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Stalker's passage is clean. Walkthrough Stalker Clear Sky

A typical day in the Zone - anomalies ready to destroy everything that touches them, a Chernobyl dog during a meal, a group of scientists led by an experienced stalker. Nerds muttering about ejection after 2 months and 4 days and odds. But only an oppressive feeling of danger... Feelings intensify at the sight of animals running in a fit of fear... To be in trouble... The stalker looked straight ahead and saw an eruption - a blood-colored wall, bringing death to all living things...

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

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

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

Lebedev will tell you about the Clear Sky group, which is based on one of the distinctive characteristics of a person - curiosity. According to Lebedev, the members of the group are not driven by a thirst for profit, but by a desire to study the Zone and understand the laws by which it exists. To prevent them from being disturbed, the base and the very existence of Clear Sky are kept secret, and if you are taken outside the swamps, the existence of the base will be revealed. It is much more profitable for Lebedev to leave you here to use you as free labor...

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

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

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

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

DEFEND THE OUTPOST

Arriving at the place, you will find that you are completely alone. Lebedev will get in touch and give some information on anomalies and bolts. It is better to listen to his advice. It's time to practice using the detector, which is necessary to complete the game Stalker Clear Sky. To do this, you need to get it (O by default), the more often it beeps, the closer you are to the artifact, the main thing is not to overdo it and not run into the anomaly, although the artifact may simply be located behind it. Your first prize will be the Medusa artifact.

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

Another dilapidated room and a task to talk with Lebedev. The noose is tightening... Lebedev will show miracles of logic and tell you that you again survived after the ejection, and that you have gained the ability to withstand the ejection, but after each one your nervous system fades away, and if you do not find out what is happening with the Zone and stop this, then you don’t have long to live. (If in the future you get caught in an outburst, you’re done for, so you have to hide from them).

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

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

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

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

I recommend not to sell the Medusa, which will become a “counterweight” for radiation artifacts, and not to improve the gun: because it is of little use. Artifacts with the properties of “Medusa” are very necessary for completing the game Stalker Clear Sky, since they provide compensation for the radiation that other artifacts generate.

STRENGTHEN THE POSITION OF “CLEAR SKY” IN THE SWAMPS

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

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

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

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

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

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

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

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

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

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

ADDITIONAL TASKS, COLLECTING ARTIFACTS, LOCATION SECRETS

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

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

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

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

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

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

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

"Even a person who

pointed a machine gun at you,

Can I buy this machine?"

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

Scar finds out that the latest release has changed the Zone. Previously, where there were safe places and stalkers could walk through these places, these places have become dangerous. Where there were no anomalies, now there are. And the lost places, where even the most desperate person would not go, became, on the contrary, bladeless. The release also had a strange effect on the people in the Zone. Different factions became disunited and began to fight for possession of the territory.

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

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

Our stalker Scar goes to help the Clear Sky group in order to strengthen its influence in the territory and help against another Renegades group.

Cordon. group "Free Stalkers"

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

Scar goes to meet the stalkers behind the embankment. After talking with the main stalkers, we find out that they are holding them hostage. And the disagreement between the stalkers and the military occurred because of the commander of the latter. Stalkers used to send cargo through the military, but their commander became insolent and began leaking information to the bandits. So the stalkers got excited and captured the commander and are holding him prisoner.

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

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

Dump. Group of bandits.

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

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

Dark Valley. Group "Freedom"

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

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

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

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

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

Group "Duty". Territory of the Research Institute Agroprom.

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

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

Yantar plant. Database of scientists.

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

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

Red forest

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

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

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

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

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

To rescue the stalkers who were stuck, the Forester suggested using an artifact that he had recently found and thanks to it, he got out of exactly the same anomaly in which the stalkers are now. He called this artifact “Compass”. But bandits took this artifact from him.

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

Limansk.

Having met with the Clear Sky detachment, Scar, along with them and the freed stalkers, recaptures the bridge from the bandits. Scar and the group go on reconnaissance into the city.

