Stalker Clear Sky secrets for money. Codes for Stalker Clear Sky. Works in all versions of the game Stalker - Shadow of Chernobyl, Call of Pripyat and Clear Sky

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. More details about what exist in "Stalker: Clear sky"secrets of completing tasks, read on.

"Swamp"

After waking up main character must talk to 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 released 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 completion of this assignment receive 1500 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. We need to get to Sidorovich in the bunker. Let's consider 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. In the north railway there will be a mound, 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 don’t 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 territory 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 It's worth studying 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.

  • On 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 sniper weapon"Ventar".
  • 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”.

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

A. and B. Strugatsky, “Roadside Picnic”

I didn't like the swamps. We had to run around a lot, champing mud and squelching swamp slurry. I never liked swamps. And I never understood Stapleton’s romantic sighs from “The Hound of the Baskervilles” on this topic. By the time the swamp epic ended and the guide agreed to take me to the cordon, I had already firmly decided not to return to the base of the Clear Sky group, even if Vintorez was sold here for next to nothing.

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

Oatmeal, sir!

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

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

It must be admitted that this time the wits did not sin against the truth. Freezes and crashes to the desktop became literally the “calling card” of the Russian release, and the forums were instantly filled with crying, groaning and gnashing of teeth. At the time of writing, the Ukrainian and European releases have barely taken place, so I don’t yet know their readiness for departure.

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

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

But it was all vox populi. As for me personally, the number of brakes, bugs and crashes of the unpatched Clear Sky was quite tolerable. Yes, there were unexpected engine crashes, there were agonizing waits for allies at checkpoints, and there were stunning game swings after passing between locations during emissions. But in general, progress in the plot went quite smoothly, and there were no absolutely impassable “plugs”. Believe it or not.

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



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

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

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

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

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

But indicators of radioactivity (external and induced), psi exposure, chemical and thermal damage, and bleeding appeared. Yes, and also an azimuth indicator of a fallen grenade. It helps a lot to escape in time and survive, since we never managed to see the flying grenade itself.

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

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

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

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

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

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



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


Say a word about the main character

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

Our hero is also a stalker, a lone mercenary Scar, who guides into the Zone those who are not able to survive in it on their own, but can pay for the services of a guide. And he, like Strelok, also has distinctive feature. He is, as they say, “marked by the Zone.” Few people are released by the Zone alive, if it closes its claws on their throat. But Scar somehow managed to survive the Big Blowout, which killed the entire group he led. It was this fact that gave the leadership of the Clear Sky group the idea of ​​using Scar for a unique mission that no one else could handle - to find those responsible for the Big Blowout and stop their irresponsible trips to the Sarcophagus.

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

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

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

From the Swamps to the Outpost, from the Outpost to the Landfill, from the Landfill to the Dark Valley... Loners, bandits, “Freedom”, “Debt”... The tangle of facts gradually unravels, forming a thread leading to the plans of the elusive stalker regarding the next trip to the center of the Zone. The first contact between Scar and Strelok takes place on the outskirts of the Red Forest, near the bridge to Limansk. It becomes clear that Strelok intends to go to the end and is ready to destroy anyone who gets in the way. The only hope to stop him is to contact the Forester. After lengthy treks through the Red Forest and Warehouses, a key battle takes place for the bridge leading to Limansk, bypassing Radar. And from this moment on, the plot becomes completely straightforward, and the game becomes a classic “corridor action movie.”

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

Groups

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

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

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

However, there is another group that you can try to join. These are bandits. The leader issues a couple of tasks, pays them sparingly, and then feeds them with promises like “as soon as possible.” I never managed to get accepted into the glorious ranks of the Chernobyl bastard. Well, okay, it didn’t hurt, and I wanted to join the ranks of rednecks.

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

Clear sky

A small group headed by scientists. Its goals and objectives are to stabilize the Zone, prevent emissions that lead to the death of many people, and cleanse the Swamps from criminal elements. The location is a camp in the Swamps.

Renegades

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

Stalkers

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

Bandits

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

Liberty

A group professing complete freedom of action in the Zone for everyone. Despite the centralized leadership, it is quite anarchic in essence. The group’s goals are to resist “Duty” and expand its influence on Military depots. Location: Dark Valley.

Duty

A paramilitary group that requires strict discipline. Very well armed and equipped. Its goal is to isolate the Zone, suppress the activity of mutants and prevent the free transfer of artifacts to the outside world. Location: Agroprom.

Mercenaries

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

Monolith

A religious and mystical sect that worships the Monolith, a hypothetical artifact of the Zone. Hostile to all other groups, regardless of their goals and actions. The tasks are to protect the Monolith from outside attacks. Location: Chernobyl Nuclear Power Plant.



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

Faction War

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

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

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

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

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

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

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

Artifacts of the Zone

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

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

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

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

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

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

Weapons and equipment

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

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

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

Anti-gravity? Or just hack? Did anyone really hope that the players wouldn’t look here?

