What to do in stalker clear sky. STALKER Clear Sky. P dungeon of the Research Institute "Agroprom"


After starting the campaign, you will wake up in the apartments of “Clear Sky” - a group around which the plot begins to revolve.

Lebedev, 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 detain you for long and will send you to Lebedev. To recapture a checkpoint that was 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 Clear Sky soldier.

Swamp

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

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

The artifacts themselves have various negative and beneficial characteristics, which is why it sometimes makes sense to attach them to the belt of a suit to activate bonuses. Your suit does not currently have the appropriate slots.

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

You need to quickly deal with them (shoot them in the face) so that you have time to collect swag from your fallen comrades, and then hide from the beginning of the Release.

Base "Clear Sky"

At the ChN base, report to Suslov to receive your reward. Next, look into the house nearby, where the handyman “Kulibin” sits - this man will give you a new task. At the tower you have already found the flash drive he needs, so hand over your find to receive a reward.

After this, go to Lebedev, who will hand over the next quest to cleanse the Swamps. Go outside and find 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 of valuables. When you're ready, ask your guide to lead you.

Big swamps

During this task you will have to fight for the territory of the Swamp. Once here, prepare to be attacked by a swarm of flesh. By the way, if you don’t make unnecessary movements, you can bypass them.

On the spot you will come across Renegades, with whom you will have to fight in any case. Loot their bodies and then move on.

You are required to provide assistance to members of Clear Sky, whose groups are awaiting your appearance at various points (marked on the map). If you take part in the attacks yourself, you will get more money.

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

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

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

Behind the artifacts

You will receive the greatest amount of money from artifacts, of which there are countless quantities in the Zone. In STALKER Clear Sky, unlike the first part, a special device was added - a detector that 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 come across particularly fertile fields - clusters of anomalies, called things like “Raking Hands”, “Symbiont” and so on.

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

Renegade Base

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

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

Ordinary stalkers who need help can also bring in additional finances. Some guys will need ammunition, others will need medicine.

At the “ChN” base, you can receive a couple of unique tasks to find personalized items - completing them will increase your reputation in the “Clear Sky” group (if you have already decided that you will join them).

Finally, head to the Renegade base. Together with your comrades from the “ChN”, move to the north-east of the Swamps, to a place called the “Mechanizer’s Yard”. Get ready for a very heated meeting and a difficult battle in general, since there are an incredible number of bandits 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 ChN2 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.

To order

Cordon is inhabited by fresh stalker blood, Sidorovich, military men and other acquaintances whom the player met in the first part.

When you enter the location, Sidorovich will immediately contact you. A little further you will come across a wave of military men who will indicate their intentions regarding everyone approaching - to shoot to kill.

Open the map to understand your location: to the south of you there is a military base, higher up is the base with Sidorovich. You need to get past the military patrolling the area and get to the newcomers' base.

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

Use binoculars to find a checkpoint and decide how to move to avoid them. Most likely, you will be noticed, so you will have to move under fire, running from stone to stone, from tree to tree, right up to the lattice fence.

After this, 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 the stalkers.

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

S Idorovich

The good-natured and husky 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 at his own base.

Before heading to Valeryan, you can visit the military men who forced you to dance under machine-gun fire. This time you can come in from the back and deal with the machine gunner, but, again, the work will still not be easy, since there are a lot of military men at that checkpoint.

Through the embankment

It doesn’t take long to walk to the railway embankment - less than a kilometer from Sidorovich. On the way, turn down from the road (as seen from the entrance to the newcomers' camp) and go to the bridge under which the military man is located.

Imagine, this guy won’t shoot at you, what’s more, he’ll even give you a task. It is not necessary to provide him with a favor, and the task is not anything unusual - a standard “go and find it.”

On the way to the embankment you will come across stalkers fighting with the military. Help first, and then search the bodies of the dead. Soon you will see a neutral base. Here, by the way, you can complete the same military task, if you have one.

On the bridge you will find a “Teleport” anomaly, which will throw you to the right side of the Cordon. In the tunnel, pick up all the items and the quest item, then return.

Base of neutrals

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

Talk to the latter to learn about a very bad situation: the military, it turns out, is handing 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 swag.

After a failed conversation, talk to Valerian again, who will ask you to deal with Khaletsky's comrades. You will find the latter at the ATP, which can be reached through the Elevator. Kill all the enemies at the ATP and collect valuable items (there is also an AKM-74\2U here).

