Stalker Clear Sky Secrets. How to increase the maximum portable weight in the stalker. Strengthen the position of the "clean sky" on the swamps

The second part of the series of exciting "Stalker" shooters. If you have already passed the plot of the first part of the series, then surely I remembered that its main character is a stalker named Scar. You can download the game Stalker Clean sky for free and find out how it turned out to be this hero In the forbidden zone. The development of the plot begins in 2011. The scar acts as a conductor for a group of scientists and is trying to conduct them to the center of the forbidden zone.

As a result of energy emission, the entire expedition dies, and the Scar itself comes to itself on the basis of the "Clean Sky" grouping. Next, the hero is waiting for a whole chain of exciting events. He has to solve a lot of secrets, perform a variety of quests, but the most important task will be the destruction of the arrow. Whether it will be possible to execute it or does only depends on you. First you need a stalker pure sky to download torrent for free. With this game you do not borrow. You can not even doubt it.

Screenshots of the game S.T.A.L.K.E.R.

Video Overview Stalker Clean Sky

After launching the campaign, you will be able to the apartments of the "clean sky" - groupings around which the plot starts to spin.

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

P.

Barman will not detain you for a long time and send to Lebedev. To repel the block post, which was attacked by monsters, you need to take an equipment in stock.

Lebedev will give you medicines and a clip - now you can go to the "Bolshak", for which you need to report before the "clean sky" soldier.

Ollo

In the swamps, move neatly, as the anomalies are scattered everywhere. At a high level of complexity, they can instantly kill you, so keep vigilance and use a bolt that should be thrown in front of you.

After the first bridge, bye an anomalies and listen to Lebedev's advice on local hazards and treasures. The last, artifacts can be found using a detector ("O" key), and right now you can pick up your first treasure - a jellyfish that will appear nearby.

By themselves, artifacts have various negative and useful characteristics, which sometimes makes sense to attach them to the costume belt to activate bonuses. At the moment your costume does not have the corresponding cells.

At the destination, you will be stumbled upon dead bodies and a guard turret. Here, explore the wagon on the subject of cartridges, and then get ready for the battle - boars will attack you.

It is necessary to quickly deal with them (shoot in the face) so that there is time to collect a habar with the fallen comrades, and then hide from the ejection.

B Aza "Clean Sky"

On the basis of "CN", we submit to the Suslov to get a reward. Next, look at the house near, where the master is sitting on All Hands "Kulibin" - this person will give you a new task. At the tower you have already found a flash drive that he is required, so convey the find to get a reward.

After that, go to Lebedev, who will give another quest for cleansing the marshes. Get out and find the stalker "smart" if you want to get a briefing.

The guy will shoot you the basics of survival in the zone, will tell about your PDA and, if you threw it a coin, will indicate the location of three scroons with values. When you are ready, ask the conductor to hold you.

B. Oll swamps

During this task you have to fight for the territory of the swamp. Once here, prepare for the attack of the flutter. By the way, if not to do unnecessary movements, they can be destroyed.

In place you will be stumbled upon the renegades, with which in any case will have to fight. Arrive their bodies, and then go on.

You need to assist members of the "clean sky", whose groupings are awaiting your appearance at different points (marked on the map). If you yourself will participate in attacks, then get more money.

In parallel, explore the zone. If you search, in the area you exactly find a couple of scrims with valuable objects.

So, a fishing tower is located near the fishing farm, which lies the PSO-1 (sight). When all the same type of points for capturing points will be completed, Lebedev will contact you.

On the basis, talk with the commander who will give you a new task for the destruction of renegades and capture the passage, which leads to Cordon.

C and artifacts

You will receive the greatest amount of money from the artifacts, which are neurogenic in the zone. IN Stalker clean The sky, in contrast to 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 be stumbled into particularly fertile fields - clusters of anomalies, referred to as "Cutting hands", "Simbiont" and so on.

Specifically, there are no large clusters on the swamps, but here you can find an improved detector of the "Veles" anomalies. It is located in the north-west location, in the cave in a fallen bridge (look for a mattress).

B Aza Renegatov

Before you go to renegatam, it makes sense to complete some cases. So, you may have not yet collected all the flaxes for Kulibin.

In the process of searching, explore all the houses and camps where you can find additional prey. Also, if you have fed money, it is worth improving the weapon younge to increase damage.

Additional finances can also bring conventional stalkers who need help. Some guys will need a miserable, others in medicines.

On the basis of "CHN" you can get a couple of unique tasks for searching for registered things - their implementation will increase your reputation in the "Clean Sky" grouping (if you have already decided that you will get to them).

Finally, go to the renegade base. Together with comrades from "CN", put forward in the northeast of the marshes, in the place, called as the "Mechanical Court". Get ready for a very hot meeting and a complex battle as a whole, as there are incredibly a lot of gangsters there.

Keep in mind that your comrades can easily die, but it will not affect your reputation. On the contrary, after the battle, you can raise the corpses of the fallen to collect good CHN2 costumes, as well as a good weapon like AKM-74.

After completing the Lebedev task, thanks you. Now that you have chopped all the tails, go to Cordon.

To the Ordon

Fresh stalker blood, Sidorovich, Military and other acquaintances, with whom the player was met in the first part, live on Cordon.

When entering the location, Sidorovich will immediately contact you. A little further you will leave the military wave, which will indicate their intentions about all the approaching - shoot on defeat.

Discover the map to understand your location: in the south of you there is a base of the warrior, above - the base of Sidorovich. You need to Milk the military, patrolling the territory, and get to the base of beginners.

The problem of the military on the cordon is especially painful, as these guys are endowed with incredibly malicious eyes. The machine gun of the military will notice you for hundreds of meters and starts to fill it very much, so be careful.

With the help of binoculars, find the checkpoint and decide how to move to move them. Most likely, you will notice, so you have to move under the fire, running from stone to the stone, from the tree to the tree up to the fence with the grille.

After that, you descend from the slope, and then you will stop shooting. Minute the fence and go to the left, heading straight to the camp with stalkers.

In place you can talk with fresh blood and take a few secondary quests (one of them will give a familiar Wolf players). To move on the main storyline, go to Sidorovich.

With Idorovich

Good-natured and sipid Baryg Sidorovich, if you did not know, is one of the most iconic figures in the first part of the series ("Shadows of Chernobyl").

You will not answer your questions about Arrow Sidorovich - you must first have a service to him. You have to find a Khabar for him, but at first you will have to visit Stalker Valerian. Neutral leader is on its own database.

Before sending to Valeryan, you can make a visit to the military who forced you to dance under machine-gun bursts. This time you can go from the back and deal with a machine gunner, but, again, the work will still not be light, since the military on that blocks are very much.

H Eres mound

Before the w / d, mound to go for a short time - less than a kilometer from Sidorovich. In the way, turn down from the road down (if you look from the entrance to the camp of newbies) 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. To provide him with the service is optional, and the task is not nothing unusual - the standard "go-finding".

On the way to the mound you will come across the stalkers fighting with the military. Help the first, and then go around the bodies of those killed. Soon you will see the neutral database. Here, by the way, you can perform the same task of the military, if you have it.

On the bridge, you will find an anomaly "Teleport", which will throw into the right side of the cordon. In the tunnel, take all items and quest thing, and then come back.

B Aza neutrals

Neutrals accounted for nothing even: there are two barracks, and walls, and a cozy view. In the first barrack you will find a barygua and mechanics, in the second - directly Valerian, fueling the entire base.

Chat with the latter to learn about a very bad situation: the military, it turns out that the stalkers are located by bandits, after which the latter arrange ambushes on them. Next, it is necessary to interrogate the Khaletsky - Major, who can know about the Khabar of Sidorovich.

After the failure conversation, talk again with Valerian, who will ask you to deal with the comrades of Khaletsky. The latter can be found on ATP where you can get through the elevator. Select all opponents on ATP and collect valuable items (here lies AKM-74 \\ 2U).

Paint stalk meters

When the battle is completed, go back to the haletman on the basis of neutrals. When Major learns that his comrades died, he would immediately give you all the information about the Khabar.

Before leaving you can give Haletsky help, but this, again, not necessarily. The help is the transfer of the military gun, for which instead you will receive a tip on the sharon for the camp of newcomers.

Upon learning of the location of the Khabara, take things back and go back to Sidorovich. On the way visit the military under the bridge to give him a detected PDA. As a reward, you will get the most ordinary first aid kit.

Helping neutrals, you got the opportunity to join their grouping. In general, in Stalker: Pure Sky, like the original, there are many associations in which you can join.

If you agree to become one of the neutrals, you will receive a "Bear" detector, which significantly exceeds the standard device, but at the same time I am inferior to the "Veles" (you could find it in the swamps), as well as five antiradins.

The mechanic on the nickname "Van" will give you a quest for the search for flash drives, and the Baryga Shilov will help unload the backpack. Not counting unique additional tasks, Neutrals, you can also take quests for cleaning the cordon from monsters (tasks are quite well paid).

After examining the cordon and sobering with all the affairs (as well as represented before Sidorovich), go to the landfill. You can get to a new location in two ways: through the pass in the north-west or through the checkpoint in the north.

From Valka

Where dwell cockroaches? Right, in the garbage. And bandits? Of course on the landfill! IN stalker series One cannot exist without the other, so get ready for frequent attacks from the "Brutal".

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

If you are not going to join the ranks of the Gopnik, it should not shoot in this case, but it's not worth the face, since she will immediately try to "go".

Bandits are guaranteed to take all of your money and leave almost in some shorts, so they attack them immediately from afar, or go around.

When talking, the gangster will go to you and speak. Remove the gun, if you are not afraid of losing money (or simply not), and give them all the currency.

If you refuse to give money just go back, and then carefully step up to the hill side (Bandits and now they will not shoot, since the corresponding script is still running). Next, you can safely make them back and without shots go ahead.