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

Scar, together with the Clear Sky group, makes its way through Limansk and destroys Strelok’s protection from psi radiation. After which a release occurs and then they show how many stalkers are lying unconscious in the room and show Scar and the tattoo on his arm S.T.A.L.K.E.R.

“Stalker: Clear Sky” is a kind of separate story, telling about the fate of one of the zone’s guides. It should be noted that compared to the first part, many new things and features have appeared in the game. For example, the X-Ray 1.5 engine provides support for DirectX 10, making the picture even more spectacular and photographic. A huge selection of new weapons, equipment, their upgrades, new monsters, locations and characters. Well, now let’s take a separate look at “Clear Sky”. The passage of the game consists of a number of stages, the mechanics of which are intuitive and simple.

Swamps

It all starts with watching the introductory video, in which our main character, together with a group of scientists, falls into an outburst, where only he survives. Having woken up, we find ourselves at one of the strong points located in the swamps, where we are taught the basic aspects of the game. The first task is to go to the bartender and take all the necessary equipment from him. Next you should talk with Lebedev, the main person in this camp. During the conversation, he will ask us to help repel an attack at one of the outposts. Having a sensitive and compassionate heart, we agree. At the very exit, the hero will be provided with the most important things - a pistol, a shotgun and cartridges. Having repelled the attack, we are subjected to a not very pleasant thing - another ejection. And again the main character wakes up in the same bed in the same camp. Now you can go to the bartender and collect your reward. Throughout the entire game "Stalker: Clear Sky", the passage of which is intertwined with the completion of tasks, the hero will be given rewards in the form of money, artifacts or rare equipment.

Increasing influence

Lebedev will ask you to complete one more task - to strengthen the influence of his group (Clear Sky) in the swamps. The main character will need to go there together with a guide. Next, a random map will be loaded (tower, fishing village or another), where you need to help your allies fight off an attack or conquer a new stronghold. As you already understand, we will play exclusively for the Clear Sky group. Passing the game will repeatedly throw up missions of this kind: capture or protect. When the influence of our group in the swamps becomes dominant, a new task will be available - to capture the farm where the base of the Renegades (the opposing side) is located. Having dealt with the problems in the swamps, you need to hit the road to the cordon to Sidorovich, familiar to many players from the first part of the game Shadow Of Chernobyl. Now he has appeared in the game "Stalker: Clear Sky", the passage of which will bring the main character together with him several times.

old friend

Sidorovich, just like Lebedev, will give us various tasks related mainly to confronting the opposing group. In this case, the military is the main problem of our old friend. An interesting point in the game "Clear Sky", the passage of which is a separate storyline, is that there is the possibility of quickly moving from one location to another, so as not to waste time on long walks (but for some, on the contrary, this is fun) . Having destroyed the main military base, we talk with Sidorovich and receive a new task - to pick up a case with swag. The word “swag” in the game “Stalker: Clear Sky,” the passage of which will be filled with similar surprises, means a kind of stash that has a fairly high cost. The completion of the remaining tasks is similar to previous missions, consisting of capturing new areas, fighting enemy factions, or searching for rare artifacts. Among other things, it is recommended to install the “Clear Sky - Snake Catcher” mod, completing which will add many new features and adventures to the game.

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

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

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

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

S.T.A.L.K.E.R.: Clear Sky
S.T.A.L.K.E.R.: Clear Sky

The game STALKER Clear sky is a prequel to the original. The plot takes place before the exclusion zone took on such a terrifying appearance, and the main action develops around the war of factions.

The game begins with a video in which a group of scientists led by a stalker was quietly wandering somewhere. But suddenly, something happened. At first the pseudo-dogs ran, and then the ejection occurred. After the video, you regain consciousness, the head of the Clear Sky group named Lebedev told you that you survived the ejection, his people found you in the swamps. Everyone calls you the mercenary Scar. After the conversation, go to the bartender, he will tell you a little about the group, and then go to Lebedev’s headquarters. During the conversation, he will ask you for help - get equipment from merchant Suslov and go to the outpost to help fight off the mutants.