Help for stalkers

When the battle is over, return to Khaletsky 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 provide Khaletsky with assistance, but this, again, is not necessary. Help consists of handing over a pistol to the military man, for which in return you will receive a tip to the cache behind the newcomers’ camp.

Having learned about the location of the swag, take your things and return to Sidorovich. On the way, visit the military man under the bridge to give him the discovered PDA. As a reward you will receive a very ordinary first aid kit.

Having helped the neutrals, you got the opportunity to join their group. In general, in STALKER: Clear Sky, like 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 at the same time 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 of monsters (the tasks pay quite well).

After exploring the Cordon and dealing with all matters (and also reporting to Sidorovich), go to the Landfill. There are two ways to get to the 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. What about the bandits? Of course at the Landfill! In the STALKER series, one cannot exist without the other, so get ready for frequent attacks from the “brothers”.

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, since they will immediately try to “gop” you.

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

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

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

Finally, there is an option that there will be no lads at the entrance at all - neutrals will appear here and 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 neutrals, simply kill the Gopniks.

Follow the main task to the indicated place. You will find it on one of the hills of the Landfill, littered and surrounded by barrels.

D iggers

At the excavation site, examine the corpses of diggers who collect resources here. From 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 eat him. When the battle is over, the stalker will inform you of the location of your target - she is already in the Dark Valley.

Vasyan can also show you several caches scattered throughout the location for a nominal fee.

With talkers and bandits

Before leaving for the Valley, explore the Landfill for artifacts. Be sure to visit the Depot basements and the Old Equipment Cemetery, where great resistance and very valuable loot await you.

If you want to join the ranks of bandits, you need to avoid attacking them throughout the entire passage. At the moment, if you haven't killed a single Gopnik and haven't 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. Yoga will also give you a unique task, characterized by meanness and deceit.

It is worth noting that the Seva armor can only be fully upgraded by a bandit technician. It’s a strange combination of high technology and gangsters at 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 practice with him, or shoot for time or money.

dark valley

The passage of STALKER Clear Sky has reached halfway, and now you have already reached the Dark Valley. You can get to this location in two ways: from below through the Landfill, choosing the path in the southeast of the latter, or from above through the same Landfill, 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 the actual base of the lads, but you personally need to go up to the Checkpoint.

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

Freedom

They won’t let you into the Svoboda base just like that, so first you must talk to Commandant Shchukin. It is necessary to carry out an assignment for him, which is to kill a psi-dog.

Before departure, purchase ammunition and dump unnecessary cargo from a dealer named Ashot. A guy from Transcaucasia will friendly help you empty your wallet and wish you good luck.

Go to the point on the map where you last saw the dangerous dog. The Psi Dog can be detected from a distance, and to do this you will have to stop in advance and use binoculars.

If you have a powerful sniper, then you can immediately finish it off with a precise shot. Otherwise, you will have to fight with it for a long time, since 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 group, which is patrolling the area. Take supplies from Ashot and go to your destination.

On the spot, alas, you will come across only corpses, in the pocket of one of which there is a PDA. 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 commandant is to blame 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 - there are Svoboda people fighting with mercenaries, and you need to help first.

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

As a reward, in addition to currency, the leader of Freedom will tell you more information about the Fang. Chekhov will also give you several secondary quests, which are not necessary to complete if you do not intend to become a Freedom member.

Before leaving the location, explore its corners for valuable resources. Technician Yara, as follows all technicians in STALKER Clear Sky, will give you a task to collect flash drives on the map, so it makes sense to complete it too. 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 don't worry - the opportunity to become a Svoboda member will appear a little later in the story. If you have completed all the tasks in the Dark Valley, go to the Landfill.

From 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 in the depths 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. You can't save money, so you'll lose it anyway.

In the basement you will run into a tripwire and pass out, after which the bandits will take all your belongings. When you wake up, take the gun and 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 gang. They will be in their camp, where you must enter from the rear to kill them all without a trace. After the battle, all you have to do is collect the loot and return your items. Move in the direction of the Agroprom Research Institute.

Research Institute "Agroprom"

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

This group is also here, and it has gone to the same point where you need it. Follow them to make your path easier, and fight off the snorks and other creatures you encounter.

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

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

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

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

The Duty shelter itself is located at the bottom and left of the location, where the squad will go.

