Stalker clear sky where to find the best. Walkthrough - Stalker Encyclopedia Clear Sky

For technician Novikov / Clear Sky ("Swamps")

Flash drive with data on ultra-light Kevlar body armor
Made from multi-layer Kevlar, it stops handgun bullets and pellets well.
We receive CHN from the merchant as a reward for the first task in the Swamp.

Flash drive with data on barrel modifications for submachine guns
We receive CHN from the merchant as a reward for achieving superiority in the Swamp.

Flash drive with muzzle brake data for submachine guns
Based on a tip from a stalker nicknamed Shustry (Lebedev’s assistant) for 800 RU.

For Technician Van / Neutrals (Cordon)

Flash drive with data on electronic stabilization systems for shotguns
Automatic correction of bullet impulse. Significantly increases shooting accuracy.
Based on a tip from a stalker nicknamed Tramp (who from the village of newcomers went to shoot dogs with a pistol).

Flash drive with automation balancing data
Can be found on the body of a hostile warrior nicknamed General at ATP, Cordon.

Flash drive with data on pop-up mechanisms of shotguns
Based on a tip from the neutral trader Shilov for 1000 RU.

For Technician Transparent / Bandits (“Junkyard”)

Flash drive with data on the psi radiation protection system
A complex system of thin cables provides some protection to the wearer from psionic influences.

Flash drive with data on closed breathing system
A closed air circulation system eliminates the need for the wearer to inhale polluted air.
Based on a tip, we find the bandit merchant Zub (or the bartender Borov; or the neutral Vasyan) for 1500 RU.

Flash drive with data on enhanced army body armor
Provide reliable protection against small arms fire.
This flash drive lies in the basement of the destroyed building "Flea Market" (Junkyard), in which the GG is waiting for a tripwire and two bandits.

For technician Yara / Freedom ("Dark Valley")

Flash drive with data on barrels for sniper rifles
The barrel is made of durable steel and does not undergo deformation even during intense shooting, as a result of which the accuracy of the weapon increases.

Flash drive with data about the electronic stabilizer for sniper rifles
Installing a muzzle brake significantly reduces recoil.
We receive it as a reward for completing a task to destroy a group of mercenaries.

Flash drive with muzzle brake data for sniper rifles
The use of polymer parts significantly reduces the weight of the weapon.
Based on a paid tip, we find the bartender of the "Freedom" group, Ganja (or the merchant Ashot) for 2000 RU in the Dark Valley.

For technician Aidara / Neutrals (Research Institute "Agroprom")

Flash drive with muzzle brake data for a pistol
Installing a muzzle brake significantly reduces recoil.

Flash drive with data on pistol barrel modifications
An attachment that increases the length of the barrel and, as a result, the initial speed of the bullet.
Based on a tip, we find the bandit merchant Zub (or the bartender Borov; or the neutral Vasyan) for 500 RU at the Landfill.

Flash drive with data on pop-up mechanisms for combat shotguns
Manual modification and adjustment of the weapon reloading mechanism.
Based on a tip, we find the leader of the "Dolg" group, General Krylov, for 900 RU in the location of the Agroprom Research Institute.

For technician Gromov / Debt (Research Institute "Agroprom")

Flash drive with data on machine gun automatic balancing
More precise balancing of the moving parts of the weapon significantly increases the rate of fire.
Based on a paid tip, we find the merchant of the "Dolg" group, Mityai, for 5000 RU in the location of the Agroprom Research Institute.

Flash drive with data on modification of the gas outlet for a machine gun
A more modern gas exhaust system that allows you to increase the rate of fire.
We receive a reward from the neutral stalker Hermit from the Agroprom Research Institute for the task of finding the PDA of the loser stalker.

Flash drive with muzzle brake data for a machine gun
Installing a muzzle brake significantly reduces recoil.
We find, through a paid tip, the manager of the shooting gallery, Major Zvyagintsev, for 4000 RU in the location of the Agroprom Research Institute.

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

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

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

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

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

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

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

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

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

DEFEND THE OUTPOST

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

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

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

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

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

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

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

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

STRENGTHEN THE POSITION OF “CLEAR SKY” IN THE SWAMPS

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

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

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

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

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

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

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

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

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

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

ADDITIONAL TASKS, COLLECTING ARTIFACTS, LOCATION SECRETS

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

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

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

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

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

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

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

Hello. In this article you will learn how to survive the first day in the Exclusion Zone, how to complete some quests, which ones you should not complete, secrets, the best earnings, and more.

Note: because The chronology of events in the S.T.A.L.K.E.R. universe begins precisely with the second part (Clear Sky), so I first write the guide for this part.

Let's move on to the game itself. You play as the character Mercenary Scar, who was hit by a large ejection and miraculously survived. His body was picked up by stalkers from the Clear Sky group. They left him at the CHN base, he regained consciousness, what follows is a dialogue that I highly recommend reading.

Next, you are sent to look around the base, namely to the bartender. After a dialogue with him, they are sent on the very first task. It consists in the fact that you need to help the checkpoint fight off the attack of wild boars. You are taken out of the base, and then you go on your own. We will definitely look for an artifact along the way! It can be found in the passage between the gravitational anomalies, closer to the water on the left. Be sure to use bolts to test the road! If you fall into a gravity anomaly, you are dead. Even if you survive, you will most likely die from bleeding.

Advice: Always use bolts when going through anomalies.

Advice: do not fight the wild boars, but quickly climb the tower and wait for the plot to unfold further.

Next, you need to clear the swamps from the bandits of the Renegades group. Go to the aid of your “clanmates”; for every successful cleanup, grandmas pay. The more places you manage to help, the more money you will receive.

Advice: It’s worth running around and helping to recapture control points and fight off mutants. At the very beginning of the game, this is a very good income, which I recommend keeping. You shouldn't spend money on buying (or modifying) better overalls and weapons, because during the game you can find it somewhere or buy something better.

Now that the main points in the swamps have been taken, return to the base for your reward, run around the area some more, collect artifacts in the anomalies, search the caches, and then sell the excess junk and get out of the swamps, you are unlikely to return here again.

A couple more tips for surviving in swamps:

    Do not step in the swamps, radiation is a dangerous thing.

    Avoid encounters with wild boars. If you still fail to escape from these mutants, wait until he starts accelerating towards you, let him pass, moving to the side, and cut him with a knife right in the side.

    Use pistols and sawn-off shotguns. Yes, this is not a very powerful and convenient weapon, but in the fight against renegades it is better not to show off and not waste expensive cartridges from AKM or Viper, because they are still hard to find.

    Do not clutter sawn-off shotguns with PMM in your backpack. You will sell them for pennies, but they add quite a lot of weight. It is better to collect ammunition, food, and medicine from corpses for sale.

