift materializes very close to you - the Medusa artifact. Unfortunately, attaching this trophy to a belt will not work, as there is simply no room on a beginner's jacket.
Approaching the red dot on the minimap, in the distance you will notice a tower and a couple of corpses at its foot. In a nearby trailer, in boxes, there are cartridges, as well as outside at the end under a canopy. Be careful, almost immediately after your appearance, wild boars will run out of the bushes. Hit them with a shot in the forehead. If you do everything quickly, then before the ejection you will have time to clean the bodies of the dead comrades-in-arms and take a pack of cartridges with shot on the tower.

home base
And again the base of "Clear Sky". The task of providing assistance, so to speak, has been completed, so you should go to Suslov in his "supermarket" and get a reward.
Now we go to the next building. Inside you will find a needlework technician "Kulibin". Chat with him. He will give you tasks to search for flash drives.
Give him the recently received flash drive. If you have already managed to sell everything unnecessary to Suslov, then the technician can be patched up or upgraded with the proceeds of weapons and armor.
Further more. Go to Lebedev and talk to him, he will give you a new task: "Regain control over the Swamp". Leaving the headquarters, you will be greeted by a stalker nicknamed "Nimble", he will tell you in detail about how to survive in the Zone, and about the capabilities of your PDA, and also give you a tip on a couple of hiding places for a moderate fee. As you decide on a "distant" sortie to the Swamp, again go to the guide.

big swamps
Big Swamps... Big territories... And they need to be fought for. Immediately, after your appearance, you will see a flock of flesh. Don't waste ammo, try to bypass them. Although it doesn't hurt to scare the fat-assed pigs. For prevention.
Around this time, the CCP will receive a request for help. Look at the map of the area (M). You should see a large blinking marker. Move towards him.
A small camp appears on the horizon - you go there. It is here that the first meeting with the Renegades group will take place. Shoot down the renegade riffraff and skin their worthless carcasses - extra ammo with bandages throughout the game never hurts.

At the moment, you are faced with an important task - to help the "CHN" fighters capture as many control points in the Swamp as possible. On the map, they will be marked with large bright markers. Personal participation in the seizure of territories will contribute to the growth of your financial condition.

Orient yourself on the location map to find useful deposits of swag, pimples and other things.
For example, on the upper platform of the observation tower, next to the Fisherman's Farm, you can find the PSO-1 sight. After Lebedev's message that most of the territories have been captured, return to the ChN base. Talk to Lebedev. He will tell you that it's time to destroy the Renegades' main base, and capture the passages to the paths leading to Cordon.

Finding Artifacts
The main source of income in the Zone is artifacts (and trade in the things of the dead), familiar from the previous part of the games. Unlike the first part of the PM game, here you need to look for them with a special detector that you have in your inventory from the very beginning. So, to find an artifact, the first step is to find its birthplace - an anomaly. Usually these are large clusters, or large-scale anomalies such as "Grabbing Hands", "Symbiont" or "Acid Swamp". But in the Swamps, unfortunately, you can’t meet all the anomalies, so you have to limit yourself to smaller ones.

To get the exact coordinates of finding artifacts, see the location map, but it would be better if you take the time to search yourself.

Renegade Base
Before advancing to the enemy base, it is worth doing a few useful actions. To get started, raid the Swamp for additional clearing, collecting loot and finding the remaining flash drives for Kulibin. Then, with the funds received, upgrade your favorite weapon. The best option would be the Hunting Rifle and Viper 5 (it can be found on the table at the Pumping Station). Also, if you are lucky, you can find Chaser 13 in one of the caches.

For additional income, complete the tasks of ordinary "CHN" stalkers - they will usually ask for ammo, grenades and first-aid kits. It is also possible to complete a couple of unique quests to search for various items. All this is also necessary because when providing assistance in any form, your status in the eyes of the whole clan will grow, and this will affect the quality and quantity of goods in Suslov's store.

Now it's time to put an end to the Renegades. Go to their base together with a special squad "CHN" to the north-east of the location to the point "Mechanization Yard". The battle will be long and bloody, and only the strongest group will survive. A lot of bullets and lives will be spent to win, but on the other hand, the killed stalkers "CHN" in body armor ChN2 will probably leave the AKM-74/2, but you will only find cartridges for it at the next location. But you can earn on them, and here. How exactly - see below.

After the victory, Lebedev solemnly congratulates everyone. Return to the base "ChN" and run straight to the store to Suslov. From him you will receive 1500 in rubles and body armor ChN-1 (in principle, by this moment, in game version 1.5.09, this body armor will already be on sale).

If you have done all the tasks above, then in the South Farm (southeast of the location), you need to ask the guide to take you to Cardon ...

Cordon
Here is Cordon - the habitat of newcomers, Sidorovich, military and blind dogs. On the radio, Sidorovich will comment on your appearance. Not far from here, from the south, you can hear the conversations of the Military, who are ready to shoot at you without warning. Soon you will be basking in the merchant's closet, and dropping swag for him!
To get started, check with the map - in the south there is a checkpoint with warriors. To the north is the Beginner's Camp. Your goal is to get past the military patrols and move deeper into the territory.

The main problem for you will be the increased vigilance of the military and a long-range machine gun.
Examine the path of movement with binoculars, charge the clip and forward. It is advisable to move with acceleration, stopping behind stones and taking first-aid kits. If the shooting subsides a little - run after another stone, etc. According to this plan, you need to act until the end of the wire fence, which goes down.

Between the transitions from cover to cover, representatives of the Ukrainian army will move towards you. You will need to periodically shoot back, looking out from behind the stones. To reduce such attacks, it is better to turn off the flashlight.

After the fence ends, turn sharply to the left, and while drinking energy, let's tear from this place, dodging, so that the Military does not hit you with the last shots in the back.
Focus on the map, and very soon you will be in the "Camp of Beginners". You can stop there and complete a number of side quests for additional revenue. Two suitable quests have a mentor named Wolf. But the storyline does not wait, and we need to see Sidorovich. He, as in "PM" - on the edge of the camp, on the western side, in a bunker.

If you have not had a chance to play "PM", then get acquainted, this is Sidorovich - a local huckster with a hoarse voice. Lover of chicken legs and "hogs". A little younger compared to "PM", but nothing, it's even prettier.

Ask Sidor about Strelok. Of course, Sidorovich will not strain his head just like that, you will have to work for him. The work will consist in finding "Khabar". First of all, he directs you to Valerian, the leader of the neutral stalkers who have established their base on former pig farms. Before moving forward, take a couple of tasks from local stalkers.