Finally, there is an option that the lads at the entrance will not be at all - neutrals will appear here, which will fight with gangsters.

In this case, do not fall under the crossfire and just wait to collect things from the corpses after the battle.

The dead stalkers sometimes you can find IL-86, TRS-301 and other good cannons. When joining neutrals, simply release gopniks.

Go to the main task to the specified place. You will find it on one of the landfill hills, littered and surrounded by barrels.

D IGER

At the site of the excavation, explore the corpses of the diggers, which are traded here by collecting resources. One of them, you will find the PDA with information from where it follows that the fallen worked on some Wasyan. The latter you will find on the right side of the location, where he will fight back from blind pieces.

Save before approaching Vasyan, since in the process of the battle of the dog can fit it. When the battle is over, Stalker will inform you about the location of your goal - it is already in the dark valley.

Also Vasyan for a symbolic fee can specify you several scrolls scattered throughout the location.

With Talker and Bandits

Before leaving the valley, explore the landfill for artifacts. Be sure to visit the basements of the depot and in the cemetery of the old technology, where you are waiting for great resistance and very valuable Lout.

If you wish to join the ranks of the bandits, you need not to attack them throughout the passage. Currently, if you did not kill a single gopnik and did not enter another fraction, you can become one of them. To do this, go to the database and talk to their leader on nicknamed yoga.

Also, on the basis, you can take a standard quest from the mechanic to search for flash drives. And yoga will give you a unique task that is distinguished by meanness and cunning.

It is worth noting that the armor "Seva" can pump to the end only the techniques of gangsters. A strange bunch of high technologies and fravia in "Adidas", but the fact remains a fact.

Still gopniks have interesting task On shooting raven, the organizer of which is located near the bar. You can practice him, or shoot for a while or money.

T. Valley

Passing Stalker Clean sky reached half, and so you have already reached the Dark Valley. You can get into this location in two ways: from the bottom through the landfill, choosing the path in the south-east of the latter or from above through the same landfill, choosing the path in the northeast of the latter.

In the first case, you will be stumbled on the gangsters with which you have to fight. Not far from the entrance is located directly the base of the fantas, but you personally need to go upstairs to the block.

In the second case, you will immediately find yourself at the checkpoint. Remove the gun, as the grouping commander is suitable for you. He will talk to you about the fang that you are looking for, and let go with the world. Next, go to the base of freedom, which is in the north of the Dark Valley.

Freedom

Just so on the base of freedom will not be missed, so first you must talk with the commandant Schukin. It is necessary to fulfill the order for him, consisting in the murder of a psy-dog.

Before sending, buying up the cartridges and reset the unnecessary cargo at the Baryga named Ashot. The guy from the Transcaucasia friendly will help you empty the wallet and wishes good luck.

Go to the point on the map, where the last time you saw a dangerous dog. Psi-dog can be detected at a distance, and for this you will have to stop and use binoculars in advance.

If you have a powerful sniper, then you can get to finish it with an exact shot. Otherwise, you will have to fight her for a long time, as Psi-dog copies itself.

Having understood with a mutant, go back to Shchukin for a new task. This time you have to get to the grouping of freedom, which patrols the terrain. Take the supplies from Ashot and go to the destination point.

On the spot, alas, you will come across only the corpses, in the pocket of one of which is the PDA. Take it to Chekhov, the leader of freedom, which lives in the main place of the base. In a conversation with the leader, it turns out that in the death of soldiers, the commandant is responsible for which you have to find and punish.

To otendant

To quickly move to the destination point, use the Explorer services. With the help of the latter, you will find yourself on half of the path to the goal, but then you will have to stall on your two. Soon you will hear firing sounds - there are free to fight with mercenaries, and you need to help first.

By shooting everyone, finish off the commandant and pick up the PDA from his body. After that, go back to Chekhov and seek success.

As a reward, in addition to the currency, the leader of freedom will tell you more information about the fang. Also Czechs will give you a few secondary quests, which are not necessary if you are not going to become a free one.

Before leaving the location, explore its corners for valuable resources. Technician Yara, as it should all appliances in the "Stalker Clean Sky", will give you a task to collect flashres on the map, so it makes sense to perform it. Barman and Chekhov can tell you about the location of the Schrons.

Even if you do all the tasks of freedom that are available now, Chekhov will not accept you in the ranks of your organization. But do not worry - the ability to become a liberty will appear a little later in the plot. If you have finished all things in the Dark Valley, go to the landfill.

From roll (part 2)

Here you have already studied most of the location, so now you need to visit the flea market. Up to this point, there was a closed door to the basement, but she finally opened.

In the depths of construction, an ambush awaits you, so if you don't want to lose Lout, and then look for it, hide your belongings on the second floor of a building in a blue box, where there are neutral stalkers. It is impossible to fold money, so you will lose them anyway.

In the basement you will bloom for stretching and turn off, after which the bandits will take all your belongings. Waking up, take a gun and detector, and then return to the blue cache and take all things if you decide to hide them.

Open the map and find the location of the brother. Those will be in their camp, where you should go from the rear to make them all without a balance. After the battle you can only gather Lut and return your belongings. Advance in the direction of the Research Institute "Agroprom".

N i "Agroprom"

The research institute occupies most of the location, however, around the complex itself there is an open zone where many abnormalities and artifacts are scattered. At the start of the location, refer to the person on the checkpoint to learn about the debt detachment.

This grouping is also here, and she went to the same point where you need. Go for them to facilitate your journey, and beat off from the snorkens and other creatures.

In the middle of the location you will find the neutral base, which is headed by a man on nicknamed Orest. The company makes it a mechanic Aydar and Baryga Drozd, which will offer you a standard set of tasks, as well as tipping on scrolls.

Before leaving, a certain complex, on the second and third floors of which are electrical artifacts. Immediately find the average size of the tank, near which the hatch is located.

The latter will lead you to the sewer where a strange stalker lives a hermit - he can buy improved weapons.

On the left side of the location there is a swamp where the quest begins at stalkers-neutrals. The guys move towards amber - help them assist in the fight against mutants to get an improved costume "Zarya".

Immediately the shelter of debt is downstairs and left the location where the detachment will go.

Inside you will find a lot of interesting things: Wolter with monsters, which is an edible Kunstkamera zone, which was supposed to be added in the "Shadow of Chernobyl", but she was cut at the last moment; a shooter who is already familiar to you mini-game (as with a shooting raven) and headed by Major Zvyagintsev; As well as a bar who controls the bartender Barobok, the repair, headed by Gromov, and the store, the Barygoy, which is an unlike Mitya.

Chapter Grouping Duty You will find on the top floor of the main building. To him, the wings, you must go ultimately to continue the main story.

N's nii "Agroprom"

Your questions about how you can get into the dungeon of the scientific complex will not be left unanswered. The wings will tell you about the only way - a big hole, what was the easiest to guess, created by mutants.

Inside the snarz founded a whole nest, which represents a huge danger to others. Before letting go, the wings will ask you to destroy this nest for ten thousand currencies.

It was time to visit the nest of the snorkens, where it is not necessary to smoke not equipped. Type the cartridges of the armor-piercing type, buy the aid kits and go to the Langules group led by Nalyvayko, which is located near the hill. Together with them you must figure out the snarles if you want to get a press on a good scroon.

Adjust to dungeons. You will get into a branched corridor, full of hot anomalies. Coming in the opposite side of the dungeon, passing along the snarles.

As a result, you need to get to the stairs to the top, which will lead you into a small room with drawers. Collect a habar and continue the way through a sorted, digestible kisel (anomaly).

After a while, it is stunned, the level of mental exposure will rise and you will begin to lose control - these signs marked the appearance of the controller.

If you are confident in your abilities, it makes sense to reduce the distance as quickly as possible with a monster, as it is not able to fight in the near battle, and then kilgle it with a cut or knife.

In the next room you will find the pump control panel. Be sure to survive before activating the valve, which will let the water in the dungeon. After that, turn the mechanism and run behind the bars, without stopping for a second.

Minute the screw ladder and the corridor, run past the tubes and reach the stairs, which will bring you out. As soon as you find yourself free, the corresponding cat-scene will start - the entire dungeon is flooded.

Now you need to go through the top level of the complex, where the gopot falls. Understand the opponents and find the cache of the arrow, which is in the same in the "Shadow of Chernobyl" place.

If you have not played the first part, then in the corridor, look for a ventilation entrance in the wall - it will lead you to a cache with useful information. After examining the PDA, you will understand what you need to go for amber.

On the way to the exit you will come across the flame poltergeists - kill them, shooting exactly in the center. Finally, you can only visit Krylov to get a reward. After that, go to the north-west of the location, from where you can get to amber.

From this point on, you can choose one of the two main fractions: debt or freedom. The first group will give you a suit "Ps5-M", as well as the "Thunder-C14" gun. The second is the "Guardianship of Freedom" costume and the "SGI-5K +" gun (plus three aid kits).

Take the parties optionally, moreover, the choice of faction will instantly make you a sworn enemy opposite, so you have to fight it on amber. Neutrality is the safest option.

I Ntar

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

Before visiting the professor, you will have to deal with Zombies, moving very carefully. Keep in mind that small oasis on the lake (not dried sites) have a high radioactive background, so they should be bypassed.

Fight with zombies using firearms - A wasteful undertaking, as these guys are very hard and slow, but at the same time have a bunch of health. If there is no risk of being surrounded by several dead, just go over one of them and plug up with a knife.

When you figure it out with all the zombies, scientists will miss you in the bunker. During the conversation, Sakharov will give you the task of searching for the PDA. Here you can get secondary tasks from stalkers protruding the bunker guards.

Get to the destination and overload all blind pietes. Explore the bodies of the fallen stalkers, pick up the PDA and return to Sakharov.

