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100% Walkthroughs of STALKER: Clear Sky

STALKER: Clear Sky

Detailed passing game STALKER: Clear Sky, including all secrets, side quests, and all endings.

Contents:

Walkthrough guide STALKER: Clear Sky

The action takes place before the events of the original game "Stalker: Shadow of Chernobyl". Almost all locations are the same, but now hostilities between factions are unfolding on them, it is more difficult to get artifacts, and it is more difficult to fight monsters and enemies.

An experienced stalker mercenary Shram led a group of three scientists through the swamps. At first, on the way they came across a flock of various mutants fleeing. And then they saw the reason for this flight - an unusually powerful ejection. All the people from the expedition inevitably died, but Scar somehow managed to survive.

After the launch of the campaign, you will wake up in the apartments of "Clear Sky" - the group around which the plot begins to twist.

Lebedev, who is the leader of this association, will speak to you and explain how you got here. Next, you need to talk with the bartender, who is located in a building nearby.

The bartender will not detain you for a long time and will send you to Lebedev. To recapture a checkpoint attacked by monsters, you need to take equipment from the warehouse.

Lebedev will give you medicines and a shotgun - now you can go to the "highway", for which you need to report to the soldier of the "Clear Sky".

Swamp

Move carefully in the swamps, as anomalies are scattered everywhere. On hard difficulty, they can instantly kill you, so stay vigilant and use a bolt that should be thrown in front of you.

After the first bridge, bypass the anomalies and listen to Lebedev's advice about local dangers and treasures. The latter, artifacts, can be found using the detector (key "O"), and right now you can pick up your first treasure - Medusa, which will appear nearby.

Artifacts themselves have various negative and useful characteristics, which is why sometimes it makes sense to attach them to the costume's belt to activate bonuses. At the moment, your costume does not have the appropriate slots.

At the destination, you will come across dead bodies and a watchtower. Here, examine the wagon for ammo, and then get ready for battle - you will be attacked by wild boars.

You need to quickly deal with them (shoot in the face) so that there is time to collect swag from the fallen comrades, and then hide from the outbreak that has begun.

Clear Sky Base

At the CHN base, report to Suslov to receive a reward. Next, look into the house nearby, where the master of all trades "Kulibin" sits - this person will give you a new task. At the tower, you have already found the flash drive he needs, so pass the find to get a reward.

After that, go to Lebedev, who will give you another quest to clear the Swamps. Go outside and look for the stalker "Nimble" if you want to get a briefing.

The guy will teach you the basics of survival in the Zone, tell you about your PDA and, if you toss him a coin, indicate the location of three caches with valuables. When you're ready, ask your guide to guide you.

Large swamps

During this task, you have to fight for the territory of the Swamp. Once here, prepare for the onslaught of the pack of flesh. By the way, if you do not make unnecessary movements, they can be bypassed.

Next, you will receive a message on the PDA - someone needs help, and you must provide it. Run to the destination (flashing marker on the map), where the camp is located.

On the spot, you will stumble upon Renegades, with whom you will have to fight anyway. Search their bodies, and then move on.

You are required to provide assistance to the Clear Sky members, whose groups are waiting for you to appear at various points (marked on the map). If you yourself will participate in the attacks, you will get more money. 

Explore the area at the same time. If you search, in the district you will definitely find a couple of caches with valuable items.

So, near the Fisherman's Farm there is a watchtower, at the top of which lies PSO-1 (sight). When all the same type of tasks for capturing points are completed, Lebedev will contact you.

At the base, talk to the commander, who will give you a new task to destroy the Renegades and capture the passage that leads to Cordon.

Beyond Artifacts

You will receive the largest amount of money from artifacts, which are unlimited in the Zone. In STALKER Clear Sky, unlike the first part, a special device was added - a detector that allows you to quickly find artifacts.

In general, if you want to find such a treasure (artifact), then first you need to detect an anomaly. Sometimes you will stumble upon especially fertile fields - clusters of anomalies, referred to as "Grabbing Hands", "Symbiont" and so on.

Specifically, there are no large clusters in the Swamps, but here you can find an improved Veles anomaly detector. It is located in the northwest of the location, in a cave near the fallen bridge (look under the mattress).

Renegade Base

Before you go to the renegades, it makes sense to complete some business. So, you may not have collected all the flash drives for Kulibin yet.

