Clear sky guide. S.t.a.l.k.e.r.: Clear Sky Guides & Walkthroughs

Further into the Zone - closer to the sky ... A. and B. Strugatsky, "Roadside Picnic" I did not like the swamps. They had to run a lot, slurp mud and squish swamp slurry. I never liked swamps. And never understood romantic sighs

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

Guides

A. and B. Strugatsky, Roadside Picnic

I didn't like the swamps. They had to run a lot, slurp mud and squish swamp slurry. I never liked swamps. And I never understood Stapleton's romantic sighs from The Hound of the Baskervilles on this subject. 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 grouping, even if Vintorez was sold for a pittance here.

A long winding pipe led me to a slope overgrown with bushes. Habitually looking out and looking around, I saw a sign “Stop! Fire to kill!" “Eka unseen,” I thought, and trotted along the thorn, adjusting to the arrow on the radar and mentally preparing for a meeting with Sidorovich. The loudspeaker mumbled something threatening, a machine-gun burst lashed out, the stalker-mercenary Shram let out a death rattle, and the machine-gunner corporal, languishing from idleness, made another notch on the railing of the fence. Yes ... Newcomers at Cordon were met unkindly a year ago.

Oatmeal, sir!

Let's talk about quality first. Such a 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 has spawned a whole subculture, represented by a mass of jokes with a touch of bitterness. Network wits very aptly called the game "zhdalker". With "Clear Sky" everything turned out a little differently. The game appeared quickly enough, but it turned out to be so raw and unfinished that it almost immediately received the equally apt nickname "fly-out".

It must be admitted that this time, too, the wits did not err against the truth. Freezes and crashes to the desktop have become literally " calling card” Russian release, and the forums were instantly filled with crying, groaning and gnashing of teeth. At the time of this writing, the Ukrainian and European releases have barely taken place, so their readiness for departures is still unknown to me.

By the number of bugs of all sorts " Clear sky” can only be compared with the notorious “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 interspersed 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 it, in particular, the optimization of the game was promised. However, after the release of the patch, 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 can’t judge this reliably, because, as soon as I noticed the alarming phrase “Saved 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 jumps in the game after passing between locations during blowouts. But in general, the story progressed quite smoothly, and there were no completely impenetrable plugs. Believe it or not.

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

The game world has improved a lot. With the support of DirectX 10, puffs of smoke and wet surfaces look very naturalistic, and they did a great job with the textures. However, playing at maximum settings will require a powerful machine with an extremely expensive graphics card. So, not everyone will be able to admire the graphic beauty of the Zone in full.

The only thing that I want to emphasize in particular is really dark nights. This touch very well fit into the game, enhancing the atmosphere of inhospitality of the Zone.

The sound design did not cause any particular enthusiasm or complaints. In general, it could be called unobtrusive, if not for the occasional hoarse chorus of local gopota, yelling: “Catch a lemon!” Personally, for a sprint race, a solo scream would be enough for me. Yes, and the sacramental "Attention, anecdote!" by the fire, followed by a second of silence (cut out by censorship, or what?), And then discordant laughter, also did not please. No, I understand that most stalker jokes are either bearded or hopelessly dull, but still...

The interface, fortunately, has changed slightly. However, I would like to put a hefty minus to the missing indicator of fatigue. It is in inventory. But for some reason it is missing in 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 not justified in any way. 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-impact, chemical and thermal damage, and bleeding appeared. Yes, and also the azimuth indicator of the fallen grenade. It helps a lot in time to drape and survive, since the most flying grenade has never been seen.

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

The aiming mode of the pistol began to look strange. Very strange, considering that in the "Shadow of Chernobyl" he looked quite decent and self-sufficient.

As for game ballistics, it leaves a double impression. On the one hand, Vintorez has acquired a realistic firing range and bullet flight path, and on the other hand, thick trees that can only be pierced by a three-inch field projectile are easily stitched from cheap weapons of Chernobyl punks. There is nowhere to go from these gopniks in sneakers ...

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

Finally, conductors. If the path through the location is not close, you can find the 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 need it.

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

"Clear Sky" turned out to be noticeably weaker than it could be. However, the atmosphere of the Zone, in general, has been preserved, enriched with additional touches (sometimes somewhat clumsy). We insert the disc into the drive ... And we do not complain that we did not warn about bugs. So here it is.

Say a word about the main character

Let's start, as usual in the description of the prequels, with memories of the future. "Shadow of Chernobyl" begins with a frenzied truck race, in the back of which Tagged lies like a weak-willed doll. Later, if you remember, you and I got some idea of ​​who and under what circumstances put him in this truck. It seems that a powerful O-Consciousness caught a restless and excessively curious stalker, sticking his nose where he shouldn't, and then erroneously 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 made the hardened stalker known as the Shooter, an inexperienced beginner with a strange tattoo on his forearm.

Our hero is also a stalker, a lone mercenary Scar, who guides to 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 they close their claws on his throat. But Scar somehow managed to survive the Big Outburst, which killed the entire group he was leading. It was this fact that prompted the leadership of the Clear Sky group to think of using Scar for a unique mission that no one else can handle - to find those who are guilty of the Big Ejection and stop their irresponsible going to the Sarcophagus.

However, the logic of the script is sometimes lame. So the question is why Scar, who survived two ejections (one of them - before our eyes), regularly dies at the first subsequent one? Okay, the game explains that his nervous system is transformed by the Zone and is gradually "burning out". But why then does any number of throws spent in the shelter not affect our hero? And what, in fact, is its unique purpose? What abilities make him stand out from the rest of the stalkers? The answer to this question is not given until the very end of the game, being replaced only by some mystical incomprehension put into the mouth of Lebedev.

One way or another, Scar is moving forward, collecting scattered scraps of information about the activities of the Strelka group, which is clearly doing something very interesting and related to the march to the center of the Zone. Our hero conscientiously passes these information fragments 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, improve weapons and armor. And at the same time get acquainted with the assortment of game bugs.

From Swamps to Zastava, from Zastava to Garbage, from Garbage to Dark Valley... Loners, bandits, "Freedom", "Duty"... 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 the 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 make contact with the Forester. After long campaigns through the Red Forest and Warehouses, a key battle takes place for the bridge leading to Limansk, bypassing the Radar. And from that moment on, the plot acquires the final straightforwardness, and the game becomes a classic “corridor action movie”.

Along the way, you will meet very strange and not typical for the "Stalker" moments, like a helicopter with a health bar, as well as a couple of "sniper-machine gunners" 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. Here, personally, for example, “Shadow of Chernobyl” bribed me precisely with its realism and a minimum of arcade conventions. And here, you see, a helicopter that can be shot down with an assault rifle, and an indestructible sniper, perfectly visible in the scope. Not solid...

Groupings

Remember how many complaints there were about the insufficient number of groups available for entry? Well, now there are more of them. And 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 also be able to take part in the gang war. It, of course, is very far from dynamic and intense online battles, but it brings some element of diversity to the gameplay and makes it possible to earn money. But be prepared for unpleasant hitches. Taking, for example, a control point, you can wait for hours for your group to approach it. And never wait, because the scripts in the game sometimes work according to the laws of some completely inhuman logic.

Initially, Scar informally belongs to 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, this does not affect the relationship with Lebedev and the "Clear Sky" in any way.

However, there is another grouping that you can try to join. These are bandits. The ringleader issues a couple of tasks, pays sparingly, and then feeds them with promises like “as soon as, so immediately.” I haven't been able to get accepted into glorious ranks Chernobyl gopota. 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 led by scientists. Its goals and objectives are the stabilization of the Zone, the prevention of emissions that lead to the death of many people, the cleansing of the Swamps from criminal elements. Place of deployment - camp on the Swamps.

