How to pass the stalker clear sky. Walkthrough Stalker Clear Sky (Stalker Clear Sky)

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

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

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

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

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

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

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

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

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

PROTECT THE OUTPOST

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

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

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

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

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

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

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

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

STRENGTHEN THE POSITIONS OF "CLEAR SKY" IN THE SWAMPS

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

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

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

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

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

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

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

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

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

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

ADDITIONAL MISSIONS, COLLECTION OF ARTIFACTS, SECRETS OF LOCATION

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

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

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

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

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

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

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

After that, you can walk along the western part of the map, there will be anomalies and, accordingly, artifacts.

The first artifact is located among the accumulation of gas, right in the center. You will notice this cluster from a long distance through the acrid green smoke.

The first group of anomalies is a gas accumulation, in the center of which the artifact we need is located.

The next artifact lies in the same accumulation of gas, but there are a lot of anomalies, so extracting the artifact will be a difficult task.

After you find the artifacts, you can go to the southern farm, where the starting point for the further passage of Stalker Clear Sky is located.

Nearby, near power lines, there are electr anomalies, among which there is another artifact. The guide who is there will lead you to the Cordon, where you can continue the passage of the Stalker Clear Sky.

"Even a person who

pointed a gun at you

Can I buy this machine?

The beginning of S.T.A.L.K.E.R. Clear Sky begins with a group of scientists, along with a mercenary nicknamed Scar, falling under the release of the Zone. Scar strangely survives in this ejection and is found by the mysterious Clear Sky group, which is studying the Zone and all the phenomena that occur in it.

Scar figures out that the latest release has changed the Zone. Previously, where there were safe places and stalkers could walk in these places, they became dangerous. Where there were no anomalies now they are. And the dead places, where even the most desperate person did not meddle, became, on the contrary, bladeless. The release also had a strange effect on the people in the Zone. Different factions broke up and began to fight for possession of the territory.

Scar, helping the fighters of the Clear Sky group at the outpost, again falls under an unexpected blowout and survives. During a conversation with Lebedev, he finds out that the constant emissions may be due to the fact that someone in the Zone made his way to the center by overcoming the brain burner. And so the Zone, trying to protect itself, launches frequent emissions.

Scar has unusual abilities, but with each ejection, his nervous system burns out, and if the ejections are not stopped, Scar will die. Therefore, Lebedev wants him to find out who could get into the center of the Zone and go there for him.

Our stalker Shram goes to the aid of the Clear Sky faction in order to strengthen its influence in the territory and help against another group "Renegades"

Cordon. group "Free stalkers"

Sidorovich is waiting for the order of the parcel from the stalkers, but the stalkers had a quarrel with the military, through which the parcel was supposed to pass into the hands of Sidorovich. He doesn’t know where the package is now and wants our hero who works for the Clear Sky group to find out where it went missing and who has it in their hands.

Scar goes to meet the stalkers behind the embankment. After talking with the main stalkers, we find out what they are holding hostage. And the quarrel between the stalkers and the military occurred because of the commander of the latter. Stalkers used to be sent through military cargo, but their commander became insolent and began to leak information to the bandits. Here the stalkers argued the fever and captured the commander and are holding him prisoner.

Our hero will try to find out from this commander, Major Khaletsky, where the case with Sidorovich's swag is located. But the major will send him. The Stalker explains to Scar that the major is not telling anything because he is sure that his colleagues will come for him. And if you remove his colleagues, then the major will not be sure of help and will tell them everything.

Scar kills the commander's accomplices and he tells where he hid the case with swag. After that, he returns this case to Sidorovich, and in return he tells that a stalker nicknamed Fang was looking for rare details from him. And that Fang went to the landfill to look for the missing parts. And our hero is taken in by stalkers in the wave.

Dump. Group of bandits.

Scar goes to the landfill to find out. from diggers about Fang and what kind of details he is looking for and why. The landfill is almost completely teeming with bandits and along the way he seizes positions, strengthening the position of free stalkers. He finds dead diggers and finds out that Fang did not find all of their parts, but only some. Fang refused to pay until they found him all the details. One of the diggers, Vasyan, goes after Fang to try to take some money from him for the details that they provided him. Scar follows them.

Having met Vasyan who sat down on a stone fighting off wild dogs, he finds out that the stalker Fang is heading to the Dark Valley.