During the search, explore all the houses and camps where you can find additional loot. Also, if you have saved up some money, it is worth upgrading the weapon you like to increase the damage.

Additional finance can still be brought by ordinary stalkers who need help. Some guys will need ammunition, others - medicines.

At the CN base, you can get a couple of unique quests to find name items - completing them will increase your reputation with the Clear Sky faction (if you have already decided that you will join them).

Finally, head to the Renegades base. Together with your comrades from the "ChN", advance to the northeast of the Swamps, to a place referred to as the "Mechanization Yard". Get ready for a very hot meeting and a difficult battle in general, as there are an incredibly large number of bandits sitting there.

Keep in mind that your comrades can easily die, but this will not affect your reputation in any way. On the contrary, after the battle, you can loot the corpses of the fallen to collect good CH2 suits, as well as good weapons like the AKM-74.

After completing the task, Lebedev will thank you. Now that you have cut off all the tails, go to Cordon.

Cordon

Fresh stalker blood lives on Cordon, Sidorovich, military and other acquaintances with whom the player happened to meet in the first part.

When entering the location, Sidorovich will immediately contact you. A little further you will come out on a wave of the military, who will indicate their intentions about all approaching - to shoot to kill.

Open the map to understand your location: in the south of you is the base of the warrior, above is the base with Sidorovich. You need to bypass the military patrolling the area and get to the base of newcomers.

The problem of the military on Kordon is especially painful, as these guys are endowed with incredibly keen eyes. The machine gun point of the military will notice you from hundreds of meters and will start shooting at you very accurately, so be careful.

Use binoculars to find the checkpoint and decide how to move around in order to bypass them. Most likely, you will be noticed, so you will have to move under fire, running from stone to stone, from tree to tree, all the way to the fence with bars.

After that, you will go down the slope, and then they will stop shooting at you. Pass the fence and go left, heading straight to the camp with stalkers.

On the spot, you can talk with fresh blood and take a few secondary quests (one of them will give the players already familiar with "Wolf"). To advance along the main storyline, go to Sidorovich.

Sidorovich

Good-natured and hoarse huckster Sidorovich, if you didn't know, is one of the most iconic figures in the first part of the series ("Shadows of Chernobyl").

Sidorovich will not answer your questions about Strelka - first you must do him a favor. You have to find swag for him, but first you will have to visit the stalker Valerian. The leader of the neutrals is in his own base.

Before going to Valerian, you can pay a visit to the military, who made you dance under machine-gun fire. This time you can go from behind and deal with the machine gunner, but, again, the work will still not be easy, since there are a lot of military at that checkpoint.

across the mound

It doesn't take long to get to the railway embankment - less than a kilometer from Sidorovich. On the way, turn down the road (when viewed from the entrance to the beginner camp) and go to the bridge, under which the military is located.

Imagine, this guy will not shoot at you, moreover, he will even give you a task. It is not necessary to provide him with a service, and the task is nothing unusual - the standard "go and find it."

On your way to the embankment, you will run into stalkers fighting the military. Help first, and then search the bodies of the dead. Soon you will see a base of neutrals. Here, by the way, you can complete the same task of the military, if you have it.

On the bridge, you will find the anomaly "Teleport", which will throw you into the right side of the Cordon. In the tunnel, take all the items and the quest item, then return.

Base of Neutrals

The neutrals settled down very well: here you have two barracks, walls, and a cozy view. In the first barracks you will find a huckster and a mechanic, in the second - directly Valerian, who runs the entire base.

Talk to the latter to find out about a very bad situation: the military, it turns out, hand over the location of the stalkers to the bandits, after which the latter ambush them. Next, you need to interrogate Khaletsky, a major who may know about Sidorovich's very swag.

After a failed conversation, talk to Valerian again, who will ask you to deal with Halecki's comrades. You will find the latter at the ATP, where you can get through the Elevator. Kill all opponents on the ATP and collect valuable items (AKM-74\2U is also here).

Help Stalkers

When the battle is over, return to Halecki at the Neutral Base. When the major finds out that his comrades have died, he will immediately give you all the information about the swag.

Before leaving, you can help Halecki, but this, again, is not necessary. Help consists in handing over a pistol to the military, for which in return you will receive a tip to the caches behind the beginners' camp.