If you consider yourself a tough stalker, you can visit the checkpoint and show the warriors "Kuzkin's mother". The remaining trophies will go under the hammer - and you are with the bubble and Sidor with the goods.
Examine the "Sidorsky" product, you may need something.

across the mound
The railway embankment is not so far away - from the "Camp of Beginners" a little less than a kilometer. Along the way, you can meet a very interesting thing: if you go along the road (turn right / left, depending on which side you are standing on) from the entrance to the “Beginner Camp”, then below, under a small bridge, a military man will sit. This is the first of the warriors in the game whose quest can be completed. The task will be on the topic "go-find". It is not necessary to perform, especially since then he will show his true attitude towards you.

Along the way, you will meet a friendly squad of stalkers participating in a shootout with warriors. Help the stalker brothers. After the slaughter, pick up the AKM-74\2U and its ammo. A little to the north there will be an embankment with a railway, behind which the Neutral base is located.

Base of neutrals
The Neutral base is a very cozy place, consisting of two barracks. In the first, the one to the right of the entrance, there is a merchant and a technician, in the second - Valerian, the leader of the group. He will tell you about the current situation, they say, the military is dealing with bandits, leaking information to them and they are ambushing stalkers. After that, he will offer to talk with Major Khaletsky taken hostage to find out the location of Khabar.

By the way, wandering a little through the ruins of the ATP, you can get a lot of cartridges for the Kalash and a brand new AKM-74 \ 2U!

Help stalkers

After the skirmishes, return to the Neutral base, to Khaletsky. Valerian will stand near the bars, interrogating the major. After the death of the warrior, the language of Khaletsky will be unleashed, and he will give out the place where he hid Khabar.

Take the box from the indicated place and take it to Sidorovich. Along the way, run to the soldier under the road bridge and give the PDA to his friend. In the hope of getting something of value, you will receive a first aid kit. Usual.

You helped the Neutral faction, and for your efforts you will have the opportunity to join them. After joining the group, you will be given some equipment:
- detector "Bear". It is better than your "old" detector (well, of course, if you did not pick up Veles in the Swamps ...).
- 5 antirads. They are so cheap.

You can take tasks to search for flash drives from a local technician named "Van". The trader Shilov will get the necessary good.
In addition to unique quests, at the base of the Neutrals, you can take tasks to clear control points on Cordon from mutants. Remember, good deeds don't go unrewarded.

Do not forget to walk around the territory in search of artifacts.

After completing all the cases on Cordon, you need to move on. Landfill ahead. There are two ways to get to it: either through the northwestern pass, or, as in "PM", along the road through the northern checkpoint.

Junkyard and bandits are synonyms. One cannot exist without the other! Arriving at the Landfill you need to have a good weapon with you. Almost immediately after your appearance at the Garbage, bandits meet you. It is not necessary to shoot, especially if you plan to join the ranks of local gopniks in the future.

In any case, don't shoot when you first meet them, but don't get close to them either, especially if you have a lot of money. Gopnik like in real world, like to take away money, caps-pies, squat at the entrance, absorbing kilograms of seeds and ask young people passing by one single question, “Is there a trifle?”.

It is advisable to go to the Landfill through the western pass:
The nearest gangster will call you to him. If you don’t have money with you, feel free to approach, hiding your weapon. All the little things that you have will be taken away from you and released. If the accumulated funds are more expensive than show-offs, take a couple of steps back until you hear contemptuous cries addressed to you. Let them shout, you have money! After that, go to meet them again. The script is designed so that they will not pay attention to you now. Carefully sideways climb the hill to the left of the exit and carefully move in the same direction. If they still pay attention to you, just run away deep into the location - spoiling the relationship with the group by killing three or four bandits, in general, does not make sense. Soon they will forget about you, well, or get what they deserve from the neutrals, who often wander here from Cordon to shoot enemies.

It happens, it happens that there will be no bandits at all at the exit. In their place will be neutrals, and most likely, they will shoot with the first. Here you have to be careful. Try to get out of the crossfire positions.
Quickly pick up the weapons of the fallen stalkers. It can be IL-86 and TRs-301 and Chaser 13.
If the bandits win, leave this point as soon as possible, preferably in the opposite direction, otherwise the script described above will work.

If you nevertheless joined the Neutrals, bring down the gopars at the first opportunity. You have to help yours.

Let's return to the main task.

Go to the point marked on the map. The right place can be recognized by the boxes and barrels placed there. It is located on one of the main hills of the Garbage, covered with various rubbish and radioactive waste, to the right of the Depot across the road.

Diggers
Here is the dig site. Diggers make a living digging up mountains of rubbish in search of useful things buried here back in 1986. Search the excavation site. At one of the corpses you will find a PDA with a note. From it you will understand that now you have to find the digger-messenger Vasyan. A new marker will appear on the map in the east of the location. There you will meet the stalker Vasyan. He will need help fighting off the Blind Dogs. So before approaching the stalker, make sure that the magazines are full of cartridges, and there are a couple of first-aid kits in your pocket. There will be many dogs. Try not to let the mutant dogs bite Vasyan. The guy is good and, being alive, he will throw ten tips on caches for rubles. After the fight, he will tell you that the one you are looking for is already in the Dark Valley.

Stalkerism and banditry

Before you leave the location, perform the rite of collecting artifacts. Keep in mind that some are in places where you can't get in without a fight. For example, at the Cemetery of old equipment, or in the basements of the Depot.

If you are planning a long and friendly life together with bandits, visit their base. Take tasks from the technician to search for flash drives, from the merchant for tips on caches (these tips are identical to Vasyan's).
At the local leader of Yoga, you can contract for the task. Wet and mean…

Before leaving for the Dark Valley, familiarize yourself with the goods of a local merchant, at the same time take tasks to search for flash drives from an alcoholic techie. Immediately it is worth explaining that only! the gangster technician will be able to fully upgrade the Seva overalls. Surprised? Somehow, the concepts of high-tech armor and gangster punks do not really fit together. But the fact remains.

In addition, the Bandits have an interesting entertainment event "Kill the Crow"! The organizer can be found near the bar. The object of this game is to shoot the crows. Exist different ways games:
- For money - say the number of crows that you can kill during the agreed time, and if you cope with the task - then take the money for yourself (you can also agree on the amount of the bet)!
- Training - as you understand - is training.
- For a while - here you need to kill the crows before the end of time, and for this the bandits will "applaud" you.

dark valley

The Dark Valley is one of the best places in the Zone… It’s fun here, it’s calm, hippie rastamans are everywhere…
Two paths lead to the Dark Valley:
- The lower passage from the Garbage (in the southeast). After loading the location, an attack by Bandits is possible. When you win, look around the valley. Very pretty and colorful. Their base is near you. But you do not go there ... You need to move up the map, to the Checkpoint.
- The upper passage from the Garbage (in the northeast). If you go along this passage, then you will immediately find yourself at a checkpoint. As soon as the location loads, put away your weapons and stand still. The squad leader will come up to you and express his assumptions about Fang (the stalker you are looking for).
The next task is to report to the base of Freedom (in the north of the location).