Renegades

A group of bandits without a single leadership, opposing the "Clear Sky". It does not pursue any specific goals and objectives, limiting itself to trying to hold a few fortified points in the Swamps. Place of deployment - Swamps.

Stalkers

A grouping of loners who do not want to be under a single command. The meaning of the existence of this group is mutual assistance and support in difficult situations. Goals and objectives - the liberation of the Garbage from the bandits. Location - Cordon.

Bandits

A stupid crowd of bandits who do not cause any sympathy. A unified leadership formally exists. The goals of the grouping are control over the Junkyard, which links several other locations together. Location - Landfill.

Liberty

A grouping that professes complete freedom of action in the Zone for everyone. Despite the centralized leadership, it is quite anarchic in essence. The goals of the group are to resist the "Debt" and expand their influence on the 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 removal of artifacts to the outside world. Location - Agroprom.

Mercenaries

Grouping, the strategic goals of which are completely incomprehensible. Judging by the game events, she is engaged in the implementation of orders for combat support. The presence of a single leadership and deployment is unknown.

Monolith

Religious and mystical sect worshiping the Monolith - a hypothetical artifact of the Zone. Hostile to all other groups, regardless of their goals and actions. Tasks - protection of the Monolith from encroachments from the outside. Location - Chernobyl.

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

Gang War

The meaning of the war of groups is the systematic displacement of enemy units from the territory of the location and the capture of strongholds. The game mechanics does not provide for special initiative of the allies, so you will have to run great to capture the location.

The beginning of the 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 can be monsters.

After the sweep, we are waiting for the approach of one of our units. When the detachment pulls up and fixes on the point, a message is received about the successful completion of the stage. Thus, from point to point, the territory of the location is captured. The deployment of the remnants of enemy forces is conveniently controlled on the PDA. But do not engage in amateur performances bypassing orders. All the same, the allies will not come to the point you arbitrarily captured until the appropriate order is received.

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

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

For each successful capture of the point in which you took part, a fairly solid cash bonus is due.

Artifacts of the Zone

Artifacts, as you remember, in "Shadows of Chernobyl" literally lay underfoot. There will be no such freebie in Clear Sky. Here they are invisible, and they should be found with the help of a special detector, each time getting close to death. Some artifacts in Clear Sky have retained their names, but changed their properties, while the rest will become a novelty for the player.

It should be noted that in terms of passing the game, artifacts are completely optional. Even at the highest level of difficulty, you can reach the very end without them. Here, probably, a bet was made on the player-researcher, who will be driven solely by curiosity.

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

The remaining artifacts can be found using a detector near the anomalies.

On a note: the search for artifacts is quite difficult, since they are invisible until they come close to the detector. When localizing the found artifact, the main thing is not to fall into the anomaly and carefully monitor the level of radiation and health. In the excitement of the search for a short time and die from radiation sickness.

Weapons and equipment

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

As for pistols, both of them are chambered for 9x19 Para and have real analogues of Beretta 92 and Browning HP. There were no significant advantages over other models of the same class.

A hunting rifle (a real analogue of the TOZ-34) at first will be a good help when shooting monsters, since it inflicts colossal damage at close range and has good accuracy at a medium distance when shooting with a jacan 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 developers at all. However, the machine gun does not have any significant impact on the passage 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: it is possible, of course, by hook or by crook to acquire a machine gun earlier, on the basis of "Debt", but again there will be no point in this, since ammunition for a machine gun is not cheap, it is extremely rare, and the accuracy of this weapon is below any criticism.

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

The accuracy of small arms has noticeably deteriorated even in aiming mode. Now the installation of an optical sight on the AK-74 only allows you to observe annoying misses in more detail. In essence, this approach is understandable, since a weapon upgrade system has been introduced into the game, which significantly improves its performance characteristics.

Armor is also present in a wide range - from a light jacket that protects only from the wind, to the complex armor protection "Bulat". Here, too, modernization is provided.

Among additional equipment artifact detectors should be mentioned. They are represented by three models.

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

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

Veles. Detector-scanner of a new generation, including a Geiger counter and an indicator of anomalous activity. Designed specifically for detecting artifacts. The location of artifacts is shown on a special screen, which makes it easier to find them.

Upgrading weapons and armor

Modernization of all types can be carried out by special NPCs at the bases of factions. 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 underbarrel grenade launcher (for assault rifles). This, one might say, is a reinforced assault version. The second direction is sniper. It provides for a decrease in the recoil force and an increase in the muzzle energy of the bullet to the detriment 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 machine guns. You can also increase the volume of the magazine 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 to one caliber and end up with a universal set of reliable weapons for any type of cartridges encountered.

Sniper rifles provide only an increase in accuracy, lethal force and magazine capacity, which is quite logical.

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

Armor can also be upgraded in two ways - in the direction of strengthening bulletproof armor protection and in the direction of lightening, increasing the carry weight and increased protection against 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 the Zone explorer. Upgrading armor is very expensive. A fully upgraded Bulat, for example, will cost you 110 thousand (for comparison: a complete upgrade of the AK-74, including a change in caliber, will cost 20 thousand).

On a note: while 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 in the game is provided. But they are practically meaningless, since the enemies react to shots in any case and unmistakably look for the source of danger. In addition, silencers, as in reality, reduce the lethal effect of the bullet.

Monsters

In principle, the fauna of the Zone practically did not enrich itself. Moreover, in the daytime she even became poorer. According to the general idea of ​​the game, the daylight hours are reserved for the war of factions, so the mutants now prefer to appear at night.

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

On a note: don't waste time looking for parts of killed monsters. In "Clear Sky" they are not provided.

Meet on the way and a modified bloodsucker - the so-called "swamp creature". Unlike a normal bloodsucker, it doesn't need to come out of stealth mode to attack. It is almost impossible to kill this mutant, because he moves very quickly and practically does not stand still.

There will be a piece controller involved in the scenario in the game. I did not notice any complication regarding this "brain eater". Moreover, it seemed to me that he became more accommodating.

Anomalies and outliers

Anomalies, those curses of a stalker, have become much less noticeable than in Shadows of Chernobyl. Three anomalies have been added to the already familiar “electric”, “frying” and “funnel”. This is a "break", "meat grinder" and "symbiont". The first one inflicts thermal damage, the second one breaks into pieces with counter-directional gravitational perturbations, and the third one has a combined effect - it destroys the nervous system with psi-radiation, burns and breaks it into pieces. You can find a symbiont, for example, in the Red Forest, near the habitat of the pseudo-giant.

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 picking up artifacts. And take plenty of antirad with you.

Emissions, as a rule, occur during repeated visits to locations. They warn about them in advance, so that you can quite manage to run to the shelter, which is provided in each case. Of course, there is no logic in the fact that a strictly defined place can serve as a shelter from an ejection, but nothing can be done about it.

If Scar does not make it to cover before the ejection begins, he will instantly die. So it's better to hurry up, not stopping for a shootout with enemies you meet along the way. But do not try to get away from the release to another location. Of course, you will leave the ejection, but further passage of the game may become impossible.

Walkthrough

swamps

After watching a video tie-in that brings us up to date, we are looking for a bartender and get the first piece of information about the current state of affairs. The conversation with him is interrupted by Lebedev, who demands Shram 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 equips Scar for the first trip to the Swamps. Armed, we go to the conductor, who takes us to the place and bows out.

Swamps are a specific location. The view here is quite poor due to the ubiquitous thickets of sedge. On the way, you will come across a small herd of flesh, for which you can not spend ammo.

The meaning of the first campaign is to reach the tower with a panicked "chistonebovtsy", climb up to it, shoot at the wild boars and safely fall into a swoon from the ejection.

Having again come to our senses in our usual bed, we go to Lebedev to listen to some indistinct arguments about the Zone, the history of the Big Ejection and the place of the Scar in its continuation.

