: clear skies: guides and walkthroughs. S.T.A.L.K.E.R.: Clear Sky Stalker clear sky passage secrets of the cordon

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

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

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

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

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

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

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

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

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

DEFEND THE OUTPOST

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

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

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

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

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

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

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

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

STRENGTHEN THE POSITIONS OF "CLEAR SKY" IN THE SWAMPS

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

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

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

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

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

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

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

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

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

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

ADDITIONAL MISSIONS, COLLECTION OF ARTIFACTS, SECRETS OF LOCATION

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

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

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

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

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

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

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

Many fans of the game "Stalker" faced the problem of impossibility in the game world carry a lot of weight A: By default, the weight limit is 60 kilograms, which, of course, is not enough and causes a lot of inconvenience. After all, the player would like to gain so much swag! Yes, there is no way to take it.

Of course, even 60 kilos is a considerable burden, and even a huge one, and therefore the developers focused on realism, not allowing them to carry more weight, except perhaps with the help of an exoskeleton. However, we are talking about game reality, and a computer game is a game in that you can always find a way to get away from realism in it, which means - increase the maximum allowable weight, which is allowed to be transferred.

What to do to increase your maximum carry weight

First, find the folder where the game is installed; it has another attachment - the folder "gamedata". Open it. There you will find another folder - "configs", open it and you will see the "creatures" folder. It is in it that you will find the desired file called "actor.ltx". Your path to the required file will eventually look like this: the folder with Stalker Stalker\gamedata\configs\creatures\actor.ltx. You can open a file with the .ltx extension (not only the actor.ltx that we need, but others as well) with an ordinary notepad, which is built into the Windows system by default.

When you open the file you will find the line max_walk_weight = 60 The number 60, as you already understood, means the maximum allowable weight that the protagonist can lift and carry without outside help (if you use the "services" of the exoskeleton, this parameter increases significantly). Of course, you need to replace the value 60 with whatever number you want. You can stick, for example, 100 or more. Then save the text file (press the key combination Ctrl + S) and close it. Hooray! The weight issue has been resolved.

Now you need to deal with the correction of the critical mass, in which the player character begins to lose strength abruptly and quickly when jumping and other movements. Find the file in the following path: gamedata\configs\system.ltx. When you open the system.ltx file with notepad, look for the line max_weight = 50. It is 50 kilograms, by default, that is the critical weight. Having him behind his back, the main character begins to rapidly exhaust himself. You act in a similar way: change the value of 50 to the number that you consider appropriate for yourself, then the document is saved, closed - you are all set.

Works in all versions of the game Stalker - Shadow of Chernobyl, Call of Pripyat and Clear Sky!

Launch the game and make sure all your fixes work. It should be noted that the above manual is applicable to all variants and series of the game "Stalker" - this Shadow of Chernobyl, Clear Sky, Call of Pripyat. In addition, it is also relevant for various mods, in each of which you can adjust the parameters of the critical and maximum allowable weight at your own discretion. Now your possibilities are greatly increased, that is, you can fulfill your needs and collect as much swag as you want or can get. The main thing is to calculate the parameters correctly and do not overdo it. Good luck and good luck!

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

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

First task

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

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

Swamp

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

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

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

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

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

Base "Clear Sky"

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

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

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

Big swamps

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

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

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

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

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

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

With artifacts

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

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

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

Base of renegades

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

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

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

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

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

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

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

K ordon

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

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

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

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

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

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

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

S idorovich

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

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

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

Through the embankment

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

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

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

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

Base of neutrals

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

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

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

Help for stalkers

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

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

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

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

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

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

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

Dump

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

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

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

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

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

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

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

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

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

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

D iggers

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

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

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

With talkers and bandits

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

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

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

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

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

Dark Valley

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

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

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

Freedom

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

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

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

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

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

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

Commandant

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

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

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

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

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

Off the roll (part 2)

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

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

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

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

NII "Agroprom"

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

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

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

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

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

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

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

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

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

Underground Research Institute "Agroprom"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

I am ntar

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

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

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

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

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

Psi installation restart

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

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

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

red forest

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

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

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

Forester

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

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

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

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

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

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

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

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

Army warehouses 1

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

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

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

Compass

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

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

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

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

Army warehouses 2

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

M ost to Limansk

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

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

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

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

L imansk

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

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

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

Monoliths

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

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

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

C triple site

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

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

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

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

About the outskirts of the city

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

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

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

Hospital

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

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

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

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

Helicopter

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

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

CH NPP

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

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

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

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

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


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

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

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

Video review Stalker Clear Sky

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

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

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

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

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