You won't be able to get to the leader of Freedom right away. First of all, you need to visit the commandant Shchukin, who first decides to check you "for lice." He will complain that a psi-dog has wound up near the western walls of the base and will offer you to "pacify" it.
Stock up on ammunition in the store of the strange and obviously not local merchant Ashot.
Locate the location of the dog on the map. It is better to sneak up on a psi-dog from behind, having previously examined its location through binoculars. As soon as you are close to her, start shooting. Preferably with aimed fire. If the dog manages to create his phantoms, consider yourself out of luck.

When you complete this task and kill the creature, Shchukin will give you another assignment. Now you have to take the supplies to the Freedom squad that went on patrol. Go to the huckster Ashot and take the ammo, then go to the red marker on the map. On the spot, you will find many corpses, after searching them, you will find a PDA. Now you need to deliver the found handheld to Chekhov, the leader of Freedom. It is located in the main building, opposite the Hangar with a technician named Yar. Talk to the leader about what happened. It turns out that the commandant is to blame for everything.
Naturally, you will be given the task of finding and punishing the traitor.

commandant

It's a long walk to the meeting point, use a guide. It will only take you half way, so you'll have to go on your own. From afar, you will notice a firefight. Help Svoboda with the shooting of mercenaries. Move to the southwest of the location, to two pig farms.

Finish off the remaining mercenaries and at the same time the commandant. Search his pitiful corpse and take the PDA.
Chekhov will thank for the assistance provided and inform about the Fang.

Run around the location to collect artifacts, possible caches and quest items. Before that, do not forget to take tasks from Yar's technician to search for flash drives. Tips on the hiding places where they lie can be taken both from Ganzha (the bartender) and from Chekhov himself.

When you try to join the ranks of drug addicts, weed smokers, Chekhov will gently refuse, like, it's not time yet. This is not a glitch, but a feature of the game. Soon you will have this opportunity.

If all things are done, return to the Landfill.

Returning to the Landfill, go to the Flea Market. At the foot of the unfinished building, as you probably already noticed, there is a door leading somewhere to the basement. Previously, it did not open, but now you can safely enter. If you like to play by the rules, skip the bottom hint and boldly tumble in.
Going down the stairs, you will get to the stretch. During your absence of consciousness, two bandits will take everything from you and whisper something about Fang (more precisely, they will hint at him without saying his name). After you wake up, pick up a detector and a gun in the corner (if you read the hint above, then take your things from the indicated place). Money, unfortunately, "gone" forever. In any case, immediately after the robbery, you will have a task to return your things.
On the map, study the resting place of your robbers. Slowly get to the place of the future execution, look around with binoculars, and, moving quietly, go from the rear so that you can shoot at least one bandyuk aiming at the head. Well, otherwise it all depends on your experience with pistols.
After you punish the bad men in dirty raincoats, you can advance towards the Agroprom Research Institute through the western passage. Keep in mind that gopnik bandits will be waiting for you there, dispossessing everyone who walks by.

Research Institute "Agroprom"

The research institute itself has a large area, but in addition to it, the location has an open area, hills, plains, which are filled with anomalies and artifacts.
When you get to the location, approach the checkpoint commander. He will notice you and say that a detachment of Dolgovtsev is heading exactly where you need to (to their base). Stay close to them and help them fend off the mutants you meet along the way. Be very careful, as the local bushes are teeming with snorks and swamp creatures.
In the center of the location, you can find an outpost of neutrals. It has its own leader Orest, merchant Drozd and technician Aidar. Buy tips on caches, repair equipment, stock up on ammunition and don't be too lazy to explore the northern part of the territory.
Also, on the territory of this complex of buildings, in one of the buildings on the 2nd and 3rd floors, you can find several artifacts of electrical origin.
After wandering among the four small tanks, you can find a sewer hatch leading to a ruined tunnel inhabited by a stalker named Hermit. This suspicious type trades in modified weapons.
In the west of the location, in the swamp, you will meet a group of neutrals heading towards Yantar Lake. Help them fight off zombified stalkers and get the upgraded Zarya jumpsuit as a reward.
The base of the Duty group is located in the southwest of the location. On its territory, explore the local attractions:
The mutant zoo is a kind of collection of carcasses of the offspring of the Zone. There you will find: Two bloodsuckers (one young, the other seasoned), pseudo-dogs, a wild boar, flesh and ... a cat! It is impossible to guess how and why it ended up there, one can only assume, because it was cut out even before the release of PM. Perhaps the developers just missed her or use her as an object of decor. This is evidenced by various mannequins of Chimera heads hanging in various inhabited buildings of the Zone.
A shooting gallery is a shooting gallery, another mini-game in CN. Located in the barracks next to the northern exit from the base. The shooting range is run by Major Zvyagintsev (you can also buy a tip to a cache with a flash drive from him). This place is designed to train your shooting with a certain weapon, well, and earn some money.
There is also a bar on the basis of Debt, the bartender's name is Kolobok.
In the center of the base, in a former residential building, a merchant settled - a nasty and closed debtor Mityai.
Technician - Gromov, as well as the Leader of the group in the main headquarters, on the second floor. The key characters are listed and now you need to go to Krylov, the leader of the Duty - he is on the third floor.

