STALKER Clear Sky
Passage, caches, flash drives, nps, weapons, maps, tips, patches


On this topic:

[ All books of the STALKER series 19 books. 2007-2009 + Bonus (Free of charge) ]



General issues.

I strongly recommend that you go through the story line to the bridge in the Red Forest without joining the groupings and keeping neutrality with them. According to the plot, key characters are both Dolgovtsi and Svobodovtsi, 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 the equipment and then do anything.

Artifacts.

Added [ description of artifacts ].
Artifacts are in anomalous fields, they do not occur in single anomalies. From afar they are not visible. 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. It reacts to the presence of an artifact in the anomaly of the 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 turned on, you can stand directly on the spot where the artifact is located and not see it. The process of searching for an artifact - we approach the anomalies, switch to 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 / antiradism 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.
Quests are divided into subject (main) and auxiliary. Subjects are obligatory for execution, the rest - at will, but it is desirable to perform as they are given all kinds of bonuses for them. Auxiliary - recover / kill / save / bring.

Buying information about geocaches.
We communicate with characters, ask "What can you offer me", we learn that in a cache. Often answer "a fig knows it", do not press on the money, we buy.

Emissions.
The character is experiencing two emissions at 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.

Money.
An interesting bug (known as the "jack bug" :) ). The main thing is to go to negative balance. You can upgrade on credit from Kulibin, you can go anywhere with a smaller amount of money than he asks for a wire - the main thing is 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 the robbery, we get two with a penny of a billion :) .

Passage of STALKER Clear Sky.

The swamps.
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, we shoot boars, ejection. We come to, communicate with NPCs, we carry out quests. Assignments such as "grab and hold the point" - we bring down 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 is marked by 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 put the night vision device at her local Kulibin (without running around it, it's almost impossible to 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 a 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 Chaizer.
In the north-west under the ruined bridge is a dugout, in it under the mattress is hidden "Veles" with the help of which there is "grav" (for version 1.5.04). You can get to the bridge through a hole in the barbed wire.
For those who could not find "Velez" and "grav" - 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 the local Kulibin, we get the 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.

[ All books of the STALKER series 19 books. 2007-2009 + Bonus (Free of charge) ]

Cordon.
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 walks quite near Valim. Waiting for the Shaitan machine gun to stop 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, after 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, 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 open completely, 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 a money and you can leave yourself, a good trunk. Video:


Who can not take "magic" vodka - video:




Dump.
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 is better to pounce 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.

[ All books of the STALKER series 19 books. 2007-2009 + Bonus (Free of charge) ]

The dark valley.
Appear before the block post, follow the instructions of the patrol - we hide the barrel, 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 bring him down.
What would search a hiding place on a tree near the plant you need to climb to the roof, jump from it to a branch and walk a little along it.
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 crouching to pass between the plates. Who did not understand - watch the video.


After performing quests Chekhov can take his IED (from the corpse). Video.


Dump.
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 Research Institute of Agroprom. Throwing a basement with grenades is useless until the script with an 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 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, take away the CCP, go back to the box and take all our goods.
4 artifacts on the location can only be taken after entering into a conflict with the bandits, first we go to the locomotive depot, bargain / upgrade, then we bring 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 fighter of the Debt, just listen, we 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, we go further, we help the detachment to shoot mutants. Further, they propose to go to the leadership of the Debt and do this. The chief chief sits in the building of the scientific 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 stairs, we 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.


Go ahead, take out the bandits, get the quest for the cache Arrow, a 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 in electrics 2 artifacts.
The hermit is on the basis of singles, where there are four tanks standing vertically 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, shoot zombies, get an upgraded armor as a reward, or watch the zombies fall in the stalkers and collect the vintars.
Who could not find the debt machine - video:


[ All books of the STALKER series 19 books. 2007-2009 + Bonus (Free of charge) ]





Amber.
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 off 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 off the zombies until the others cool the coolers (the remaining time is right above), 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 comrades do not climb over the fence although the territory is cleaned up - to see overdoing, climbed across the batka in the heat, 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.


Red Forest.
We go behind the rifle, we shoot off from 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) We climb up to the tank, jump into the anomaly, go to Lesnik, talk, get 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 the 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-gigante. We run around in circles, shoot first a trifle like dogs, then we plant cartridges in this infection.

Military warehouses.
We go in, talk with the patrol, then with the mercenaries, go to the tower, take the beast around, climb, listen to the broadcast, return to the Red Forest.

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 the 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 with it we talk is and there 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.

Military warehouses.
We go to the group of liberty men, we clean out the territory of warehouses from the military, climb the tower, press on the lever (F), give 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.
You can take a stalker quest for an artifact "flame" that you can not give for useful, but you can return and get a good trunk :)

Red Forest.
We go to Lebedev, shoot the bandits on the other shore, periodically shoot snipers on the hill. The bridge is lowered, on the other bank, 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. All running-picking ended, then a clean joker.

Limansk, Abandoned hospital.
We run, shoot, run, shoot ... and so on to the finish. We listen to reports of fighters of the Clear Sky, we move forward. We drive a helicopter in the hospital. We leave at the Chernobyl NPP.

ChNPP.
We try to immediately score the psi-defense from the spot. Arrow from gauss, if it does not work, we run around on teleports, shoot everyone who stands on the road, catch up with Strelka, finish off the psi-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 nuclear power plant, 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/


Threat I decided to go a little crazy. Take part in the rating. However, if anyone likes this page - click on the picture.
S.T.A.L.K.E.R. Cheats