After learning about the location of the swag, pick up things and return to Sidorovich. On the way, visit the soldier under the bridge to give him the detected PDA. As a reward, you will receive the most common first aid kit.

By helping the neutrals, you got the opportunity to join their group. In general, in "STALKER: Clear Sky", like the original, there are many associations that you can join.

If you agree to become one of the neutrals, you will receive the "Bear" detector, which is significantly superior to the standard device, but inferior to the "Veles" (you could find it in the Swamps), as well as five anti-radins.

A mechanic nicknamed "Van" will give you a quest to find flash drives, and the huckster Shilov will help you unload your backpack. In addition to unique additional tasks, you can also take quests from neutrals to clear the Cordon from monsters (tasks are very well paid).

After exploring the Cordon and sorting out all the cases (as well as reporting to Sidorovich), go to the Landfill. There are two ways to get to a new location: through the pass in the northwest or through the checkpoint in the north.

Dump

Where do cockroaches live? That's right, in the trash. And the bandits? Of course, in the Landfill! In the STALKER series, one cannot exist without the other, so get ready for frequent attacks from the "brotherhood".

The first bandits will meet you immediately at the beginning of the location, but it is not necessary to fight them if you do not want to play a kind or neutral guy.

If you are not going to join the ranks of the gopniks, then in this case you should not shoot, but you should not approach the lads either, as she will immediately try to "gop" you.

The bandits are guaranteed to take all your money and leave you almost in your shorts, so either attack them right away from afar, or go around.

When talking, the bandit will head towards you and speak. Remove the gun if you are not afraid to lose money (or simply don't have any), and give them all the currency.

If you refuse to give money, just step back, and then carefully step to the side of the hill (the bandits will not shoot now, since the corresponding script is still running). Then you can safely pass their outpost and go forward without shots.

Finally, there is an option that there will be no lads at the entrance at all - neutrals will appear here who will fight with the bandits.

In this case, do not get caught in the crossfire and just wait to collect things from the corpses after the battle.

Dead stalkers can sometimes find IL-86, TRs-301 and other good guns. When joining the neutrals, just kill the gopniks.

Go on the main task to the indicated place. You'll find him on one of the junkyard hills, littered and surrounded by barrels.

Diggers

At the excavation site, examine the corpses of diggers who hunt here for the collection of resources. At one of them you will find a PDA with information, from which it follows that the fallen worked for a certain Vasyan. You will find the latter on the right side of the location, where he will fight off the Blind Dogs.

Save before approaching Vasyan, as during the battle the dogs can devour him. When the fight is over, the stalker will inform you about the location of your target - he is already in the Dark Valley.

Also, Vasyan, for a nominal fee, can point you to several caches scattered throughout the location.

Stalkers and bandits

Before leaving for the Valley, examine the Garbage for artifacts. Be sure to visit the basements of the Depot and the Cemetery of Old Equipment, where you will find great resistance and very valuable loot.

If you want to join the ranks of the bandits, you need not to attack them during the entire passage. At the moment, if you have not killed a single gopnik and have not joined another faction, you can become one of them. To do this, go to their base and talk to their leader, nicknamed Yoga.

Also at the base you can take a standard quest from a mechanic to find flash drives. And Yoga will also give you a unique task, characterized by meanness and deceit. 

It is worth noting that the Seva armor can only be upgraded to the end by a bandit technician. A strange bunch of high technology and chaps in Adidas, but the fact remains.

The gopniks also have an interesting task of shooting crows, the organizer of which is located near the bar. You can train with him, or shoot for time or for money.

The Dark Valley

The passage of STALKER Clear Sky has reached half, and now you have already reached the Dark Valley. There are two ways to get to this location: from below through the Dump, choosing the path in the southeast of the latter, or from above through the same Dump, choosing the path in the northeast of the latter.

In the first case, you will stumble upon bandits with whom you will have to fight. Not far from the entrance is the base of the lads, but personally you need to go upstairs to the checkpoint.

In the second case, you will immediately find yourself at the checkpoint. Remove the cannon, as the group leader will approach you. He will talk to you about the Fang you are looking for and let him go in peace. Next, go to the base of Freedom, which is located in the north of the Dark Valley.