Inside you will find many interesting things: an enclosure with monsters, which is a kind of cabinet of curiosities for the Zone, which was supposed to be added in “Shadows of Chernobyl”, but it was cut out at the last moment; a shooting gallery, which is a mini-game already familiar to you (like 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 store run by the unsociable Mityai.

You will find the head of the Debt group on the top floor of the main building. It is to him, Krylov, that you must ultimately go to continue the main plot.

P dungeon of the Research Institute "Agroprom"

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

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

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

Move towards 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 upstairs, which will lead you to a small room with boxes. Collect your swag and continue through the toilet dotted with Kissel (anomaly).

After some time, 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 quickly as possible, since it is not capable of fighting in close combat, and then kill it with a sawn-off shotgun or knife.

In the next room you will find a pump control panel. Be sure to save before activating the valve that will release 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 lead 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 is holed up. Deal with your opponents and find Strelok's Cache, which is located in the same place in Shadow of Chernobyl.

If you haven’t played the first part, then look for a 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 your way out, 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 this, go to the north-west of the location, from where you can get to Amber.

From now on, you can choose one of two main factions: Duty or Freedom. The first group will give you the PS5-M suit, as well as the Grom-S14 cannon. The second one is a “Guardian of Freedom” suit and a “SGI-5k+” gun (plus three first aid kits).

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

I am an amber

Yantar will appear before you as a dry lake, the bottom of which has been chosen by a scientific station headed by the scientist Sakharov.

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

Fighting zombies with firearms is a wasteful idea, since these guys are very clumsy and slow, but at the same time they have a ton of health. If there is no risk of being surrounded by several undead, just go around one of them and shut him up with a knife.

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

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

Restarting the psi installation

After a painstaking study of information from the PDA, Sakharov will identify the cause of strong psi emissions. The issue 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 plant. Together with him, go inside and climb to the top of the hangar. When you turn off the installation, you will have to fight zombies.

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

Red forest

At the entrance to the location, you will suddenly find Strelok - the same elusive avenger from the first part whom you are hunting for. He will run away from you, so give chase. At the bridge you will be stopped by his neutral comrades, so get ready for battle.

After the battle, you will learn that 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.

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

Forester

When the neutrals start to lose 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 some time, the guide will stop near the group of stalkers, refusing to step 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 domain of the Forester.

At your destination, you will come across a group of individuals - 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, you’d better agree, because a pseudo-giant is waiting for you behind the tunnel, and the extra fire will come in handy in any case.

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 come across the Symbiont anomaly, and then a pseudo-giant. If you want to receive a reward for accompanying singles, then it is necessary that at least one of them survives.

After passing the tunnel, go to the anomaly. You will find it right above the tank hatch, deep in the forest. From afar, take out a couple of monsters 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 a task to find a 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 come across Svoboda members, and even further - 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 missing stalkers.

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

To compass

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

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

Before leaving, it makes sense to deal with 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 be difficult. There you will find the desired artifact and a grenade launcher.

For returning the “Compass” to the Forester you will receive a fully upgraded “Vintar” VS sniper rifle. Now visit the warehouses again to contact the missing stalkers.

And army warehouses 2

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

Bridge to Limansk

Lebedev will contact you and tell you about an imminent commotion near the bridge. Get to the point and get ready for battle. After some time, Leshy's group will approach the bridge, and you will have to cover them while they lower the bridge.

Mostly you will have to watch the hill, as the renegade snipers come out from there. When the bridge goes down, go to the other side and finish off the remaining enemies. You can now continue chasing the Strelok.

Before leaving, talk to Leshiy to receive your 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 your money and buy as much ammunition and medicine as possible, since it will be impossible to go back.

L imansk

Inspect the tunnel that is located near the bridge. Once in Limansk, follow the CN fighters until you find a wounded bandit. If you give him a first aid kit, his comrade will agree to surrender the ambush to you.

It turns out that in front, near the cars, there is a tripwire (in fact, there is far more than one there). When you get to the first tripwire, you will be attacked by a 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 this, you must deal with the Monolith's minions.

Monolithians

Act quickly and don't sit in one place, as they will try to smoke you out with grenades. By the way, the Monoliths are equipped with an exoskeleton, so you should shoot at them with armor-piercing cartridges and directly at the head.

Continue towards the bridge. From the intersection, reach the anomalies and turn east, towards the arch that you need to pass. From the playground, head east all the way up the hill, beyond which is a landing. Enter the house and exit through the rooms on the opposite side.