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

Thus, the first war of factions becomes our operational task. Pushing the hostile detachments to the edge of the Swamps and winning back the strongholds, we gradually get to the guide, who agrees to lead us to Cordon.

Cordon

Having got out of the pipe, do not rush. The problem is that the entire space in front of the exit is shot through from the outpost's easel 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 in search of the stalker. Taking advantage of the fact that the machine gunner cannot fire while the group is in search, we quickly run to the left along the barbed wire fence.

After leaving the persecution, we get to the village and go down to the basement to Sidorovich. As usual, the old bastard does not want to share information for free and demands in return to find and return a case with swag, already prepared for the customer.

We go to the camp of the "Stalkers" group, along the way we participate in a skirmish between loners and the military next to the bus stop. Having won the battle, we get the opportunity to improve our weapons.

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

A second visit to Father Valerian gives rise to a plan to kill the entire "support group" of Khaletsky, so that he does not have illusions about his own future.

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

Having found a rusty box, we take it to Sidorovich. In return, we get a meter 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 hold components. So he sent Fang to the diggers in the Junkyard. They are digging up the burial places of equipment there, so there must be some kind of electronics. So, the next goal is to find Fang in the Garbage.

Dump

Another hike through the pipe. At the exit, a group of bandits is waiting. If you obey their demands, they will rob you to the bone. Therefore, it will be cheaper to spend a couple of grenades and fifty rounds of ammunition on them.

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

We go to look for Vasyan, along the way, wondering if 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 Fang has gone cold. 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, but only look closely at the facial expression. And that's fine. After talking with the senior garrison, we go to the base of "Freedom". Here there will be a conversation with the commandant Shchukin, who values ​​his time too highly. On his instructions, we are going to kill pseudo-dogs in the amount of one piece. Returning, we get one more task - to deliver ammunition to the outpost of "Freedom". We get cartridges from the chatty Ashot, we go to the outpost, but we do not have time for a bit. The corpses of the “Svobodovites” are still warm, and on one of them we find a PDA, in which an interesting sound recording is found. As it turns out, commandant Shchukin is a double-dealer and a traitor, who exposed the Svoboda outpost under attack by a detachment of mercenaries.

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

This time we are allowed an audience with the commander of "Freedom" Chekhov. Of course, our next task is to find and bang the commandant. It is not required 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 “Svobodovites” grind with special cynicism, jokes and jokes. We find the corpse of the commandant, take the PDA, return to Chekhov.

From a conversation with Chekhov, it turns out that Fang went to the Garbage. Well, you have to, don't you? We're just from there.

And another 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 any pity for him, dump your junk right in front of the entrance to the basement. Choose - collect.

In the basement, as it turned out, a booby trap was set up. Didn't kill, but shell-shocked great. Having come to his senses, Scar finds himself lying on the basement floor, and above him - two degenerates in a bandit "outfit". It turns out that they have been robbing curious stalkers who have stuck their nose into the basement for a long time.

The bandits, having robbed the scar that comes to his senses, are washed away. Now you can stand up and look around. In the very corner of the basement are Fang's PDA and the "newbie's kit" - the Makarov system bugger, cartridges for it and some other rubbish.

On the PDA - a mention of some kind of hiding place and that Fang was involved in a trip to the center of the Zone. Lebedev gets in touch, who 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 outpost of "Debt". We are politely spoken to, sympathized with and even given 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 "Debt". They are being overwhelmed by mutants, constantly coming from the dungeons of Agroprom. The only way out is to flood the lower levels.

Nothing to do, it's time to hit the road. We buy from a gloomy seller named Mityai, we go to the hole. On the approach, we observe a massive landing of snorks, somersaulting out of the hole and furiously rushing into the fray with the army of Sergeant Nalivaiko.

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

Agroprom Dungeons

A long corridor that curves to the left. It's not worth it to run. It is better to wait until all the torches are activated, and then, running from niche to niche, trying not to fall under the jets of flame and shooting burning snorks, get to the stairs.

Having risen up, we select cartridges and first-aid kits on the rack, we enter the round hall with a system of pools. Now it is important to see and kill the controller before he sees and kills us. In principle, nothing complicated, if you shoot accurately and bounce off the tubes to reload.

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

So, our debt to "Debt" has been repaid in full. It's time to think about your interests.

During the visit to the cache, located in the same place where it was - in the room where the ventilation duct leads - four bandits will meet. Let's just say, God knows what. But then - seriously. Four fiery poltergeists blocking the exit from the spiral staircase shaft.

Shooting them from below is problematic - poltergeists willingly respond with flames, and first-aid kits will run out sooner or later. It is better to run upstairs to a deaf little room in which 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, bouncing off the retaliatory fire strikes.

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

Having dealt with the poltergeists, we get out to the surface and go to the aid of the Rusty group and further, to the Yantar.

Plant "Yantar"

In order to get to the old acquaintance of Sakharov, you have to shoot a little. The bunker is once again slowly attacked by zombies, and the local team can not cope with them. We help with fire, we talk with Sakharov. From the conversation it turns out that Strelok was here and received from Sakharov a prototype psi-helmet, without which it is impossible to pass through the factory to the Red Forest. Sakharov's supply of helmets has been exhausted, but there is a chance to find out the reasons for bursts 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 on the emitter installation.

We just need to quickly run along the western wall of the plant, shooting blind dogs and their pseudo relatives, grab the PDA and go back. You should not linger near the corpses, because another group of zombies is on the way.

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

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

After the restoration of the cooling system, we receive information from Sakharov about the location of Strelok, we pass through the western gate of the plant and find ourselves not far from the bridge to Limansk and the edge of the Red Forest.

red forest

To begin with, we are shown the Strelok running away to the tunnel. Apparently, he already knows that he is being chased and is determined to stop her 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 go to negotiations. After that, it turns out that one cannot pass through the Vyzhytel in any case, and the bypass road through Limansk is blocked by bandits who control the drawbridge on the other side of the river. Apparently, the bandits are not going to lower it in the near future.

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

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

A quick-witted "bubble" delivers 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 kind of strange mess. If you help them, you can count on reciprocal help with the bridge.

Now we have to visit the Military warehouses, because there is a chance to establish at least some connection with the group.

Military warehouses

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

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

red forest

Upon learning of the deal with the lost group, the Forester remembers his interests and asks to find and return the priceless artifact "Compass", which was taken from the Forester by local punks.

Skirmish with punks is a common thing. Three minutes of work - and an artifact in your pocket. We take it to the Forester, and in return we get a personalized improved Vintorez and a detailed plan of 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 Svoboda in the Warehouses, and Scar has a unique opportunity to participate in the epic introduction of Svoboda to where we are used to seeing it.

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

Almost immediately after the transfer of the bearing, Lebedev gets in touch and orders to immediately return to the bridge in Limansk.

Red Forest (outskirts)

During the battle for the right to lower the bridge, we will need the services of a sniper cover. Apparently, the cunning mercenaries have already sniffed out about the nominal "Vintorez" and are happy to put the responsibility of sniping on our tired shoulders.

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

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

Limansk

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

On a note: then the “corridor” stage begins, at which there will be nowhere to patch up the armor and repair the weapon. Take care of it now. Right at the entrance to Limansk (square on the left) there will be an NPC who will repair everything you ask.

Be careful, on a short block with a UAZ without a top there are booby traps with trip wires and three shooters in the windows. Mines will not work if you get over the body of the car. But the arrows will have to be dealt with by force.

Around the corner is a house, on the second floor of which a machine gunner sat down. There are more than a dozen Monoliths in the house. Here we must act decisively, but extremely deliberately. Several grenades at different angles in the doorway, and then carefully clear the house and kill the machine gunner. So, we have a legal trophy machine gun. It is desirable to save it.