Freedom

They won't let you into the Svoboda base just like that, so first you must talk with commandant Shchukin. It is necessary to complete an assignment for him, which consists in killing a psi-dog.

Before sending, buy ammo and drop unnecessary cargo from a huckster named Ashot. A guy from the Caucasus will friendly help you empty your wallet and wish you good luck.

Go to the point on the map where the dangerous dog was last seen. The Psychic Dog can be detected from a distance, and for this you will have to stop well in advance and use binoculars.

If you have a powerful sniper, then you can immediately finish it off with an accurate shot. Otherwise, you will have to fight it for a long time, as the psi-dog copies itself.

Having dealt with the mutant, return to Shchukin for a new task. This time you will have to get to the Freedom faction, which is patrolling the area. Take supplies from Ashot and proceed to your destination.

On the spot, alas, you will stumble upon only corpses, in the pocket of one of which is a CCP. Take it to Chekhov, the leader of Freedom, who lives in the main room of the base. In a conversation with the leader, it turns out that the commander is responsible for the death of the soldiers, whom you have to find and punish.

Commandant

To quickly move to your destination, use the services of a guide. With the help of the latter, you will be halfway to the goal, but then you will have to stomp on your own two feet. Soon you will hear the sounds of shooting - the Svobodovites are fighting the mercenaries there, and you need to help first.

After shooting everyone, finish off the commandant and pick up the PDA from his body. After that, return to Chekhov and report on your success.

As a reward, in addition to the currency, the leader of Freedom will tell you more information about the Fang. Chekhov will also give you several secondary quests, which are optional if you are not going to become a Svoboda.

Before leaving the location, explore its corners for valuable resources. Technician Yara, as follows all technicians in STALKER Clear Sky, will give you a task to collect flash drives on the map, so it makes sense to complete it. The bartender and Chekhov can tell you about the location of the caches.

Even if you complete all the Freedom tasks that are available now, Chekhov will not accept you into the ranks of his organization. But do not worry - the opportunity to become a Svoboda will appear a little later in the story. If you've finished all the things in the Dark Valley, go to the Scrapyard.

Junkyard (Part 2)

Here you have already explored most of the location, so now you need to visit the Flea Market. Until this moment, there was a closed door to the basement, but it finally opened.

An ambush awaits you at the back of the building, so if you don't want to lose the loot and then look for it, hide your belongings on the second floor of the building in the blue box where the neutral stalkers are located. Money cannot be added, so you will lose it anyway.

In the basement, you will run into a stretch and turn off, after which the bandits will take all your belongings. When you wake up, take the gun and the detector, and then return to the blue cache and take all the things if you decided to hide them.

Next, in any case, you will receive a task to return the stolen goods, but with the above trick, this task will simply become easier.

Open the map and find the location of the lads. Those will be in their camp, where you must go from the rear in order to defeat them all without a trace. After the battle, all you have to do is collect the loot and return your things. Move forward in the direction of the Research Institute "Agroprom".

Research Institute "Agroprom"

The Institute of Research occupies most of the location, however, there is an open area around the complex itself, where many anomalies and artifacts are scattered. At the start of the location, find a person at the checkpoint to find out about the Duty squad.

This group is also here, and it went to the same point where you need. Follow them to make your way easier, and fight off the Snorks and other creatures you meet.

In the middle of the location you will find a base of neutrals, led by a man nicknamed Orestes. He is accompanied by mechanic Aidar and huckster Drozd, who will offer you a standard set of tasks, as well as tips on caches.

Before leaving, search the complex, on the second and third floors of which there are electrical artifacts. Immediately find the medium-sized tanks, near which the hatch is located.

The latter will lead you to the sewers, where a strange stalker nicknamed the Hermit lives - you can buy improved weapons from him. 

On the left side of the location there is a swamp, where the quest begins with neutral stalkers. The guys are moving towards Yantar - help them in the fight against mutants to get an improved Zarya suit.

The immediate shelter of Duty is located below and to the left of the location, where the detachment will go.

Inside you will find many interesting things: an aviary with monsters, which is a kind of cabinet of curiosities of the Zone, which should have been added back in "Shadows of Chernobyl", but it was cut out at the last moment; shooting range, which is a mini-game already familiar to you (as with shooting crows) and headed by Major Zvyagintsev; as well as a bar run by the bartender Kolobok, a repair shop headed by Gromov, and a shop run by the unsociable Mityai.