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

On a note: You can, of course, by hook or by crook, acquire a machine gun earlier, on the “Dolg” base, but again there will be no point in this, since ammunition for a machine gun is not cheap, comes across extremely rarely, and the accuracy of this weapon is below any criticism.

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

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

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



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

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

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

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

Upgrading weapons and armor

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

With a scope, open spaces are much more attractive.

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

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

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

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

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

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

Monsters

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

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

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

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

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

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

Anomalies and outliers

Strange thing. It seems to be a symbiont, but it doesn’t burn out the brains. Or is he still small?

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

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

On a note: Be careful - many anomalies are radioactive. Don’t forget to look at the indicator while searching and selecting artifacts. And take plenty of anti-rad with you.

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

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

Walkthrough

Swamps

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

After watching a video insert introducing us to the situation, we look for the bartender and get the first piece of information about the current state of affairs. The conversation with him is interrupted by Lebedev, who demands Scar to come to him. The conversation with Lebedev also sheds light on past events and prospects.

Having received the task, we go to the merchant, who will equip Scar for his first trip to the Swamps. Armed, we go to the conductor, who takes us to the place and takes his leave.

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

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

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

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

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

Cordon

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

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

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

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

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

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

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

Having found a rusty box, we take it to Sidorovich. In return, we receive meter-long gratitude and information about a stalker named Fang, who is looking for some electronic components, but does not say why he needed them. Sidorovich does not understand electronics and does not keep the components. So he sent Fang to the diggers at the Landfill. They're digging up burials of equipment there, so there's probably some electronics there. So, the next goal is to find Fang in the Landfill.

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

Dump

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

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

We go to look for Vasyan, wondering at the same time whether his corpse is still intact. Oddly enough, Vasyan is alive, healthy and unharmed, but pretty scared. We help him fight off a pack of blind dogs, and then we find out that there is no trace of Fang. It is only known that he caught a cold in the direction of the Dark Valley.

Dark Valley

There is also face control at the entrance to the Dark Valley. True, they don’t rob here, they just look closely at the facial expression. And that's okay. After talking with the senior garrison, we go to the Svoboda base. Here there will be a conversation with Commandant Shchukin, who values ​​his time too highly. On his instructions, we go to kill one pseudo-dog. Having returned, we receive another task - to deliver ammunition to the Svoboda outpost. We get cartridges from the talkative Ashot, go to the outpost, but are a little late. The corpses of the Svoboda members are still warm, and on one of them we find a PDA, which contains an interesting sound recording. As it turns out, Commandant Shchukin is a double-dealer and a traitor who exposed the Svoboda outpost to attack by a detachment of mercenaries.

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

This time we are allowed an audience with the Svoboda commander Chekhov. Of course, our next task is to find and kill the commandant. There is no need to drag his head, his PDA is enough. Along the way, we find out that Fang visited the Svoboda base, bought what he needed, and left. Where? There will be a commandant's PDA - we'll talk.

We find the commandant on a farm near the road. There is also a small cover group, which the Svoboda members grind down with special cynicism, jokes and jokes. We find the commandant's corpse, take the PDA, and return to Chekhov.

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

And again the dump

What are you doing while I’m chasing mercenaries around the yard?

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

On a note: attention! In the basement, Scar will lose absolutely all his property. If you feel even a little sorry for him, dump your junk right in front of the basement entrance. If you choose, you will collect.

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

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

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

Agroprom

At the very beginning of the location is the Debt outpost. They talk to us politely, sympathize with us and even give us a security escort.

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

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

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

Dungeons of Agroprom

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

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

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

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

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

Shooting them from below is problematic - poltergeists readily respond with tongues of flame, and first aid kits will sooner or later run out. It’s better to run upstairs to a remote room where it will be safe. From here you can throw a couple of grenades down to kill one poltergeist, and shoot through the doorway at the second, jumping away from the retaliatory fire strikes.

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

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

Factory "Yantar"

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

In order to get to old acquaintance Sakharov, you will have to shoot a little. The bunker is once again slowly attacked by zombies, and the local team is unable to cope with them. We help with fire, talk with Sakharov. From the conversation it turns out that Strelok visited here and received from Sakharov a prototype of a psi-helmet, without which it is impossible to go through the factory to the Red Forest. Sakharov’s supply of helmets has been exhausted, but there is a chance to understand the reasons for the surges of psi activity in the vicinity of the X-16 laboratory. To do this, you need to get to the place where on one of the corpses of the expedition, killed by a psi-strike, there is a PDA with documentation for the emitter installation.

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

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

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

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

Red forest

The bandits have captured the bridge and do not want to lower it. Well, wait, rascals...

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

The ambush has to be interrupted because it does not negotiate. After this, it turns out that you can’t get through the Vyzhigatel in any case, and the bypass road through Limansk is blocked by bandits controlling the drawbridge on the other side of the river. Apparently, the bandits are not going to let him go anytime soon.