    You can walk to the trailers from the video. There is a broken Vintar lying there. Put it in some hiding place, and someday come back for it with ammo and money for repairs.

    Don't forget to repair your overalls so you don't lose protection. With a broken suit, you'll die with one bullet.

Upon arrival at Cordon, you go out under the noses of the military, who shoot at you with a machine gun.

Advice: run from the machine gun in a zigzag and do not forget to run in time and use first aid kits with bandages.

Next, look around the newcomer village, take the available quests, they are not difficult, but the money will come in handy. In Sidorovich's basement you also need to take all available quests and complete them to earn money. By the way, he gives out the main story quest, during which you need to return the lost case. It's a complicated story, I won't spoil it, I'll just give a couple of tips and tricks:

    Don't tank in battles with the military. Seriously, if you don’t die, you’ll go broke on bandages and repairing your overalls. Their AKMs will work wonders against your starting suits. It’s better to run, shoot from behind cover, throw grenades.

    Search all the corpses, collect AKM cartridges.

    Take several AKMs from the corpses of military personnel to sell to Sidorovich, you will get some money.

    Still, give this “prisoner” Khaletsky a pistol, hiding places are never superfluous;)

In general, you can go there without hesitation, because on Cordon there are no major anomalies with artifacts, there is no special movement. Only at the stalkers' base you can receive a couple of tasks to clear a key point from bandits or mutants.

Advice: take these tasks. Often, to complete them you don’t have to run far and risk your life, so this is also a good income.

Valerian, by the way, offers to join their group. The point is controversial. In fact, this gives nothing, no advantages, except maybe a couple of quests to clear key points in the Landfill and Cordon. Then the bandits immediately become your enemies. Perhaps, when you go to the Landfill, they immediately become your enemies, however, I personally received tasks from bandits to protect the point from mutants. After that, they became neutrals to me, and I was able to calmly go to their base, chat with the technician, the boss and other characters, and also received a couple of quests, after which I even had the opportunity to join the ranks of the bandits. Therefore, decide for yourself whose side you will be on, but in the fight Singlesvs. Bandits I always choose Singles.

Advice: do not take part in the gang war, so as not to make enemies for yourself.

In general, most often the first day in the Zone ends in the Swamps, but if you don’t hesitate, they can end in the Cordon, or even in the Landfill (mine ended in the Cordon).

And these three locations are the most difficult at first, because you have nothing - no normal weapons, no strong overalls, no good artifacts. Further, as the story progresses, it will be much easier for you. It's not in vain that you saved money;)

Now a couple of tips regarding the entire game, and not a specific location:

  • At the scrap yard, don't get into the scrap metal piles.
  • In the dark valley, buy as many things as possible. Artifacts, medicines, weapons, ammunition, suits - buy everything. Later, on a quest, you will be robbed by bandits in the basement of a flea market. You will be able to return your things, you will even be able to grab a little extra, but you will not get the money back, and at least you will sell all the purchased clothes later.
  • Don't walk through the landfill alone. If you are alone, then run quickly, otherwise the bandits will take you in numbers. (If they are your enemies)
  • The best assault weapon is the FT. After it - GP37 (purely my opinion)
  • The best sniper weapon is Vintar. If you have an exoskeleton, then SVD or SVU.
  • If you come across a pack of dogs without a pseudo-dog, look for some kind of box or something like that, climb up there and shoot from above. If there is a pseudo-dog, then most likely it will throw you off from above anyway.
  • A real psi dog is marked on the map with a red dot (like any enemy), so throw a grenade there and run away from the phantoms.
  • In general, speaking of dogs, the best weapon against any variety of them is an under-barrel grenade launcher. You can even shoot at your own feet if you’re really pinned down (I myself saved my life this way a couple of times, although the suit breaks quickly).
  • At each key point there is a box in which you can find loot.
  • If somewhere they demand money from you for something, kill without hesitation.
  • On Yantar, when restarting the cooling system of the PSI brain, do not shoot back at the zombies. The fact is that the stalkers in the group with Lefty are immortal! They can handle it themselves.
  • Think carefully before going to Limansk. There are no crossings back from Limansk, so there will be no return route. Before going to this city, collect more money - you will have CN technicians in your squad, and also buy the desired overalls and weapons.
  • The FT-200M can be found at the Monoliths closer to the Chernobyl Nuclear Power Plant. The likelihood of meeting him before is very small, if not zero.
  • The best way to make money is trading artifacts and rare weapons.

Now, the anomaly map. The following screenshots highlight large anomalies in the Zone that contain artifacts. Artifacts are marked with a pink dot with a green center.

Start

Beginning of the mission: you woke up in the Clear Sky gangster center. Listen to the local leader, Uncle Lebedev. After he leaves, you will see a task - talk with the bartender. Search for him using the radar. The bartender will be in the next house.


First task

From a conversation with the bartender, you will learn that monsters attacked a reconnaissance post located nearby. Leader Lebedev sends you to the warehouse store to get equipped. The storekeeper (Suslov) will provide you with the equipment you need for your trip to the Swamp (First Aid Kits, PM, Sawn-Off Shotgun). To go to the “main” land, you need to talk to the “CHN” fighter located next to the store.


Swamp

Once you enter the territory of the Swamp, do not rush to move forward, beware of anomalies that will destroy your health. You can find them using bolts and walk past them. As you cross the first bridge, beware of anomalies, there are many of them. After talking with Lebedev and listening to his advice about artifacts and anomalies, you need to pull out the detector (O key) - and the first Medusa artifact will appear near you - an anomalous gift. There is not enough space in a beginner's jacket and you will not be able to attach the artifact to your belt. We follow the red mark on the map, find a tower in the distance and two bodies near it. You can find ammunition in boxes under the canopy and in a nearby trailer. As soon as you appear there, wild boars will immediately attack you from under the trees. Hit them in the head with a shotgun. You need to do everything very quickly in order to inspect the corpses before throwing them out and take shotgun cartridges from the tower.


Home base

You are at the location of the Clear Sky group. After completing the task, go to the storekeeper in the store and receive a reward. Then you go to the master - technician “Kulibin”, who is located in the next house. Talk to him and receive the task of finding the flashcards. Give the master your received flash drive. If you previously sold all your items to the store, then have the master improve or repair your armor and weapons with the money received. Next, follow to Lebedeva and after talking with him you will receive the next task “Restoring control over the Swamp.” After leaving it, you will meet a stalker named “Nimble”, who will explain how you can survive in the Zone, about the abilities of your PDA, and for a fee will provide information about several hiding places. If you decide to go to the Swamp, then approach the guide again.