Dungeon Research Institute "Agroprom"

After negotiations in which main character will ask Krylov about how you can get into the "Dungeons of Agroprom", he will explain to you that you can only go there through a large hole dug by mutants and ask you to do a small favor - to flood the Dungeon to forever close the way out for snorks and other wickedness . Agree - a reward, not a lot, not a little - 10 thousand RU.
Before going to the dungeon, equip best weapon and armor-piercing cartridges - come in handy.
Go to the southeast of the location. In a wooded area near the hillside, you will meet a detachment of debtors. Talk to their commander, Sergeant Nalivaiko. He will ask for assistance and help to kill a pack of snorks (which will come out in 8-10 seconds after the conversation). Basically, they will attack debtors. Having a double-barreled shotgun with you, you can disinfect the current situation with aimed shots. If at least Nalivaiko survives, he will give you a tip to the cache "Case in the dungeons".
Now go underground!
Here are the famous dungeons. You will find yourself in a curved corridor dotted with Zharka anomalies. Follow to its far end, along the way shooting snorks crawling out of the crevices. Your goal is to run to the stairs that lead to the next level. You will find yourself in a small room. Gather the boxed swag, reload the clip and step into the doorway leading to a hall with a high ceiling and four septic tanks filled with gurgling Kissel anomalies.
Tinnitus, disorientation and a critical level of psi-radiation foreshadow the appearance of the controller. Knowing his weak point in the inability to conduct close combat, it is recommended to run to the opposite end of the room, directly towards the mutant and chop armor-piercing weapons at close range, or save ammunition by plugging him to death with a knife.
Move on. You will enter the pump control room. Save the game. Turn the valve and get ready for a hundred meters. As soon as the portcullis is up, put in a fast run and run forward, then down the spiral staircase and down the curved corridor. Along the way, you will meet a flock of crazed jerboas. Ignoring them, drink an energy drink on the run and, having reached the stairs, quickly climb to the top.
After a small script scene, it will become clear to you that the dungeon is flooded and the path to the lower levels is inaccessible. Mission completed. It remains only to get to the surface.
Flying headlong is not worth it. Somehow, the upper level of the research dungeons has been occupied by a group of vicious bandits. Pacify the unbelted punks.
Now you need to find Strelka's Cache, which contains important information. The layout of the small room hasn't changed since PM (this is logical). From the PDA found, it will become known that it is necessary to advance to Lake Yantar.
On the stairs leading to the surface, be extremely careful. This place was chosen by several fiery poltergeists. Leaning out of the doorway, subdue these anomalous creatures as well.
Once on the surface, go to Krylov for a reward.
Further to Yantar, the transition to which is located in the northwestern corner of the location.

Amber is a dried-up lake, at the bottom of which there is a scientific base-bunker of scientists (environmentalists), headed by Professor Sakharov. Before you get an appointment with a scientist, you will have to repulse the attack of zombified stalkers. Remember that the remains of the former lake (small swamp) are very radioactive, and that you should go into it in rare cases, for example, when looking for artifacts.
Zombified stalkers are very tenacious, so don't waste ammo on them. Their disadvantage is sluggishness, and this can be used! Go around the Zombie, stand behind him, and "cut" him with a knife (preferably in the head area). This method is quite effective if single zombies walk around the area. When they accumulate in groups, it is still better to use the old proven method.
So, as long as at least one zombie is alive, you will not be allowed inside the bunker. In the early versions of the game, unpleasant situations happened here - the script simply did not work at the right time for it, and, having killed all the zombies, it was not possible to get into Sakharov.
Talk to the grey-haired scientist. He will ask you to find the PDA. If you are short on ammo and healing, then trade with Sakharov. He also has a small selection of body armor.
Further, when you have already arrived at the "red circle" on the map, a pack of blind dogs and a psi-dog will move towards you. They don't pose much of a threat. Shoot them, and then search all the corpses of people, and take the PDA from one of them. Listen to the audio recording and then go to Sakharov.

Restart psi installation

Sakharov will study documents and data from the PDA for a "long" time, and then he will put forward the theory that psi-activity emissions are due to a nearby installation. He will direct you to Lefty, who is waiting nearby. It will stand near the place where the entrance to the plant, familiar to us from PM, is located.
Stock up on ammo! They will be very useful to you, since after the location of Amber there will be a shortage.
Lefty will ask you to follow his orders. The first thing you will do is go through the gap in the wall (to get inside the factory). Then - climb over the boxes over the wall. Next, you need to climb the ladder to the roof of the hangar (the ladder is on the wall).
Shoot the Zombie from the hangar until the time expires, which will appear after the stalkers start turning off the psi-installation.
After the time runs out, the task will be completed. The next destination is the Red Forest. You can get there by going through the gate in the northwest of the plant.

red forest
This is a new location worth wandering around and exploring the sights. Appearing, you will see a stalker running away from you. This is the famous Shooter. Follow him. Not far from the bridge raised across the canal, you will be ambushed by his neutral friends. While you are shooting back, the Strelok will have time to hide in the tunnel and will soon blow it up. From Lebedev's messages, you will learn that the only way to the Chernobyl nuclear power plant now passes through the city of Limansk. But there is one problem - this bridge is raised, and it is guarded by the Renegades, it is not known how they ended up there. You will have to ask for help from a local legend - the Forester, an old man who lives on the outskirts of the Red Forest. He can lead any Stalker anywhere. It remains only to find it, but you are poorly oriented in the area, so you will have to ask for help from the locals.
Forester
The stalkers who defended Strelok will immediately stop firing and surrender, begging for mercy. Approach one of them, he will agree to help you find the Forester, in exchange for his life. Follow him, but as soon as he approaches in a group of Stalkers, he will not lead you further, and will stop. Now you need to respond to the rescue signal received on your PDA. Go to the signal, but those who gave it are already dead (perhaps they were killed by the Bloodsucker, who will meet you later). Examine their corpses. At one of them you will find a PDA with a map of the Red Forest. On it, you will see that there is a spatial anomaly near a certain anomalous zone, which will take you to the Forester's habitat. Near the "red mark" on the map, a detachment of Loners will sit. Talk to them (more precisely, with the main thing they have - usually a stalker dressed in an exoskeleton). They will ask you to lead them through the mine-tunnel - for the artifact. Don't give up! Even if they are all killed, it is safer to walk with a group, because a ferocious pseudo-giant roams behind the tunnel. To avoid the fact that the task will fail, go ahead. Before entering the tunnel, load your weapon, preferably a shotgun, and throw a couple of grenades into the far corner. A group of snorks lurked inside. Further on the horizon, the “Symbiont” anomaly (the next stage in the development of the “Grabbing Hands” anomaly) will appear, which occurs in the game once, and moreover, with two artifacts, one of which is not always possible to take. Be careful - around the anomaly, most often from the side of the exit from the tunnel, a pseudo-giant is darting back and forth. In order to receive a reward from the stalkers accompanying you, the pseudo-giant must die faster than the last loner.
Further on the task - go to spatial anomaly. It is located in the depths of the forest, just above the tank, around which there are a lot of all kinds of evil spirits. First, kill half from afar, and then jump on the tank and dive into the "Teleport" anomaly. You will appear near the Forester's house. Enter the only open house, go up to the second floor, and enter a tiny room. Talk to the Forester. He will tell a lot interesting stories, to some extent even secrets, and will give the task: “go to the Army Warehouses” in order to contact the missing stalker squad.