You will find the head of the Duty grouping on the top floor of the main building. To him, Krylov, you must go in the end in order to continue the main plot.

Dungeon Research Institute "Agroprom"

Your questions about how to get into the dungeon of the scientific complex will not go unanswered. Krylov will tell you about the only way - a big hole, which, as you might guess, was created by mutants.

Inside the snorks founded a whole nest, which is a great danger to others. Before letting go, Krylov will ask you to destroy this nest for ten thousand currency.

It's time to visit the nest of snorks, where you should not go unequipped. Collect armor-piercing ammo, buy first-aid kits and go to a group of debtors led by Nalivaiko, which is located near the hill. Together with them, you must deal with the snorks if you want to get a tip on a good cache.

Move to the dungeons. You will find yourself in a branched corridor full of hot anomalies. Go to the opposite side of the dungeon, dealing with snorks along the way.

As a result, you need to get to the stairs up, which will lead you to a small room with boxes. Collect the swag and continue through the outhouse, dotted with Kissel (anomaly).

After a while, you will be stunned, the level of mental influence will rise and you will begin to lose control - these signs will mark the appearance of the controller.

If you are confident in your abilities, then it makes sense to close the distance with the monster as soon as possible, since he is not able to fight in close combat, and then beat him with a sawn-off shotgun or a knife.

In the next room, the pump control panel awaits you. Be sure to save before activating the valve that will let water into the dungeons. After that, turn the mechanism and run behind the bars without stopping for a second.

Pass the spiral staircase and the corridor, run past the jerboas and reach the stairs that will take you outside. As soon as you are free, the corresponding cut-scene will start - the entire dungeon will be flooded.

Now you need to go through the upper level of the complex, where the gopota settled down. Deal with opponents and find the Cache of the Strelka, which is located in the same place in the "Shadow of Chernobyl".

If you haven't played the first part, look for the ventilation entrance in the wall in the corridor - it will lead you to a cache with useful information. After studying the PDA, you will understand that you need to go to Yantar.

On the way to the exit, you will encounter fiery poltergeists - kill them by shooting right in the center. Finally, all you have to do is visit Krylov to receive your reward. After that, go to the northwest of the location, from where you can get to Yantar.

From now on, you can choose one of two main factions: Duty or Freedom. The first group will give you a PS5-M suit, as well as a Thunder-s14 cannon. The second - with the "Guardian of Freedom" suit and the "SGI-5k +" gun (plus three first-aid kits).

It is not necessary to take sides, moreover, choosing a faction will instantly make you a sworn enemy of the opposite one, so you will have to fight it on Yantar. Neutrality is the safest option.

Amber

A dried lake will appear before you Yantar, the bottom of which was chosen by the scientific station, headed by the scientist Sakharov.

Before visiting the professor, you will have to deal with the zombies, while moving very carefully. Keep in mind that small oases on the lake (not dry areas) have a high radioactive background, so they should be bypassed.

Fighting zombies with firearms is a wasteful undertaking, as these guys are very clumsy and slow, but at the same time they have a lot of health. If there is no risk of being surrounded by several ghouls, just go around one of them and plug it with a knife.

When you deal with all the zombies, scientists will let you into the bunker. During the conversation, Sakharov will give you a task to find the PDA. Here you can also receive secondary tasks from stalkers acting as bunker guards.

Get to the destination and kill all the blind dogs. Examine the bodies of the fallen stalkers, pick up the PDA and return to Sakharov.

Restart psi installation

After a painstaking study of information from the CPC, Sakharov will reveal the cause of strong psi-emissions. The point is the installation, which is located next to the bunker, and you will have to turn it off.

First of all, visit Lefty, who is waiting for you near the factory. Together with him go inside and climb up the hangar. When you turn off the installation, you will have to fight the zombies.

Now that the task is completed, report to Sakharov and go to the Red Forest, the path in which lies in the northwest of the location.

Red forest

At the entrance to the location, you will suddenly find Strelok - that very elusive avenger from the first part that you are hunting for. He will run away from you, so go in pursuit. At the bridge you will be stopped by his neutral comrades, so get ready for battle.