Dark Valley. Group "Freedom"

Scar goes to the Dark Valley after the Fang, which is controlled by the Freedom group. After talking with members of this group at the checkpoint, he finds out. that someone is constantly attacking the fighters on the territory. And if there was any kind of stalker in their places, then this can only be found out at the main base of the Svoboda group.

Having met with the commandant at the base of the Freedom group, Scar receives from him the task of killing the psi-dog, which interferes with the stalkers, and then he will bring him to the main one, and he probably knows where Fang is. Scar finds a PDA, in which it turns out that the fighters are attacked for a reason. It turns out that it is the commandant himself who leaks information to groups and attacks are carried out on them. The leader of the group, Chekhov, promises to tell about the Fang if we find this commandant.

After the commandant was taken, Chekhov told Scar that he had hacked the Fang's frequency and could now follow him. And Fang went to the landfill and now you can follow him by his frequency.

Chekhov asks Scar to help find the place where the mercenaries who worked for the commandant came to the valley. To do this, you need to capture two antennas with which you can conduct reconnaissance of the landscape and find the entry point. and together with the Freedom squad, we will capture these antennas and destroy the tunnel.

Back at Scar's junkyard, they rob and take all of his money and belongings. When he wakes up, he finds Fang's PDA, and they find out that there really was a group of stalkers in the center of the Zone. To find out their plans, Scar goes in search of the hiding place of these stalkers.

Group "Debt". Territory of Research Institute Agroprom.

Scar is heading to another territory under the control of the Duty group. To find the hiding place of the stalkers, he needs to go down to the subway "NII Agroprom". The leader of the group promises to help him if he helps to flood the caves, from which mutants constantly climb.

Having found Fang's hiding place, it turns out that a group of stalkers led by Strelok really was in the center of the Zone and is going there again. To find out how they did it, our mercenary goes to Professor Sakharov for clarification.

Plant Amber. base of scientists.

Professor Sakharov said that the stalker Strelok came to him and wanted to get a newly developed, but not tuned device against psi-radiation protection. The shooter took one such device to test it in the field and went to the factory. The professor never saw him again.

Unregulated bursts of psi-radiation constantly occur on the territory of the plant, so it is dangerous to go there, you can die at any moment. He also said that a group of stalkers managed to report by radio that they had found some technical documentation on the territory of the plant, which could explain the cause and properties of psi-radiation. But this group was covered by a burst of psi-radiation and they all died.

red forest

Scar goes in search of the missing group of stalkers and technical documentation. The entire group was killed. Sakharov, after studying this documentation, found out that it was possible to get rid of psi-radiation if the cooling plant was restarted at the plant. Our hero, together with a group of free stalkers, goes to a factory full of zombies. Restarting the cooling system, Professor Sakharov reports that he has picked up Fang's signal and that he is heading towards the Red Forest.

Catching up with Strelok to stop him and not let him into the center of the Zone. He is ambushed, and the Strelok himself breaks away from the chase. The stalker moved towards the burner, but you can't go there without a prototype of scientists. The only way to catch up with Strelok is to go through Limansk. A tunnel leads towards the city, it is right behind the bridge. You can lower the bridge only from the other side, but the bandits control that side.

Only the Forester can find a way to get into the city. He can find a safe path there. Now Scar needs to find the Forester's shack. Scar catches the SOS signal and, following it, finds stalkers who find out that there is a spatial anomaly in the depths of the forest that leads to the Forester.

Having found a spatial anomaly that is located directly above the abandoned tank, Scar meets with the Forester and he tells that the path to Limansk can be found. But first you need to find a group of stalkers who are stuck somewhere and constantly receive a radio signal from them calling for help. No one can really hear what the stalkers are trying to report because the signal is very weak. If the stalkers are released, they will be able to attack the bandits from the rear who have captured the bridge and free it.

Climbing the tower, Scar hears a signal from the stalkers, in which they report that they are stuck in one place where you can’t go, everything is closed in one place.

To rescue the stalkers who were stuck, the Forester offered to use an artifact that he recently found and thanks to him he got out of exactly the same anomaly in which the stalkers are now. He called this artifact "Compass". But the bandits took this artifact away from him.

After Scar recaptured the artifact, he went along with the Freedom group to capture the military base in order to give instructions to the stalkers in the anomaly on how to get out of it.

