How to get through the clear sky stalker. S.T.A.L.K.E.R Walkthrough

  • 13.04.2020

“Even a person who

pointed a machine gun at you

you can redeem this machine "

The beginning of S.T.A.L.K.E.R. Clear Sky begins with the fact that a group of scientists, together with a mercenary nicknamed Scar, fall under the Zone's release. Scar strangely survives in this release and is found by the mysterious group "Clear Sky", which is studying the Zone and all the phenomena that occur in it.

Scar discovers that the last blowout changed the Zone. Previously, where there were safe places and stalkers could walk in these places, it became dangerous. Where there were no anomalies, they are now. And the places of destruction, where even the most desperate person did not meddle, became, on the contrary, bladeless. The release also had a strange effect on the people in the Zone. Different groups became disunited and began to fight for possession of the territory.

Scar, helping the fighters of the "Clear Sky" group at the outpost, again falls under an unexpected release and survives. In the course of a conversation with Lebedev, he finds out that the constant emissions may be due to the fact that someone in the Zone made his way to the center, breaking a brain burner. And therefore, the Zone, trying to protect itself, launches frequent emissions.

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

Our stalker Scar is sent to the aid of the Clear Sky grouping in order to increase its influence on the territory and help against another group "Renegades"

Cordon. group "Free stalkers"

Sidorovich is waiting for the order of the parcel from the stalkers, but the stalkers had a falling out with the military, through which the parcel was supposed to go into the hands of Sidorovich. He does not know where the package is now and wants our hero who works for the Clear Sky group to find out where she disappeared and who has it in his hands.

Scar goes to meet the stalkers behind the embankment. After talking with the main stalkers, we find out what they are holding hostage. And the quarrel between the stalkers and the military occurred because of the commander of the latter. Stalkers used to be sent through military cargo, but their commander became insolent and began to leak information to the bandits. Here the stalkers spat a fever and captured the commander and hold him captive.

Our hero will try to find out from this commander, Major Khaletsky, where the case with Sidorovich's swag is. But the major will send him. Stalker explains to Scar that the major does not say anything, because he is sure that his colleagues will come for him. And if you remove his colleagues, then the major will not be sure of help and will tell them everything.

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

Dump. Grouping bandits.

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

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

Dark Valley. Group "Freedom"

Scar is sent to the Dark Valley after the fang, which is controlled by the group "Freedom". After talking with members of this group at the checkpoint, he finds out. that on the territory of the fighters constantly someone attacks. And if there was some kind of stalker in their places, then this can only be found on the main base of the "Freedom" group.

Having met with the commandant at the base of the Freedom grouping, Scar receives from him the task of killing the psi-dog, which interferes with the stalkers, and then he will bring him to the head, and then perhaps he knows where the Fang is. Scar finds the CCP, in which it turns out that the fighters are being attacked for a reason. It turns out that it is the commandant himself who leaks information on the groups and attacks are being made on those. The leader of the group Chekhov promises to tell about the Fang if we find this commandant.

After the commandant was taken, Chekhov told Scar that he had hacked Fang's frequency and was now able to follow him. And Fang went to the dump and now you can track him by his frequency.

Chekhov asks Shram to help him find the place from where the mercenaries working for the commandant came to the valley. To do this, you need to capture two antennas with which you can conduct a survey of the landscape and find the entry point. and together with the Svoboda squad, we will capture these antennas and destroy the tunnel.

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

Grouping "Debt". The territory of the Research Institute Agroprom.

Scar is sent to another territory under the control of the "Duty" group. To find a cache of stalkers, he needs to go down to the NII Agroprom subway. The leader of the group promises to help him if he helps flood the caves from where mutants are constantly climbing.

Having found Fang's cache, it turns out that a group of stalkers led by the Shooter was indeed in the center of the Zone and is going there again. To find out how they did it, our mercenary goes to Professor Sakharov for explanations.

Plant Amber. Scientist base.

Professor Sakharov said that the stalker Shooter came to him and wanted to get a newly developed, but not tuned device against the protection of psi radiation. The shooter took one such device to test it in the field and went to the plant. The professor did not see him again.