P psy-installation

After a painstaking study of information from the PDA of Sakharov, it will reveal the cause of strong psy-emissions. The case is to install, which is located next to the bunker, and you will have to turn it off.

First of all, visit Levshu, who awaits you near the plant. Together with him, go inside and pick up the hangar. When you turn off the installation, you have a battle with zombies.

Now that the task is completed, read before Sugar and go to the redhead forest, the path in which lies in the north-west location.

Ryzhiy Forest

At the entrance to the location, you suddenly detect the arrow - the most elusive avenger from the first part, followed by you hunt. He will run away from you, so go to the chase. At the bridge you will be stopped by his neutral associates, so get ready for the battle.

After the battle, you will learn that the shooter ran into the tunnel and undermined the entrance. Next, the Lebedev will contact you, who will tell about the other path to the Chernobia, which passes through Limansk.

One problem - the bridge to the city defend the renegades, so you will have to use the help of other stalkers, for example, the legendary forester.

L Yesenik

When neutrals begin to lose you, they will give up, so you can interrogate them. One will agree to hold you to the forester in return for your own life - an excellent deal, do not find?

After a while, the conductor will stop near the grouping of stalkers, refusing to fall further. Here you will receive the SOS signal, however, when you come to the place, you will detect only the corpses.

From the corpse, pick a map of the Red Forest, on which the unique spatial anomaly is indicated - it is through it that you can get into the ownership of the forester.

At the destination point, you will be stumbled upon a single group - talk with their leader in an exoskeleton who will ask for his guys through a tunnel for excellent reward - artifact.

Anyway, it is still better to agree, because the pseudogagant awaits you for the tunnel, and additional fire is useful anyway.

Directly in the tunnel you are waiting for a flock of snarles - jump inside a couple of grenades to smoke them. A little further, you will be stumbled upon anomaly of the symbiont, and after - on pseudogigant. If you want to get a reward for supporting single, then it is necessary that at least one of them survived.

Passing the tunnel, go to the anomalies. You will find it right above the hatch of the tank, in the depths of the forest. From afar, deal with a couple of monsters to clean the path, and then jump upstairs and go to the portal.

As a result, you will find yourself near the hut of the forester, who will tell you a lot of advanced stories and will give the task to find the missing group of stalkers.

And RMDE warehouses 1

You can get into this part of the location from the north of the hut for the forester. In place you will come across the liberty, and even further - on mercenaries who sat down in the village.

They are headed 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 point, where the looped anomaly mentioned hog is located. You have to get to the tower, where the signal will enhance. Next, disperse with all the mutants and come back to the forester.

To Ompass

The forester found out how to help missing guys - using the compass artifact. To find the latter, go down from the hut of the forester, bypassing the gate, and then move to the west.

Soon you will reach the hill, for which the sound sounds will be heard. Reach the entrance to the shaft and overload all renegades.

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

For the return of the "compass" the forester, you will get to the limit of the modernized sniper "Vintar" Sun. Now visit warehouses again to contact disappeared stalkers.

And RMDE warehouses 2

Hog and his guys will not agree to go deep into the military base, but the leader will notice that the liberty will definitely go, since in the past the base belonged to them. Together with the Beach, clean the database by interrupting all the military. Now it remains only to climb on the tower and send a message.

M Ost to Limansk

Lebedev will contact you, who will tell about the ambulance near the bridge. Get to the point and get ready for the battle. After a while, Leshego's group will suit the bridge, you will have to cover them while they lower the bridge.

Mostly you will have to watch the hill, since the snipers of the renegades get out from there. When the bridge drops, go to the other side and the reuse of the remaining opponents. Now you can continue the challenge behind the shooter.

Before leaving, talk with Lesus to get a reward. "Clean Sky" in the same way wants to thank you, so visit them the base if you want to get fifty thousand rubles and a powerful "FT200m" rifle.

From the moment you go to Limansk, the final part of the Stalker Campaign will begin. Clean sky. That is why you spend all the money and buy by cartridges and medicine to the maximum, as it will be impossible to return back.

L Imansk

Inspect the tunnel, which is located near the bridge. Once in Limansk, go to the fighters of the CN, until you find a wounded gangster. If you give him a first-aid kit, then his comrade will agree to give you an ambush.

It turns out that ahead, near the machines, is stretching (in fact, it is far from alone). When you pick up for the first stretch, the gopota will attack you.

Obschery yourself with the first ambush and move further. Soon you will come across the battle of monolithpers and gangsters - here you need to destroy the machine-gun point located in the house. After that, you must deal with the minions of the monolith.

M Onolytsev

Act quickly and do not stay in one place, as you will be attempted to smoke with grenades. By the way, monolithic equipment is equipped with an exoskeleton, so that it stands on them with armor-piercing cartridges and accurately in the head.

Continue moving to the bridge. From the intersection to reach the anomalies and turn to the east, to the arc that you need to power. From the playground, follow the east up to the hill, behind which there is a staircase. Go to the house and call through the rooms from the opposite side.

Below you will find the CN leader, which will give a new task - to move to the other side of the channel, where the military scenes. This task is only on you, since the fighters of the CN will distract the warren on themselves at this time. Job the bridge and get to a two-story building, where the machine-gun point is located.

With a triple kit

Having reading the territory, leave the house on the other hand and move to the west to the bridge. Spatial anomalies are scattered on the road to the site, so you will have to go in a certain way (they always return to the beginning of the road).

At first, go around the first anomaly from the east, then go through the staircase and go down the path; After that, get to the bus and, on the side of the box, climb inside the machine to get out on the other side; Finally, achieve one more bus opposite and go around it on the left.

On the horizon from the distance traveled, you will find a half-empty building where the monolithic fell. They will have to fight methodically with them, as the guys love to cut out from one cartridge in the head.

After the fight, get to the last floor and go out on the other side of the roof, from where you can get down. Thus, you will fall on the construction site - go to the fence leading in the fossa.

About Krai city

After the fence, you will meet friends from CN, together with whom you have to fight against fanatics. Next, you are drunk in an electric fence - it is necessary to cut out the voltage, finding the generator. The latter is from behind, where you met the fighters of the CN.

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

At the site, finish off the monolithica and get to the room with a staircase, which leads to a new site. Finally, jump to the left and break the boxes to get into the room with the cherished generator. Cut it off and minim the fence. You will get a new task - get to the dungeons of Pripyati.

G Hospital

Once there was a military medical center, but now one emptiness is now. At the SOS signal, jump into the pit and minutes of the tunnel to get into the building.

On the stairs, pick up the top and find the fighters of the CN, who want to get to the NPP. They prevent them from sniper fanatic, and it is you will have to end it with him.

Go to the east of the hospital, passing off from the attacks of monolith. Go through the broken wall and continue to go east, climbing and going down.

Here you will interfere with the machine gunner - the allies will distract it so that you go through. Come in the next room and kill a couple of fanatics, then go through the woods to another house.

In Erotolet

After that, you will need to return to the boards to the fighters of the CN. Near the group you will find crevice in the wall - go there and follow the tunnel. At the exit quickly hide, as the fire from the helicopter will hit you. Use the machine gun to undermine the bird.

After that, the CN will blow up all the approaches that fanatics can no longer receive reinforcements. Finally, you can only get to Chernobyl, while your friends are struggling with monolith.

H nuclear power

In the new location you will be taken directly to the center of the zone, to the NPP itself. Here Lebedev will contact you to explain how you can destroy the arrow. First you have to cut off his protection against psi-radiation - for this purpose attack the enemy with the help of EM-1.

The shooter will fight not only with you, but also fanatics, which will significantly simplify the task. If the enemy will escape from you, then pursue it through portals that allow you to reduce the distance.

Ultimately, the protection arrow will get off, which will be informed by Lebedev. But then the zone will begin to go crazy, after which the most powerful release will occur.

The final roller will give more questions than the answers to what happened to the main characters of the game. On this passage, the passage of "Stalker Clean Sky" is completed.

Video: Passage S.T.A.L.K.E.R. Clear sky


Like, if it was useful

Further to the zone - closer to the sky ... A. and B. Strugatsky, "Picnic on the side of the sidelines" I did not like the swamp. They had to run a lot, chasing mud and squat a swamp albeit. I never loved the swamps. And never understood the romantic reed

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Manual

A. and B. Trugatsky, "Picnic on the side of the road"

I did not like the swamp. They had to run a lot, chasing mud and squat a swamp albeit. I never loved the swamps. And I never understood the romantic rehabits of Staplton from the "Baskerville Dog" on this topic. By that time, when the marsh epic end and the conductor agreed to take me to Cordon, I was already firmly decided not to return to the category of the "pure sky" grouping, even if the "Vintorzais" will be sold here.

A long winding tube brought me to the slope of the slope. Habitually looking and looking at, I saw the table "Stop! There is a fire for defeat! " "Eka Nevidal," I thought and cheerfully threw along the barbeds, Intrunning the arrogant on the radar and mentally preparing for a meeting with Sidorovich. I discouraged something threatening loudspeaker, the machine gun was tightly, the stalker-mercenary Scar published a suicide wheezing, and the machine-gunner eating from idleness made another back on the railing of the fence. Yes ... Newbies on Cordon and a year ago they met nonlaskovo.

Oatmeal, sir!

For a start, let's talk about quality. This start is not accidental, since and from the luxurious collection of the publication, and from the disk in a lonely plastic box will smell the same - something unselfished.

At one time, "Shadow Chernobyl" expected for a very long time. For so long that the waiting process itself gave rise to a whole subculture, represented by a weighing of jokes with bitter taste. Network iszdovs were quite aptly called the game "Zhdalker". With the "clean sky" everything came out somewhat differently. The game appeared quickly quickly, but it turned out to be so raw and unfinished that almost immediately received an equally tagged nickname "departure".