Go straight, as you remember, you need to move carefully, throwing bolts in front of you, this is necessary so as not to get into the anomaly. Having climbed the tower, you will receive a message about a new release, your partner will die, but you will again be miraculously saved. Talk to Lebedev. He believes that the reason for the frequent emissions is that someone has penetrated into the center of the Zone (and who could it be??). You must help prevent a catastrophe (Scar has a special feature; he can survive emissions, but this gradually destroys his nervous system). But first you need to lift the siege of the bandits from the camp, and since the Clear Sky group does not fight, but studies, and only you know how to fight, then this is your job. Go to the hunter in the swamps. Before this, you can pick up a flash drive with information about the cache from the merchant.

In the swamps you just need to strengthen the presence of the group, how to do this is clear, but choose where for yourself. After completing this task, knock out the bandits from the farm. Having won the unequal battle, go and secure the roads to the cordon and Agroprom. And then, with a guide, go to the cordon.

There are military men right in front of you, run away from them. And then go to the merchant Sidorevich, who you know from the first Shadow of Chernobyl. For a small assignment, he will tell you about a stalker who was interested in details. You need to bring him the case. Before this, you can talk to the Wolf. Now start completing the task. First, go and talk to Valerian. He is behind the embankment, he will invite you to talk to the hostage yourself, to the military commander, who knows where the case is, but does not speak, knows that he will not be killed. He still won't tell. Then go and talk to the leader of the stalkers, he will offer to remove the military accomplices. Do so. After destroying two groups of military men, return to the hostage. He will reveal the location of the hiding place. If you talk to him after this, he will ask you for a gun, for which he will tell you the location of his hiding place. I gave him a pistol, you must admit, he served his time and gave away the cache. Go to the hiding place, it’s in a basket under the bridge, by the way, there’s a soldier hiding under the bridge, don’t shoot, he’s not dangerous. Take the swag to Sidorevich.

After this, go to the diggers - there you will find out what the stalker named Fang was looking for. Arriving at the place, you will find a corpse, read the information from the digger's PDA. He sent a messenger to Fang, go and find the messenger, help him fight off the dogs. He will tell you that Fang has gone into the dark valley. Moving forward, you will find yourself at a checkpoint of the Svoboda group, do what they tell you, otherwise you will either be shot or you will not be able to complete the task. The Stalker will tell you that they can only know about Fang at their base, go there. There, talk to the commandant, he will say that in order to get an audience with their leader you need to work. First, rid them of the terrible mutant and return for further instructions. He will tell you to take the ammo to the outpost, but first get the ammo itself from the merchant Ashot. Go to the outpost, when you get there you will see that no one is alive, bring the PDA to Chekhov.

As it turned out, the commandant was a traitor and immediately disappeared somewhere. Bring it to PDA Chekhov, for this he will give you the frequency of PDA Fang, by which you can track him, in particular, now he is in a landfill. And also, lay out everything valuable, because instead of Fang you will find bandits who will take everything, you can also spend all the money - it cannot be laid out and even if you complete the task of returning the property, no one will return the money to you. So, we recovered. Pick up Fang's PDA that he lost. After this, Lebedev will get in touch and tell you to go in search of the hiding place of Fang and company. Take all your equipment and go look for the cache.

The hatch leading to the dungeon is still closed, so run along the road from Agroprom and find a checkpoint of the Dolg group, talk to the main one there. True, in this case I used an alternative method of conversation - I shot everything, because for some reason the commander did not talk to me. Go to the Duty base and talk to the leader. He will say that he is ready to help you go down if you help him. You need to flood the hole, to do this go to Sergeant Nalivaiko.

