STALKER Clear Sky
passage, caches, flash drives, nps, weapons, maps, tips, patches
I strongly recommend that you go through the storyline to the bridge in the Red Forest without joining the groupings and keeping neutrality with them. In the story, the key characters meet both Dolgovtsy and Svoboda, if you are in Freedom, then quests with Debt can cause problems and vice versa.
Already after the bridge in the forest is lowered, you can go over the locations, distribute flash drives, upgrade equipment and then do anything.
Added [ description of artifacts ].
Artifacts are in anomalous fields, in single anomalies are not found. From a distance they can not be seen. Are searched with the help of a detector. There are three types of detectors in the game. The first, the most primitive, is given at the very beginning. Reacts to the presence of an anomaly artifact squeak, with the approach to the artifact, the frequency of the squeak increases. Then you can buy a detector "Bear", it shows the direction in which the artifact is located. The most sophisticated detector is Veles, it clearly shows an artifact on the screen. Some artifacts can be found only by them. Without the detector on, you can stand directly on the spot where the artifact is located and not see it. The process of searching for an artifact - go to the anomalies, switch to the bolts (6), get the detector (O), determine the direction, throw the bolt, step forward, look around (the artifact becomes visible from a distance of about a meter), if the artifact is not visible - determine the direction , we throw the bolt ... we see the artifact that has appeared, we grab the legs from the anomaly, we use the first aid kits / antiradiators if necessary. Artifacts tend to move, so we grab it right away until it turns into an anomaly. A glitch is noticed - sometimes there are two artifacts nearby, when loading from an early save and re-passing the artifact is already one.
Video - the first artifact in the marshes.
Quests are divided into the plot (main) and auxiliary. Subjects are obligatory for execution, the rest - at will, but it is desirable to perform as they are given all sorts of bonuses for them. Auxiliary - recover / kill / save / bring.
Buying information about geocaches.
We communicate with the characters, ask "What can you offer me," we learn that in a cache. Often answer "and FIG knows," do not press on the money, we buy.
The character is experiencing two emissions in the beginning, then in the course of the game there are occasional emissions, and although the professor assured us that the emissions on the drum if the ejection finds in the open that is everything, the gamer. Emissions occur at the entrance to the location, there is a message about the approaching release and a dot with a shelter appears on the PDA.
An interesting bug (known as the "jack bug" ). The main thing is to go to negative balance. You can upgrade on credit from the Liberty Kulibin, you can go with a guide somewhere with a smaller amount than he asks for a wire - the main thing to do this before completing the quest on the CCP Fang. With a negative balance in the basement with the Fang of the Fang at a robbery, we get two with a penny of a billion .
Passage of STALKER Clear Sky.
We come to our senses, talk with NPCs, go to the conductor, we leave the base. In anomalies, we select an artifact. We reach the tower, shoot wild boars, ejection. We come to, communicate with NPCs, we carry out quests. Assignments such as "grab and hold the point" - we bring down the renegades, we are waiting for the approach of the soldiers of the ChN. Assignments like "bring ..." - we take the task, finding that we need to go with the conductor to the base, the CPC marked the person who needs to give it, then to the merchant for the reward. Strengthen the position of the CHN in the marshes, we get the jacket CHN, we place the night vision device at our local Kulibin (without it we can not run at night), we go to the conductor to the Southern farm, we pass to Cordon.
On the tower between the fishing village and the cemetery lies the optics for the Kalash.
In the north, behind the railway lies the vint, we pass between the locomotive and the cars, we select. Repair costs 9600, but it's all the same. SCREW.
Who is completely lost - video
In one of the hiding places, among other things, lies Chaser.
In the north-west under the ruined bridge is a dugout, in it under the mattress is hidden "Veles" with which there is the same "gravel" (for version 1.5.04). You can get to the bridge through a hole in the barbed wire.
For those who have not been able to find "Veles" and "Grave" - the opposite picture on the picture below
Who is completely lost - video.
Two flash drives give a merchant for completing quests, another one - in a cache. All three we hand over to local Kulibin, we get an opportunity of an additional upgrade of vipers.
Total: leaving the Bolot we have 8 artifacts, the Veles detector, the vintar, the chaser, the optics for the Kalash.
Appear in the tunnel before the checkpoint. If it's a night, put out the lantern. We run down and to the left to the stones near the tree, we hide behind the stones from the Shaitan machine gun. We look around for the presence of nearby military, if someone is wandering quite near Valim. Waiting until the Shaitan machine gun stops shooting again RUN left along the barbed wire strings.