Limansk.

Having met with the "Clear Sky" detachment, Shram, along with them and the freed stalkers, recaptures the bridge from the bandits. Scar, along with the group, goes on reconnaissance to the city.

The ending of S.T.A.L.K.E.R. Clear sky

Scar, along with the Clear Sky group, makes their way through Limansk and destroys Strelok's protection from psi-radiation. After that, an ejection occurs and then they show how many stalkers lie unconscious in the room and show Scar and a tattoo on his arm S.T.A.L.K.E.R.

The plot of S.T.A.L.K.E.R.: Clear Sky will take players one year before the events of the original S.T.A.L.K.E.R. to 2011.

A group of stalkers was able to get close to the very heart of the Zone for the first time - 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 loss of entire expeditions. New territories of the Zone appear.

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

Start

The game begins with the awakening of the protagonist at the base of the group called "Clear Sky". Talk to leader Lebedev.

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

First task

Communication with the bartender will not be long. Mutants attacked one of the scouts' posts. He will send you to the warehouse store to get equipment. Merchant Suslov will give you the necessary uniforms. To exit, talk to the fighter "CHN", which 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 the bolt and go around. Passage 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 end, take out the detector (O) - the first gift will appear not far from you - this is the Medusa artifact. You will not be able to attach it to your belt, because there is no room on the beginner's jacket.

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

home base

Base "Clear Sky". Mission to help, completed. Go to Suslov to get a reward. Then go to the neighboring building. Inside there will be a local "Kulibin". Talk to him. He will give the task to find flash drives.

Give him the recently taken flash drive. If you have money, you can improve or repair weapons and armor at the technician. Then go to Lebedev, chat with him. He will issue another task - "Regain control of the Swamp." When you leave the headquarters, you will meet Nimble. He will tell you how to survive in the Zone, as well as what the CCP is. Can also point to some caches for money. If during the passage of the game Stalker Clear Sky you want to go far, go to the conductor.

big swamps


When you appear here, there will be a pack of flesh right there. It is better to bypass them, but you can also shoot. Then there will be a message on the PDA - please help. On the map you will see a flashing large marker. Go to him. You need to reach a small camp. Here for the first time you will meet with the Renegades, who must be shot down. Take their carcasses, bandages, cartridges.

So, now you must help the "CHN" fighters in capturing the control points of the Swamp. On the map they are marked with bright large markers. To improve your financial situation, participate personally in fights.

You can find out on the map where useful deposits of loot, swag and so on are. After a 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.

Finding Artifacts

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

Renegade Base

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

To get additional income, go through the tasks of simple stalkers. You can also complete quests to find items. This further enhances your status.

Well, now you can take on the Renegades. Follow to their base together with the detachment to the northeast to the point "Mechanization Yard". The fight will be long and hard. You can take weapons and ammunition from the dead.

When you win, Lebedev will congratulate everyone. Return to the base "CHN", follow Suslov to the store. When passing the game Stalker Clear Sky, he will give 1500 rubles, armor. If you pass all these tasks, then on the Southern Farm you need to ask the Guide to take you to the Cordon.

Cordon


Beginners, military men, blind dogs, Sidorovich live here. He will contact you by radio. Nearby, you can hear the negotiations of warriors. They will shoot without warning. First you need to check the map. Checkpoint with the military to the south. In the north is the camp for beginners. You need to get past the patrols of the warriors, deep into the territory.

The main problem for you now is a long-range machine gun and vigilant military. Pave the way with binoculars. It is better to move quickly, take first-aid kits, hiding behind stones. So move to the end of the wire fence. Representatives of the Ukrainian army will also be advancing on you. Sometimes you have to shoot at them, sticking out from behind the stones. You'd better turn off the lantern. Passage of the game Stalker Clear Sky continues.

When the fence ends, turn sharply to the left. Drink energy drinks and get out, winding. Otherwise, the military will hit you. Keep your orientation on the map. So you get to the "Camp of Beginners". Side quests can be completed here, especially at the Wolf. Then follow to Sidorovich. He's in the bunker.

Sidorovich

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

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

across the mound

Close to the railway embankment. On the way, you can find a seated soldier under the bridge if you turn from the very beginning. You can complete his quest. In principle, it may not be carried out, especially since the warrior will then change his attitude towards you.