It should be admitted that this time the stewments did not survive against the truth. The hangs and departures on the desktop were literally a "visiting card" of the Russian release, and the forums instantly filled with crying, moan and gnashing. At the time of writing the article, Ukrainian and European releases barely took place, so their readiness for the departures is still unknown to me.

By the number of bugs of all varieties " Clear sky»You can compare unless with the unsolicited" boiling point ", which has become in this matter if not a record holder, then the reference. Already mentioned departures on the desktop are generously smashed in the "clean heaven" a variety of scripted errors causing a whole range of negative emotions - from easy annoyance to rabies.

And there was evening, and it was morning ... and was a patch 1.5.03. In it, in particular, the game optimization was promised. However, after the postponus exit, there were no complaints that the game began to slow down much more, and the number of departures was not at all reduced. However, I can't judge this reliably, because, as soon as I noticing the alarm phrase, "the saved games from previous versions will not work after installing the update," I decided that somehow surviving and without a patch.

But it was all Vox Populi. As for me personally, the number of brakes, bugs and departures of an unpasped "clean sky" was quite tolerable. Yes, there were unexpected krahie engines, there were allied allied expectations at check points, there were also stunning junctions of the game after passing between locations during emissions. But in general, the promotion in the plot went well smoothly, and it did not happen at all impassable zaetkov. Believe it or not.

Now - Actually about the game. Or rather, about what it is different from the predecessor.

The game world has noticeably looked. With the support of DirectX 10 smoke clubs and wet surfaces look very naturally, and with textures worked on fame. However, to play at maximum settings, a powerful machine with an extremely expensive video card will be required. So, not everyone will admire the graphic beauty of the zone in full.

The only thing that I want to note is especially, is truly dark nights. This barcode is very successful in the game, amplifying the atmosphere of the non-sensibility of the zone.

Sound clearance did not cause any special enthusias, no complaints. In general, it could be called unobtrusive if it were not for a periodic sypny chorus of a local gopot, screaming: "Catching a lemons!" Personally, I would have a solo scream for a sprint race. Yes, and sacramental "Attention, anecdote!" By the fire, after which the second silence is followed (carved censorship, or what?), and then a multi-haired laughter, also not pleased. No, I understand that most of the stalker jokes or beardeds, or hopelessly sad, but still ...

The interface, fortunately, has changed slightly. However, a hefty minus wants to put it if there is a missing indicator of fatigue. In the inventory he is. But for some reason in HUD there is no. It is uncomfortable, you know, run to the imaginary allies with open inventory. Yes, and from the point of view of intra-card logic, this is also not justified. We do not want to say that the stalker itself has no idea how tired it is.

But there were indicators of radioactivity (external and induced), psi-exposure, chemical and thermal lesions, bleeding. Yes, and also azimuth indicator of fallen grenades. Very helps to draut and survive on time, because it never succeeded in the flying grenades.

The selection of bolts is still not included in the general cycle of the weapon selection. Is it really so difficult? Why, for example, there are binoculars here, and there is no bolt? And why after crawling into the light of God, our hero certainly takes this very binoculars?

It was strange to look like aiming pistol mode. It is very strange if you consider that in the "Shadow of Chernobyl" he looked quite decent and self-sufficient.

As for the game ballistics, she leaves a dual impression. On the one hand, the "vintraza" acquired a realistic range of shooting and the trajectory of the flight of the bullet, and on the other hand, the thick trees, which except the shell of the field three-lines can break through, easily flashed from the cheap weapons of Chernobyl Swamp. It's nowhere to go from these gopniks in Kedah ...

Another undoubted plus is a system for improving weapons and armor. We will talk about these features later, but only I want to note that earning a complete modernization of at least one decent trunk will have to be quite long. And on improved armor - even longer.

Finally, conductors. If the path through the location is not close, you can find the conductor marked on the PDA by a special icon, and ask him where it can spend you. It may well be that there, where you need.

This is a bug: When trying to go with a conductor to another location, the game may hang, and tight. Be carefull.

"Clean sky" turned out noticeably weaker than could be. However, the atmosphere of the zone, in general, has been preserved, enriched with additional strokes (sometimes somewhat allyapovat). Insert the disk into the drive ... and do not complain that they did not warn about bugs. So here.

About the main hero silence the word

Let's start, as usual in the description of the prequel, with memories of the future. "The shadow of Chernobyl" begins with a mad race of the truck, in the body of which a hazardous doll is labeled. Later, if you remember, we got some idea about who and under what circumstances was put it in this truck. It seems that the powerful o-consciousness caught the restless and not in the measure of a curious stalker, which carries his nose where it should not be, and then mistakenly encoded him to kill himself and let him go to all four sides. But all this was somehow foggy and did not abound in detail. And now we can trace one of the main reasons made from the Material Stalker, known as the arrows, an inexperienced novice with a strange tattoo on the forearm.

Our hero is also a stalker, a single satellite scar conducted in the zone of those who are not able to survive in it on their own, but can pay for the services of the conductor. And he, like the arrow, also has distinctive feature. He, what is called "marked zone". Few zones lets alive, if it closes on his throat claws. But the scar was unknown to survive after a big emission that killed the whole group he led. It was this fact that the management of the "Clean Sky" group arrived at the idea of \u200b\u200busing a scar for a unique mission, with which no one else can cope - find those who are guilty of a large emission, and stop their irresponsible walking towards the sarcophagus.

However, the logic of the script is sometimes lame. It is asked why the Scar, who survived two emissions (one of them - in our eyes), is perfectly dying at the first subsequent? Well, the game explains that his nervous system is transformed with the zone and gradually "burns out." But why then any number of emissions carried out in shelter does not affect our hero? And what actually consists of his unique destination? What abilities allocate it against the rest of the stalkers? The answer to this question is not given until the very end of the game, replacing only some kind of mystical nurse embedded in the mouth of Lebedev.

Anyway, the scar moves forward, collecting scattered blocks of information about the activities of the Arrow Group, which is clearly engaged in something very interesting and associated with the campaign to the center of the zone. These informational fragments our hero in conscientiously transfers the leader of the group "Clean Sky" Lebedev, and it receives further instructions. At this stage there are no space-time restrictions, so you can explore the area, to make the artifacts, make money, improve weapons and armor. And at the same time and get acquainted with the assortment of gaming bugs.

From the marshes to the cavity, from the outpost to the landfill, from the landfill to the dark valley ... Singles, gangsters, "freedom", "Duty" ... The ball of facts gradually dismantle, forming a thread leading to the plans of the elusive stalker concerning the next campaign to center zone. The first contact of the scar and the arrow occurs on the outskirts of the red forest, near the bridge in Limansk. It becomes clear that the shooter intends to go to the end and ready to destroy anyone who gets up on the way. The only hope stop it is to come to contact with the forester. After long trips through the redhead forest and warehouses, a key fight for the bridge leading to Limansk, bypassing the radar. And from that moment on, the plot acquires the final straightness, and the game becomes a classic "corridor militant."

In the course of the matter, you will meet very strange and not characteristic of the "stalker" moments as a helicopter with a health strip, as well as not killed by conventional firearms "Sniper-machine gunner". Yes, it is fully fit into the canons of the classic scripting militant, but clumsily looks in the overall atmosphere of the game, which has already won their army of fans. Here I personally, for example, "Chernobyl shade" bribed with its realism and minimum arcade conventions. And here, you see, a helicopter that can be knocked down from the assault rifle, and the indestructible sniper, perfectly visible in the sight. Unwind ...

Grouping

Remember how many complaints were on an insufficient number of groupings available for entry? So, now they have become a little more. And if more precisely, three - "stalkers", "freedom" and "duty". Having entered into any of them, you will not only get a discount on the purchase of weapons, but also be able to participate in the war of groupings. It, of course, is very far from dynamic and tense network battles, but contributes some element of diversity in game process And makes it possible to earn money. But be prepared for unpleasant hints. Taking, for example, a checkpoint, you can wait for hours to wait for her group. And never wait, as scripts in the game sometimes work according to the laws of some completely inhuman logic.

Initially, the scar is informally in grouping "Clean Sky", although it is listed in the "mercenaries". In any case, in the extermination of "renegades" in the swamps, he takes a very active participation. But he has no further obligations to this group. If you enter into any other, on the relationship with the Lebedev and the "clean sky" it does not affect.

However, there is another group in which you can try to join. These are bandits. The leader issues a couple of tasks, Skapor pays, and then feeds promises like "as soon as, right away." I could not achieve admission to the glorious rows of Chernobyl gopot. Well, okay, it did not hurt something and wanted to replenish the rows of the gam.

In total, there are eight groups in the game, with which the scream will have to interact anyway.

Clear sky

Little grouping, headed by scientists. Its goals and tasks are the stabilization of the zone, preventing emissions leading to the death of a plurality of people, cleaning the marshes from the criminal elements. The location of the dislocation is the camp on the swamps.

Renegades

Group of bandits without a single leadership, opposing the "pure sky." There are no specific goals and tasks, limited to attempts to hold several fortified dots on the swamps. Place of dislocation - swamps.

Stalkers

Grouping loners who do not want to be under a single command. The meaning of the existence of this grouping is mutual assistance and support in difficult situations. Goals and objectives are the release of landfills from bandits. Place of dislocation - cordon.

Bandits

A stupid crowd of gangsters that do not cause any sympathy. Unified manual formally exists. The objectives of the grouping are control over the landfill that binds several other locations among themselves. Dislocation location - dump.

freedom

Grouping that confesses complete freedom of action in the zone for all. Despite the centralized leadership, anarchic is enough in essence. The objectives of the grouping is the confrontation of "debt" and expanding its influence on military warehouses. The location of the dislocation is the Dark Valley.