Big swamps

The Great Swamps occupy vast areas for which you are fighting. Once you proceed there, you will find a herd of flesh. You can go around them, if you don’t mind the ammunition, you can scare them, for prevention. At the same time, a signal for help is sent to the PDA. Follow the flashing point, guided by the map (M key). You will see a small camp in the distance and follow it. There will be a first clash with the Renegades gang, destroy them all and take all the things from the corpses, spare ammunition and medicine are not superfluous. You have been given a task - to help people from the “ChN” occupy control points located in the Swamp, indicated on the map of the area with bright dots. Your participation in conquering these points will be rewarded financially. Use the map of the location to find caches of swag, hiding places, and more. For example, near the Fisherman's Farm, at the top of the observation tower, you can look for the PSO-1 sight. Having received a message from Lebedev that the required territory has been captured, go to the “ChN” center. Talk to him, and Lebedev will tell you that the time has come to defeat the main base of the Renegades and conquer the exits to the paths to the Cordon.


Search for artifacts

The main way to get money in the Zone is by selling items from corpses and artifacts known from previous games. But the main difference from the game “TC” is that in this game artifacts are detected using a detector, which is given from the beginning of the game. To search for an artifact, we look for the anomaly that gives birth to it. There are large-scale anomalies “Acidic Swamp”, “Symbiont” or “Raking Hands”, or huge clusters of anomalies. There are no huge anomalies in the Swamps, so you will be content with small anomalies. To search for artifacts, use a location map, but it will be more effective if you search yourself.


Renegade Base

Before attacking the Renegade base, you must complete several tasks. First, raid the Swamp to collect items, clear and search for flashcards for the technician. Use this money to upgrade your weapon. The best option is Viper 5 (it is located at the Pumping Station on the table) and Hunting Rifle. Or if you're lucky, you'll find it in the caches of Chaser 13. To replenish your budget, don't refuse the tasks of the group's stalkers - they ask for first aid kits, cartridges and grenades. In addition, you can go through several unique missions aimed at finding various things. This will not only bring you income, but when you provide various assistance to the group, your authority grows, which leads to an increase in the range of things in the warehouse. After this, you can begin the war with the Renegades. With the “ChN” unit, go to the “Mechanizer’s Yard” location, located in the northeast of the map. The battle will be long and with heavy losses on both sides, and the strongest group will win. There will be a lot of dead and wasted ammunition, but there is a positive aspect in the form of the corpses of ChN fighters who can leave you with AKM-74/2 and ChN2 armor, but cartridges for the machine gun can be found as you progress through the game. And here you will have the opportunity to improve your financial situation. How to earn money will be discussed further. After this, Lebedev will congratulate everyone on their victory. Follow the "CHN" center and head to the warehouse. Suslov will give you the ChN-1 body armor and 1,500 rubles (if you have the game version 1.5.09, then this model of body armor will be in the store). When you have completed the above tasks, you can start the mission to Cordon (in the southeast of the map), go to the guide so that he will lead you there.


Cordon

Cordon is a refuge for blind dogs, military personnel, Sidorovich and newcomers. Sidorovich comments on your arrival at the Cordon on the radio. From the south we can hear radio communications from military personnel who are ready to use weapons without warning. After some time, you will be at the merchant selling goods to him. Find your bearings on the map - determine where the military posts are (south of the map), and the recruit camp is in the north. The main task is to sneak through military posts and get into the depths of the territory. The main difficulty is the large-caliber machine gun, which fires at a long distance and the ability to detect you at distant approaches. Check the road with binoculars, load your weapon and move on. You need to move quickly, hiding behind rocks and using first aid kits. When the shooting subsides, run to a stone, etc. And so you need to move to the end of the wire fence, which is directed downwards. In the periods between dashes from stone to stone, you are attacked by the Ukrainian military. And you will occasionally open fire from behind cover. To reduce the number of attacks, you need to move without a flashlight. When the fence ends. Follow the left for speed using the energy drink, run from there in zigzags, so that the military personnel do not kill you in the end. You will get to the Newbie Camp by following the map. In the camp you can relax and take part in various third-party missions to earn extra money. You will take the mission from the old resident of the camp, whose name is Wolf. According to the plot, you need to approach Sidorovich. It is located in the same way as in “TC” in a bunker in the west of the camp.


Sidor

Sidorovich is a local huckster with a hoarse voice who loves wild boars and chicken legs, younger since the days of “TCH”, he has become even more handsome. Check with him who Strelok is. You will have to work for this, because Sidorovich doesn’t do anything for nothing. The task will be to find "Khabar". You follow the base, located on former pig farms, to the leader of the neutral stalkers, Valerian. Before this mission, complete several tasks from the stalkers. You can attack the checkpoint if you have enough strength and defeat the military. Sell ​​the received items to both yourself and Sidor. Examine Sidor's goods, maybe something will be useful.


Over the embankment

From the “Newbie Camp” to the railway embankment is no more than a kilometer. Follow the road located to the right or left of the entrance to the camp. Under the bridge you will find a soldier. He is the first of the military personnel whose task is feasible. The quest is essentially about finding things. You don’t have to do it, especially since the warrior will show his true colors after finishing. Next you will encounter a group of stalkers. Friendly to you, involved in a skirmish with the military. Help this group. At the end of the battle, pick up the ammunition and AKM-74/2U. To the north there is a railway embankment, after passing which we find a camp of neutral stalkers.


Neutral base

The Neutral camp consists of two buildings. In the barracks located to the right of the entrance there are a technician and a merchant, in the other the head of the base named Valerian. Valerian will enlighten you about the situation, that the bandits are connected with the warriors, informing the military, and the warriors are making traps for stalkers. Then he will allow you to talk to the hostage of the stalkers, Major Khaletsky, to clarify the location of “Khabar”. Then we go to Khaletsky and having failed in the conversation, we follow to Valeryan, from whom we receive a new task - to kill Khaletsky’s friends. We follow first to the elevator and then to the ATP, destroying the warriors. In the ruins of the ATP there is a new AKM-74/2u and a lot of ammunition for it.


Help for stalkers

Then you follow again to the neutrals’ camp, to the major. Valerian stands next to him, interrogating Khaletsky. After the death of a military man, the major injects himself, and he points out the cache where he put the “Khabar”. Having found the box in the indicated place, give it to Sidorovich. On the way, take the PDA of his colleague to the military man under the bridge. Hoping to get a valuable item from him, you will only get an ordinary first aid kit from him. For your help to a group of neutrals, you will be able to join their group. After joining the neutrals you will receive the following ammunition: 5 antirads. (not a cheap thing); detector "Bear". Which is more modern than yours (unless you found another Veles detector in the Swamps). In the camp at the “Van”, this is the nickname of the technician, there are quests to find flash cards. You can purchase the product you need from Shilov (seller). Walk around the area looking for artifacts. In addition, there are quests to free control points from monsters. Clear them and earn money. When you have done everything at Cordon, continue further. Destination Landfill. Where you can go either through the pass in the northwest, or as in “TC” through the checkpoint in the north along the road.