After the battle, you will find out that the Strelok ran into the tunnel and blew up the entrance. Next, Lebedev will contact you, who will tell you about another route to the Chernobyl nuclear power plant, which passes through Limansk.

There is one problem - the bridge to the city is defended by the Renegades, so you will have to use the help of other stalkers, for example, the legendary Forester.

Forester

When the neutrals start losing to you, they will surrender so you can interrogate them. Odin will agree to take you to the Forester in exchange for his own life - a great deal, don't you think?

After a while, the guide will stop near the group of stalkers, refusing to go any further. Here you will receive an SOS signal, however, when you arrive at the place, you will find only corpses.

From the corpse, pick up a map of the Red Forest, which shows a unique spatial anomaly - it is through it that you can get into the Forester's possessions.

At the destination, you will stumble upon a group of singles - talk with their leader in an exoskeleton, who will ask you to lead his guys through the tunnel for a great reward - an artifact.

One way or another, but you still better agree, because a pseudo-giant awaits you behind the tunnel, and additional fire will come in handy anyway.

Directly in the tunnel, a flock of snorks awaits you - throw a couple of grenades inside to smoke them out. A little further you will stumble upon the anomaly Symbiont, and after - on the pseudo-giant. If you want to receive a reward for escorting loners, then at least one of them must survive.

After passing the tunnel, go to the anomaly. You will find it right above the hatch of the tank, in the depths of the forest. Deal with a couple of monsters from afar to clear the path, and then jump up and go through the portal.

As a result, you will find yourself near the Forester's hut, who will tell you many interesting stories and give you the task of finding the missing group of stalkers.

Army warehouses 1

You can get to this part of the location from the north of the Forester's hut. On the spot, you will stumble upon Svoboda, and even further - at the mercenaries who have settled in the village.

They are led by a guy in an exo nicknamed Hog - it is from him that you will receive information about the disappeared stalkers.

Go to the destination, where the looped anomaly mentioned by Hog is located. You must get to the tower, where the signal will increase. Next, deal with all the mutants and return to the Forester.

Compass

The forester figured out how to help the missing guys - with the help of the Compass artifact. To find the last one, go down from the Forester's hut, past the gate, and then move west.

Soon you will reach a hill, behind which the sounds of battle will be heard. Reach the entrance to the mine and kill all the renegades.

Before leaving, it makes sense to deal with the poltergeists at the entrance to the mine, since there is also a hole in the dungeon hidden by boards. Inside you will find even more poltergeists, the battle with which, you can be sure, will turn out to be difficult. There you will find the desired artifact and a grenade launcher.

For the return of the Compass to the Lesnik, you will receive an upgraded VS Vintar sniper rifle to the limit. Now visit the warehouses again to contact the disappeared stalkers.

Army warehouses 2

Hog and his guys will not agree to go deep into the military base with you, but the leader will note that the Svobodovites will definitely go, since the base belonged to them in the past. Together with the Svobodovites, clear the base by killing all the military. Now it remains only to climb the tower and send a message.

Bridge to Limansk

You will be contacted by Lebedev, who will tell you about the imminent mess near the bridge. Get to the point and get ready for battle. After a while, a group of Leshy will approach the bridge, but you will have to cover them while they lower the bridge.

You will mostly have to watch the hill, as the renegade snipers crawl out from there. When the bridge goes down, go to the other side and finish off the remaining opponents. Now you can continue chasing the Strelok.

Before leaving, talk to Leshy to receive a reward. Clear Sky wants to thank you in the same way, so visit their base if you want to get fifty thousand rubles and a powerful FT200M rifle.

From the moment you enter Limansk, the final part of the STALKER Clear Sky campaign will begin. That is why spend all the money and stock up on ammo and medicine to the maximum, since it will be impossible to go back.

Limansk

Examine the tunnel, which is located near the bridge. Once in Limansk, follow the ChN soldiers until you find a wounded bandit. If you give him a first aid kit, then his comrade will agree to give you an ambush.

It turns out that in front, near the cars, there is a stretch (in fact, it is far from alone there). When you get close to the first stretch, you will be attacked by gopota.

Deal with the first ambush and move on. Soon you will stumble upon a battle between Monoliths and bandits - here you need to destroy the machine gun point located in the house. After that, you must deal with the minions of the Monolith.