After cleaning the house, there will be two more skirmishes with the Monolith - one on the street, the other on the square with a public garden. During the second skirmish, it is not worth wasting time. We break forward and leave through the gateway to the right, into a large courtyard. Be careful not to run through the doorway. Further, the street is blocked by an impenetrable wall of anomalies.

There is a staircase in the far left corner of the courtyard. We rise along it, we pass through the house, we go out to the embankment to the bridge, we 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 accurate shot from the middle of the bridge.

Having cleaned the house, we go up to the second floor, find a gap in the floor, go down to the first floor, go out into the street.

Now our path will lie between spatial anomalies. We reach the bus, climb through the window into the salon, exit through the doors.

Now it's time for construction. On the floors are the fighters of the "Monolith". There are over two dozen of them. Gotta work here sniper rifle, waiting for more enemies to come into view. When the forces of the defenders are exhausted, we enter the construction site, finish off the remains of the enemies, climb to the third floor, find the balcony door and jump down to the scaffolding, and from there to the ground. Now it remains to find a hole under the fence - and we connect with the next allied group.

A wide area is blocked 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 pass into the house on the right. It has a staircase to the attic. From it through the door we get out on the roof. We jump over to the balcony of the neighboring house, through the pipes we get to the footbridges, we pass to the loggia of the hotel. Here you need to quickly kill the Monolith, destroy the boxes with shots and quickly run forward until the sniper catches the sight. We go down the emergency stairs, then climb the next one. At the end of the next loggia is a knife switch. Turn off the power, kill the sniper, 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 guise of a machine gunner. We are required to go to the rear of the sniper and shoot him. In principle, nothing complicated. Be careful, from time to time, three enemies will appear on the other side of the courtyard of the hospital.

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

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

Everything, the machine gun is no longer needed.

The further path will take us to another patio, at the end of which another machine gunner sits behind a makeshift shield. In addition to him, in the courtyard there will be a dozen Monoliths, armed assault rifles.

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

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

Chernobyl

The final battle, as it turned out, is simple and unpretentious to laughter. In terms of complexity, it is one or two percent of the complexity of the last battle in Shadows of Chernobyl. We listen to Lebedev's latest revelations, we get an electromagnetic rifle in our hands (it looks like a poured "gauss") and a hefty chest of drawers called FN2000 with cartridges.

Okay, with an electromagnetic rifle, of course. The shooter should not be killed, but deprived of the shielding psi-helmet. But why did they give me this hefty fool with a grenade launcher and a ballistic computer? Did I, according to the scriptwriters and designers, come to this place with a Makarov pistol? Although, in fact, PM is not useful here either.

We are watching a video inset, which shows an intruder framed by serpentine lightning, driving recklessly to the 4th power unit along the heating main viaduct. Our task is to quickly sit down and make sixteen accurate shots at him. Yes, we have another bar of health at our service (in all likelihood, not Strelka, but his electric pots on his head), which is very easy and convenient to watch how things are progressing.

The comedy of the situation is that these same sixteen shots are fired on the spot, since Strelok is clearly playing along with us and is not in a particular hurry to go anywhere.

We watch the final video with Strelok's heartbreaking coding scene. Judging by the in-game dates, it will be coded for about a year. Unenviable fate.

OK it's all over Now. You and I, stumbling over the protruding corners of the scripts and banging our heads against the overhanging masses of bugs, went through Clear Sky. You are happy?

Oh yes, I almost forgot. Clear skies above your head, stalkers. And be happy at the slightest opportunity.

1 2 All

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

A. and B. Strugatsky, Roadside Picnic

I didn't like the swamps. They had to run a lot, slurp mud and squish swamp slurry. I never liked swamps. And I never understood Stapleton's romantic sighs from The Hound of the Baskervilles on this subject. 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 grouping, even if Vintorez was sold for a pittance here.

A long winding pipe led me to a slope overgrown with bushes. Habitually looking out and looking around, I saw a sign “Stop! Fire to kill!" “Eka unseen,” I thought, and trotted along the thorn, adjusting to the arrow on the radar and mentally preparing for a meeting with Sidorovich. The loudspeaker mumbled something threatening, a machine-gun burst lashed out, the stalker-mercenary Shram let out a death rattle, and the machine-gunner corporal, languishing from idleness, made another notch on the railing of the fence. Yes ... Newcomers at Cordon were met unkindly a year ago.

Oatmeal, sir!

Let's talk about quality first. Such a beginning is not accidental, since both a luxurious collector's edition and a disc in a lonely plastic box will smell the same - something immature.

At one time, "Shadow of Chernobyl" was expected for a very long time. So long that the very process of waiting has spawned a whole subculture, represented by a mass of jokes with a touch of bitterness. Network wits very aptly called the game "zhdalker". With "Clear Sky" everything turned out a little differently. The game appeared quickly enough, but it turned out to be so raw and unfinished that it almost immediately received the equally apt nickname "fly-out".

It must be admitted that this time, too, the wits did not err 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 this writing, the Ukrainian and European releases have barely taken place, so their readiness for departures is still unknown to me.

In terms of the number of bugs of all sorts, Clear Sky can only be compared with the notorious 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 it, in particular, the optimization of the game was promised. However, after the release of the patch, 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 can’t judge this reliably, because, as soon as I noticed the alarming phrase “Saved 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 jumps in the game after passing between locations during blowouts. But in general, the progress in the plot went quite smoothly, and absolutely impenetrable "gags" did not happen. Believe it or not.

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



The game world has improved a lot. With the support of DirectX 10, puffs of smoke and wet surfaces look very naturalistic, and they did a great job with the textures. However, playing at maximum settings will require a powerful machine with an extremely expensive graphics card. So, not everyone will be able to admire the graphic beauty of the Zone in full.

The only thing that I want to especially note is the really dark nights. This touch very well fit into the game, enhancing the atmosphere of inhospitality of the Zone.

The sound design did not cause any particular enthusiasm or complaints. In general, it could be called unobtrusive, if not for the occasional hoarse chorus of the local "gopota", yelling: "Catch a lemon!" Personally, for a sprint race, a solo scream would be enough for me. Yes, and sacramental: "Attention, anecdote!" by the fire, followed by a second of silence (cut out by censorship, or what?), And then discordant laughter, also did not please. No, I understand that most stalker jokes are either bearded or hopelessly dull, but still...

This is what the aiming mode of the pistol looks like now. Strange, right?

The interface, fortunately, has changed slightly. However, I would like to put a hefty minus to the missing indicator of fatigue. It is in inventory. But for some reason it is missing in 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 not justified in any way. 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-impact, chemical and thermal damage, and bleeding appeared. Yes, and also the azimuth indicator of the fallen grenade. It helps a lot in time to drape and survive, since the most flying grenade has never been seen.

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

The aiming mode of the pistol began to look strange. Very strange, considering that in the "Shadow of Chernobyl" he looked quite decent and self-sufficient.

As for game ballistics, it leaves a double impression. On the one hand, Vintorez has acquired a realistic firing range and bullet trajectory, and on the other hand, thick trees that can only be pierced by a three-inch field projectile are easily stitched from cheap weapons of Chernobyl punks. There is nowhere to go from these gopniks in sneakers ...

Another definite plus is the weapon and armor upgrade system. 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 for the full modernization of at least one decent “barrel”. And for improved armor - even longer.

Finally, conductors. If the path through the location is not close, you can find the 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 need it.

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



"Clear Sky" turned out to be noticeably weaker than it could be. However, the atmosphere of the Zone, in general, has been preserved, enriched with additional touches (sometimes somewhat clumsy). We insert the disc into the drive ... And we do not complain that we did not warn about bugs. So here it is.