When passing the game Stalker Clear Sky, you will also meet friendly stalkers that are participating in the battle against warriors. Help them. Then pick up weapons, cartridges. To the north you will see an embankment with a railway road. Behind it will be the base of Neutrals.

Base of Neutrals

It's very comfortable here. It consists of two barracks. A technician and a merchant sat in the right one, the leader of the Valerian group in the other. He will talk about the situation. Allegedly, the warriors are leaking information to the bandits, but they are tracking down the stalkers. Then he will offer to speak with Major Khaletsky, who was taken prisoner.

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. Get wet warrior.

On the ruins you can find a lot of cartridges from Kalash, the new AKM-75.

Further into the Zone - closer to the sky ... A. and B. Strugatsky, "Roadside Picnic" I did not like the swamps. They had to run a lot, slurp mud and squish swamp slurry. I never liked swamps. And never understood romantic sighs

Gambling https://www.site/ https://www.site/

Guides

A. and B. Strugatsky, Roadside Picnic

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

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

Oatmeal, sir!

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

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

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

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

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

But it was all vox populi. As for me personally, the number of brakes, bugs and crashes of the unpatched Clear Sky was quite tolerable. Yes, there were unexpected engine crashes, there were agonizing waits for allies at checkpoints, and there were stunning jumps in the game after passing between locations during blowouts. But in general, the story progressed quite smoothly, and there were no completely impenetrable plugs. Believe it or not.

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

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

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

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

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

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

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

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

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

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

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

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

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

Say a word about the main character

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

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

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

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

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

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

Groupings

Remember how many complaints there were about the insufficient number of groups available for entry? Well, now there are more of them. And 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 also be able to take part in the gang war. It, of course, is very far from dynamic and intense online battles, but it brings some element of diversity to the gameplay and makes it possible to earn money. But be prepared for unpleasant hitches. Taking, for example, a control point, you can wait for hours for your group to approach it. And never wait, because the scripts in the game sometimes work according to the laws of some completely inhuman logic.

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

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

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

Clear sky

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

Renegades

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

Stalkers

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

bandits

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

freedom

A grouping that professes complete freedom of action in the Zone for everyone. Despite the centralized leadership, it is quite anarchic in essence. The goals of the group are to resist the "Debt" and expand their influence on the 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 removal of artifacts to the outside world. Location - Agroprom.

Mercenaries

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

Monolith

Religious and mystical sect worshiping the Monolith - a hypothetical artifact of the Zone. Hostile to all other groups, regardless of their goals and actions. Tasks - protection of the Monolith from encroachments from the outside. Location - Chernobyl.

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

Gang War

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

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

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

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

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

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

Artifacts of the Zone

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

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

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

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

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

Weapons and Equipment

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

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

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

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

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

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

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

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

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

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

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

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

Upgrading weapons and armor

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

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

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

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

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

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

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

Monsters

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

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

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

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

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

Anomalies and outliers

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

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

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

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

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

Walkthrough

swamps

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

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

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

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

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

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

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

Cordon

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

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

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

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

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

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

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

Dump

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

Bypassing the parking lot of equipment, we follow the sign, which leads to four corpses of unlucky diggers. At one of them we find a PDA, which contains information that Fang was angry 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 the gift of persuasion, was sent for him.

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

dark valley

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

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

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

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

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

And another dump

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

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

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

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

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

Agroprom

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

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

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

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

Agroprom Dungeons

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

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

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

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

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

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

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

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

Plant "Yantar"

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

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

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

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

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

red forest

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

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

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

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

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

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

Military warehouses

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

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

red forest

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

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

Military warehouses

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

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

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

Red Forest (outskirts)

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

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

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

Limansk

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

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

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

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

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

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

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

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

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

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

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

Hospital

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

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

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

Everything, the machine gun is no longer needed.

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

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

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

Chernobyl

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

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

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

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

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

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

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

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Tips and secrets of the game STALKER Clear Sky Articles

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 Landfill, without crossing the outpost, looking to 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.
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 to earn extra money: In the Swamp location, the main task is to capture and hold the main points. As soon as all the positions are captured by the Chistopebians, 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

4 Miscellaneous
a) "Fall with minimal damage", falling from the tenth floor will not work, but from the first or second - completely. The focus is that main character Takes less damage if he sprints 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 the 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 TOP 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
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!!!
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