Monoliths

At this stage, it is worth saving the progress, as especially difficult fights await you ahead. For two battles, the Monolith will attack you from all sides, even from above (from rooftops).

Act quickly and do not stay in one place, as they will try to smoke you out with grenades. By the way, the Monoliths are equipped with an exoskeleton, so it’s worth shooting at them with armor-piercing cartridges and right in the head.

Continue towards the bridge. From the intersection, reach the anomalies and turn east to the archway you need to pass. From the playground, head east all the way to the hill, beyond which is the landing. Go into the house and through the rooms get out from the opposite side.

Below you will find the leader of the CHN, who will give a new task - to move to the other side of the canal, where the military settled. This task lies only with you, since the fighters of the ChN at this time will distract the warriors to themselves. Run across the bridge and get to the two-story building where the machine gun point is located.

construction site

After clearing the area, leave the house on the other side and move west to the bridge. Spatial anomalies are scattered along the road to the site, so you will have to go in a certain way (they always return to the beginning of the road).

First go around the first anomaly from the east, then go through the stairs and go down the path; after that, get to the bus and climb inside the car on the side of the box to exit from the other side; finally, reach another bus opposite and go around it on the left.

On the horizon from the passed road, you will find a half-empty building where the Monoliths settled. You will have to fight them methodically, as the guys love to knock you out with one bullet to the head.

After the fight, get to the last floor and exit to the other side of the roof, from where you can get down. This way you will get to the construction site - go to the fence leading to the hole.

Outskirts of the city

After the fence, you will meet friends from the ChN, with whom you will have to fight against the fanatics. Next, you will run into an electric fence - you need to cut off the voltage by finding the generator. The latter is located behind, where you met the CHN fighters.

From that place, go to the buildings near the fence and find an attic in one of them. Get out through the attic to the roof and go to the next house, and then, using the pipe, go to the next one.

Finish off the Monolith on the spot and get to the room with a ladder that leads to a new platform. Finally, jump to the left and break the boxes to get into the room with the coveted generator. Cut it off and go past the fence. You will receive a new task - to get to the Pripyat dungeons.

Hospital

Once there was a medical center for the military, but now there is only emptiness. At the SOS signal, jump into the hole and bypass the tunnel to get into the building.

Climb up the stairs and look for the CHN fighters there who want to get to the nuclear power plant. They're being thwarted by a fanatical sniper and it's up to you to finish him off.

Go to the east of the hospital, fighting off the attacks of the Monolith along the way. Pass the broken wall and continue east, going up and down.

Here the machine gunner will interfere with you - the allies will distract him so that you pass. Go into the next room and kill a couple of fanatics, then go through the pieces of wood to another house.

Helicopter

After that, you will need to return along the boards to the fighters of the CHN. Near the group you will find a crevice in the wall - go through there and bypass the tunnel. At the exit, quickly hide, as fire from the helicopter will fall on you. Use the machine gun to blow up the bird.

Next, you have to get to an open space, where the Monoliths will start attacking you. For about a minute, it is necessary to repel the attacks of fanatics.

After that, the CN will blow up all the approaches so that the fanatics can no longer receive reinforcements. Finally, all you have to do is get to Chernobyl while your friends are fighting the Monolith.

ChAES

In the new location, you will be taken directly to the center of the Zone, to the nuclear power plant itself. Here Lebedev will contact you to explain how Strelok can be destroyed. First you have to cut down his defense against psi-radiation - to do this, attack the enemy with the EM-1.

The shooter will fight not only with you, but also with fanatics, which will greatly simplify your task. If the enemy eludes you, then chase him through portals that allow you to shorten the distance.

Ultimately, Strelok's defense will be cut down, which Lebedev will inform you about. But then the Zone will start to go crazy, after which there will be a powerful outburst.

The final video will give more questions than answers to what happened to the main characters of the game. On this passage Passage "STALKER Clear Sky" is completed.