Debt

Military group, requiring tough discipline. Very well armed and equipped. Its goal is the insulation of the zone, the suppression of the activity of mutants and the suppression of the free removal of artifacts into the outside world. Dislocation location - Agroprom.

Mercenaries

Grouping, the strategic goals of which are completely incomprehensible. Judging by the game events, it is engaged in fulfilling orders for combat support. The presence of a single manual and dislocation are unknown.

Monolith

Religious-mystical sect, worshiped monolith - hypothetical artifact zone. Hostile to all other groupings, despite their goals and actions. Tasks - protection of monolith from incidents from outside. Dislocation location - Chernobylum.

Relationships with those or other groups, except for "mercenaries" and "monolith", with which everything is clearly reflected in the Scar PDA. In principle, this information is moderately useless, since the enemies in any case will not hide hostility, and will instantly open the fire at the first baseline.

War grouping

The meaning of the war of groupings is to be a planned displacement of enemy detachments from the location area and capture the reference points. Game mechanics It does not provide for the special initiative of the allies, so that to capture location will have to run great.

The beginning of the war marks the order to suppress the enemy forces at a certain point. I quickly look at the PDA, where exactly the point is located, we run there and destroy everyone who is there. In addition to representatives of the hostile group, it can be monsters.

After stripping, we are waiting for the approach of one of your detachments. When the squad pulls up and fixes on the point, a message is received about the successful completion of the stage. Thus, the point of location is captured from point to the point. The dislocation of the remnants of enemy forces is conveniently monitored on the PDA. But it is not necessary to engage in amateur in order bypassing orders. All the same, the allied point captured by you will not come until the appropriate order is received.

On a note: Unauthorized actions can be not only useless, but also harmful, because while you storm an unnecessary point, your grouping can lose one of the already captured.

After the complete destruction of enemy forces, the territory goes under the control of your grouping. But this does not mean that it will no longer be fighting. Enemy detachments will appear from time to time along the edges of the location and gradually intercept control. And at night, mutants can come. Their victory at checkpoints is also counted in losses.

For each successful capture of the point in which you participated, a fairly solid cash bonus relies.

Artifacts Zone

Artifacts, as you remember, in the "Chernobyl shades" literally lying under their feet. In the "clean heaven" there will be no such freebie. Here they are invisible, and they should be found with the help of a special detector, each time climbing close to death. Some artifacts in the "clean sky" retained the names, but replaced the properties, and the rest will become a novelty for the player.

It should be noted that from the point of view of the passage of the game artifacts are not completely mandatory. Even at the highest level of difficulty, you can get the very end and without them. Here, probably a bet on the researcher's player who will move exceptionally curiosity.

Most of the radioactive artifacts. Artifacts affect the parameters such as portable weight, endurance, blood coagulation, mental stability, resistance to radiation, fire, chemical burns, electricity. In total, the game meets twenty-four artifacts, and one of them is unique. It is called "Compass", and comes across just once, when performing the task of the forester. This artifact has the ability to find gaps in abnormal fields, thereby working as a kind of detector. It is said that with its help you can go through the most confusing abnormal field without the slightest risk.

The remaining artifacts can be found with the help of the detector near the anomalies.

On a note: The search for artifacts is quite complicated, because they are invisible until their rapprochement with the detector is closely. When localizing the found artifact, the main thing is not to get into the anomaly and carefully monitor the level of radiation and health status. In the surcharge of searching for a short time and die from radiation sickness.

Weapons and gear

The list of gaming weapons remained almost the same as in the "Shades of Chernobyl". Only two models of pistols (March and HPSS1M), a hunting rifle-vertical and manual machine gun were added.

As for pistols, both of them are calculated under the 9x19 Para cartridge and have real analogues of Beretta 92 and Browning HP. No significant advantages over other models of the same class are not observed.

The hunting rifle (the real analogue of the TOS-34) at first will be a good help when shooting monsters, because in the near distance, enormous damage in the near distance and has good adhesion on the middle distance during the shooting of a zhakan or a supernamed bullet. However, in the future it makes no sense to carry such a bandor there is no no.

A machine gun (real analogue of PCM), oddly enough, is used in the game exclusively for the shooting "with hands". The fact that such an use of a manual machine gun is a meaningless waste of cartridges, not at all rushes. However, a machine gun does not have any significant impact on the passage of the game, because the hero gets into the hands of the hero already on the "corridor" plot and can be effective unless against the helicopter.

On a note: It can be, of course, to host the machine gun and earlier, on the basis of "debt", but there will be no difference in this again, because the ammunition to the machine gun is not suiced, it is extremely rare, and the accuracy of this weapon is lower than criticism.

I have already mentioned the ballistics in the review part. The fantastic penetrative ability of enemy bullets makes meaningless to the usual use of trees and drawers as shelters. However, the enemies are quietly hiding behind the trees, and shoot them through the trunk of the tree well, it does not work. Summary, you see, ballistic discrimination.

It was noticeably worsened by the intelligence of small arms even in the sighting mode. Now the installation of optical sight on AK-74 allows you to observe the annoying misses in more detail. In essence, this approach is clear, because the game introduced a weapon modernization system, which significantly improves its TTX.

Armor is also present in a wide range - from a light jacket that protects except from the wind to complex armor "Bulat". Here also provides for modernization.

Among the additional equipment should be mentioned by artifact detectors. They are represented by three models.

Response. Anomalous activity detector with built-in Geiger meter. When approaching the anomaly makes a warning signal. Also can register the presence of artifacts and measure the distance to the nearest of them. Not very convenient in work, because it does not indicate the direction on the artifact.

Bear. Anomalous activity detector with built-in Geiger meter. Unlike the "Response" model, not only the distance to the artifact, but also the direction to it, noting the vector on a special azimuth indicator. With the well-known skill of the operator, it is quite effective.

Veles. A new generation scanner detector, which includes the gamer counter and an abnormal activity indicator. Designed specifically to detect artifacts. The arrangement of artifacts is shown on a special screen, which facilitates their search.

Modernization of weapons and armor

The modernization of all kinds can be carried out by special NPC on the bases of the groupings. For most types of small arms (pistols, assault rifles, combat shotguns), modernization is possible in two directions. The first gives an increase in fire power due to the rate of fire and the installation of a lean grenade launcher (for assault rifles). This can be said, reinforced assault version. The second direction is sniper. It provides for a decrease in the rate of recoil and an increase in the bungeous energy of the bullet to the detriment of rapidity. Both ways can be combined, but then the third level of improvement will be unavailable.

Regardless of the nature of the improvement, the automata can be installed fastenings of the optical sight. You can also increase the volume of the store and once change the caliber of the barrel. The latter is particularly interesting because you can take two very reliable AK-74 machines, change on one caliber and in the end the universal set of reliable weapons for any encountered type of cartridges.

Sniper rifles provide only an increase in accuracy, slaughter strength and store volume, which is quite logical.

Some weapon samples allow some special improvements, inaccessible to other models of the same class. So, for example, an IL-86 assault rifle, which has an integrated optical sight, can be improved in the direction of increasing its multiplicity.

Armor can be improved, too, in two directions - in the direction of strengthening anti-flame armor and towards relief, increasing portable weight and increased protection against abnormal activity of the zone. It is easy to see that the first option is a purely combat, while the second is well suited for the zone researcher. Improving armor is very expensive. Fully improved "Bulat", for example, will cost you 110 thousand (for comparison: a complete improvement in AK-74, which includes a caliber change, will cost 20 thousand).

On a note: Improving your weapons and gear, be careful. One wrong move - and the second (and together with him the third) the level of improvements will be not available, and the money is wasted inust.

The use of muzzle-silencers in the game is provided. But they are practically devoid of meaning, because the enemies react to shots in any case and unmistakably find out the source of danger. In addition, silencers, as in reality, reduce bullet slaughter action.

Monsters.

In principle, the fauna of the zone has practically not enriched. Moreover, during the daytime she even left. According to the overall plan of the game, the bright time of the day is set to the war of groups, so that mutants are preferred to appear at night.

However, a decrease in the number of mutants of the zone was replenished with an increase in health and damage applied. The snarles, which were easy prey in the "Shades of Chernobyl", are now able to kill the stalker if there are at least a couple. Blind dogs also became stronger and aggressive. Psevdapoi acquired the ability to teleportation when bullets hit them. And the pseudogagant, which in the memorable laboratory of the X-18 could be killed by two-three grenades of the RGD-5, now turned into an uncomplicable murder machine, which you can spend two dozen of the same grenade without the slightest result. Thank God, he meets only once, in the location of the Red Forest.

On a note: Do not waste time searching for parts of killed monsters. In the "clean sky" they are not provided.

Make it on the way and the modified bloodstream is the so-called "Bolt Creature". Unlike ordinary blood blood, he does not need to leave the invisibility regime to attack. It is almost impossible to kill this mutant, because it moves very quickly and practically does not stand still.

It will be in the game and a piece controller, involved in the script. No complication in relation to this "brain eater" I did not notice. Moreover, it seemed to me that he became more complied.

Anomalies and emissions

Anomalies, these curses of stalker, became much less noticeable than in the "Chernobyl shades". Three abnormalities were added to the usual already "electric", "frying" and "funnels". This is a "spill", "meat grinder" and "symbiount". The first causes thermal damage, the second breaks into pieces of anti-directional gravitational perturbations, and the third effects combined - destroys the nervous system of psi-radiation, burns and bursts into pieces. It is possible to find symbiount, for example, in red forest, near the habitat of pseudo-generation.

In each game location there are one or two fields of anomalies where artifacts can be searched. On the rest of the territory of the anomalies are relatively rare.

On a note: Be careful - many radioactive anomalies. Do not forget to look at the indicator during the search and selection of artifacts. And take with you a bigger antirad.