Dump

The landfill is inhabited by bandits. You can only go there with excellent weapons. As soon as you arrive there, you will be immediately greeted by thugs. You don’t have to fight with them if you want to join the ranks of the bandits. When you first meet them, do not fire at them, and do not approach the bandits at close range while carrying a large amount of money. Bandits in the game, as in reality, must take away money and good things. It is better to get to the Landfill through the pass in the west. The first thug will call you to come to him. If you don’t have finances, then go to him without fear, putting away your weapons. They will take all your money and let you go. If you feel sorry for money, take a couple of steps back until insults are thrown at you. Then walk forward towards them again. The script is made in such a way that no one will even look at you after this. Slowly follow the side of the hill to the left of the exit and follow carefully forward without changing direction. If you are nevertheless noticed, run into the depths of the map - you should not kill the bandits so as not to quarrel with the gang. They will soon not even remember about you, or they will be killed by neutral stalkers coming from the Cordon to fight their opponents. In a mission, it may be that you do not meet bandits on the way out, but will encounter neutrals, and they may engage in battle with the bandits. Be careful and get out of the crossfire line. Do not hesitate to collect the weapons of the killed stalkers. These are Chaser 13 and TRS-301 and IL-86. If the Gopniks win, run away from the point faster and in the opposite direction; if you don’t have time, the script specified earlier will turn on. But if you are part of a group of neutrals. Then kill the bandits in any case, since you need to help your own people. Let's move on to the main storyline. Follow the location indicated on the map. We find the indicated point by the barrels and boxes laid out there. It is located on the main hill of the Landfill, littered with garbage and radioactive things, on the right side of the Depot, across the road.


Diggers

Find the excavation point. Here, diggers, in the rubbish heaps, look for valuable items buried in 1986, which they then sell. Go around this point, search the corpses, finding a PDA with recorded information, after listening to which you will receive a task to find the messenger-digger Vasyan. A mark will appear on the map on the eastern side of the map, where you will find the digger Vasyan, whom you must assist in the battle against the Blind Dogs. But before that, stock up on first aid kits and ammunition. Don’t let the dogs kill Vasyan, he will be useful to you alive, for a tidy sum he will provide information about several hiding places. At the end of the battle, Vasyan will inform you that the person you are looking for is in the Dark Valley.


Stalking and banditry

Then, before leaving, search the area for artifacts. But keep in mind that some of the artifacts are located in places where you can only get through battle, for example, in the basements of the Depot or in the Cemetery of Old Equipment. If you want to join a group of bandits, then proceed to their center. There, you will receive information about caches from the seller (the same as from Vasyan), and quests to find flash cards from the technician. You can get a bad task from the bandit leader Yogi. Before heading to the Dark Valley, look at the things from the merchant, and get tasks to find flash cards from the alcoholic technician. It is necessary to immediately make a reservation that only a technician from the bandits can completely upgrade the Seva overalls. Incredible, but it's a fact. Also at the bandit base there is the following entertainment “Kill the Crow”. The person who organized this activity is located near the bar. In this game you need to kill crows. There are different types of entertainment:
- for money (you name how many crows you can shoot in a set time period and if you complete the task, you take the money (you agree on the size of the prize);
- in the form of training;
- for a while - shoot the crows before the end of time, and the thugs will “clap” you for it.


Dark Valley

The best place in the zone is the Dark Valley. Calm, fun, hippie Rastafarians everywhere. There are two roads there:
- Lower passage from the landfill (southeast side). When the game loads, expect to be attacked by thugs. After defeating the bandits, look around the valley. Their center is located near you, but you should not go there. Follow to the Checkpoint, it's up the map.
- Upper passage from the Landfill (northwest side). If you follow it, you will immediately come to a checkpoint. When the game loads, stand still and put away your weapon. The group commander will come up and give you information about the stalker Fang (you are looking for him).
Your new task is to proceed to the Freedom base (north of the map).


Liberty

You will not be able to get to the leader of the Svoboda group. First, show yourself to Commandant Shchukin, whose goal is to test you. The commandant will tell you that a psi-dog has appeared near the center on the western side of the walls and will give you the task of killing it. Go to the store of the seller Ashot and buy things from him. Find your bearings on the map where the dog lives. Look through binoculars and approach the dog from behind, and open targeted fire on it. Don't let Psi-Dog create phantoms, otherwise you won't kill her. After you destroy the dog, the commandant will give you another task. You need to deliver supplies to the Freedom Patrol Group. Follow the seller and take the cartridges from him, and follow to the point indicated in red on the map. At the indicated point you will find a dead group, and by searching the corpses you will receive a PDA. Follow the leader of the Svoboda group, Chekhov, and deliver this handheld to him. Chekhov will be in the main building located opposite the Hangar, along with technician Yar. Tell Chekhov about the incident. They find the person responsible for the incident, who turns out to be Shchukin. You are given a task to punish the commandant.


Commandant

It’s a long way to get to the point, so take a guide who will only take you to the middle of the road and you will have to continue to get there alone. In the distance you will see a small battle, join it and help the stalkers from Freedom against the mercenaries. Then follow the two pig farms located to the southwest. Destroy Shchukin and the mercenaries at the same time. Take the PDA from the commandant's corpse and deliver it to the leader of Freedom, who will thank you and provide information about the Fang. Walk through the area looking for caches, quest items and artifacts. Before that, take tasks from Yar (technician) to find flash drives. Get information about hiding places from Chekhov or the bartender Ganja. You won’t be able to join the Freedom group; the leader won’t allow you, but don’t be upset. You will then have a chance to join this group. Then follow again to the Landfill.


Dump

Once at the Landfill, go to the Flea Market. At the base of the unfinished building there is a door that leads to the basement. Before this, the door was locked, but now it is open and you can enter there. On the stairs you will come across a trip wire. While you are unconscious, the thugs will take away all your things and mutter about Fang (or rather, they will hint at Fang, but without giving his nickname). When you come to your senses, take the pistol and detector in the corner. After this episode you will receive a task to return your items. On the map, find the resting point of your bandits. Proceed there, look around with binoculars and quietly kill the bandit in the head; the further development of the battle depends on your skill. When you deal with the bandits, follow through the western passage to the Agroprom Research Institute. Bandits are waiting for you there, robbing everyone.