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

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

The quick-witted “bubble” takes us almost into the arms of the Forester. From a leisurely conversation with him, it turns out that on the other side, not far from Limansk, a group of mercenaries got into some strange trouble. If you help them, you can count on help in return with the bridge.

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

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

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

Military warehouses

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

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

Red forest

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

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

Military warehouses

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

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

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

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

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

Red Forest (outskirts)

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

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

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

Limansk

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

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

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

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

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

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

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

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

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

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

A familiar milk tanker with a familiar number. Tradition game series?

Now it's time for construction. There are Monolith fighters on the floors. There are more than two dozen of them. You'll have to work here sniper rifle, waiting until the next enemies come into view. When the forces of the defenders are exhausted, we enter the construction site, finish off the remnants of the enemies, go up to the third floor, find the balcony door and jump down onto the scaffolding, and from there to the ground. Now all that remains is to find a hole under the fence - and we connect with the next allied group.

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

We go into the house on the right. It has a staircase to the attic. From there we get out through the door onto the roof. We jump over to the balcony of the neighboring house, use the pipes to reach the bridge, and go to the hotel loggia. Here you need to quickly kill the Monolith, destroy the boxes with shots and quickly run forward before the sniper catches him in his sights. We go down the emergency stairs, then go up the next one. At the end of the next loggia there is a switch. We turn off the power, kill the sniper, and go down to the ground.

Hospital

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

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

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

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

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

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

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

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

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

Chernobyl Nuclear Power Plant

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

Last meeting with Lebedev. And the last parting word from him.

Without leaving this place, I finished the final battle. It should have been called the final shooting range.

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

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

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

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



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

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

After negotiations, in which the main character will ask Krylov about how you can get into the “Dungeons of Agroprom”, he will explain to you that you can only get there through a large hole that the mutants dug and will ask you to do a small favor - to flood the Dungeon, so that forever close the way out for snorks and other wickedness. Agree - the reward is not much, not little - 10 thousand RU.

Before going to the dungeon, equip yourself best weapon and armor-piercing cartridges - will come in handy.

Go to the southeast of the location. In a wooded area near the hillside, you will meet a detachment of debtors. Talk to their commander, Sergeant Nalivaiko. He will ask for assistance and help kill a pack of snorks (who will come out 8-10 seconds after the conversation). They will mainly attack debtors. Having a double-barreled shotgun with you, you can disinfect the current situation with aimed shots. If at least Nalivaiko remains alive, he will give you a tip to the “Case in the Dungeons” cache.
Now go underground!

Here are the famous dungeons. You will find yourself in a curved corridor dotted with Zhark anomalies. Follow to its far end, simultaneously shooting snorks crawling out of the crevices. Your goal is to run to the stairs that lead to a higher level. You will find yourself in a small room. Collect the swag laid out in the boxes, reload the clip and step through the doorway leading into a hall with a high ceiling and four settling tanks filled with gurgling Kissel anomalies.
Tinnitus, loss of orientation and a critical level of psi radiation foreshadow the appearance of the controller. Knowing him vulnerable spot If you are unable to conduct close combat, it is recommended to run to the opposite end of the room, straight towards the mutant and chop it with armor-piercing bullets at close range, or save your ammunition by stabbing him to death with a knife.
Move on. You will be taken to the pump control room. Save your game. Turn the valve and get ready for a hundred meters. As soon as the grate rises, accelerate and run forward, then down the spiral staircase and further along the curved corridor. Along the way you will meet a flock of crazed jerboas. Ignoring them, drink an energy drink while running and, having reached the stairs, quickly climb to the top.
After a short scripted scene, it will become clear to you that the dungeon is flooded and the path to the lower levels is inaccessible. The task is completed. All that remains is to get to the surface.
It's not worth flying out headlong. Somehow, the upper level of the research dungeons has been occupied by a group of evil-minded bandits. Calm down the unruly punks.
Now you need to find Strelka's Cache, which contains important information. The layout of the small room has not changed since the time of PM (this is logical). From the found PDA it will become known that it is necessary to move to Lake Yantar.
On the stairs leading to the surface, be extremely careful. This place was chosen by several fire poltergeists. Leaning out of the doorway, pacify these anomalous creatures as well.
Having reached the surface, go to Krylov for a reward.
Continue to Yantar, the transition to which is located in the northwestern corner of the location. [Advice]

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 the Clear Sky Stalker does not cause any particular difficulties for the player, but for 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, don’t 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 without third party programs, such as Artmani, you cannot do without. 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’ll only talk about unique weapon, which can be obtained either with difficulty or by accident.

  • Personalized PM can be obtained by completing the quest of 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.

(20 Votes)

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 your appearance may not please the military, whose checkpoint is located just opposite the place where the main character appears at the location.

The military greets 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.



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