Emissions, as a rule, occur during repeated visits to locations. They warn about them in advance, so you can completely reach the shelter, which is provided in each particular case. Of course, the logic is that the shelter from the emission can be a strictly defined place, there is no, but there is nothing to do anything.

If the scar does not have time to reach the shelter before the start of the emission, it instantly dies. So it is better to hurry, without stopping at a shootout with the enemies met the enemies. But do not try to get away from the emission to another location. From the release, you, of course, go away, but further passage of the game can be impossible.

Passage

Swamp

After watching a video inserting us to the case, we are looking for a bartender and get the first portion of information about current position of things. A conversation with him interrupts Lebedev, requiring a scar to himself. The conversation with Lebedev also sheds the light on the events and prospects.

Having received the task, we go to the merchant who makes the scar for the first hike to the swamp. Armoring, go to the conductor who delivers us to place and is spoken.

Swamps - Specific location. The review here is bad enough due to widespread eases. On the way there is a small herd of rapes, which you can not spend the cartridges.

The meaning of the first campaign is to reach a tower with a panicing "Chiologyman", climb to him, shoot in boars and safely faint from the release.

Repeatedly coming into myself on the usual bed, we go to Lebedev to listen to some vague reasoning about the zone, the history of great emissions and the shra place in its continuation.

Of all this, it is clear that you need to get out to Cordon, closer to the zone. But it turns out that the camp of the "clean sky" literally covered on all sides by "renegades".

Thus, our operational task becomes the first war of groupings. Having pushed hostile detachments to the edge of the marshes and retavating the support points, gradually get to the conductor, who agrees to hold us on Cordon.

Cordon

Selling from the pipe, you should not hurry. The problem is that all space before going out is shot from the meals machine gun outpost. Therefore, our task is to reach a large boulder as quickly as possible in the direction of the outpost, and sit down. A machine gunner, losing a goal, will report this command, and the capture group will be sent to search for stalker. Using the fact that a machine gunner cannot fire, while the group is in the search, quickly running along a barbed wire bar.

Having left the persecution, we get to the village and go down to the basement to Sidorovich. As usual, the Old Cherych does not want to share information for free and requires in return to find and return the case with a habar, already cooked by the customer.

We go to the camp of the grouping "Stalkers", pass on the skirmish between single and military next to the bus stop. Winning the battle, we get the opportunity to improve your weapons.

Thinking with the commander of the group by Father Valerian, we are going to communicate with the captive Major Khaletsky. Major shows a plumpness, it does not want to report exactly where he hid the case, but it makes it clear that he would not be left for his misfortune and would certainly be convicted.

Repeated visit to Father Valerian gives rise to a plan to kill the whole "group of support" Haletsky, in order to have no illusions against his own future.

No sooner said than done. The first group is located on the elevator, the second - on MTS. In such a sequence and destroy the military. Returning to the camp, we are convinced that Khaletsky became markedly talkative, we learn from the location of the case.

Finding a rusty box, we attribute it to Sidorovich. In exchange, we get meter thanks and information about Stalker named Klyk, who is looking for any electronic components, but does not say why they needed it. Sidorovich in electronics does not understand and does not hold the components. Therefore, he sent a fang to the digger on the landfill. They roll up the burial of technology, so there is some kind of electronics for sure. So, the next goal is to find a fanging dump.

Dump

Another trip through the pipe. At the exit, the company is waiting for the company. If you comply with their requirements, rob to thread. Therefore, it will spend cheaper to spend a couple of pomegranate and fifty cartridges.

Coming by side of the parking lot, follow the pointer, which leads to four corpses of unlucky diggers. At one of them we find the PDA, which contains information that the fang was angry due to the lack of the detail you need, refused to pay for the excavation and left. Behind him was sent to some Vasyan, known for his eloquence and the gift of conviction.

We go to look for Vasyan, simultaneously reflecting, if his corpse is still. Oddly enough, Vasyan is alive, healthy and unharmed, but pretty frightened. We help him get off from the flock of blind dogs, and then find out that the fang and the trail has bothered. It is only known that he has bothered in the direction of the Dark Valley.

Dark Valley

At the entrance to the Dark Valley, there is also face control. True, it is not robbed here, but only look at the expression of the face. And then okay. After talking with the senior garrison, we go to the base of "Freedom". Here will be a conversation with the commandant Shchukin, too highly appreciated his time. According to his instruction, we go to kill the psevdapole in the amount of one thing. Returning, we get another task - to deliver ammunition on the outpost of "Freedom". We get cartridges at a chatty aschote, go to the outpost, but do not have time to do a little. The corpses of "Svobodovtsev" are still warm, and on one of them we find the PDA, which detects an interesting sound recording. As it turns out, the commandant of Schukin is a two-handed room and a traitor, who has stipulated the outpost of "Freedom" under the blow of the mercenary detachment.

Returning to the base, we find that Schukin is not only busy, but also a wise man. In any case, he had enough wisdom to get shattered to the mercenaries under protection.

This time we are allowed to be an audience with the commander of "Freedom" Chekhov. Of course, the next to our task is to find and rumble a commandant. His head is not required, its PDA is enough. Along we, we find out that the fang on the basis of "Freedom" visited, bought what he needed, and left. Where to? There will be a CCP of Commandant - let's talk.

Commandant detect on the farm by the road. There is a few covers, which "free buddy" is grinding with special cynicism, jokes and booms. We find the corpse of the commandant, taking the PDA, we return to Chekhov.

From the conversation with Chekhov, it turns out that Klyuk went to the landfill. Well, it is necessary, and? We are just from there.

And again dump

Not the caustiously, we go in the direction of the PDA of the Fang. This mark points to the basement next to unfinished ruins, in which diggers settled.

On a note: Attention! In the basement, the Scar will lose absolutely all its property. If you even a little sorry for you, throw off my junction right in front of the entrance to the basement. You will choose - collect.

In the basement, as it turned out, a min trap is installed. Killed did not kill, but the contusion is great. Come to the feel, the scar discovers itself lying on the floor of the basement, and on themselves - two degenerates in the gangster "Prikide". It turns out that they have long been trapped by robberies of curious stalkers thrown into the basement.

Bandits, enhancing the scar coming in, washed off. Now you can get up and look around. In the very corner of the basement, the PDA of the fang and the "newcomer set" is the Pugach of the Makarov system, the cartridges for it and some more rubbish.

The PDA is a mention of some cache and that the fang is involved in the hike in the center of the zone. The connection comes with Lebedev, who reports that the coordinates of the cache are already deciphered. It's time to go on Agroprom.

Agroprom

At the very beginning of the location - the "debt" posture. They politely talk to us, sympathize and even give security escort.

Reaching insignificant adventures to the duty base, we communicate with General Krylov. It turns out that you can get to the cache, but in exchange for helping "Dolga". They are overwhelmed by mutants, continuously twitching from the dungeons of the agriculture. The only output is to flood the lower levels.

There is nothing to do, it's time to go on the road. We buy by the gloomy seller named Mityai, we go to the hole. On the approach, we see a massive sings of snarks, the cargo of departing from the hole and walked in a fight with the military of Sergeant Nalyvayko.

In principle, you can play with them - and even successfully, if lucky. But is it worth spending ammunition and aid kits if you can run to hole and dive into the dungeon?

Dungeons of Agroproma

Long bent left corridor. It's not worth running on it. It is better to wait until all the torches are activated, and then running from Niche to Niche, trying not to get under the jets of the flame and shooting the burning snarles, get to the stairs.

Rising upstairs, select the cartridges and first-aid kits on the rack, we enter the round room with the pool system. Now it is important to see and kill the controller before he sees and kill us. In principle, nothing complicated, if you precisely shoot and bounce for pipes for recharging.

Having finished with the controller, we go into the following room. It is important here that there is no inventory overload. Tighten the valve, run through the door, do not buck on the screw staircase down, then left along the corridor to the stairs - and upstairs, away from flooding.

So, our duty "Dolga" is given in full. It's time to remember and about your interests.

During the visit to the cache, located in the same place, where it was in the room where the ventilation canal leads, "four bandits will meet. Like, I'm not a god news that. But further - seriously. Four fiery poltergeist, blocking out the mine with a spiral staircase.

To shoot them from the bottom problematic - poltergeeists willingly correspond to the flames, and the first or late first or later finish. It is better to run up to a deaf room in which it will be safe. From here you can throw a pair of pomegranate down to kill one Poltergeist, and shoot in the opening of the door on the second, bouncing from the response fiery strikes.

The remaining two poltergeists, which are significantly higher than the level of the room, can be destroyed by short accurate queues, quickly hiding into the room after each queue.

Seveled with poltergeists, we are chosen on the surface and go to the help of a group of rusty and on, to "amber".

Plant "Yantar"

In order to get to the old acquaintance of Sakharov, you will have to shoot a little. The bunker once again slowly attack the zombies, and the local team does not cope with them. We help fire, talk to Sakharov. From the conversation it turns out that the shooter visited here and received the prototype of a psi-helmet from Sakharov, without which it is impossible to go through the plant to the redhead forest. The stock of helmets from Sakharov has exhausted, but there is a chance to deal with the reasons for splash of psi activity in the vicinity of the Laboratory X-16. To do this, you need to get to the place where on one of the corpses of the expedition, killed psi-blow, is the PDA with the installation-emitter installation documentation.

We are only required to quickly run along the western wall of the plant, shooting blind dogs and their pseudo-coded, grab the PDA and return back. It is not worth lingering near the corpses, because on the approach another zombie group.

Returning to Sakharov, listen to his considerations regarding the reasons for the uneven radiation of the installation and get a task to accompany the left-handed squad, which should restore the cooling of the installation.

Having enjoyed together with the Lessa group at the plant, we take a place on his order on the roof of the warehouse, from where for three minutes shoot zombies that do not want to be cooled.