Video Guide STALKER: Clear Sky

All Weapons in STALKER: Clear Sky

Pistols

PhotoNameCaliberAccuracyConvenienceDamageSpeedThe weightPrice
Pmm9 × 1810,525125,50,53300
PB-1s9 × 181725125,50,73400
Handicap-129 × 18122511,55,50,88600
HPSS-1m9 × 19122511,55,50,94600
Martha9 × 1912251261,07900
Walker-P9m9 × 19122511,56,50,771200
Bark-919.45 ASR1725125,51,141500
SIP-tM200.45 ASR1525125,50,783000
UDP Compact.45 ASR1425125,50,772250
Black Hawk.45 ASR1424134,51,753750

Shotguns

PhotoNameCaliberAccuracyConvenienceDamageSpeedThe weightPrice
Trim12x767,5252419,51,99200
Shotgun12x7615,5212319,53,19400
Chaser 1312x76923,5231,53,271250
SPSA 1412x76922,52324,761750

Machines

PhotoNameCaliberAccuracyConvenienceDamageSpeedThe weightPrice
Viper 59x191223,512142,503000
AKM-74/2U5.45x3910,523,58,5122,862100
AKM-74/25.45x391223,59,5133,444000
AS-96/25.45x3913,5229,594,106000
IL 865.56x4512229,5125,165000
TRs-3015.56x4514,523,58,5142,706000
SGI-5k5.56x451420,511124,667500
Grom-S149x391420,511123,439000
GP-375.56x451423,510133,7610000
SA "Avalanche"9x391720,58,5122,7310200
FT 200M5.56x451523,510144,7612500

Sniper rifles

PhotoNameCaliberAccuracyConvenienceDamageSpeedThe weightPrice
Vintar-VS9x3915,523,58,5123,2012000
SVDm-27.62x5422,515,522,534,9815500
SVUmk-27.62x542119,52134,4817500
Shotgun EM1AMY252130,510,525000

Grenade launchers, machine guns

PhotoNameCaliberAccuracyConvenienceDamageSpeedThe weightPrice
Bulldog-6VOG-25919,516,5146,6810000
RPG-7uOG-7V025254,58,3025000
RP-747,62 7H111,5923128,8050000

Armor

PhotoNameBurn, Impact, Radiation, Chem.burnGapTelepath.Bullet resistanceNumber of artifacts +improvedThe weightPrice
Leather Jacket315050 + 23,00500
Bandit jacket315050 + 14,00500
Bulletproof vest ChN-18250111 + 24,005000
Jumpsuit "Dawn"9250113 + 25,006250
Jumpsuit "Wind of Freedom"7250112 + 13,007500
PS5-M Univer. protection"5300110 + 27,008125
Armored suit "Beryll-5M"12300300 + 27,0012500
Bulletproof vest ChN-3a183518301 + 27,0015000
Jumpsuit "Guardian of Freedom"143514302 + 17,0015000
Overalls "SEVA"373037152 + 39,0018750
PS3-9d "Armor of Duty"254025600 + 212,0020000
Armored suit "Bulat"283528600 + 212,0025000
Exoskeleton234023651 + 225,0055000
Exoskeleton "Freedom"204020652 + 115,0060000

All artifacts of STALKER: Clear Sky

NameWhat anomalyPropertyRadiationPrice
MedusaSpringboard-2 radiation-24000
twistFunnel, Zagr. arms-4 radiation-48000
BubbleAcid mist, symbiont-6 radiation-612000
Stone FlowerSpringboard, Symbiote-1 telepathy+13000
MoonlightElektra, Meat Grinder-3 telepathy+26000
Blood stoneacid fog-1 chem. burn+12000
hunk of meatacid fog-3 chem. burn+14000
CrystalFry, Break-1 burn+12000
Fire ballFry, Rift, Symbiont-3 burn+14000
SparklerElectra-1 electric shock+12000
FlashElectra-3 electric shock+14000
SoulMeat grinder, Sour fog+2 health+26000
Gingerbread Manacid fog+4 health+212000
Fireflyacid fog+6 health+318000
Mom's beadsFrying-20 bleeds+26000
EyeSymbiont-40 bleeds+212000
FlameSymbiont-60 bleeds+318000
Night starSpringboard, Funnel,Hands+10 max. the weight+26000
GravyFunnel+20 max. the weight+312000
GoldfishFunnel, Symbiont+30 max. the weight+318000
Batteryin the center of the Red Forest+2 endurance.+26000
DummyAcid fog, Elektra+4 endurance.+312000
SnowflakeElectra+6 endurance.+318000
Compassnear Lesnik+6 endurance.050000
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