Army warehouses
The Army Stores can be accessed from the road leading north from the Forester's house. It is in this place, perhaps, that there will be an outpost of either the Duty or Freedom groups. Once at the Warehouses, you will be met by the commander of the Svobodovites, who fortified at this point (2-3 mercenaries were sitting here in the "PM"). After talking with him, you need to run to the abandoned village, to the mercenaries. Not a large group led by Hog, the head of the Mercenary squad, in an exoskeleton. He will tell you about a lost group of neutrals who fell into an unknown looped anomaly, and will issue a task to track down the signal of the missing group of stalkers. Run to the north of the village, shooting evil spirits along the way. Climb up the tower. Half of the work is done, but before the descent, shoot out who knows where the dogs came from. Immediately after completing this quest, dogs will appear below (both "Pseudo" - and "Blind"), and it is better to shoot them from above. A little later, you will meet a bloodsucker. Greet him with lead and return to the Forester.

Something is being cleared up about mercenaries stuck in a temporal anomaly. The forester found a way to help them. To do this, he will need the Compass artifact, which was stolen from him. Exit from the Forester and, after going a little to the south, through the gate, you will find yourself in the wooded part of the location. Now turn west. The further path will become obvious - shooting will begin from the side of the hills. These are renegades. Carefully approach the entrance to the mines. Renegades are surprisingly very well equipped. Run an anti-renegade eviction program inside. After inspect the premises, and you will find a strangely shaped artifact. This is the Compass.
We return to the Forester.
When you return, give the quest artifact to the old man and get a reward - a fully upgraded sniper rifle "Vintar" VS.
Having received a new task from your grandfather, you should return to the Army warehouses and make your way to the army base in order to establish contact with the missing group of Stalkers.

Army warehouses

Talk to Hog, he and his henchmen will refuse to help you get into the military base, but he will hint, but that the Svobodovites will help you. Following the mark on the map, head to the base. It is located in the lower right corner of the location (in "PM" it was just the base of Freedom). Together with the Svobodovites, carry out an anti-war eviction program here as well.
When the last soldier is killed, climb the tower marked on the map and transmit the radio message by turning the lever. Everything! Message sent! A detachment of mercenaries is on the side of the bridge that the renegades have captured.

Bridge in Limansk
... Lebedev's voice over the radio. He tells you to approach the bridge in the Red Forest, soon there will be a mess. As soon as you reach the indicated place, take up a shooting position from which it will be more convenient for you to fire on the renegades on the other side. When Leshy's detachment consolidates near the bridge, a responsible task will "fall" on you - to provide cover for the stalkers lowering the bridge. All you have to do is periodically shoot the rogue snipers on the hill (they usually spawn behind a rock on the hill). For this, the very “Vintar” VS from the Forester is suitable. Once the bridge is down, cross over to the other side and finish off the remaining enemies. The road to Limansk is open! A couple to catch up with Arrow! There is no need to rush again for several reasons. First, take the reward from Leshy. This will be the Flame artifact. Secondly, you have done quite a lot for the Clear Sky faction, so it's time to accept gratitude. Return to the "ChN" base and pick up gifts in the amount of 50.000 RU from the merchant and, most importantly, the FT200M rifle
After capturing the bridge with a fight, scout the road through Limansk. True, on the way you have to fight. A little further, go around the anomalies that return you back, go around the last one through a rusty bus. In the end, you will have to go through the construction site - be careful, there are a lot of enemies.
After that, the electric fence will block the road, turn off the generator and move into the abandoned hospital. That's where it will be hot, do what the leader of the stalkers tells you: stay alive and save a lot of lives. Then the military will arrive, but it doesn’t matter to you who the enemy is, the main thing is to shoot down the helicopter, for this it is most convenient to use the RP-74 machine gun. Then quietly dump (through the doors on the second tier, they were previously littered). So with a fight break through to the catacombs, in fact, you will immediately find yourself near the Chernobyl nuclear power plant.

Chernobyl
Lebedev will supply you with two new guns, one you will have to disable Strelka's psi-defense, and defend yourself with the other. First, jump a little on the portals until you find a convenient place (Lebedev will notify you).
So, when you neutralize Strelok, a phenomenon opposite to Lebedev's assumption will occur, anomalous activity will not subside, but on the contrary, the strongest outburst will occur, which will change EVERYTHING. At the very last moment, in the final video they will show an old acquaintance, Tagged, the main character of the first part.

Tips and secrets of the game STALKER Clear Sky

Divided the article into chapters:

1 Artifacts
If the artifact is in your field of vision, but you are not close enough to it to become visible, save and load the game - the artifact's radiation will become visible for a few seconds, which will greatly facilitate the search.
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 wagons. (Like so, if not, then just walk along) I found a detector bought from Sakharov (a thousand and something rubles).
b) There are two artifacts " Moonlight"in the building where before (In the Shadows of Chernobyl) Krota hid from the military. Now there are electr and psi-zones. We save ourselves from the first by pressing the torso against the wall)) They lie on the second floor.
c) The kolobok artifact is also located at the Agroprom location. In the same swamps where the deserter used to sit. Not far from the house (he is alone there) towards the transition to Yantar, deep in the cleft and reeds.
d) Still there, at the only location of the anomaly "Symbiont" lies " Night star".
e) At the Junkyard in the cemetery of radioactive equipment, where Bes once was, there are artifacts "Fireball" and "Mother's beads", and in the same locationTwo "Chunks of Meat" in acid swamps.
f) When moving from Cordon to the Dump, without crossing the outpost, looking at the North, turn right. We stumble upon Anomalies - in one of them "Night Star".
g) When the Forester gives the task to bring him a compass artifact, there is a ladder down on the way to it (the artifact).
g) the "Battery" artifact, there is in the Dark Valley on the territory of the Freedom base, there, next to it, in the tunnel, the frying flies back and forth ... here, 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, as the current left the base to help fight off the monsters, if at the beginning they didn’t know how to look or simply ignored the tower to be in the west, go back and find it.
2) we go to the north there is an anomaly and we select the chemical burn artifact.
3) right in the Burnt Farm there is a ruin with an anomaly there is an artifact of fire.
4) there is an anomaly of fire about 50 meters north of the mechanical yard.
5) if you then go 200 meters to the east, there is an electrical anomaly, there is an electroshock artifact ... dumb, really.
By the way, how to use the map and where the north 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 ... which - I don’t know, I couldn’t get it.
j) There is a very good art on Yantar. Gives -6 to radioactive contamination. Directly behind the base of scientists there are several puddles overgrown with reeds. There is still a constant green fog swirling. If you throw bolts, you can not get into anomalies, but it will still sting with poison.
j) In the red forest, on the way to the tank with the teleport, you will meet a group of stalkers. You will be offered to bring them to a certain place and for this they will promise an artifact. It costs a lot (against the background of most art). If you don't let snorks, dogs, and a pseudo-giant eat them, get it. With snorks and dogs, it's quite simple - get ahead of the group and throw a grenade at them. But the giant is very fat. Run backwards and shoot back. IMPORTANT, do not run too far, stay close enough to him, otherwise he will switch to stalkers and quickly devour them.
- Added 5 new artifacts: Compass, Duva, Bubble, Eye, Snowflake
Previously Known: Slime, Slug, Mica, Coil, Gravel, Goldfish, Blobs, Fireball, Crystal,
Thorn, Crystal Thorn, Sea Urchin, Stone Blood, Chunk of Meat, Soul, Medusa, Stone Flower,
Night star, Bengal fire, Flash, Moonlight, Battery, Dummy, Mom's beads, Film,
Spring, Kolobok