We go to Sidorovich, then to the stalkers' base. We communicate with NPCs, we get the quest to fill up the soldier. We go back, for the railway-embankment to the right the elevator, we clean it, then at the ATP, clean it, go back to the base, approach the prison, listen to the conversation, get the coordinates of the case. We take away, we relate Sidorovich, we go further to the Dump.
Under the bridge sits the driver of the military, you can block him and you can take the quest on the PDA. To get into the tunnel where the corpse lies with the PDA we climb onto the bridge over the railway-embankment, jump into the circular transparent sphere. Video:
You can clean the block post, get hold of Kalashi, but the Shaitan machine gun is immortal (corrected in the second patch) and continues to shoot with a completely cleaned out block post.
Quest for a clever medicine chest. Is on the block post (still have to endure it), the building to the left of the barrier, the second floor.
Quest for the captured AKM-47/2. He lies on the ATP, from the street on the logs we climb up to the roof, through the hole to the attic, there is a refrigerator. The door does not fully open, you have to pop it or shoot it, it will open slightly, which is not visible, but look into the slot, press F and take the trophy. You can give and get money and you can leave yourself, a good trunk. Video:
Who can not take "magic" vodka - video:
Behind the bus we run into a group of bandits. You can obey orders, hide the trunk and stand still, then they will take the money and release it. It is better to piss on them, wait until they first shoot and soak them all or just run over the edges. Then we run along the map, search the corpse, help the digger beat off the dogs, get the quest for the Dark Valley. It would be better to go to the northern crossing, in order to avoid possible crashes.
The dark valley.
Appear before the checkpoint, follow the directions of the patrol - we hide the trunk, we stand in place, wait for the patrol himself to come up, talk, run to the base. We carry out quests, mochim psi-tuzika, we carry ammunition to the post ... everything is consistent, there are no problems. We get information about the fang of Fang, we go back to the dump beforehand, having spent money for upgrades / repairs, as we will lose money in the dump.
Psi-tuzika you can try to shoot from afar from the vint, if it does not work - run to him until he produced clones and shotgun at point-blank range. If the clones did appear a lot, then we look at what a tuzik runs around in circles, and does not particularly seek to attack, and we shoot him.
To search the cache on a tree near the plant, you need to climb to the roof, jump from it to the branch and walk along it a little.
One artifact is on the closed part of the base in electr. You can get there in two (at least) ways. 1st - through the window from Chekhov, 2nd - from the western entrance to the base immediately to the right, in the wall a gap, low sitting down to pass between the plates. Who did not understand - watch the video.
After performing quests Chekhov can take his IED (from the corpse). Video.
PDA Fang is in the basement on the flea market. We open the door, we go down, we get on the banner, the explosion, we watch the cartoon, we come to ourselves without money and ammunition, we get the task to go to the SRI Agroprom. Throwing a basement with grenades is useless until the script with the extension to the Fang of the Fang works out, you will not get there. Money is lost in any case, ammunition can then be returned - the task is given, it is for the bandits just to the south, on concrete slabs. It is possible to do easier - on the second floor of flea markets we load everything into a box, go to the basement, pick up the PDA, return to the box and take all our goods.
4 artifacts on the location can only be taken after having come into conflict with the bandits, first we go to the locomotive depot, bargain / upgrade, then we bring down all the bandits from afar, they themselves run in. If the gates are closed - we throw grenades inside or through the cracks, we shoot at whom it will turn out, the gates open - forward. 2 artifacts lie in a drawer in the basement opposite the barman, two more - in a car dump where the bandits have a concentration camp.
Research Institute of Agroprom.
We go from the landfill from the northern crossing, on the road. On the block post we come and listen to the Debt fighter, just listen, you do not need to press F. We follow the detachment of Debt on the road, on the jumped out of the bushes and killing one fighter, we do not pay attention to the creature, we go further, we help the detachment to shoot mutants. Next, we suggest that we go to the leadership of the Debt and do this. The chief chief sits in the building of the research institute on the third floor, we talk, we get the quest to flood the dungeon. We go on the map to the entrance, shoot snorkels, climb into the hole. The following location is loaded.
We run dodging lights and shooting at everything we meet. Once in the big hall with the vats we look for the controller, we bring him down, we go into the room with the valve, unscrew it. Now we quickly make our feet until everything is flooded. Right-down-left-up. Having risen on the ladder of steel, stood a little - the script works with a delay, you can skip the task. If someone gets lost and can not get out - here's the video.
We go further, take out the bandits, get the quest for the cache Arrow, hole in the wall, crouched, jumped up the stairs, we drain the information from the PDA. Who does not know where the cache is video.
We move to the exit, the fireballs on the last staircase can be shot if desired, but it's easier to just run on first aid kits, at the top the Lesters jump, jump, jump until we pass further. Everything, the next stop is Yantar.
