How long does it take for a stalker to cross clear skies? Stalker Clear Sky Walkthrough

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

Swamps

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

Increasing influence

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

old friend

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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 throw 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 the 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 does good games, but they have a problem 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 opened with dead stalkers and remove from them a PDA with a map of the Red Forest. You can also rush straight to the stalkers standing not far from 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 ended up in 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 a 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 this is connected with - whether it’s with an 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’s 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 spier 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. Let's 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 doesn’t know where the mercenary Scar goes...

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

"Even a person who

pointed a machine gun at you,

Can I buy this machine?"

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

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

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

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

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

Cordon. group "Free Stalkers"

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

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

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

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

Dump. Group of bandits.

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

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

Dark Valley. Group "Freedom"

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

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

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

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

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

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

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

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

Yantar plant. Database of scientists.

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

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

Red forest

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

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

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

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

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

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

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

Limansk.

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

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

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

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

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

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

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

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