Wearing artifacts is allowed only if there are special slots in the costume
P.S. Artifacts with a minimum discount are bought by Sidorovich and scientists.

2 Money
You can earn money endlessly. At each point that any grouping 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 is often updated, so you can simply walk around the points captured by a non-hostile group and collect ammo, first-aid kits and food.
a) An interesting way extra income: At the Swamp location, the main task is to capture and hold the main points. As soon as all the positions are captured by the pure-bombers, we go to the main base and get a few pieces of money and a suit of clear sky as a reward.
But the Renegades periodically respawn and go to the Mechanic Yard. We do not intervene, we let it be captured, and then we beat it back again and, as soon as the ChN detachment arrives, we get the main task to capture all the points again completed. And again we get money and overalls at the main base
b) As soon as we go out to Cardon, a machine gun snarls at us. We don’t leave such raids with impunity, we immediately go to the warriors at the checkpoint, and then, collecting trophies, I found a box in the barracks where there were VERY many different cartridges. I didn’t even take everything away, I drove it to Sidor, I put everything in a box there, and when I returned, the warriors appeared there again, I had to fight a second time, but the box was filled again !!!

3 Weapon
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 the scope.
c) You can repair weapons for free!!! So... in order. In the hands of a broken trunk. Repair under 10,000. Sorry for the money. So you need to find a benefactor who will subdue for nothing. Who will do it. Bandits! We go to the Gopnik parking lot and look into the optics. We are interested in whether there are guys with pistols and the more the better. If there are any, we rush to them in the parking lot and throw off the screw cutter. You need to throw in a place where you can lure this crowd to him. Please note that guys with pistols will not be able to ignore such a cool gun. They will not only seize it, but also charge and repair it. And then it's a matter of technology. Turn in the forehead to your master and return your property. The condition of the weapon has moved from the "full tryndets" mark to the mark of 70-80%. With this state, you can already use it. Or finish with a more qualified master. The repair cost will then drop to ~ 1500 re. Just make sure you don't get laid off of it XD
That's all .. The idea, by the way, was born as soon as he took possession of the dead gun. Purposefully went to the bandits and checked. Everything is working. Strange that no one has written about this yet.
d) Vintorez can be found in the car next to the railway tunnel at Agroprom.
e) In Limansk, in the building where the bandits settled, there is a "bulldog" lying around with a bunch of charges to it! Charging it really takes forever. There is also a bulldog in a cave, near Kaper's base, in the Red Forest, he is there on lower tier in the toilet.
f) In the patched version, in the Swamps, on the farms that are controlled by the Chistonebovtsy (not just captured, but where they have been standing for a long time), in houses in nychki (in iron boxes) there are often different cartridges (5.45 for Kalash, 9.39 for Vintorez and Thunderstorms, 5.65 for NATO rifles) and first aid kits with bandages.
g) In the Army Warehouses next to the main building there is a tank, next to a box, in a box of RPG
g) Weapons can be modified following parameters:
* accuracy (scatter),
* flatness (movement of a bullet or projectile almost parallel to the ground at a low altitude),
* rate of fire,
* store volume,
* the weight,
* return,
* caliber...
For assault rifles - up to 15 improvements in each of the 2 branches of development - sniper (accuracy) and assault
(power). Sniper rifles and machine guns have only one branch of development - accuracy and power
respectively. Some changes are not compatible with each other. At the same time, the maximum improvement
it is possible to expose extremely rare and expensive weapons
Implemented: repair of weapons by specialized NPCs and sighting (the longer it is used
separate type of weapon, the higher the accuracy of shooting from this type). Various NPC repairmen have their own
individual specialization (armor, sniper rifles, heavy weapons)
The peculiarity of armor-piercing cartridges lies in the greater lethal force. It means no sooner
defeat of the enemy when hit in the head, and penetrating ability - breaking through not only the door or
wooden fence, but also brick wall, iron gate, car body, other objects
A method for comparing the accuracy of combat of individual "barrels": we take samples of the weapons being compared, on
significant (!) removal, we determine the target (for example, a fragment of the wall), save, execute a series
shots in the mode you are interested in (to a specific selected point), we approach and fix the result
(you can - a screenshot). We repeat this with each sample of weapons, returning to the shooting line earlier
made by saving (save "ohm). As a result, we compare the results with each other

4 Miscellaneous
a) "Fall with minimal damage", falling from the tenth floor will not work, but from the first or second - completely. The trick is that the main character takes less damage if he runs up before falling off the roof. For example, the base of Clear Sky, the beginning of the game - you can just jump off then the minimum damage will be received, or you can click on "sprint" and slide off the roof - no damage.
b) In the Garbage, according to the plot, you need to go down to a small basement behind the Fang PDA, a stretcher explodes there and a couple of Bundyuks take away all the things of the GG. This can be partially avoided as follows: before descending, we simply throw all our things on the ground, and then we simply pick them up. True, money cannot be saved, so it is better to prudently spend it on the Svoboda base, for example, on a brand new jumpsuit
d) Even completely killed armor is better not to throw it away, it always has some protection from bullets.
e) The contents of metal boxes now, when broken, can not only fall through to the floor below, but also FLY THROUGH THE WALL TO THE NEIGHBOR ROOM, or TO THE UPPER FLOOR. Or maybe in parts in all directions.
f) It is now easy to kill crows with any ranged weapon
g) The guitar can be found at the Liberty base. Second floor, on the way from bartender to mechanic. still can't pick
g) In front of the bandit checkpoints, throw away equipment, food and pharmacies somewhere nearby, and you will only lose money from the raid.
h) At the Chernobyl nuclear power plant, it is not necessary to run after the Strelok, you can fill him up on the spot: when they give a gaus, walk a couple of meters to the piece of iron, sit down behind it so that they don’t shoot from the left, shoot at him and he will run down, then appear on the ground right in front of you.
i) It's just a joke. There is a stalker, where Petruha used to stand on Cardona, he also looks through binoculars, but sometimes he forgets to take it and it turns out comically
-Bullets, as in reality, ricochet off any surface, such as the ground.
-Do not shoot through the bushes - in them the bullet can change the trajectory.
-Padlocks on the doors are broken by shots.
-Closed wardrobes open with shots to the castle area.
Don't waste your money! For 19 tyr. you can buy a suit "Seva" from Sakharov on Yantar (10 tyr. before that, the debtors at Agraprom give, and the rest can be scraped together by the bottom of the barrel - throw off all the left weapons at the Svoboda base - there it ... eat it - and the required amount will be typed). Sakharov also has advanced devices for finding artifacts. The controller in the dungeon of Agroprom in the traditional way (he hid behind a corner, waited for a bullet in the head) cannot be filled up. Here I only had one way - you run right at him (but so that you don’t tear with your claws) and roll a clip into the head with direct fire. The only way. So far, I haven’t found anything more decent than the M-16 with optics from weapons. Unless he took 2 of them and upgraded one for Kalash cartridges. It is more comfortable. Armor-piercing cartridges solve many problems without headshots. All advice for now.
Good luck to you STALKERS in the study of the ZONE!!!