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

Red forest

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

Catching up with the Arrow to stop him and not let him into the center of the Zone. He is ambushed, and the Rifleman himself breaks away from the pursuit. The stalker moved in the direction of the burner, but you cannot go there without a prototype of the scientists. The only way to catch up with Strelka is to go through Limansk. A tunnel leads towards the city, it is right behind the bridge. The bridge can only be lowered from the other side, but the other side is controlled by the bandits.

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

Having found a spatial anomaly that is directly above the abandoned tank, Scar meets with the Forester and he tells that the path to Limansk can be found. But first you need to find a group of stalkers who are stuck somewhere and they constantly receive a radio signal calling for help. No one really can hear what the stalkers are trying to report as the signal is very weak. If the stalkers are freed, they can attack the bandits from the rear who have seized the bridge and free it.

Climbing the tower, Scar hears a signal from stalkers, in which they report that they are stuck in one place, where you cannot go all in one place, the space is closed.

To free the stalkers who were stalking, the Forester suggested using an artifact that he recently found and thanks to him got out of the exact same anomaly in which stalkers are now. He called this artifact "Compass". But the bandits took this artifact from him.

After Scar recaptured the artifact, he went with the Freedom group to capture a military base in order to convey instructions to stalkers in anomalies on how to get out of it.

Limansk.

Having met together with the "Clear Sky" detachment, Scar vests with them and the freed stalkers recapture the bridge from the bandits. Scar, together with a group, goes to explore the city.

Ending S.T.A.L.K.E.R. Clear sky

Scar, together with the "Clear Sky" group, makes his way through Limansk and destroys the Arrow's protection from psi-radiation. After that, an ejection occurs and then they show how many stalkers lie in the room unconscious and show Scar and the tattoo on the arm of S.T.A.L.K.E.R.

Articles

I broke the article into chapters:

1 Artifacts
If the artifact is in your field of vision, but you are not close enough to it to become visible, save and load the game - the radiation of the artifact will become visible for a few seconds, which will greatly facilitate the search.
a) There is a twist on the railway tracks of the Agroprom location. Near the tunnel where they first settled. Between the tower and the cars. (It seems so, if not, then just walk along) I found a detector bought from Sakharov (a thousand and something rubles).
b) There are two "Moonlight" artifacts in the building where earlier (In the Shadows of Chernobyl) the Mole hid from the military. Now there are electrons and psi zones. We save ourselves from the first by pressing the body against the wall)) They lie on the second floor.
c) The artifact kolobok is also on the Agroprom location. In the very swamps where the deserter used to sit. Not far from the house (he is there alone) in the direction of the transition to Amber, deep in the cracks and reeds.
d) Also in the same place near the only anomaly at the location is the "Night Star".
e) Near the Dump in the cemetery of radioactive equipment, where Bes once was, there are artifacts "Fireball" and "Mom's beads", and in the same location there are two "Chunks of meat" in acid swamps.
f) When crossing from Kordon to Dump, without crossing the outpost, looking to the North, we turn right. We stumble upon Anomalies - in one of them "Night Star".
g) When the Forester gives the task to bring him an artifact compass, on the way to it (artifact) there is a ladder downward. Go down there (before that it is better to save yourself), there will be many poltergeists. Go straight. There will be an artifact in the anomaly.
g) the artifact "Battery", there is in the Dark Valley on the territory of the Freedom base, there next to it, in the tunnel, the heat flies back and forth ... here, the current I got there was the "Night Star"
h) At the beginning, I found 5 artifacts on the Swamp, I will try to roughly describe where they are:
1) in the anomaly as the current left the base to help fight off the monsters, if at the beginning they did not know how to look or simply ignored the tower to be in the west, go back and find it.
2) go north there and pick up the chemical burn artifact.
3) right in the Burnt Farm there is a ruin with an anomaly there, an artifact of fire.
4) to the north of the mechanization yard, about 50 meters, there is an anamaly of fire.
5) if you then walk to the east about 200 meters of an electrical anomaly, there is an artifact of an electric shock ... a dumb truth.
By the way, I hope you know how to use the map and where the north is =)
i) In the red forest (where you accompany stalkers) in a very large anomaly (in the form of such fingers) there are 2 arts ... which I don’t know, I couldn’t get it.
j) Yantar has very good art... Gives -6 to radioactive contamination. There are several reed-covered puddles right behind the scientists' base. There is still a constantly green fog swirling. If you throw them with bolts, you don't need to get caught up in anomalies, but it will still quiver with poison.
j) In the red forest, on the way to the tank with the teleport, you will meet a group of stalkers. You will be offered to bring them to a certain place and for this they will promise an artifact. It costs a lot (against the background of most art). If you do not let snorks, dogs and pseudo-giant devour them - get it. With snorks and dogs it is quite simple - get ahead of the group and throw a grenade at them. But the giant is very fat. Run backwards and shoot back. MAIN IMPORTANT do not run too far, stay close enough to him, otherwise he will switch to stalkers and quickly devour them.
P.S. Artifacts with a minimum discount are bought by Sidorovich and scientists.