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

From the triple playground

After clearing the area, leave the house on the other side and move west to the bridge. There are spatial anomalies scattered along the road to the site, so you will have to go 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 along the box on the side to get out on the other side; Finally, reach another bus opposite and go around it on the left.

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

After the fight, get to the last floor and go out 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 into the hole.

About the edges 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 will run into an electric fence - you need to turn off the voltage by finding a generator. The last one is located behind, where you met the CN fighters.

From that place, go to the buildings near the fence and find an attic in one of them. Climb out onto the roof through the attic 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 the stairs that lead to the new platform. Finally, jump to the left and break the crates to get to the room with the coveted generator. Cut it off and go past the fence. You will receive a new task - to get to the dungeons of Pripyat.

G hospital

There was once a military first aid station here, but now there is only emptiness. At the SOS signal, jump into the pit and go through the tunnel to get into the building.

Climb up the stairs and find CN fighters there who want to get to the nuclear power plant. They are being hindered by a fanatical sniper, and it is up to you to finish him off.

Go to the east of the hospital, simultaneously fighting off the attacks of the Monolith. Go through the broken wall and continue east, going up and down.

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

Helicopter

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

After this, 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 the Chernobyl Nuclear Power Plant while your friends fight 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 you can destroy Strelok. First, you have to disable his protection from 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 pursue him through portals that allow you to reduce the distance.

Ultimately, Strelok's defense will be disabled, as Lebedev will inform you about. But then the Zone will begin to go crazy, after which a powerful release will occur.

The final video will give more questions than answers to what happened to the main characters of the game. This completes the walkthrough The walkthrough of "STALKER Clear Sky" ends.

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


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Like the previous part of the legendary series, Stalker Clear Sky is full of surprises and surprises that the developers have prepared. One of these surprises for many players was the transition from Bolot to Cordon. After successfully completing the mission and completing all quests in the Swamp location, the main character needs to go to the merchant Sidorovich, located in the Cordon location. This can be done with the help of a stalker guide, but the military, whose checkpoint is located just opposite the place where the main character appears at the location, may not like your appearance.

The military meets Scar with heavy machine gun fire, so many players have a reasonable question about how to get to the Cordon through the military. Your ally in passing the military barrier will be the skillful control and speed of movement of the main character.

You will have to act ahead, so before making a swift throw, try to throw out of your backpack everything that can prevent you from moving quickly and reduces the character’s endurance, preventing you from accelerating as much as possible. Almost at the very beginning of the movement, a large stone will stand in front of you; it can serve as temporary cover, but you should not linger there for long, since bullets due to the ricochet can reach your character there too.

When moving under a shower of bullets, try to stay to the left and do not stop under any circumstances. If you are playing on a master and cannot pass this place, we advise you to temporarily change the difficulty of the game to beginner, and after completing it, return to the previous difficulty level.

It is worth noting that there is an alternative route to the Cordon, but bypassing the military. After crossing to the Cordon using the option described above, return back to the swamps; this can be done by reaching the end of the tunnel. Next, carefully study the location map, pay attention to the village above the Mechanizatorsky Dvor, there is another transition to the Cordon.

This path, although longer, is much safer. The main difficulties may be renegades encountered along the way before the transition (they can be easily bypassed without engaging in battle), and after the transition, crossing an embankment patrolled by the military. The military under the bridge are not so aggressive and if you want to get around them by jumping over the barbed wire fence at the top of the embankment, it is not difficult.

The plot of the project “S.T.A.L.K.E.R.: Clear Sky” unfolds around the Zone - the Chernobyl nuclear power plant. There are no safe roads, many anomalies and zombies. Groups fight over spheres of influence and artifacts. The main mercenary finds himself at the center of the confrontation. He needs to achieve the final goal, but remain himself. For more information about the secrets of completing tasks in Stalker: Clear Sky, read on.

"Swamp"

After waking up, the main character must talk to the leader Lebedev and the bartender. From the latter he will receive a task. One of the posts was attacked by mutants. They must be destroyed. You need to take the equipment from the warehouse of the merchant Suslov. As you approach the red dot, a tower will appear, with a couple of bodies nearby. They must be searched before they are thrown into the zone. The passage of the game “Stalker: Clear Sky” continues. Secrets:

  • The swamp is an area with a lot of anomalies. They need to be bypassed with a bolt.
  • After talking with Lebedev, use the detector to find the first artifact - Medusa.
  • Beware of wild boars.
  • Don't forget to grab a pack of ammo from the tower.