Walkthrough Stalker Clear Sky: S.T.A.L.K.E.R.: Clear Sky. Passage. Part 2

We go. We immediately bring down the zombies from one and the second exit 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, there is no way without it. We carefully demolish the dogs, take out the artifact from the anomaly standing next to it. We shman corpses, then either we run forward, we 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 him to work on errands for some Lefty. Only fleas were missing. We run above the bunker, we meet the attacking group. We are starting a breakthrough. We shoot again and again. We cross the wall into the inner territory. We get the task to cover the cooler reboot group. We run onto the roof, take a position with some stalker and wait for zombies in exoskeletons. And we are waiting for them, waiting 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 aisle a little further or to the right along the stairs. All! The process has been restarted. Sakharov made a mistake and will tell about Strelka running to the Red Forest.

Do not forget to pick up the Bubble, Mom's beads and at least an Empty or a Snowflake at the location. And collect all the junk from zombies and dead stalkers, it's a pity of course that Sakharov does not buy weapons. We'll have to carry it to the research institute.

red forest

Run after Strelok. Why?, but much more. We run into single Vasya-Petya and for some reason everyone dies. The shooter blows up the passage. MOST IMPORTANTLY, do not kill the last Chukhan - he will raise his hands when he is left alone. You can get Strelka's cache for free, it contains the Bubble artifact.

All have arrived. The bridge is captured by renegades, the tunnel is undermined. Then they will tell the story of the most honest scenario, they say, except for the Forester, no one will help and that's it.

GSC makes good games, but with scripts they cant.

If we run directly to the Forester, we run into a furious bloodsucker, at least not like the others. We run up to the closed bars. AND! 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 him, even with a heel-toe. And there is a fork in the events - there are at least 2 quests in the scripts, after which the Dolgovtsy must open the doors!

You can run to the passage where the gates with dead stalkers have opened and remove the PDA with the map of the Red Forest from them. You can also rush straight to the stalkers standing not far from the exit to the Garbage. The system is the same. Accept the offer to lead the group. Move faster than them and shoot the snorks in advance, go to the clearing with the Symbiote anomaly and kill the pseudo-giant. Stalkers in the rear should thank with a good artifact. Catch a couple more from the anomaly, Eye or Flame is provided to you. Then run forward, where I flash Electra. We find a tank and a whitish ball next to it. Familiar cordon anomaly! The area is notable for anomalies and an artifact in them, you can still find the dead father of Valerian, although this is his clone, how to drink, he is a dog, alive on Cordon and not to bathe. Proven - alive. Regardless of the snorks, do not forget to pull out 2000 rounds of ammunition for the RP-74 (we'll hide it for a rainy day) from the tank's turret hatch, jump into the anomaly. By the way, there may also be a quest RP, the task is taken from local debtors.

We appear near the place of residence of the forester. Let's look at him. The picture after the conversation does not clear up much, to return the Compass artifact. We run out of the gate to clean the Renegades in the tunnel. Akhtungi in the forest! Nobody got lucky. The compass lies here, we select. And below are poltergeists and an artifact. Simply put, we evict everyone from the cave with the confiscation of property. Here the Dolgovtsy will come running and sit in the tunnel. Of course the joy is what - a free living space. One stalker is retrained as a merchant. Wrong, but still a merchant.

We run back to the Forester, give the Compass, we get a reward for a slightly grated vintar, which no one grades to the end. The plot develops, it forces you to go to the Military Warehouses, you need to catch a signal for help from mercenaries from Limansk, who fell into a spatial anomaly.

Military warehouses

We appear. We speak with Svoboda, they will send bloodsuckers to the mercenaries in the village. Those will send to the tower / tower right there on the outskirts. Along the way, 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, but 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 in the military warehouses you need to send a message to the stuck mercenaries. Here again, the imperfection of the scripts pops up - after going to the Military warehouses and talking with the mercenaries again, they will send you on the attack along with the Svobodovites. Like a crowd fill up the military, and then you can send a message from the installation on the tower from the same base. But you can score on the Svobodovtsy, the military and the mandrel of the message. Do you want to shoot ?, you still shoot, so the weapon will start to wedge. The choice is up to the player. We return to the Red Forest.

We go to the bridge, since the guides will guide you for a penny, you won’t be able 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 a brigade, they are lowering the bridge with your support. Again a marauder's paradise.

Do not immediately run to Limansk. Chat with Lebedev, he has prepared for you a reward of 50,000 rubles and a good trunk FT200m. Only he “forgot the reward at home.” Take all the best from the caches, fix everything, put on the best armor and forward into the tunnel to Limansk.

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

Why so? And you can't go back. No matter what you carry, but SVDm is welcome and she will steer, guaranteed. We watch a scene with bandits and run forward through the blocks, simultaneously shooting at the windows of the intruders and catching mines on the fifth point. We burst into the house to the left of the mercenary, who shouted something about the offensive. We make stuffing for everyone, we silence the RP, as well as its application in the Exoskeleton. Immediately we select the Bulldog and in the box under it 24 pieces of VOG-25. Here euphoria sets in for everyone and the state begins - a scribe for everyone, just a shot like an irrevocable. What is the reason for this - roofing felts with an accidentally grabbing RP-74, which, even without data, puts everyone like a tuzik heating pad, or maybe like a tuzik heating pad, although what difference does it make, or maybe a hand-held grenade launcher sows the fields of streets with corpses for one or two - it's not clear. In short, everyone on the way is carried away to the forefathers, it is not clear how, there was just a scribe.