After restoring the cooling system, we receive information about the location of the arrow from Sakharov, pass through the Western Gate of the plant and finding out near the bridge to Limansk and the edges of the Red Forest.

Redhead forest

To begin with, we show running to the tunnel arrow. Apparently, he already knows what pursuit is going on, and is determined to stop it with any means. The funds, by the way, are simple - undermining the tunnel leading to the radar, and the organization of a hired ambush from anyone unsuspecting stalkers that they believe that they protect the arrow from the hired murderer.

The ambush has to kill, because it does not go to the negotiations. After that, it turns out that through the everrigan not pass anyway, and bypass road through Limansk is blocked by gangsters controlling the lifting bridge on the side of the river. Apparently, the bandits are not going to lower it in the near future.

The only way to do something is to find a forester. And for this you need to go through the redhead forest.

An extremely uncomfortable place is this forest ... We help to beat off the mutants with one group, we carry out another to the field of artifacts, where the pseudogagant is peacefully graze, we find the tank with a teleport bubble, fight back from boars and snarles, climb in teleport.

A guessed "bubble" delivers us almost in the arms of the forester. From a leisurely conversation with him it turns out that on the other side, not far from Limansk, a group of mercenaries hit some strange alteration. If you help, you can count on counterpart with the bridge.

Now we have to visit the military warehouses, because there is a chance to establish with a group at least some connection.

Military warehouses

Here you must first talk to the commander of the "Freedom" group, then find the detachment of mercenaries, talk to their commander in his nickname, go to the water tower in the village of bloodsuckers, shoot her aborigines, climb the tower and intercept the transmission scraps, which the group that is stuck under Limansky, leads continuously.

It becomes clear from the transfer that the reason for all the groups of the group is an anomaly distorting space. The case is done, it's time to return to the forester.

Redhead forest

Having learned about the scenario with a lost group, the forester recalls his interests and asks to find and return the invalid artifact "Compass", which at the forester selected local Swam.

Shooting with shine is the usual thing. Three minutes of work - and artifact in your pocket. We refer his forester, and instead we get a nominal improved "Vintorza" and a detailed plan for further action. It seems that the second hike on the warehouses should not be avoided.

Military warehouses

This time we will have to make a large scale. Already known to us, the Hog binds to a kind of costume, which represents the interests of "freedom" in warehouses, and the scope seems to be a unique opportunity to participate in the epic union of "Freedom" where we are accustomed to see it.

After the military is evicted from the territory of the warehouses to the next light, rose to the tower where the radio transmitter is installed. Include it, we pass a bearing for the lost group. So, we now have support on the side of the river.

Almost immediately after the transfer of the bearing, Lebedev comes out and orders it immediately return to the bridge in Limansk.

Red Forest (Painting)

During the battle for the right to lower the bridge from us, the services of a sniper cover will be required. Apparently, ingenious mercenaries have already spoil about the name "Vintorzais" and we are glad to impose sniper responsibility to our tired shoulders.

Nothing difficult foresaw. From time to time on Mountain, in which the tunnel is broken to Limansk, sniper of bandits will appear. We put it with one exact shot, lazily smoke, waiting for the following.

Everything, the bridge is omitted. You can go to Limansk.

Limansk

We pass through the tunnel, find ourselves in the city. First of all, we meet demoralized balances of the gangster name. Truly miserable spectacle ...

On a note: Then the "corridory" stage begins, at which there is no place to pay the armor and repair the weapon. Take care now. Immediately at the entrance to Limansk (the area on the left) will stand NPC, which will repaired everything you ask.

Be careful, on the short quarter with UAZ without top there are min traps with stretch marks and three arrow in the windows. Mines will not work, if you move through the car body. But with the arrows will have to deal with power methods.

Behind the turn - the house, on the second floor of which a machine gunner fell. The house has more than a dozen monolithpetes. Here you need to act decisively, but extremely thoughtless. Several grenades at different angles in the doorway doors, and then carefully clean the house and kill the machine gunner. So, we have a legitimate trophy machine gun. It is advisable to save it.

After stripping at home there will be two more clashes with "monolith" - one on the street, the other on the square with the sv. During the second clash, it is not worth spending time. I break forward and go through the doorway to the right, in a big courtyard. Be careful, do not run by the doorway. Further, the street is overclosed by an impassable wall of the anomalies.

In the left far corner of the courtyard there is a staircase. We climb on it, pass through the house, we go to the embankment to the bridge, we find another group of allies. Now our task is to destroy the machine gunner and suppress resistance in the house opposite. A machine gunner is destroyed by one accurate shot from the middle of the bridge.

Having reading the house, rising to the second floor, we find a break in the floor, go down to the first floor, we go out.

Now our path will run between spatial anomalies. We reach the bus, check through the window to the salon, go through the doors.

Now in line construction. On the floors are the fighters of "Monolith". There are more than two dozen. Here you have to work sniper rifle, waiting until the next enemies appear in sight. When the forces defending are exhausted, we enter the territory of the construction site, we finish the remains of enemies, climb the third floor, we find the balcony door and jump down, on the scaffolding, and from there to the ground. Now it remains to find a LAZ under the fence - and we connect with the next allied group.

The wide area is overplicated with a wire barrier by which the current is missing. At the end of the square of the bell tower, and on it is a sniper. You need to find the generator and turn it off.

We go to the house on the right. It has a staircase in the attic. From it through the door, we are chosen on the roof. We jump onto a balcony of a nearby house, in the pipes, we get to the walkways, go to the hotel's loggia. Here you need to quickly kill monolithica, destroy the shots boxes and quickly run forward until the sniper caught in the sight. We go down the emergency staircase, then climb the following. At the end of the regular loggia is a chopper. Turn off the power, we kill the sniper, go down to the ground.

Hospital

Here we will wait for another group of allies, who collided with the problem of the immortal sniper under the cover of the machine gunner. We need to go to the snapyr rear and shoot it. In principle, nothing complicated. Be careful, from time to time, the top of the enemies will appear on the other side of the courtyard of the hospital.

After the murder of Sniper, the Allies will catch up to you and first blow up the covered passage, and then treat the garbage gunner.

The next stage will have to be held without support. Jumping into the opening of the walls, immediately go into the left door to the stairs. They kill a couple of monolithmets there. A war helicopter appears, who shoots everyone who sees. There are several monolithmets saving from the helicopter on the staircase. After with them it will end, take a machine gun in your hands, become in the doorway door and destroy the helicopter. This should require a maximum of three dozen ammunition.

Everything, the machine gun is no longer needed.

A further path will bring us to another inner courtyard, at the end of which another machine gunner sits behind the improvised shield. In addition to him, a dozen monolithpes armed with assault rifles will be in the courtyard.

It is best to sit in the tambour, through which we hit the courtyard. To successfully complete this stage, it is enough to hold out exactly one minute.

After the approach allies and sweeps, they go ahead, for a machine-gun nest. There is a door behind which the LAZ begins. Before you dive into it, you can throw everything heavy (weapons, grenades, 9.45 mm cartridges) from the inventory. You will not need it anymore.

Chaps

The final battle, as it turned out, to the laughter is simple and simple. In difficulty, it is one or two percent of the complexity of the last fight in the "Chernobyl shades". Listen to the latest revelations of Lebedev, we get an electromagnetic rifle in the hands of the "Gauss") and a hefty dresser called FN2000 with cartridges.

Well, with an electromagnetic rifle is understandable. The arrow must not be killed, but to deprive the shielding psi-helmet. But why did I bother with this hefty fool with a bait and a ballistic calculator? Is I really, according to scenarios and designers, has reached this place with a Pistol Makarova? Although, in fact, here and PM is not useful.

We look at the video showing, which shows the intruder-attacker in the frame of the sinking lightning, the twisting of the height of the heatedrass, which is revealed to the 4th power unit along Viaduct. Our task is to quickly sit down and make sixteen exact shots. Yes, to our services - the next head of health (in all likelihood, not the arrow, but its electric shock on the head), on which it is very easy and convenient to watch how the case is moving.

The comedy of the situation is that these the most sixteen shots are made without going off the place, since the shooter clearly plays us and is not particularly in a hurry.

We look at the final video with a heartbreaking scene of the arrow coding. Judging by the in-game dates, it will be encoded for about a year. Unquided fate.

That's it. We are with you, stumbling on the discovering corners of the scripts and knocking your head about hanging bugs, passed the "clean sky". You are happy?

Oh yeah, I almost forgot. Clean sky you above your head, stalkers. And be happy with the slightest feature.

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Stalker: Clean sky (S.t.a.l.k.e.r.: Clear Sky) released in 2008, according to the plot is the prehistory of everyone who has fallen a stalker shadow of Chernobyl (S.T.A.L.K.E.R.: Shadow of Chernobyl).

The storyline tells the story of the mercenary on the nicknamed Scar, judging throughout the conductor, who leads a group of scientists through the swamps unexpectedly falls into the strongest release, but fortunately survivors. After the story of Lebedev - the commander of the squad is a clean sky, about the reason for the emergence of emissions in the zone, it gets a task to kill the arrow in urgency, since he penetrates the territory of the brain deeper and the area takes attempts to destroy it, soon, will destroy everything alive around, and then And the whole world.

The latest official version of the game Stalker: Clean Sky 1.5.10 was released in July 6, 2009. It is based on this version and this article is written in order to help the gamers facilitate their lives in the zone.

The game world of pure sky consists of 12 locations:

  1. Swamp
  2. Cordon,
  3. Dump,
  4. "Agroprom",
  5. Dungeon "Agroprom",
  6. Dark Valley,
  7. Amber,
  8. Redhead forest
  9. Military warehouses
  10. Limansk,
  11. Abandoned hospital
  12. and, in fact, the Chernoby.