After completing the task, go to Suslov for a reward. In the building next to the Clear Sky base, local Kulibin will give you the task of bringing flash drives. You need to give him the one you recently found. Lebedev will say that next we need to restore control over the swamp. When leaving the headquarters, the smart one will tell you about the PDA and some hiding places. The passage of the game “Stalker: Clear Sky” continues. Secrets:

  • Flash drives are quest items that can be used to obtain certain information.
  • After talking with Kulibin, equip the fighter.
  • Don't skimp on rewarding Shustrom. The items found will pay off handsomely.

Follow the help signal, which will appear on the map as a flashing marker. Near the camp you will meet renegades who need to be destroyed. Next, you should help the fighters capture control points on the map. What secrets do you need to know at this stage? “Stalker: Clear Sky” at this stage of the game requires a number of actions:

  • You need to collect bandages and ammunition from the renegades. They will be needed in the next task.
  • Personally participate in battles to improve your financial situation.

Return to the base and receive a new task from Lebedev.

Renegade Base

It is located in the northeast of the Mechanic's Yard point. After a long battle with the renegades, take the weapons from the dead. For completing this task, you will receive 1,500 rubles and armor from Suslov in the store. Then move to the Southern Farm. They will tell you how to get to Cordon. Secrets of the game “Stalker: Clear Sky” that will help you complete this task faster:

  • Before heading to the base, you need to clear the Swamp and upgrade your weapons. It's better to take "Viper 5" or "Chaser 13".
  • To increase your status, you need to complete tasks of simple stalkers to find objects.

Cordon

The main task at this stage is to get deep into the territory, avoiding the fighters and without falling under the gun of a long-range machine gun. Find your way using binoculars. Move quickly. Take the medicine in a shelter. You need to get to Sidorovich in the bunker. Let's look at what secrets "Stalker: Clear Sky" hides at this stage:

  • The perimeter cordon is lined with a fence made of different materials. As soon as part of the wire runs out, the Ukrainian army will move towards you. She needs to be stopped.
  • After the fence, turn left. There will be a source of energy there.
  • After completing the task, drop into the Newbie Camps and complete a couple of side quests.

In exchange for information, Sidorovich will ask you to find swag from Valeryan, the leader of the neutrals. He settled on pig farms. Along the way you will see a fighter and friendly stalkers. It’s better not to cooperate with the first, but it’s worth helping the second. As a reward you will receive weapons and ammunition. To the north of the railway there will be an embankment, and behind it there is a base. How is the passage further carried out in Stalker: Clear Sky? Secrets of the next level will help you find equipment and first aid kits faster.

Neutrals

There are two barracks here. One of them will contain Valerian. He will tell you that the fighters are leaking information to the bandits, and they are tracking down the stalkers. Your task is to kill the friends of Khaletsky, a major who was captured. To do this you need to help the soldiers at the elevator. After the showdown, Khaletsky will tell you where the swag is. Neutrals will offer to join the team and give you equipment that will help in the game “Stalker: Clear Sky”. Secrets and hiding places will help you better prepare for future quests:

  • On the way to the neutrals, run to the soldier under the bridge and exchange his PDA for a first aid kit. You will definitely need it in battle.
  • After receiving the equipment, you can take several quests from the Van and grab Shilov's things.
  • To get to the next task, it is better to move through the pass to the west.

Dump

There are a lot of bandits here. They will start shooting literally from the first appearance on the territory. This area is easy to get through if you have a lot of weapons and little money. The bandits will take all the change and let you through. You need to get to a point on the map. It is located to the left of the depot on one of the hills. What secrets are hidden here? "Stalker: Clear Sky" is a difficult quest. Here are some tips to help you complete this task quickly:

  • If you have savings that you do not want to lose, then you can go through the section in another way. You need to step back until the bandits stop shouting in your direction. And then continue moving in the right direction. The script is designed in such a way that after this trick the fighter will be left behind.
  • You may not get caught by the bandits at all. Neutrals will appear instead. Help them shoot all enemies. But avoid getting hurt. Take the weapons of the dead fighters and leave.