Without thinking about the sad things, you go down into the dungeon. Passing the fiery anomalies and avoiding mutants, go right to the stairs leading up. In the next room you need to destroy all the mutants, in fact there is only one of him, but with his psychic influence he will spoil a lot of blood for you. To destroy him, get closer to him, but so that he does not notice you right away. Don't walk on the bridge. When the task is completed, go to the next room and turn the valve (this will flood the dungeons), and then run as fast as you can. Along the way, you will be able to observe mutants not paying any attention to you, just run.

It's time to find the cache; it has not changed its location compared to the previous part. Remember that, as before, bandits have settled in the dungeon. In the cache you will learn that Strelok and company once walked to the center of the zone and are going to repeat the trip. Get out of the dungeon and talk to scientist Sakharov on Yantar.

He will report that Strelok was supposed to test the Psi radiation protection device, but disappeared. To find his trace, first obtain documents from a group of stalkers who also disappeared. Be careful, there are all sorts of psi-creatures there, with which to fight - you just waste ammo - the creatures are endless. Therefore, just run to the corpses of the stalkers, take the PDA and run back.

This information turned out to be extremely useful, meet with Lefty's squad. After you help them restart the cooling installation, Sakharov will detect the shooter's signal, he goes into the red forest, follow him.

So, the shooter is right in front of you, but make no mistake, there is an ambush on the way, and while you are dealing with it, the shooter will blow up the tunnel and leave. To get behind him, you need to find a forester, and to find a forester, you need to go through the forest, along the way you will find a corpse, take the PDA from it and go to his target. When you reach the place, you need to find the entrance to the anomalous zone (ala portal) above the tank, just climb into it.

Once there, go to the forester. He will send you to military warehouses to receive a signal from stalkers from near Limansk, they have fallen into a trap and he (and you) needs to know all the information. Go to the neighboring location and talk with the commander of the Freedom post, then go to the mercenary village and talk with the main one there. He will tell you where the best trick is - on the water tower, but there is a mutant bloodsucker, get rid of him too. At the top you will receive a signal from the stalkers, return to the forester. He will send you to return an artifact stolen by bandits - only he can help you return from the anomaly. Now all that’s left to do is give the stalkers the necessary information and they will leave the anomaly themselves - along the bridge, at the same time they will free it from the bandits and lower it. Ask the mercenaries how best to get to the military transmitter. He will ask you how you want to act: alone or with the Freedom group, choose what you want.

After the stalkers get out safely, go to the bridge and cover Lebedev’s group with fire. Talk to the leader and climb to the second floor of the tower and cover the soldier near the bridge, do not forget about the snipers.

After capturing the bridge in battle, reconnoiter the road through Limansk. True, there will be some fighting along the way. A little further, go around the anomalies that return you back, go around the last one through a rusty bus. Eventually you will have to go through a construction site - be careful, there are a lot of enemies there.

After this, the road will be blocked by an electrified fence, turn off the generator and move to the abandoned hospital. That’s where it will be hot, do what the leader of the stackers tells you: stay alive and save a lot more lives. Then the military will arrive, but it doesn’t matter to you who the enemy is, the main thing is to shoot down the helicopter, for this it is most convenient to use the RP-74 machine gun. Then quietly get out (through the doors on the second tier, they were previously blocked). So fight your way to the catacombs, in fact, you will immediately find yourself near the Chernobyl nuclear power plant.

Lebedev will provide you with two new guns, with one you will have to disable Strelok's psi protection, and with the other you will have to defend yourself. First, jump around the portals a little until you find a convenient place (Lebedev will notify you).

So, when you neutralize the Strelok, the exact opposite of Lebedev’s assumption will occur, the anomalous activity will not subside, but on the contrary - the strongest release will occur, which will change EVERYTHING. At the very last moment, the final video will show an old acquaintance, Marked, the main character of the first part.

This completes the walkthrough of STALKER Clear sky, as you can see, there is only one ending in Clear Sky.

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