On the territory of which diligently, without twisting hands, work and be fighting for domination over the zone of several groups:

  • Clear sky,
  • Stalkers-neutrals,
  • Military,
  • Renegades
  • Bandits,
  • Mercenaries
  • Freedom,
  • Debt,
  • Scientists
  • Monolith.

The passage of the stalker of the pure sky does not cause special difficulties from the player, but for more comfortable game We will reveal some of its secrets.

How to enlarge portable weight in stalker: clean sky

In order to increase the portable weight in the stalker: the clean sky does not need to install additional mods on it. This can be done in the folder with the game. It is only required to edit, using a notepad, Actor.LTX files located in the Gamedata / Confings / Creatures and System.LTX folder located in the GameData / Configs folder.

To increase the portable weight in these files, change the following parameters:

In Actor.LTX:

  • max_item_mass - the maximum carrying weight at which the scar can run (put the value 5000)
  • max_walk_weight - maximum weight in which the scar can move (put the value of 6000)

In System.LTX:

  • max_weight - the most portable weight (set the value 5000)

Values \u200b\u200bcan be put on your discretion. Only be sure to change them immediately in two files.

If the GameData folders in the game folder did not turn out - do not despair. It is simply not unpacked. It can be unpacked using a special unpacking machine, which is slightly vigorously, or download below and add to the game folder.

Also in these files, you can change the main character parameters such as overall health, wound healing speed, jump strength, running speed, tolerability of radiation, explosions, bullet wounds, psi-radiation, and so on. Or even the characteristics of the weapon: accuracy, slaughter power, cloudy capacity, and so on.

How to add money to stalker: clean sky

As such, cheats for money, like any others, was not provided for clean sky, therefore, without third-party programs, such as Artmani, you could not do. But there are several tricks noticed by attentive gamers.

1. For example, in the "Red Forest," at the forester, you will get a task to pick up the compass artifact from the banits. After you select, give it to the forester, following the task, and it will give you a rifle. Then immediately leave the dialogue without asking the following question. Next, again speak with him and he will again give you a rifle. And so how many times you want. Well, how to sell, I think, should not be explained.

2. The second bug on the swamps, at the very beginning of the game. Need to go for money in minus, debts. You have 200 rugs, only PM from weapons. We operate it as you can, spoil, break. After carrying to the local coolebin and improve. Then click "repair" and money you have -200 rubles. And buy anything. Money will not end.

Nothing selling, in order to stay with a negative balance, reach out until the moment in which the bandits take away from you absolutely, it is in the dump, in the basement, or to give when entering the roof. And the balance goes hard in plus.

Unique weapon in Stalker: Clean sky

In the zone of weapons in excess, all sorts of different, for every taste. Describe each barrel separately does not make sense, so we will only tell about unique weapons, get it possible either with difficulty or by chance.

  • Name PM. You can get by fulfilling the quest of one of the stalkers-neutrals in the landfill;
  • Modified trunk 45 caliber can be selected from the leader of the gangsters named "Yoga";
  • Tank machine gun You can find in the hatch of the tank, in the location of the redhead forest, taking a job for its search;
  • Gangster Chaser 13. You can get a quest by one of the bandits;
  • Shotgun "Ripper" They give for the execution of the task of the debt on the agry.

The rest of the weapon does not need the description. It is completely just purchased along the plot of the game.

Hello. In this article, you will learn how to survive on the first day in the exclusion zone, how to go through some quests, which of them are not worth passing, secrets, best earnings etc.

Note: Because The chronology of the events of the universe S.L.L.K.E.R .. begins precisely from the second part (pure sky), then the guide first write to this part.

Moving, directly to the game. You play the character of the mercenary Scar, who fell under great release and miraculously stayed alive. His body picked up stalkers from grouping clean sky. On the basis of the CN, he came out, he came into consciousness, followed by a dialogue, which I strongly recommend reading.

Next you are sent to look at the base, namely to the bartender. After the dialogue with it, send the first task. It lies in the fact that you need to help the checkpoint fight off from the attack of boars. You are removed from the base, and then you go for yourself. On the way, you must see the artifact! It can be found in the passage between gravitational anomalies, closer to the water on the left. Be sure to use bolts for the road! Get to grave anomaly - you are a corpse. Even if you survive, most likely die from bleeding.

Council: Always use bolts when passing through anomalies.

Tip: Do not fight with boars, but quickly climb the tower and wait for further unfolding the plot.

Next, you need to clean the marshes from the banding of the renegade grouping. Go to the aid to your "Soklanam", grandmother pay for each successful sweeping. Than in large places you will have time to help, the more you get money.

Tip:it is worth running and helping to beat control Points And beaten from mutants. At the very beginning of the game, it is very good earnings that I recommend left. It is not worth spending money on the purchase (or modification) of a better combination and weapons, because in the process of the game you can find it somewhere or buy something better.

Now that the basic points on the swamps are taken, return to the base for the award, run another on the lock, a hand to the artifacts in the anomalies, are aimed at the caches, and then sell extra trash and throw off the marshes, more here you are hardly back.

A more couple of Survival Survival Tips:

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

    Avoid meetings with boars. If you still not be able to run away from these mutants - wait until he starts accepted on you, skip it, going aside, and cut it right in the side.

    Use guns and trims. Yes, this is not a very powerful and comfortable weapon, however, in the fight against renegotes, it is better not to praise and not spend expensive cartridges from AKM or Vijuki, because they are still hard to find them.

    Do not child in the cutting backpack with PMM. You sell them for a penny, and the weight they add a lot of enough. For sale it is better to collect cartridges from corpses, food, medicines.

    You can walk to the trailers from the video. There is broken vintar there. Put it in some cache, and someday return to him with cartridges and money for rebel.

    Do not forget to repair your combs in order not to lose protection. With a broken comblessness with one bullet.

At the arrival of cordon, you go under the nose at the military who shoot you from the machine gun.

Tip:running from a zigzag machine gun and do not forget to turn on the run and use the first-aid kits with bandages.

Next, look in the village of Newbies, take the available quests, they are not difficult, and the money will be useful. Sidorovich in the basement also need to take all available quests and perform them for earnings. By the way, he gives the main story quest, during which you need to return the lost Case. There is a confusing story, I will not spoil, I will not give a couple of tips and tricks:

    Do not rush in battles with the military. Seriously, if you do not die, go off on bandages and repairing a combination. Their skills are creating miracles against your primary costumes. It is better to run, shoot due to shelters, throw grenades.

    Seam all corpses, collect cartridges from AKM.

    Take on the sale of Sidorovich several Akmov from the corpses of the military, you will have little money.

    Still, give this "prisoner" to the Khaletsky pistol, the caches are not unnecessary;)

In general, you can not think of going there, because there are no major anomalies with artifacts on Cordon, there are no special movements. Only on the basis of stalkers you can get a pair of tasks for stripping a key point from bandits or mutants.

Tip: Take these tasks. Often, for their execution, it is not necessary to flee away and risk life, so this is also good earnings.

Valerian, by the way, proposes to join their grouping. The moment is controversial. In fact, it does not give anything, no advantage, except for a couple of quests for stripping key points on a landfill and canton. Then the gangsters immediately become enemies. Perhaps when moving to a landfill, they immediately become enemies, however, I personally received tasks from the gangsters to protect the point from mutants. After that, they became neutrals to me, and I was able to quietly go to their base, chat with the technician, Pachanom and other characters, and also got a couple of quests, after which I even had the opportunity to join the ranks of the bandits. Therefore, decide for yourself, whose you will face, but in the fight Lonevs. Bandits I always choose alone.

Tip: Do not take part in the war of groups, in order not to make up the enemies.

In general, most often the first day in the zone ends on the swamps, but if you do not extend, they can end on Cordon, and even on a landfill (mine ended on Cordon).

And these three locations at first the most difficult, because you have nothing - neither normal weapons, nor a strong combination, nor good artifacts. Next, along the plot, you will be much easier. After all, it is not for nothing that you saved money;)

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

  • In the landfill do not climb into the pile of scrap metal.
  • IN dark valley Buy as many things as possible. Artifacts, medicines, weapons, cartridges, combs - buy everything. Later, the Bangugi in the basement on the flea market. You can return your belongings, even a bit of extra grab will succeed, but you will not return the money, but at least all the redeemed gear then sell.
  • Do not go around the landfill alone. If you are alone, run quickly, otherwise the gangsters will take quantities. (If they are enemies)
  • The best assault weapon is the FT. After it - GP37 (purely my opinion)
  • The best sniper weapon is Vintar. If you have an exoskeleton, then SVD or STE.
  • If they came across the pack of dogs without a pseudo, look for some box or something like that, take it there and shoot at the top. If there is a pseudo, then, most likely, she will throw you away from above.
  • The real psi-dog is marked on the map of the Red Point (like any enemy), so throw a grenade there and run away from phantoms.
  • In general, speaking of dogs, the best weapon against any variety of them is a grenade launcher. You can even shoot yourself under my feet, if they were completely pressed (I myself saved my life a couple of times, thus, the costume breaks quickly).
  • On each key point There is a box in which you can find LUT.
  • If somewhere you demand money for something - you kill without thinking.
  • On Amber, when restarting the cooling system of the psi brain, do not shoot the zombies. The fact is that stalkers, that in a group with Levs, is immortal! They will cope.
  • Think well before going to Limansk. Transitions back from Limansk no, so reverse Path will not be. Before going to this city, bring the amount of more - with you in the detachment there will be techniques of the CN, as well as buy the desired combo and weapons.
  • FT-200m can be found in monolithpers closer to Chernobyl. The probability of meeting it before is very small, if not zero.
  • The best earnings of money - trade in artifacts and rare weapons.

Now, the map of the anomalies. The following screenshots have marked large anomalies of zones in which there are artifacts. Artifacts are marked with a pink dot with a green middle.