Research Institute "Agroprom"

The Agroprom Research Institute occupies a vast territory, in addition there are hills, depressions and fields teeming with artifacts and anomalies. After loading onto the map, look for the commander at the checkpoint, who will see you and tell you that a detachment of Dolgovtsev will follow to their place of deployment. Follow with the squad, providing assistance when attacked by monsters. Be careful, the bushes are full of mutants, such as snorks and various swamp monsters. In the middle of the map you will find a post of stalkers - neutrals, led by the head Orestes, a technician named Aidar and a merchant nicknamed Drozd. For money, take goods, repair equipment, buy information about caches and go around the north of the map. In addition, in one of several buildings on the 3rd and 2nd floors you can find electrical artifacts. Then, between the 4 tanks, find a sewer hatch through which you enter the tunnel where a stalker nicknamed the Hermit lives, who sells improved weapons. In the swamp on the western side of the map you will find a detachment of neutrals going to Lake Yantar. Help the squad in the battle against zombies, for which you will be given an improved "Zarya" suit. The "Duty" group is located in the southwestern side of the map. There you will meet a zoo, where there are monster carcasses, where you will meet flesh, a boar, pseudo-dogs, two bloodsuckers, and a CAT. It is impossible to find out why it is there, because it was removed before the release of “Shadow of Chernobyl”. Probably, the creators made it part of the decoration; this version is supported by the placement of Chimera heads in the houses of the Zone. In addition to the zoo, there is a shooting range at the base, which is a mini-game. The shooting range is located in a building near the exit on the north side. The head of the shooting range is Zvyagintsev, with the rank of major (from him, buy information about the place where you can find a flash drive. At the shooting range, you can practice shooting and earn extra money. You can visit a bar where the bartender’s name is Kolobok. In the center of the group, a merchant named Mityai lives in the house. The leader of the base and technician Gromov are located on the 2nd floor of the headquarters.Then follow to the head of Duty, Krylov, who is located on the third floor.


Dungeon of the Research Institute "Agroprom"

Krylov will tell you how to get into the “Dungeons of Agroprom”, indicate that you can get there through a hole in the ground that the monsters made, there is no other way, and for a monetary reward he will ask you to complete the task - to flood the dungeon, thereby blocking the monsters’ way up. The amount is not bad - 10,000 RU. To complete the task, take good weapons and armor-piercing ammunition. Follow the southeast side of the map. In the forest near the hill, you will encounter a group of stalkers from Debt, led by Sergeant Nalivaiko, who will ask for help in the fight against the snorks (they will trample 10 seconds after the negotiations). They will attack this detachment. You can use a double-barreled shotgun to help them. If the sergeant survives, he will give you information about the “Case in the Dungeon” cache. Further into the dungeons. You are underground. You are in a crooked corridor with Zhark anomalies. Shooting snorks, move to the end of the corridor. You need to advance to the stairs leading to the next floor. Once in the room, search the boxes, take the goods, load the weapon and follow the doorway connecting the room with the high hall and where the Kissel anomaly is located, located in four settling tanks. When you feel strong psi radiation, loss of orientation, tinnitus, which precede the appearance of the controller. The controller's weak point is his inability to engage in close combat. Using this, run to the opposite end of the hall, to the controller and shoot at point-blank range with armor-piercing cartridges, or if you want to save cartridges, then use a knife. Continue further into the room where the pump control system is located. Save. Open the valve and get ready to run. When the grate rises, turn on the acceleration and follow forward, then down the spiral staircase and then along the curved corridor. On the way you will run into maddened jerboas, run further, drink an energy drink, and run up the stairs. A script follows in which the dungeon is flooded with water and there is no longer a way down. The task is completed and you must go upstairs. Look around on the upper floors of the institute dungeon there is a squad of aggressive thugs. Shoot them and then look for Strelok's hiding place, where important information is hidden. The location of the room where the cache is located remains the same as in the time of PM. You will find a PDA in it, and it will become clear to you where to move next - to Lake Yantar. When going up the stairs, beware of fiery poltergeists, carefully destroy them and go upstairs. Once at the top, go to the Debt leader for money. Then follow to the lake, the transition to which is located on the northeast corner of the map.


Amber

Yantar is a former lake without water, where at the bottom there is a bunker of ecologists (scientists) whose leader is Professor Sakharov. Before you get there, zombies will attack you. For your information, the swamps at the bottom of the lake are contaminated with radiation and do not go there, or go only to search for artifacts. Do not waste ammunition on Zombies, they are tenacious, but they have a drawback - they are very clumsy, and use this. Go behind the monster and from the back kill him in the head with a knife. This is quite effective if you are acting against single zombie stalkers. If there are several zombies, then destroy them with firearms. And if you have not destroyed all the zombies, then you will not get into the shelter. In the first versions of the game, the scripted scene did not work, and you could not get into the bunker, even if you destroyed the monsters. You talk to an old scientist who will give you a task to find a PDA. Buy ammunition and first aid kits from Sakharov, and you can also buy bulletproof vests from him. Follow the marker. When you arrive, you will be attacked by a psi-dog and a horde of blind dogs. You will destroy them without difficulty, and examine the bodies of the dead people and find the PDA. Turn on the PDA and then follow the leader of the scientists.


Restarting the psi installation

Sakharov will review the information from the PDA and documents, and will push the possibility that the increase in psi activity is due to a device located somewhere nearby. The scientist will send you to Lefty, who is nearby. You will find him at the entrance to the plant known for PM. Buy some ammunition, after the Amber mission there will be a severe shortage of ammunition. Lefty will tell you to follow his instructions. First, you will enter the factory through a hole in the wall. Next, you climb over the wall along the boxes. Then follow to the roof of the hangar, along the stairs located on the wall. Then from there, shoot at the monsters until the end of the set time, which turns on after the Lefty's psi-installation begins to turn off. When the set time expires, the task is considered completed. Next you go to the Red Forest.


Red forest

Red Forest is the next mission in which you have to explore the area and wander around it. Having appeared in the location, you will find a person running from you. This is the well-known stalker Strelok. Let's go after Strelok. Near the bridge you will be attacked by neutral stalkers. When you defend yourself from them, the Shooter will hide into a tunnel, which he will blow up. Lebedev will tell you that you can now get to the nuclear power plant only by passing through the city of Limansk. But there a difficulty arises - the bridge through which you need to pass has been raised and it is guarded by Renegades. On the edge of the Red Forest, you need to find a local landmark - the Forester, who can take anyone to any place. You need to look for him with the help of local stalkers.