We go to the right of 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 go out to the area with a bridge and a building inhabited by the military. You can take it by storm, but the allegedly worn SVDm infects all visible people in advance with a headache of 7,62 caliber. Here again, you can pick up RP or at least defuse it. We run further and maneuver between the ghost balls quickly and painlessly making a hamover, jump into the bus through 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 here that the “cockroaches” have nowhere to rush.

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

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

Abandoned hospital

Mission - exclusively in a straight line to arrange a mess.

We run along the ravine, fly inside. We shoot. We receive an order to bring down the sniper, go around, simultaneously shooting at the bad guys. We bring down the sniper. We shoot again. We shoot the Monoliths again. We pass to another area, climb the stairs. We shoot, we shoot, and again the same thing. Under cover, we spire to another parapet. We protect the CHN while they kill the machine gunner. We shoot again, we crawl further, we shoot. Helicopter! You can even shoot with PM - but for a long time. With RP 50-60 rounds. Destroy the bad ones again. Here the main weapon will start to wedge very often. Again moving to a new area. And then, as they trample, bring down everything that moves, it is at least not of your nationality, do not forget to go along the left side of the ChN, do not accidentally mow it down. Like everything, we dive into the passage.

We speak with Lebedev, watch the script, and do not run to dive into the telepot. Measured shoot at Strelka, do not be afraid, he will often be in your sight. The main thing is that you can hit the aura of the glow of the main bad guy. Although you can jump on the portals, swear at the respawning Monoliths, but the effect will be the same. Strelok's defenses have been destroyed. Ejection.

Where does the mercenary Scar disappear to science is not known ...

p.s. there was another ending where Gunslinger killed Scar, but it was cut.

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

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

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

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

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

Stalker: Clear Sky (S.T.A.L.K.E.R.: Clear Sky) released in 2008, according to the plot, is the backstory of the beloved Stalker Shadow of Chernobyl (S.T.A.L.K.E.R.: Shadow of Chernobyl).

The storyline tells the story of a mercenary nicknamed Scar, apparently a guide, who, leading a group of scientists through the swamps, unexpectedly falls into a strong outburst, but fortunately survives. After the story of Lebedev, the commander of the Clear Sky detachment, about the cause of the emissions in the zone, he receives the task to urgently kill Strelok, since he penetrated the territory of the brain burner and the zone, attempting to destroy it, will soon destroy all life around, otherwise and the whole world.

The latest official version of Stalker: Clear Sky 1.5.10 was released on July 6, 2009. It is on the basis of this version that this article was written in order to help gamers make their life easier in the zone.

The game world of Clear Sky consists of 12 locations:

  1. swamps,
  2. Cordon,
  3. Dump,
  4. Research Institute "Agroprom",
  5. Dungeons of the Research Institute "Agroprom",
  6. dark valley,
  7. Amber,
  8. red forest,
  9. military warehouses,
  10. Limansk,
  11. abandoned hospital,
  12. and, in fact, Chernobyl.

On the territory of which several groups are diligently, tirelessly working and fighting for dominance over the zone:

  • Clear sky,
  • Neutral stalkers,
  • Military,
  • Renegades
  • bandits,
  • mercenaries,
  • Freedom,
  • Duty,
  • Scientists,
  • Monolith.

The passage of the Clear Sky Stalker does not cause any particular difficulties for the player, but for a more comfortable game, we will reveal some of its secrets.

How to increase carry weight in Stalker: Clear Sky

In order to increase the carry weight in Stalker: Clear Sky, there is no need to install additional mods on it. This can be done in the game folder. It is only required to edit, using notepad, the ACTOR.LTX files located in the GAMEDATA/CONFINGS/CREATURES folder and SYSTEM.LTX located in the GAMEDATA/CONFIGS folder.

To increase the carry weight in these files, change the following parameters:

In ACTOR.LTX :

  • max_item_mass - the maximum carry weight at which the Scar can run (set the value to 5000)
  • max_walk_weight - the maximum weight at which the Scar can move (set the value to 6000)

In SYSTEM.LTX :

  • max_weight - the maximum weight that can be carried (set the value to 5000)

Values ​​can be set at your discretion. Just be sure to change them in two files at once.

If there is no GAMEDATA folder in the game folder, don't despair. It's just not unpacked. It can be unpacked using a special unpacker, which is a bit tedious, or downloaded below and added to the game folder.

Also in these files, you can change the main parameters of the character, such as general health, wound healing rate, jump strength, running speed, tolerance to radiation, explosions, bullet wounds, psi-radiation, and so on. Or even weapon characteristics: accuracy, lethal force, clip capacity, and so on.

How to add money to Stalker: Clear Sky

As such, cheats for money, like any others, were not provided for Clear Sky, so you cannot do without third-party programs, such as Artmani. But there are a few tricks noticed by attentive gamers.

1. For example, in the "Red Forest", from the forester, you will receive the task to take the artifact "Compass" from the banites. After you take it, give it to the Forester after completing the task, and he will give you a rifle. Then immediately leave the dialogue without asking the next question. Then talk to him again and he will give you a rifle again. And so as many times as you want. Well, I think it's not worth explaining how to sell.

2. The second bug in the swamps, at the very beginning of the game. You need to go into negative money, into debt. You have 200 rubles in money, only PM from weapons. Exploit it as you can, spoil it, break it. After you carry it to the local Kulibin and improve it. Then press "fix" and you have -200 rubles. And buy whatever. The money won't run out.

Without selling anything, in order to stay with a negative balance, reach the moment at which the bandits take absolutely everything from you - it's in a landfill, in the basement, or given at the entrance to the location behind the roof. And the balance goes way up.

Unique weapon in Stalker: Clear Sky

There are plenty of weapons in the zone, all sorts of things, for every taste. It makes no sense to describe each barrel separately, so we will only talk about unique weapons, which can be obtained either with difficulty or by accident.

  • Nominal PM can be obtained by completing the quest of one of the neutral stalkers in the Garbage;
  • modified barrel 45 caliber can be taken from the leader of the bandits named "Yoga";
  • Tank machine gun can be found in the hatch of the tank, in the Red Forest location, taking the task to search for it;
  • Gang Chaser 13 can be obtained by completing the quest of one of the bandits;
  • Shotgun "Ripper" give for completing the task of the debtor at Agroprom.

The rest of the weapons do not need a description. It is quite simply acquired in the course of the plot of the game.