Say a word about the main character

Let's start, as usual in the description of the prequels, with memories of the future. "Shadow of Chernobyl" begins with a frenzied truck race, in the back of which Tagged lies like a weak-willed doll. Later, if you remember, you and I got some idea of ​​who and under what circumstances put him in this truck. It seems that a powerful O-Consciousness caught a restless and excessively curious stalker, sticking his nose where he shouldn't, and then erroneously 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 made the hardened stalker known as the Shooter, an inexperienced beginner with a strange tattoo on his forearm.

Our hero is also a stalker, a lone mercenary Scar, who guides to 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 they close their claws on his throat. But Scar somehow managed to survive the Big Outburst, which killed the entire group he was leading. It was this fact that prompted the leadership of the Clear Sky group to think of using Scar for a unique mission that no one else can handle - to find those who are guilty of the Big Ejection and stop their irresponsible visits to the Sarcophagus.

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

However, the logic of the script is sometimes lame. So the question is why Scar, who survived two ejections (one of them - before our eyes), regularly dies at the first subsequent one? Okay, the game explains that his nervous system is transformed by the Zone and is gradually "burning out". But why then does any number of throws spent in the shelter not affect our hero? And what, in fact, is its unique purpose? What abilities make him stand out from the rest of the stalkers? The answer to this question is not given until the very end of the game, being replaced only by some mystical incomprehension put into the mouth of Lebedev.

One way or another, Scar is moving forward, collecting scattered scraps of information about the activities of the Strelka group, which is clearly doing something very interesting and related to the march to the center of the Zone. Our hero conscientiously passes these information fragments 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, improve weapons and armor. And at the same time get acquainted with the assortment of game bugs.

From Swamps to Zastava, from Zastava to Garbage, from Garbage to Dark Valley... Loners, bandits, "Freedom", "Duty"... 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 the 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 make contact with the Forester. After long campaigns through the Red Forest and Warehouses, a key battle takes place for the bridge leading to Limansk, bypassing the Radar. And from that moment on, the plot acquires the final straightforwardness, and the game becomes a classic “corridor action movie”.

Along the way, you will meet very strange and not typical for the "Stalker" moments, like a helicopter with a health bar, as well as a couple of "sniper-machine gunners" 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. Here, personally, for example, “Shadow of Chernobyl” bribed me precisely with its realism and a minimum of arcade conventions. And here, you see, a helicopter that can be shot down with an assault rifle, and an indestructible sniper, perfectly visible in the scope. Not solid...

Groupings

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

Remember how many complaints there were about the insufficient number of groups available for entry? Well, now there are more of them. And more precisely, three - "Stalkers", "Freedom" and "Debt". By joining any of them, you will not only receive a discount on the purchase of weapons, but also be able to take part in the gang war. It, of course, is very far from dynamic and intense online battles, but it brings some element of diversity to the gameplay and makes it possible to earn money. But be prepared for unpleasant hitches. Taking, for example, a control point, you can wait for hours for your group to approach it. And never wait, because the scripts in the game sometimes work according to the laws of some completely inhuman logic.

Initially, Scar informally belongs to 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, this does not affect the relationship with Lebedev and the "Clear Sky" in any way.

However, there is another grouping that you can try to join. These are bandits. The ringleader issues a couple of tasks, pays sparingly, and then feeds them with promises like “as soon as, so immediately.” I never managed to get admission into the glorious ranks of the Chernobyl gopota. 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 led by scientists. Its goals and objectives are to stabilize the Zone, prevent emissions that lead to the death of many people, and clean up the Swamps from criminal elements. Place of deployment - camp on the Swamps.

Renegades

A group of bandits without a single leadership, opposing the "Clear Sky". It does not pursue any specific goals and objectives, limiting itself to trying to hold a few fortified points in the Swamps. Place of deployment - Swamps.

Stalkers

A grouping of loners who do not want to be under a single command. The meaning of the existence of this group is mutual assistance and support in difficult situations. Goals and objectives - the liberation of the Garbage from the bandits. Place of deployment - Cordon.

Bandits

A stupid crowd of bandits who do not cause any sympathy. A unified leadership formally exists. The goals of the grouping are control over the Junkyard, which links several other locations together. Location - Landfill.

Liberty

A grouping that professes 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 counter the "duty" and expand its influence on the military depots. Place of deployment - 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 removal of artifacts to the outside world. Location - Agroprom.

Mercenaries

Grouping, the strategic goals of which are completely incomprehensible. Judging by the game events, she is engaged in the implementation of orders for combat support. The presence of a single leadership and deployment is unknown.

Monolith

A religious and mystical sect worshiping 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 encroachments. Location - Chernobyl.



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

Gang War

The meaning of the war of groups is the systematic displacement of enemy units from the territory of the location and the capture of strongholds. The game mechanics does not provide for special initiative of the allies, so you will have to run great to capture the location.

No, citizens bandits, we will not be able to talk to you.

The beginning of the 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 can be monsters.

After the sweep, we are waiting for the approach of one of our units. When the detachment pulls up and fixes on the point, a message is received about the successful completion of the stage. Thus, from point to point, the territory of the location is captured. The deployment of the remnants of enemy forces is conveniently controlled on the PDA. But do not engage in amateur performances bypassing orders. All the same, the allies will not come to the point you arbitrarily captured until the appropriate order is received.

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

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

For each successful capture of the point in which you took part, a fairly solid cash bonus is due.

Artifacts of the Zone

The first attempt to search for artifacts ended in spoiled health. Well, at least he survived.

Artifacts, as you remember, in "Shadows of Chernobyl" literally lay underfoot. There will be no such freebie in Clear Sky. Here they are invisible, and they should be found with the help of a special detector, each time getting close to death. Some artifacts in Clear Sky have retained their names, but changed their properties, while the rest will become a novelty for the player.

It should be noted that in terms of passing the game, artifacts are completely optional. Even at the highest level of difficulty, you can reach the very end without them. Here, probably, a bet was made on the player-researcher, who will be driven solely by curiosity.

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

The remaining artifacts can be found using a detector near the anomalies.

On a note: the search for artifacts is quite difficult, since they are invisible until they come close to the detector. When localizing the found artifact, the main thing is not to fall into the anomaly and carefully monitor the level of radiation and health. In the excitement of the search for a short time and die from radiation sickness.

Weapons and equipment

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

As for pistols, both of them are chambered for 9x19 Para and have real analogues of Beretta 92 and Browning HP. There were no significant advantages over other models of the same class.

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

Antigravity? Or just bullshit? Did someone really hope that the players would not 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 developers at all. However, the machine gun does not have any significant impact on the passage 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: it is possible, of course, by hook or by crook to acquire a machine gun earlier, on the basis of "Debt", but again there will be no point in this, since ammunition for a machine gun is not cheap, it is extremely rare, and the accuracy of this weapon is below any criticism.

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

The accuracy of small arms has noticeably deteriorated even in aiming mode. Now the installation of an optical sight on the AK-74 only allows you to observe annoying misses in more detail. In essence, this approach is understandable, since a weapon upgrade system has been introduced into the game, which significantly improves its performance characteristics.

Armor is also present in a wide range - from a light jacket that protects only from the wind, to the complex armor protection "Bulat". Here, too, modernization is provided.



Among the additional equipment, artifact detectors should be mentioned. They are represented by three models.

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

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

Veles. Detector-scanner of a new generation, including a Geiger counter and an indicator of anomalous activity. Designed specifically for detecting artifacts. The location of artifacts is shown on a special screen, which makes it easier to find them.

Upgrading weapons and armor

Modernization of all types can be carried out by special NPCs at the bases of factions. 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 underbarrel grenade launcher (for assault rifles). This, one might say, is a reinforced assault version. The second direction is sniper. It provides for a decrease in the recoil force and an increase in the muzzle energy of the bullet to the detriment of the rate of fire. Both paths can be combined, but then the third level of improvement will become unavailable.