Forester

The neutrals defending Strelok will immediately stop shooting and beg for their lives. Follow one of the stalkers who has agreed to help you for saving your life in finding the forester. Follow the stalker, but when he approaches the squad, he refuses to lead you and stands up. You should continue to respond to the cry for help that came to the PDA. Follow the signal, but the people who asked for help were killed (probably they were destroyed by the Bloodsucker, he will meet later). On the body of one of the corpses, there is a PDA with a map depicting the Red Forest. Using the map, identify a spatial anomaly that can be used to transport you to the Forester’s house. Near the red marker on the location there is a group of stalkers called Loners. The leader (a man in an exoskeleton) will ask for help in passing through the tunnel-mine for a reward (an artifact). Complete this task. It is better to go with a squad than alone, since behind the tunnel there is a terrible pseudo-giant. Go ahead of the squad so as not to fail the task. Load up your shotgun and throw two grenades into the far corner. There's a horde of snorks hiding inside. Then the “Symbiote” anomaly will appear (the next level of the development anomaly “Rabbing Hands”), which appears only once in the entire game, which contains 2 artifacts, but you can’t always get one of them. Walk carefully, there are many anomalies at the exit of the tunnel, a pseudo-giant is shying away outside. To receive a reward from a squad, individuals must be killed before the last stalker from the squad dies. Next, follow the spatial anomaly, which is located in the forest directly above the tank. There is a horde of monsters near the tank. First, shoot half of the monsters from a distance, then climb onto the tank and jump from it into the Teleport anomaly. You will exit from it near the Forester’s dwelling. Meet him, and he will tell you a lot, reveal many secrets, and you will receive a task from him - going to army warehouses to search for a stalker patrol that has disappeared there.


Army warehouses

From the Forester's house, along the road that heads to the north side, you will reach the warehouses. There will also be a post of the Freedom or Duty gang. At the army warehouses you will meet the head of the Freedom squad who are located there. After talking with the post commander, you run to the mercenaries in the abandoned village. Talk to the mercenary commander (dressed in an exoskeleton) named Hog, who will tell you about a detachment of neutrals who got into a looping anomaly of an unknown type and will give you the task of finding the signal of the missing detachment. Follow the northern side of the village, destroying the monsters. Climb the tower. The task is completed, after the end of the mission, blind dogs and pseudo-dogs appear below and it is more convenient to shoot them from above. Then a bloodsucker will appear on your way. Kill him and follow the Forester.


Compass

Information appears about a squad that disappeared in a temporary anomaly. To assist the squad, the Forester needs the Compass artifact, stolen from him. Follow it through the gate in a southerly direction, into the forest. Then head west. And then follow in the direction of shooting. Proceed carefully to the entrance to the mines. There is a well-armed detachment of renegades there. Go inside and fight them. Then you examine the rooms and find a strangely shaped artifact. We take it - this is the “Compass” and follow back to the Forester. Return the “Compass” to the Forester and take the reward - the upgraded “Vintar” VS sniper rifle. You receive the next task from the Forester and go back to the warehouses and go to the army base to establish contact with the lost squad.


Army warehouses

Talk to Hog, he and his gang will not help you get to the base, but he will tell you. That people from Freedom will help you with this. Move to the army base, focusing on the marker on the map (in the southeast corner of the map, in the TC there was a Freedom group). At the base, clear the base together with stalkers from Freedom. After clearing the base, using the map as a guide, look for the marked tower, climb up it and, turning on the lever, send a radiogram. You learn that the lost patrol is stationed on the other side of the bridge, occupied by renegades.


Bridge in Limansk

Lebedev radios to tell you to follow the bridge located in the Red Forest, where the battle will soon begin. Having reached the bridge, immediately look for a convenient shelter from which you will shoot at the enemies on the other side of the bridge. Your task is to cover the fighters who will lower the bridge after a group of stalkers led by Leshi takes a position near the bridge. You must destroy the snipers on the hill that periodically appear on the hill behind the stone. This is where the Vintar VS comes in handy. When the bridge goes down, cross it and destroy the renegades. The path to the city of Limansk opens. You can chase the Strelok. But don't rush to do this. First, get the “Flame” artifact from Leshy. Then, at the Clear Sky base, you will receive a reward for your assistance. From the merchant at the base you will receive 50,000 RU and, most importantly, the FT200M rifle!!! Attach the best artifacts to your belt. In addition, use the money you receive to upgrade your armor and weapons. Buy the maximum possible amount of anti-rad, bandages, first aid kits and ammunition. This is necessary so that when you proceed to Limansk, the tunnel will collapse and your return will become impossible. And if you want to finish, go to the city, and if you want to play, then don’t go to the city right away, but walk around the locations.


Limansk

The tunnel to the city of Limansk is located in the Red Forest, behind the bridge that was lowered. Upon entering the city, get your bearings and follow the stalkers from Clear Sky. A minute later, the group will find two thugs, one of the bandits is wounded. After the conversation, they will agree to indicate the location of the trap in exchange for a first aid kit for the wounded. Accept their terms. Then the bandit will say that there is a tripwire near the car. But in reality there are many stretch marks that block the road. Next you must repel the attack of the thugs. But this will happen when you reach the set mines (tripwires) (a scripted scene follows). The thugs took up residence in nearby buildings. After destroying them, follow further. Then there will be a clash between bandits and fighters from the Monolith with mercenaries (the bandits are located in buildings). At the direction of the mercenary behind the car, you must go behind the house and suppress the machine gun. If your weapons and armor are damaged, then don’t worry, there is a technician in the Clear Sky squad, all you need is finance.


Monolithians

Be sure to save, especially if you beat the game on a difficult level, you will find out later. Next you have two fights. The Monolithians are advancing from all sides, even from the roofs of buildings. You will have to fight very clearly and quickly, but carefully. For effective combat, equip your weapon with armor-piercing ammunition and hit the enemy directly in the head. If you don't have enough first aid kits, try collecting them from the corpses. Then follow to the place where the bridge over the canal is located, which is marked on the city map. Follow to the intersection, after it go straight along the road, you will come across anomalies. Turn to the right - you will see a small arch. Go through the arch and you will see a children's playground. Follow further to the right, and after walking quite a bit, you will see a mound with a staircase on it. Follow the house where the stairs go. Wander around the rooms and find the exit to the opposite side. Follow down and find the head of the Clear Sky group and talk to him. Get the task to cross the bridge to the other side of the canal, to the houses where the military, who came from nowhere, are holding defense. When the CN detachment diverts the fire to itself, cross the bridge and, keeping to the right, follow the houses past the houses to a two-story building where a machine gun is located. Clear everything there, and a squad of stalkers will approach you.