On the basis of singles, in one of the buildings on the second floor there are 2 artifacts in electr.
The hermit is on the basis of singles, where there are four tanks standing behind the net, between the cisterns the hatch is down, he is there.
At the exit from the location, a group of stalkers will ask for help, we shoot back zombies, we get an upgraded bronze as a reward, or we look at how zombies wallow stalkers and collect vinters.
Who could not find the machine debtor - video:
We go to the laboratory, we help the security to interrupt the zombies, we go to Sakharov, we take the quest, we go not through the gate as in the first stalker and we go around the plant from the outside, on the south side to the west and then to the north, we shoot out the psy tuzik and other living creatures, we take the CCP, we return to Sakharov. We take the quest, go to a group of stalkers near the southern wall of the plant, follow their instructions, do not break ahead. We jump over the fence, clean it, through the boxes through the fence, with the fighter on the roof, we shoot the zombies until the others cool the coolers (the remaining time is right at the top), we get the quest for the Red Forest. We stock up to the maximum ammunition / first-aid kits / antirads, there you will understand why.
If the door to Sakharov is closed - we go outside, shoot in the air, look at the map where else are the enemies and where to go, wait for another wave of attackers, help to shoot them, then the door to Sakharov opens.
Left-handed companions are not climbing through the fence although the territory is cleaned up - it seems to overdo it, they climbed across the hut to hell, loaded from the previous save and on a new one. And warned because - do not go ahead .
If you immediately jerk to the Army warehouses, you can pick up the SVD on the tower from the sniper, if you come there on the story line, then there will not be an SVD.
We go behind the rifle, shoot off the ambush, the passage is blown up, we go east to the SOS signal, we take the CCP from the corpse, we go to the stalkers, we help them to go to the anomalous glade, we go further to the teleport anomaly (as on Cordon above the railway embankment) get on the tank, jump into the anomaly, go to Lesnik, talk, get the quest for Military warehouses.
Run for the gunner past the ambush is useless, vseravno script will work, just blow up the explosion.
If you help stalkers make their way to the abnormal glade and remain there alive, they give the "Gravy" artifact as a reward. The road to the glade is still so-so, but here in the clearing among the monsters runs a rare very hard-to-kill infection - a pseudo giant. We run around in circles, shoot first a trifle like dogs, then we plant cartridges into this infection.
We go in, talk with the patrol, then with the mercenaries, go to the tower, take the beast around, climb up, listen to the broadcast, return to the Red Forest.
We go to the forester, we get the quest for the artifact "compass", we go into the tunnel, we bring down the bandits, we take art, to the forester, we give, we get the quest for Military warehouses.
At many on the second approach to the forester it disappears, we go down to the first floor in a bathroom, we look at a ceiling, we observe a piece of a texture sticking out from a ceiling, we approach and we talk with it - it also is a forester .
In the tunnel when we go for the "compass" look under the feet, there you can fall down and then it's hard to get out, although there is an artifact there.
We go to the Freedom group, we clear the territory of the warehouses from the military, climb up the tower, press on the lever (F), give the coordinates, get the quest for Lebedev. We go around all the locations, distribute flash drives, buy / repair / upgrade inventory, we heat ammunition kits and in the Red Forest to Lebedev.
Until all the military levers on the tower are killed, it is inaccessible.
If you buy information about the hiding place in the middle of the warehouses in a damaged tank, you can take a grenade launcher.
The stalkers can take the quest for an artifact "flame" which you can not give for useful, or you can return and get a good trunk
We go to Lebedev, shoot the bandits on the other shore, periodically shoot snipers on the hill. The bridge is lowered, on the other side, we approach Lebedev, listen to the dialogues. If there is a desire - you can go over the locations, on the Swamps at the merchant get the ChN armor.
We are loaded with cartridges-first-aid kits-bandages, we are repaired-upgrade, we are going to reconnoitre the road to Limansk. Everything, running-picking ended, then a clean joker.
Limansk, Abandoned hospital.
We run, shoot, run, shoot ... and so on to the victorious end. We listen to reports of the Clear Sky fighters, we are moving forward. We drive a helicopter into the hospital. We leave at the Chernobyl nuclear power plant.
We try to immediately score the psi-defense from the spot. The arrow from the gauss, if it does not work, we run around the teleports, shoot everyone who stands on the road, catch up with Strelka, finish off the psy-defense, watch the movie. We put "Shadows of Chernobyl" and another week in the Zone .
You can shoot down the arrow - jump to it, you can wander around the Chernobyl NPP, watch the shooting of the ChN and Monolith, talk to the shooter After communication we finish his defense from the gauss.
Tnks to Domkrat - source http://domkrat.in.ua/publ/1-1-0-1/
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