With an optical sight, open spaces are much more attractive.

Regardless of the nature of the improvements, optical sight mounts can be installed on machine guns. You can also increase the volume of the magazine 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 to one caliber and end up with a universal set of reliable weapons for any type of cartridges encountered.

Sniper rifles provide only an increase in accuracy, lethal force and magazine capacity, which is quite logical.

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

Armor can also be upgraded in two ways - in the direction of strengthening bulletproof armor protection and in the direction of lightening, increasing the carry weight and increased protection against anomalous activity of the Zone. It is easy to see that the first option is purely combat, while the second is well suited for the Zone explorer. Upgrading armor is very expensive. A fully upgraded Bulat, for example, will cost you 110 thousand (for comparison: a complete upgrade of the AK-74, including a change in caliber, will cost 20 thousand).

On a note: while 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 in the game is provided. But they are practically meaningless, since the enemies react to shots in any case and unmistakably look for the source of danger. In addition, silencers, as in reality, reduce the lethal effect of the bullet.

Monsters

I was looking for this bloodsucker for half an hour, no less. When I found it, I was delighted like a native.

In principle, the fauna of the Zone practically did not enrich itself. Moreover, in the daytime she even became poorer. According to the general idea of ​​the game, the daylight hours are reserved for the war of factions, so the mutants now prefer to appear at night.

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

On a note: don't waste time looking for parts of killed monsters. In "Clear Sky" they are not provided.

Meet on the way and a modified bloodsucker - the so-called "swamp creature". Unlike a normal bloodsucker, it doesn't need to come out of stealth mode to attack. It is almost impossible to kill this mutant, because he moves very quickly and practically does not stand still.

There will be a piece controller involved in the scenario in the game. I did not notice any complication regarding 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 does not burn out the brains. Or is he still small?

Anomalies, those curses of a stalker, have become much less noticeable than in Shadows of Chernobyl. Three anomalies have been added to the already familiar “electric”, “frying” and “funnel”. This is a "break", "meat grinder" and "symbiont". The first inflicts thermal damage, the second breaks into pieces with counter-directional gravitational disturbances, and the third acts in combination - destroys the nervous system with psi-radiation, burns and breaks into pieces. You can find a symbiont, for example, in the Red Forest, near the habitat of the pseudo-giant.

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 picking up artifacts. And take plenty of antirad with you.

Emissions, as a rule, occur during repeated visits to locations. They warn about them in advance, so that you can quite manage to run to the shelter, which is provided in each case. Of course, there is no logic in the fact that a strictly defined place can serve as a shelter from an ejection, but nothing can be done about it.

If Scar does not make it to cover before the ejection begins, he will instantly die. So it's better to hurry up, not stopping for a shootout with enemies you meet along the way. But do not try to get away from the release to another location. Of course, you will leave the ejection, but further passage of the game may become impossible.

Walkthrough

swamps

The first night battle at Zastava. How many more to come...

After watching a video tie-in that brings us up to date, we are looking for a bartender and get the first piece of information about the current state of affairs. The conversation with him is interrupted by Lebedev, who demands Shram 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 equips Scar for the first trip to the Swamps. Armed, we go to the conductor, who takes us to the place and bows out.

Swamps are a specific location. The view here is quite poor due to the ubiquitous thickets of sedge. On the way, you will come across a small herd of flesh, for which you can not spend ammo.

The meaning of the first campaign is to reach the tower with a panicking "chistonebovtsy", climb up to him, shoot at the boars and safely fall into a swoon from the ejection.

Having again come to our senses in our usual bed, we go to Lebedev to listen to some indistinct arguments about the Zone, the history of the Big Ejection and the place of the Scar in its continuation.

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

Thus, the first war of factions becomes our operational task. Pushing the hostile detachments to the edge of the Swamps and winning back the strongholds, we gradually get to the guide, who agrees to lead us to Cordon.

Cordon

Having got out of the pipe, do not rush. The problem is that the entire space in front of the exit is shot through from the outpost's easel 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 in search of the stalker. Taking advantage of the fact that the machine gunner cannot fire while the group is in search, we quickly run to the left along the barbed wire fence.

Well, good sir? Will we inject ourselves or will we continue to play silently?

After leaving the persecution, we get to the village and go down to the basement to Sidorovich. As usual, the old bastard does not want to share information for free and demands in return to find and return a case with swag, already prepared for the customer.

We go to the camp of the "Stalkers" group, along the way we participate in a skirmish between loners and the military next to the bus stop. Having won the battle, we get the opportunity to improve our weapons.

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

A second visit to Father Valerian gives rise to a plan to kill the entire "support group" of Khaletsky, so that he does not have illusions about his own future.

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

Having found a rusty box, we take it to Sidorovich. In return, we get a meter 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 hold components. So he sent Fang to the diggers in the Junkyard. They are digging up the burial places of equipment there, so there must be some kind of electronics. So, the next goal is to find Fang in the Garbage.

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

Dump

Another hike through the pipe. At the exit, a group of bandits is waiting. If you obey their demands, they will rob you to the bone. Therefore, it will be cheaper to spend a couple of grenades and fifty rounds of ammunition on them.

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

We go to look for Vasyan, along the way, wondering if 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 Fang has gone cold. 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, but only look closely at the facial expression. And that's fine. After talking with the senior garrison, we go to the base of "Freedom". Here there will be a conversation with the commandant Shchukin, who values ​​his time too highly. On his instructions, we are going to kill pseudo-dogs in the amount of one piece. Returning, we get another task - to deliver ammunition to the outpost of "Freedom". We get cartridges from the chatty Ashot, we go to the outpost, but we do not have time for a bit. The corpses of the “Svobodovites” are still warm, and on one of them we find a PDA, in which an interesting sound recording is found. As it turns out, commandant Shchukin is a double-dealer and a traitor, who exposed the Svoboda outpost under attack by a detachment of mercenaries.

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

This time we are allowed an audience with the commander of "Freedom" Chekhov. Of course, our next task is to find and kill the commandant. It is not required 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 “Svobodovites” grind with special cynicism, jokes and jokes. We find the corpse of the commandant, take the PDA, return to Chekhov.

From a conversation with Chekhov, it turns out that Fang went to the Garbage. Well, you have to, don't you? We're just from there.

And another 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 any pity for him, dump your junk right in front of the entrance to the basement. Choose - collect.

In the basement, as it turned out, a booby trap was set up. Didn't kill, but shell-shocked great. Having come to his senses, Scar finds himself lying on the basement floor, and above him - two degenerates in a bandit "outfit". It turns out that they have been robbing curious stalkers who have stuck their nose into the basement for a long time.

The bandits, having robbed the scar that comes to his senses, are washed away. Now you can stand up and look around. In the very corner of the basement are Klyk's PDA and a "newbie's kit" - a Makarov system bugger, cartridges for it, and some other rubbish.

On the PDA - a mention of some kind of hiding place and that Fang was involved in a trip to the center of the Zone. Lebedev gets in touch, who 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 outpost of "Debt". We are politely spoken to, sympathized with and even given 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 "Debt". They are being overwhelmed by mutants, constantly coming from the dungeons of Agroprom. The only way out is to flood the lower levels.

Nothing to do, it's time to hit the road. We buy from a gloomy seller named Mityai, we go to the hole. On the approach, we observe a massive landing of snorks, somersaulting out of the hole and furiously rushing into the fray with the army of Sergeant Nalivaiko.

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

Agroprom Dungeons

A long corridor that curves to the left. It's not worth it to run. It is better to wait until all the torches are activated, and then, running from niche to niche, trying not to fall under the jets of flame and shooting burning snorks, get to the stairs.