Construction site

Next challenge in town. Follow the house in the other direction and go left to the marker indicated on the map - a small broken bridge. Next, follow the road leading to the construction site. Walking this path is difficult. There are a whole bunch of space anomalies on the road (they are thrown at the beginning of the path). Go through them as follows:
1.Go around the very first anomaly on the right side.
2.Follow the stairs, then follow the path that goes down.
3. You will see a bus, next to it on the right side is a box. Climb along the box into the cabin and through it to the other side, through the bus door.
4.After getting off the bus, you will see another bus, follow it, then left. Then it’s clear. Next you will see a hill on which there is an unfinished house. The Monoliths are located in this house. Destroy the Monolith fighters from this house carefully. Operate from behind cover, shoot around the corner and back around the corner. Watch the Monoliths carefully, they can use grenades. After the fight, follow to the top of the house, run across the roof to the other side and then go down. This is the other side of the construction site. Next, follow the gate and go down into the recess under the gate.


Outskirts of the city

There you will meet the Clear Sky group. Move with them. Then you will find yourself under fire from a group of Monoliths. Next there will be an obstacle in the form of an electric fence. You will have a new task to turn off the electric generator to which the fence is connected. To do this, return to where you met the ChN detachment. To the right of the gate are residential buildings. In one house, look for a flight of stairs that leads to the attic. Go up the stairs and up to the roof. You will see a house nearby. Climb to the balcony of the house along the roof. Then follow to another roof, then follow the pipe and walkways made of boards to another house. In the house behind the boxes, destroy the Monolith. Then go further to the last wall, behind which there is a small room with a staircase. Go up the stairs and jump to the left at the end. The path will be blocked by a stack of boxes, break the boxes with a knife and follow forward. Further you will meet another staircase. The electric generator is located closer on the wall. Turn off the generator and go downstairs. You receive information from Lebedev that the main group may be passing through the city. You receive a task: to find the entrance to the Pripyat dungeon, located near the hospital. Follow the direction of the fence and onto the next map.


Hospital

You will find yourself in an area where a military hospital was previously located. Receive a signal for help via the radio, follow forward and then drop into the pit. Next, go along the tunnel and you will end up in the hospital. Follow the stairs there to the next floor. There, behind cover, you will find a group of CNs who will assign you the task of destroying a Monolith with a sniper rifle. As directed, follow the wall to the right and you need to get to the other side of the building. Opponents will attack on the left, you shoot at them. Next, you will meet a fallen wall, go around the obstacle, go around on the right side and then follow the flight of stairs down. Wait for the command, there is a machine gun point in an ambush nearby, and the ChN fighters will distract the machine gunner. Having received the signal, follow the opening of the opposite door from where you came. Follow the flight of stairs up and enter the door. In the corridor, destroy three or four enemies, then move forward. At the end of the corridor, follow the command along the wooden walkways to the other side.


Helicopter

You think that you have won - but you haven’t. Next, the player will receive the next gift. You must follow the planks again back to the CN fighters. Next to the commander you will find a hole in the wall and go into it and further along the underground passage and then up. When you rise, urgently find a place where you can hide. This time you need to destroy a combat helicopter. Why do you need appropriate weapons - for example, a machine gun. After shooting down the helicopter, follow forward and you will find yourself in open space. You must then, within a certain time (1 minute), destroy enemies that will appear in the distance. They will be on all sides and even below and above. Don't let them get close to you, hit them from a distance. After the time has elapsed, you will hear conversations between the CN fighters over the radio station. You will learn that the ChN is undermining all exits and entrances to stop the approach of reinforcements to the enemy. And now the main thing is that while the CN fighters are holding back the Monoliths, it is necessary to go through the catacombs to the nuclear power plant. You will find your place near the corpse of the machine gunner. Follow to the place and get ready for the final battle.


Chernobyl Nuclear Power Plant

You find yourself at the Chernobyl nuclear power plant. At the beginning of the mission, Lebedev tells how to destroy Strelok. First you need to destroy the psi-field surrounding it. To do this, you need to fire from the EM-1 gun. The size of Arrow's psi field is indicated at the top right of the monitor. In addition, you will receive FT 200M for protection from the enemy. Look at the shooter through the optical sight. Near it you will see psi protection. Open fire on him with an electromagnetic gun while he is busy fighting with the Monoliths and hiding behind the boxes. When Strelok disappears, enter the teleport anomalies known from PM. You will be transported closer and closer to him in comfortable positions. The following situations will arise here. The shooter can pass through concrete floors and appear on the ground, stands up, and does not react to the situation. You will then be better off loading a save. Lebedev will inform you about the weakening of Strelok's psi-field, and when you destroy the field, he will tell you that you will have to wait until the Zone calms down. But it will happen differently - the anomalous activity will increase sharply and a huge Emission will follow and the game will end.

Walkthroughs Stalker Clear Sky: S.T.A.L.K.E.R.: Clear Sky. Walkthrough. Part 2

Let's go in. We immediately knock down the zombies from the first and second exits of the bunker and run to Sakharov. We get c.u. on a trip to the complex - to get information about installing a burner, they say, it’s impossible without it. We carefully take down the dogs and remove the artifact from the nearby anomaly. We rush around the corpses, then we either run forward and don’t stop, or we shoot about 15 zombies from behind and from the front along the course. We burst into the bunker - Sakharov will explain the situation a little and again send us to work at the beck and call of some Lefty. We just didn't have enough fleas. We run above the bunker and meet an attacking group. We are starting a breakthrough. We shoot again and again. We roll over the wall into the interior area. We receive the task of covering the cooler reload group. We run onto the roof, take a position with some stalker and wait for the zombies in exoskeletons. And we wait for them, we wait for them in the head, 3-4 pieces in a wave, we still have time to shoot at the rest of the zombies walking along the passage a little further or to the right along the stairs. All! The process has been restarted. Sakharov made a mistake and will talk about Strelok running into the Red Forest.

Don't forget to pick up a Bubble, Mom's Beads and at least a Dummy or a Snowflake at the location. And collect all the junk from zombies and dead stalkers, it’s a pity, of course, that Sakharov doesn’t buy weapons. We'll have to drag it to the research institute.

Red forest

We run after Strelok. Why?, but simply where else. We run into single Vasya-Petya and for some reason everyone dies. The shooter blows up the passage. THE MAIN MAIN thing is not to kill the last chukhan - he will raise his hands when he is left alone. You can loot Strelka's cache for free; it contains the Bubble artifact.

Everyone has arrived. The bridge is captured by renegades, the tunnel is blown up. Then they will tell the story about the most honest situation, they say, except for the Forester, no one will help and that’s it.

GSC makes good games, but they have problems with scripts.

If we run directly to the Forester, we run into a feisty bloodsucker, at least no match for others. We run up to the closed bars. AND! go straight to them

Vasya-Petya runs up, but is silent, because the lattice is transparent, but like a steel sheet, I can’t talk to it, even with my heel and toe. And there is a fork in events - in the scripts there are at least 2 quests, after which the Dolgovtsy must open the doors!

