Stalker Clear Sky secrets necessary artifacts. STALKER Clear Sky. Works in all versions of the game Stalker - Shadow of Chernobyl, Call of Pripyat and Clear Sky

  • 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 to the Cordon even a year ago were not greeted kindly.

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 lot 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 quite quickly, 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 fits into the game very well, enhancing the atmosphere of inhospitability 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 bearded 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. It's undignified...

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 are 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, since 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

At the entrance to Dark Valley There is also face control. 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 Sergeant Nalivaiko’s army.

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 squad, 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. Truly a 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 is no point in wasting time during the second skirmish. We break through 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 courtyard. 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. Game series tradition?

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's rear 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. Scar, as usual, 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 protruding 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.

(20 Votes)

Like the previous part of the legendary series, Stalker Clear sky 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.

Many fans of the game "Stalker" have encountered the problem of impossibility in the game world carry with you heavy weight : The default weight limit is 60 kilograms, which, of course, is not enough and causes a lot of inconvenience. After all, the player would like to collect so much swag! Yes, there’s no way to take it.

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

What to do to increase your maximum carry weight

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

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

Now you need to correct the critical mass, at which the game character begins to sharply and quickly lose strength when jumping and other movements. Find the file in the following path: gamedata\configs\system.ltx. When you open the system.ltx file with notepad, look for the line max_weight = 50. It is 50 kilograms, by default, that is the critical weight. Having him behind me, main character begins to quickly become exhausted. You proceed in a similar way: change the value of 50 to the number that you consider appropriate for yourself, then the document is saved, closed - you are done.

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

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

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. IN this moment your suit does not 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 the “Wolf” already familiar to players). To promote on the main page 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 opponents on the ATP and collect valuable items(AKM-74\2U is also located 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. Not counting 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, as 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.

Gopniks also have interesting task on 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 dungeons, simultaneously dealing with snorks.

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.

Fight zombies with firearms- a wasteful idea, since these guys are very clumsy and slow, but at the same time they have a lot of health. If there is no risk of being surrounded by several 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 the elusive avenger from the first part that 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 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


Like if it was useful

Further into the Zone - closer to the sky... 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 romantic sighs

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

Guides

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 to the Cordon even a year ago were not greeted kindly.

Oatmeal, sir!

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

At one time, “Shadow of Chernobyl” was expected for a very long time. So long that the very process of waiting gave birth to an entire subculture, represented by a lot 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 quite quickly, 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 overall, progress in the plot went quite smoothly, and there were no absolutely impenetrable bottlenecks. 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 at 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 is the truly dark nights. This touch fits into the game very well, enhancing the atmosphere of inhospitability 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 bearded or hopelessly sad, but still...

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 a frantic race of a truck, in the back of which Bullseye 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 a 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.

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. It's undignified...

Groups

Remember how many complaints there were about the insufficient number of groups available for joining? So, now there are a little more of them. Or more precisely, three - “Stalkers”, “Freedom” and “Duty”. 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 the gameplay 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. Place of deployment - 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. Place of deployment - 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 - liberation of 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 control over 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 the 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. Place of deployment - 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. The game mechanics do not provide for any special initiative from allies, so you will have to run hard to capture a location.

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

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 at the highest difficulty level, you can reach 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.

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 complex Bulat armor protection. Modernization is also provided here.

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

Response. Anomalous activity detector 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, since 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.

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, 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

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

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 it into pieces with counter-directional gravitational disturbances, and the third has a combined effect - it destroys the nervous system with psi-radiation, burns it and tears it 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

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 get to 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.

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 at the Landfill.

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

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 “Dolga” 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 Sergeant Nalivaiko’s army.

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 the ventilation duct leads - you will meet four bandits. 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"

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 squad, 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

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.

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.

A shootout with punks is commonplace. 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.

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. Truly a 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.

Around the bend is a house on the second floor of which a machine gunner is holed up. 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 is no point in wasting time during the second skirmish. We break through 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 courtyard. 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.

Now it's time for construction. There are Monolith fighters on the floors. There are more than two dozen of them. Here you will have to work with a sniper rifle, waiting until the next enemies appear in sight. When the forces of the defenders are exhausted, we enter the construction site, finish off the 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's rear 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.

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.

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 crouch down and fire sixteen accurate shots at him. 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 protruding 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.

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Indian Solitaire