Having risen up, we select cartridges and first-aid kits on the rack, we enter the round hall with a system of pools. Now it is important to see and kill the controller before he sees and kills us. In principle, nothing complicated, if you shoot accurately and bounce off the tubes to reload.

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

So, our debt to "Debt" has been repaid in full. It's time to think about your interests.

During the visit to the cache, located in the same place where it was - in the room where the ventilation duct leads - four bandits will meet. Let's just say, God knows what. But then - seriously. Four fiery poltergeists blocking the exit from the spiral staircase shaft.

Shooting them from below is problematic - poltergeists willingly respond with flames, and first-aid kits will end sooner or later. It is better to run upstairs to a deaf little room in which 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, bouncing off the retaliatory fire strikes.

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

Having dealt with the poltergeists, we get out to the surface and go to the aid of the Rusty group and further, to the Yantar.

Plant "Yantar"

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

In order to get to the old acquaintance of Sakharov, you have to shoot a little. The bunker is once again slowly attacked by zombies, and the local team can not cope with them. We help with fire, we talk with Sakharov. From the conversation it turns out that Strelok was here and received from Sakharov a prototype psi-helmet, without which it is impossible to pass through the factory to the Red Forest. Sakharov's supply of helmets has been exhausted, but there is a chance to find out the reasons for bursts 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 on the emitter installation.

We just need to quickly run along the western wall of the plant, shooting blind dogs and their pseudo relatives, grab the PDA and go back. You should not linger near the corpses, because another group of zombies is on the way.

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

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

After the restoration of the cooling system, we receive information from Sakharov about the location of Strelok, we pass through the western gate of the plant and find ourselves not far from 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 the Strelok running away to the tunnel. Apparently, he already knows that he is being chased and is determined to stop her 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 go to negotiations. After that, it turns out that one cannot pass through the Vyzhytel in any case, and the bypass road through Limansk is blocked by bandits who control the drawbridge on the other side of the river. Apparently, the bandits are not going to lower it in the near future.

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

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

A quick-witted "bubble" delivers 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 kind of strange mess. If you help them, you can count on reciprocal help with the bridge.

Now we have to visit the Military warehouses, because there is a chance to establish at least some connection with the group.

If there was no this tank, I would have to take a stool to jump to the teleport.

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

Military warehouses

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

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

red forest

Upon learning of the deal with the lost group, the Forester remembers his interests and asks to find and return the priceless artifact "Compass", which was taken from the Forester by local punks.

Skirmish with punks is a common thing. Three minutes of work - and an artifact in your pocket. We take it to the Forester, and in return we get a personalized improved Vintorez and a detailed plan of 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 Svoboda in the Warehouses, and Scar has a unique opportunity to participate in the epic introduction of Svoboda to where we are used to seeing it.

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

Almost immediately after the transfer of the bearing, Lebedev gets in touch and orders to immediately return to the bridge in Limansk.

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

The bridge is broken and lowered. It's time to go to Limansk. Do not remember dashingly.

Red Forest (outskirts)

During the battle for the right to lower the bridge, we will need the services of a sniper cover. Apparently, the cunning mercenaries have already sniffed out about the nominal "Vintorez" and are happy to put the responsibility of sniping on our tired shoulders.

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

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

Limansk

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

On a note: then the “corridor” stage begins, at which there will be nowhere to patch up the armor and repair the weapon. Take care of it now. Right at the entrance to Limansk (square on the left) there will be an NPC who will repair everything you ask.

Be careful, on a short block with a UAZ without a top there are booby traps with trip wires and three shooters in the windows. Mines will not work if you get over the body of the car. But the arrows will have to be dealt with by force.

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

Around the corner is a house, on the second floor of which a machine gunner sat down. There are more than a dozen Monoliths in the house. Here we must act decisively, but extremely deliberately. Several grenades at different angles in the doorway, and then carefully clear the house and kill the machine gunner. So, we have a legal trophy machine gun. It is desirable to save it.

After cleaning the house, there will be two more skirmishes with the Monolith - one on the street, the other on the square with a public garden. During the second skirmish, it is not worth wasting time. We break forward and leave through the gateway to the right, into a large courtyard. Be careful not to run through the doorway. Further, the street is blocked by an impenetrable wall of anomalies.

There is a staircase in the far left corner of the courtyard. We rise along it, we pass through the house, we go out to the embankment to the bridge, we 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 accurate shot from the middle of the bridge.

Having cleaned the house, we go up to the second floor, find a gap in the floor, go down to the first floor, go out into the street.

Now our path will lie between spatial anomalies. We reach the bus, climb through the window into the salon, exit through the doors.

The machine gunner was killed. You can start storming the fortified point.

The usual milk truck with the usual number. Game series tradition?

Now it's time for construction. On the floors are the fighters of the "Monolith". There are over 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 remains of the enemies, climb to the third floor, find the balcony door and jump down to the scaffolding, and from there to the ground. Now it remains to find a hole under the fence - and we connect with the next allied group.

A wide area is blocked 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 pass into the house on the right. It has a staircase to the attic. From it through the door we get out on the roof. We jump over to the balcony of the neighboring house, through the pipes we get to the footbridges, we pass to the loggia of the hotel. Here you need to quickly kill the Monolith, destroy the boxes with shots and quickly run forward until the sniper catches the sight. We go down the emergency stairs, then climb the next one. At the end of the next loggia is a knife switch. Turn off the power, kill the sniper, 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 guise of a machine gunner. We are required to go to the rear of the sniper and shoot him. In principle, nothing complicated. Be careful, from time to time, three enemies will appear on the other side of the courtyard of the hospital.

The helicopter is a very strange object. Here he was, and now he is gone.

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

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

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

Everything, the machine gun is no longer needed.

The further path will take us to another patio, at the end of which another machine gunner sits behind a makeshift shield. In addition to him, there will be a dozen Monoliths armed with assault rifles in the courtyard.

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

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

Chernobyl

The final battle, as it turned out, is simple and unpretentious to laughter. In terms of complexity, it is one or two percent of the complexity of the last battle in Shadows of Chernobyl. We listen to Lebedev's latest revelations, we get an electromagnetic rifle in our hands (it looks like a poured "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 tier.

Okay, with an electromagnetic rifle, of course. The shooter should not be killed, but deprived of the shielding psi-helmet. But why did they give me this hefty fool with a grenade launcher and a ballistic computer? Did I, according to the scriptwriters and designers, come to this place with a Makarov pistol? Although, in fact, PM is not useful here either.

We are watching a video inset, which shows an intruder framed by serpentine lightning, driving recklessly to the 4th power unit along the heating main viaduct. Our task is to quickly sit down and make sixteen accurate shots at him. Yes, we have another bar of health at our service (in all likelihood, not Strelok, but his electric pots on his head), which is very easy and convenient to see how things are progressing.

The comedy of the situation is that these same sixteen shots are fired on the spot, since Strelok is clearly playing along with us and is not in a particular hurry to go anywhere.

We watch the final video with Strelok's heartbreaking coding scene. Judging by the in-game dates, it will be coded for about a year. Unenviable fate.



OK it's all over Now. You and I, stumbling over the protruding corners of the scripts and banging our heads against the overhanging masses of bugs, went through Clear Sky. You are happy?

Oh yes, I almost forgot. Clear skies above your head, stalkers. And be happy at the slightest opportunity.

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

"Swamp"

After waking up, the main character must talk to the leader Lebedev and the bartender. From the latter he will receive a task. Mutants attacked one of the posts. They must be destroyed. You need to take the equipment in the warehouse from the merchant Suslov. When approaching the red dot, a tower will appear, next to it is a pair of bodies. They need to have time to search before being thrown into the zone. The passage of the game "Stalker: Clear Sky" continues. Secrets:

  • The swamp is a zone with a large number of anomalies. They need to be bypassed with a bolt.
  • After talking with Lebedev, use the detector to find the first artifact - Medusa.
  • Beware of hogs.
  • Don't forget to grab a pack of ammo at the tower.