You can run to the passage where the gate with dead stalkers opened and remove the PDA with the map of the Red Forest from them. You can also rush straight to the stalkers standing near the exit to the Landfill. The system is the same. Accept the offer to lead the group. Move faster than them and shoot the snorks in advance, go out to the clearing with the Symbiote anomaly and kill the pseudo-giant. The stalkers in the rearguard should thank you with a good artifact. Catch a couple more from the anomaly, Eye or Flame is guaranteed for you. Then run forward, where Electra flashes. We find a tank and a whitish ball next to it. A familiar anomaly from the cordon! The area is notable for its anomalies and artifacts in them; you can also find Valerian’s dead father, although this is his clone, of course, the dog himself, alive at the Cordon and not to worry. Verified - alive. Regardless of the snorks, don’t forget to take out 2000 rounds of ammunition for the RP-74 (we’ll hide it for a rainy day) from the tank’s turret hatch and head into the anomaly. By the way, the quest RP may also be there; the task is taken from local debtors.

We appear near the forester’s location. Let's go see him. After the conversation, the picture doesn’t become much clearer; I need to return the Compass artifact. We run outside the gate to clean out the Renegades in the tunnel. Akhtungs in the forest! No one is lucky. The compass is here, let's pick it up. And below were poltergeists and an artifact. Simply put, we evict everyone from the cave with confiscation of property. Then the Dolgovtsy will come running and sit in the tunnel. Of course, what a joy it is - free living space. One stalker will retrain as a merchant. Wrong, but still a merchant.

We run back to the Forester, give the Compass, and receive a reward: a slightly racked vintar, which no one grades to the end. The plot develops, forces you to go to the Military Warehouses, you need to catch a signal for help from mercenaries from Limansk, who have found themselves in a spatial anomaly.

Military warehouses

We show up. We speak with the Svoboda members, they will send bloodsuckers to the mercenaries in the village. They will send you to the tower right there on the outskirts. While shooting the creatures, we listen to the SOS signal. We run again to the Forester, we need to help the people.

At the same time, by the way, you can get hold of first-class artifacts; although the level is not rich in them like the neighboring forest, the quality is excellent - Flame, Firefly and/or Goldfish will consistently find their owners.

Red forest

The forester will tell you that from the base at the military warehouses you need to send a message to the stuck mercenaries. Here again the imperfection of the scripts comes up - after going to the Military warehouses and talking with the mercenaries again, they will send you on an attack along with the Svoboda members. Like we’ll overwhelm the military in a crowd, and then we can send a message from the installation on the tower from the same base. But you can forget about Svobodovites, the military and sending the message. Do you want to shoot? If you continue to shoot, the weapon will begin to jam. The choice is up to the player. We return to the Red Forest.

We go to the bridge, fortunately the guides will guide you for a pittance, so you won’t have to stomp through the forest. We begin to knead the renegades. Lebedev & Co. will help with this. We are waiting for the mercenary Leshy with his brigade; with your support, they lower the bridge. Once again a marauder's paradise.

Don't run to Limansk right away. Chat with Lebedev, he has prepared for you a reward of 50,000 rubles and a good FT200m barrel. Only he “forgot the reward at home.” Take all the best from the caches, fix everything, put on the best armored armor and go into the tunnel to Limansk.

We crawl in, burdened with the best, in your opinion, deadly strays.

Why is this so? And you can't go back. It doesn’t matter what you are carrying, but SVDm is welcome and it will rule, guaranteed. We watch a scene with bandits and run forward through the blocks, simultaneously shooting at the windows of the exiles and catching mines on the butt. We burst into the house to the left of the mercenary who shouted something about an attack. We make mincemeat for everyone, we silence the RP, as well as its application in the Exoskeleton. We immediately select the Bulldog and in the box under it are 24 pieces of VOG-25. Here everyone gets euphoric and the state begins - everyone is a scribe, just so irrevocable. What is this connected with - or with the accidentally grabbed RP-74, which, even without data, puts everyone down like a hot water bottle, or maybe like a hot water bottle, although what difference does it make, or maybe a hand grenade launcher sows the fields of the streets with corpses once or twice - it is not clear. In short, everyone on the way is carried away to their forefathers, it’s not clear how, there were just a scribe.

We go to the right from the anomaly that blocked the passage, through the playground. We go up the stairs to the top floor of the building. We wander around the house and come out into an area with a bridge and a building inhabited by military personnel. It can be taken by storm, but the supposedly wearable SVDm infects all visible people in advance with a headache of 7.62 caliber. Here again you can pick up the RP or at least discharge it. We run further and maneuver between the ghostly balls, which quickly and painlessly perform a gamover, and jump onto the bus via ctrl+shift. We go to the construction site. As they say - there is no vegetation, no minerals, it is inhabited by Monoliths. Optics with a magnification higher than x1.6, or simply SVDM, includes such dichlorvos that the “cockroaches” have nowhere to run.

We fall out behind the construction site. We run forward and knock down the monolith. It turns out they made a trick - they sent a current through the puddle. We run to the right into the house and through the attic, onto the roof, through the pipes we move into the ill-fated building with a generator. The installation lasted a couple of seconds and then skipped to the pre-final level.

Go to the left from the central showdown area (from the mini fountain), i.e. local cemetery, opposite the deceased Zil, shoot at the door, breaking the boxes behind it, go down a couple of flights, shoot at the door again and, after passing the hall, you will see a teleport. Such a mini feature.

Abandoned hospital

The mission is to create a mess exclusively in a straight line.

We run along the ravine and fly inside. Let's shoot. We receive an order to take down the sniper, we go around, simultaneously shooting at the bad guys. We take down the sniper. Let's shoot again. We shoot the Monoliths again. We move to another area and go up the stairs. We shoot and shoot and the same thing happens again. Under cover we climb onto another parapet. We protect the CN while they kill the machine gunner. We shoot again, crawl further, shoot. Helicopter! You can even shoot with a PM - but it will take a long time. With RP 50-60 rounds. We destroy the bad ones again. Here the main weapon will begin to jam very often. Again moving to a new area. And then they will trample, cut down everything that moves, at least it is not your nationality, do not forget to go on the left side of the CN, do not accidentally mow it down. It seems like everything, we dive into the passage.

We talk to Lebedev, look at the script, and don’t run to dive into the telepot. We shoot regularly at the Strelok, don’t be afraid, he will often be in your sights. The main thing is that you can also hit by the aura of the glow of the main bad guy. Although you can jump on portals and swear at the respawning Monoliths, the effect will be the same. Strelok's defense has been destroyed. Release.

Science does not know where the mercenary Scar goes...

p.s. There was another ending where the Shooter killed Scar, but it was cut out.