At the top of the hill, diggers are digging through trash in search of useful things. You need to find the PDA, and then go to the meeting with Vasyanya (the place will be indicated on the map). Help him fight off the blind dogs. If he remains alive, he will tell you where the secrets and hiding places are in the game “Stalker: Clear Sky”.

Before taking on the next task, look for artifacts in the equipment cemetery or in the depot basements. Visit the bandits' base and complete a couple of quests with flash drives. Pay their technician to upgrade your equipment to the maximum. If you want to earn money or practice, you can take part in the game “Kill the Crow”.

Dark Valley

It can be reached through the upper or lower passage from the landfill. You won’t be able to get to the leader of Freedom right away. Shchukin will check you for lice. Offer to help him deal with the psi dogs and bring supplies. They are in Ashota. Follow the marker on the map to the location where the PDA is located. Take it with you and bring it to Chekhov. He's in the building opposite the Hangar. From a conversation with him it turns out that the commandant is to blame for everything. He needs to be killed. Head southwest to two pig farms. There you will find the commandant and a number of mercenaries. When you stop the enemies, search the bodies, take the PDA and take it to Chekhov.

Research Institute "Agroprom"

The area is very large. Carefully go around all the bandits, avoid meeting the snorks. Take a look inside the three-story building. There are many artifacts here. Through the same building you can get to the arms dealer.

What other secrets does the Stalker: Clear Sky project have in store for us? The passage of this section consists of quickly finding key characters:

  • Bartender Kolobok is located at the Dolga base.
  • Mityai lives in the center of the base in a residential building.

You will receive your next task from Krylov, who is on the third floor. He will ask you to flood the dungeon. For completing the task, a reward of 10 thousand rubles is provided. In the dungeon you need to get to the stairs that lead to the upper level. In the small room there is a box with cartridges. Reload the clip and move to After passing the high-ceilinged hall, head to the pump control room. At this stage it is better to save the game. The next section will be very difficult to pass. Turn the valve. As soon as the grate rises, rush to the stairs down, and then through the corridor to another one up. After a short scripted scene, it will become clear that the room is flooded, and you have completed the task. The game “Stalker: Clear Sky” walkthrough continues. Secrets of the next level will help you get to Limansk faster.

Amber

This is a dry and highly radioactive lake. It is worth entering only to search for artifacts. To get inside, you will have to destroy all the zombies with a shot to the head. In exchange for a favor, the scientist will ask you to find the PDA. You, in turn, will ask him for a bulletproof vest, since it will be difficult to deal with blind dogs without weapons. The location of the skirmish is indicated on the map.

After you bring the PDA, Sakharov will send you to Lefty. He is waiting at the entrance to the factory. Lefty will force you to climb walls and shoot zombies.

Red forest

This new location is worth exploring first. As soon as you see a fighter running away, follow him. This is Strelok. He will hide in the tunnel and die there. Lebedev will say that you need to move to Limansk, but the road is guarded by renegades. And only the Forester from the Red Forest can tell you the other way. The locals will tell you how to find it. Let's take a closer look at this part of the Stalker: Clear Sky project. Secrets that will help you get to Limansk faster are listed below.

  • At the army warehouse, the commander will ask you to find a lost group of neutrals. But first you need to get the compass lost by the Forester. For completing this task you will receive the Ventar sniper weapon.
  • Hogom will refuse to help search for the squad. But other soldiers can do this. They are located on the territory of the location in the lower corner of the map. Help them clean up and get a favor in return.

Follow the Clear Sky fighters. Your task is to repel the attack of bandits at the tripwire. The first will wait on the road, and the second - in houses located in the area. You can deal with them by shooting the building from a machine gun point in the game “Stalker: Clear Sky”.

"Limansk": secrets of passing the level

  • There will be a siege before the bridge to the city. As soon as Leshy and the renegades appear there, you need to start shelling. This is where the Forester's inventory comes in handy.
  • After completing the task, take the “Flame” artifact, FT 200 rifle and 50 thousand rubles from Leshy. as a reward for partners.
  • Before entering the city, spend money on upgrading your weapons, buying ammunition, first aid kits and bandages.

"Stalker: Clear Sky" - secrets, cheats

It is worth noting right away that the developers did not provide open access to the codes. Therefore, you have to select them at random and hope for a miracle. Here are some useful codes:

sv_dmgblockindicator 1 - makes the hero immortal for the duration of battles;

demo_record 1 - allows you to fly.