After completing the task, move to Suslov for a reward. In the building next to the Clear Sky base, local Kulibin will give the task to bring flash drives. He needs to give the one you recently found. Lebedev will say that next you need to regain control over the swamp. When leaving the headquarters, the nimble one will tell about the CCP and about some caches. The passage of the game "Stalker: Clear Sky" continues. Secrets:

  • Flash drives are quest items with which you can get certain information.
  • After talking with Kulibin, equip the fighter.
  • Don't be stingy with rewards to Shustrom. Found items will pay off with a vengeance.

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

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

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

Renegade Base

It is located to the north-east of the Mekhanizatorsky Dvor point. After a long fight with the renegades, take the weapons from the dead. For completing this task, you will receive 1,500 rubles and armor from Suslov in the store. Then move to the South Farm. They will tell you how to get to Cordon. Secrets of the game "Stalker: Clear Sky", which will help you quickly complete this task:

  • Before heading to the base, you need to clear the Swamp and upgrade your weapons. Better take "Viper 5", or "Chaser 13".
  • To increase the status, you need to complete the tasks of simple stalkers to search for items.

Cordon

The main task at this stage is to get deep into the territory, avoiding the fighters and not falling under the sight of a long-range machine gun. Pave the way with binoculars. Move fast. Take medicine in a shelter. You need to get to Sidorovich in the bunker. Consider what secrets Stalker: Clear Sky hides at this stage:

  • The perimeter cordon is lined with a fence made of different material. As soon as the part of the wire ends, the Ukrainian army will move towards you. She needs to be stopped.
  • Turn left after the fence. There will be a source of energy.
  • After completing the quest, drop by the Novice Camps and complete a couple of side quests.

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

Neutrals

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

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

Dump

There are a lot of bandits here. They will start shooting literally from the first appearance on the territory. This area is easy to pass if you have a lot of weapons and little money. The bandits will take away all the change and let you through. You need to get to the point on the map. It is located to the left of the depot on one of the hills. What secrets are hidden here? "Stalker: Clear Sky" is not an easy quest. Here are some tips to help you complete this task quickly:

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

At the top of the hill, the Diggers are digging through rubbish in search of useful items. You need to find the PDA, and then go to a meeting with Vasyanya (the place will be indicated on the map). Help him fight off the blind dogs. If he remains alive, he will tell you where the secrets and caches are in the game "Stalker: Clear Sky".

Before taking the next task, look for artifacts in the equipment graveyard or in the basements of the depot. Visit the base of bandits and complete a couple of quests with flash drives. Pay their technicians to upgrade their equipment to the maximum. If you want to earn money or work out, you can participate in the game "Kill the Crow".

dark valley

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

Research Institute "Agroprom"

The territory is very large. Carefully go around all the bandits, avoid meeting with snorks. Look into the three-story building. There are many artifacts here. Through in the same building you can get to the arms dealer.

What other secrets has the Stalker: Clear Sky project prepared for us? The passage of this section is to quickly find the key characters:

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

You will receive the next task from Krylov, who is located on the third floor. He will ask you to flood the dungeon. For completing the assignment, a reward of 10 thousand rubles is provided. In the dungeon you need to get to the stairs that lead to the upper level. There is an ammo box in the small room. Reload the clip and move to After passing the hall with a high ceiling, head to the pump control room. It's best to save the game at this point. The next section will be very difficult to pass. Turn the valve. As soon as the grate rises, rush to the stairs down, and then through the corridor to another one up. After a small scripted scene, it will become clear that the room is flooded, and you have completed the task. The game "Stalker: Clear Sky" walkthrough continues. Secrets of the next level will help you get to Limansk faster.

Amber

This is a dried up and very radioactive lake. It is worth going into it only to search for artifacts. To get inside, you have to kill all the zombies with a headshot. In exchange for a favor, the scientist will ask you to find the PDA. You, in turn, ask him for a bulletproof vest, since it will be difficult to deal with blind dogs without weapons. The location of the skirmish is marked on the map.

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

red forest

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

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

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

"Limansk": secrets of passing the level

  • There will be a siege in front of the bridge to the city. As soon as Leshy appears there with renegades, shelling should begin. This is where the Forester's inventory comes in handy.
  • After completing the task, take the Flame artifact, the FT 200 rifle and 50 thousand rubles from Leshy. as a reward to partners.
  • Before entering the city, spend money on upgrading weapons, buying ammo, first aid kits and bandages.

"Stalker: Clear Sky" - secrets, cheats

It should be noted right away that the developers did not provide open access to the codes. Therefore, they have to be selected at random and hope for a miracle. Here are some useful codes:

sv_dmgblockindicator 1 - makes the hero immortal during battles;

demo_record 1 - allows you to fly.

Finally

"Stalker: Clear Sky", the secrets of the passage of which were presented earlier, allows you to quickly complete a specific mission or search for artifacts. But the analysis of past series showed that some "chips" work in all games:

  • F5 - a button to quickly save the game at any stage.
  • Artifacts are best looked for with a detector.
  • The food items found in the game can be profitably sold to the bartender. And the mechanics can "merge" flash drives.
  • Each merchant has their own price. It makes sense to make useful contacts and get a "discount".

After the 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 go there through a large hole dug by mutants and ask you to do a small favor - to flood the Dungeon, so that forever close the way out for snorks and other wickedness. Agree - a reward, not a lot, not a little - 10 thousand RU.

Before going to the dungeon, equip yourself with the best weapons and armor-piercing ammo - 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 to kill a pack of snorks (which will come out in 8-10 seconds after the conversation). Basically, they will attack debtors. Having a double-barreled shotgun with you, you can disinfect the current situation with aimed shots. If at least Nalivaiko survives, he will give you a tip to the cache "Case in the dungeons".
Now go underground!

Here are the famous dungeons. You will find yourself in a curved corridor dotted with Zharka anomalies. Follow to its far end, along the way shooting snorks crawling out of the crevices. Your goal is to run to the stairs that lead to the next level. You will find yourself in a small room. Gather the boxed swag, reload the clip and step into the doorway leading to a hall with a high ceiling and four septic tanks filled with gurgling Kissel anomalies.
Tinnitus, disorientation and a critical level of psi-radiation foreshadow the appearance of the controller. Knowing his weak spot in the inability to conduct close combat, it is recommended to run to the opposite end of the room, directly towards the mutant and chop armor-piercing weapons at close range, or save ammunition by plugging him to death with a knife.
Move on. You will enter the pump control room. Save the game. Turn the valve and get ready for a hundred meters. As soon as the portcullis rises, put in a fast run 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 on the run and, having reached the stairs, quickly climb to the top.
After a small script scene, it will become clear to you that the dungeon is flooded and the path to the lower levels is inaccessible. Mission completed. It remains only to get to the surface.
Flying headlong is not worth it. Somehow, the upper level of the research dungeons has been occupied by a group of vicious bandits. Pacify the unbelted punks.
Now you need to find Strelka's Cache, which contains important information. The layout of the small room hasn't changed since PM (this is logical). From the PDA found, it will become known that it is necessary to advance to Lake Yantar.
On the stairs leading to the surface, be extremely careful. This place was chosen by several fiery poltergeists. Leaning out of the doorway, pacify these anomalous creatures.
Once on the surface, go to Krylov for a reward.
Further to Yantar, the transition to which is located in the northwestern corner of the location. [Advice]

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

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

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

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

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



If you find an error, please select a piece of text and press Ctrl+Enter.