Finally

“Stalker: Clear Sky,” the secrets of which were presented earlier, allows you to quickly complete a specific mission or search for artifacts. But an analysis of past episodes showed that some “tricks” work in all games:

  • F5 - button to quickly save the game at any stage.
  • It is better to look for artifacts using a detector.
  • Found food products in the game can be sold profitably to the bartender. And the mechanics can “drain” flash drives.
  • Each merchant has his own price. It makes sense to make useful contacts and get a “discount”.

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

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

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

The game world of Clear Sky consists of 12 locations:

  1. swamps,
  2. Cordon,
  3. Dump,
  4. Research Institute "Agroprom"
  5. Dungeons of the Research Institute "Agroprom",
  6. dark valley
  7. Amber,
  8. Red forest,
  9. Military warehouses,
  10. Limansk,
  11. Abandoned hospital
  12. and, in fact, the Chernobyl nuclear power plant.

On the territory of which several groups work diligently, tirelessly, and fight for dominance over the zone:

  • Clear sky,
  • Stalkers-neutrals,
  • Military,
  • Renegades,
  • Bandits,
  • Mercenaries,
  • Freedom,
  • Duty,
  • Scientists,
  • Monolith.

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

How to increase your carry weight in Stalker: Clear Sky

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

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

In ACTOR.LTX:

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

In SYSTEM.LTX:

  • max_weight - maximum transferable weight (set the value to 5000)

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

If the GAMEDATA folder is not in the game folder, do not despair. It's just not unpacked. You can unpack it using a special unpacker, which is a little tedious, or download it below and add it to the game folder.

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

How to add money to Stalker: Clear Sky

As such, there were no cheats for money, like any others, for Clear Sky, so you cannot do without third-party programs such as Artmoney. But there are a few tricks noticed by attentive gamers.

1. For example, in the “Red Forest”, from the forester, you will receive the task of picking up the “Compass” artifact from the banites. After you take it, give it to the Forester after completing the task, and he will give you a rifle. Then immediately exit the dialogue without asking the next question. Next, talk to him again and he will again give you a rifle. And so on as many times as you want. Well, I don’t think it’s worth explaining how to sell.

2. The second bug is in the swamps, at the very beginning of the game. You need to go into minus money, into debt. You have 200 rubles of money, only PM weapons. You exploit it as best you can, spoil it, break it. Then you take it to the local Kulibin and improve it. Then you click “repair” and you have -200 rubles. And buy whatever you want. The money won't run out.

Without selling anything, in order to remain with a negative balance, reach the point where the bandits take absolutely everything from you - this is in a landfill, in the basement, or give it away at the entrance to the location for the roof. And the balance goes strongly into the positive.

Unique weapon in Stalker: Clear Sky

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

  • Personalized PM can be obtained by completing a quest from one of the neutral stalkers at the Landfill;
  • Modified barrel 45 caliber can be taken from the bandit leader nicknamed “Yoga”;
  • Tank machine gun can be found in the hatch of a tank, in the Red Forest location, by accepting the task to search for it;
  • Bandit Chaser 13 can be obtained by completing a quest from one of the bandits;
  • Shotgun "Ripper" given for completing the task of a debtor at Agroprom.

The rest of the weapons do not need description. It is quite simply acquired during the course of the game's plot.

A typical 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 ejection after 2 months and 4 days and odds. But only an oppressive feeling 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 eruption - a blood-colored wall, bringing 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 blowout 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 the ejection and that stalkers accidentally passing by saved you from death...

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

Lebedev will tell you about the Clear Sky group, which is based on one of the distinctive characteristics of a person - curiosity. According to Lebedev, the members of the group are not driven by a thirst for profit, but by a desire to study the Zone and understand the laws by which it exists. To prevent them from being disturbed, the base and the very existence of Clear Sky are kept 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 entire 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 merchant Suslov.

You won’t get much information from Suslov - he’ll give you uniforms and move on. So what we have here is a pistol, a sawn-off shotgun, cartridges - this is understandable. A first aid kit, a bandage - you can use them to patch yourself up in the field. 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 with its help you can find an artifact. It is with the help of it that you need to look for artifacts while playing the game Stalker Clear Sky.

Now to the guide, who will ask if you are ready to go? The best answer would be agreement.

DEFEND THE OUTPOST

Arriving at the place, 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 using the detector, which is necessary to complete the game Stalker Clear Sky. To do this, you need to get it (O by default), the more often it beeps, the closer you are to the artifact, the main thing is not to overdo it and not run into the anomaly, although the artifact may simply be located behind it. Your first prize will be the Medusa artifact.

The area is teeming with anomalies, so caution and attentiveness 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 the tower, but it won't save you from being thrown out.

Another dilapidated room and a task to talk with Lebedev. The noose is tightening... Lebedev will show miracles of logic and tell you that you again survived 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 stop this, then you don’t have long to live. (If in the future you get caught in an outburst, you’re done for, so you have to hide from them).

According to Lebedev, someone penetrated the brain burner - a part of the Zone in which human presence was impossible. 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 exactly what you will help with in the next task.

As 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, hiding places, statistics and saving 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 trade. You can go to the local “Kulibin”, who will give you tasks to search for flash drives, and from whom you can significantly improve your weapons and armor. In addition, during the passage of Stalker Clear Sky, armor and weapons will quickly wear out, so they need to be repaired by such masters as Novikov.

Novikov (aka "Kulibin") will ask you to find 3 flash drives with data on the improvement of Vipers. Two of them are given by the merchant as a reward for completing orders like “give and bring.” The third is located in a cache in the swamp, the coordinates of which can be found from 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: because it is of little use. Artifacts with the properties of “Medusa” are very necessary for completing the game Stalker Clear Sky, since they provide compensation for the radiation that other artifacts generate.

STRENGTHEN THE POSITION OF “CLEAR SKY” IN THE SWAMPS

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

The main forces of the Clear Sky group are located in Fisherman's Farm, from which calls for help will constantly be heard, the first of which is desirable to answer. For the first time, the Farm is attacked by Renegades and 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 is up to you; this will not greatly affect the passage of the game Stalker Clear Sky. But the more fights you take part in, the better, since the help is paid.

You will also be asked to bring items, which will be paid in monetary, and sometimes information (flash drive) equivalent.

  • There may be Viper 5 at the pumping station (either from the enemy or on the table)
  • There is a sniper scope on the observation tower (at the very top)
  • In the old church there are a lot of cartridges and first aid kits (most of them in boxes)
  • On "Burnt Village" there is a "frying" anomaly in the burnt house. In the center of the ruins there is a furnace, near which the artifact lies. But to get it you need antiradin. And don't forget to save before you go into the inferno.

After the Clear Sky group 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 “Clear Sky” are characterized by inconsistency: they either wait for your command to attack, or climb “with their chests into the embrasure” while you are still in another part of the map. The best solution would be to immediately get to the yard and wait for reinforcements to arrive. Although the fighters on the farm are inept, they take advantage of numbers, so you will have to be cunning if you decide to cope alone.

After clearing you, you will be thanked in monetary terms and given the Clear Sky armor, which you can immediately upgrade at the local Kulibin. The armor is quite good and will be useful for completing the game Stalker Clear Sky.

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

To the east of the machinery yard there are power lines, under which there are anomalies and an artifact in the distance.

In order to completely destroy the Renegades, it is necessary to clear the paths leading to the Swamp. You can do the cleaning alone, or you can wait until Clear Sky does it for you. This concludes the main walkthrough of Stalker Clear Sky. But there is still something to do.

ADDITIONAL TASKS, COLLECTING ARTIFACTS, LOCATION SECRETS

One stalker at the Clear Sky base has a task to find a good artifact, the Stone Flower, 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 a lost weapon - AKM 74, which is located in the north-west of the map. The best starting point will be the Farm location (Mechanizer's Yard), on the road from which you will stumble upon a bandit camp. Before leaving, make sure you have anti-radin (vodka will also work) and first aid kits. Having reached the AK storage area, you will find a camp in which bandits have settled, some of whom will be standing next to a very explosive barrel.

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

Now you need to move to the northeast. Having reached 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 going through the gap in the fence, move in the direction of the destroyed bridge, under the bridge you will find carriages, under the right pink one there is an entrance to the dugout.

In addition to the shovel and the fire, you will find the Veles detector under the mattress (to take it you need to crouch low), after which you will immediately find the Gravi 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 repairs for 9600 and ammunition, which 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, frozen forever on the rails, and go into the huge hole between the cars, near which there is an anomaly: look carefully on the ground among the vegetation, at a distance of about 5 meters from the anomaly.

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