2 Money
Money can be earned endlessly. At each point that any group can occupy, there is a special box in which supplies are stored. The more the force and resources of the grouping, the more the item is in the box. The contents of each such box are often updated, so you can simply walk around the points captured by a non-hostile group and collect cartridges, first-aid kits and food.
a) An interesting way to earn extra money: At the Swamp location, the main task is to capture and hold the main points. As soon as all the positions are captured by the Chistonebites, we go to the main base and receive several pieces of money and a suit of a clear sky as a reward.
But the Renegades periodically respawn and the rod to the Mechanical Yard. We do not interfere, let him be captured, and then we fight off again and, as soon as the ChN detachment arrives, we again receive the completed main task of capturing all points. And again we get money and overalls at the main base
b) As soon as we go out to Cardon, a machine gun shoots at us. We do not leave such raids with impunity, we immediately go to the soldiers at the checkpoint, and then, collecting trophies, I found a box in the barracks where there were VERY many different cartridges. I didn't even take everything to Sidor, I put everything in a box there, and when I returned, they appeared there again, I had to fight a second time, but the box was full again !!!

3 Weapon
a) The easiest way to get SVD at the beginning of the game is to remove one of the debt workers at Agroprom.
b) PSO 1 can be found on a tower in the swamps at the very top there is an open box inside the sight.
c) You can fix your weapon for free !!! So so .. in order. In the hands of a broken trunk. Repair under 10,000. It's a pity for money. So you need to find a benefactor who will subdue you for free. Who will do it. Bandits! We go to the parking lot of the Gopniks and look at the optics. We are interested in whether there are guys with pistols and the more the better. If there are any, we rush to their parking lot and throw off the screw cutter. You need to throw in a place where you can lure this crowd to him. Please note that the guys with pistols cannot ignore such a cool gun. They will not only grab it, but also charge and repair it. And then it's a matter of technology. Turn in the forehead to your master and return your property. The state of the weapon has moved from the mark "full tryndets" to the mark of 70-80%. With this state, you can already use it. Or finish it with a more qualified master. In this case, the cost of repairs will drop to ~ 1500 re. Just be careful not to get laid off from her ХD
That's all .. The idea, by the way, was born as soon as he took possession of the killed gun. Purposefully went to the bandits and checked. Everything works. It's strange that no one has written about this yet.
d) Vintorez can be found in a carriage next to the railway tunnel at Agroprom.
e) In Limansk, in the building where the bandits have settled, there is a "bulldog" lying around with a bunch of charges for it! Charging it is true for ages. There is also a bulldog in the cave, near the Kaper base, in the Red Forest, he is there on the lower tier in the toilet.
f) In the patched version, on the Swamps, on the farms that Chistonebovtsy control (not just captured, but where they have been standing for a long time), in houses in nychkas (in iron boxes), there are often different cartridges (5.45 for Kalash, 9.39 for Vintorez and Thunderstorms, 5.65 for NATO rifles) and first aid kits with bandages.
g) In the Army Warehouses next to the main building there is a tank, next to a box, in an RPG box

4 Miscellaneous
a) "Falling with minimal damage", falling from the tenth floor will not work, but from the first or second - completely. The trick is that the main character takes less damage if, before falling off the roof, he fled. For example, the base of the Clear Sky, the beginning of the game - you can just jump off then the minimum damage will be received, or you can click on the "sprint" and slide off the roof - no damage.
b) In the Scrapyard, according to the plot, you need to go down to a small basement behind the Fang's PDA, a banner explodes there and a couple of loafs will take away all the things of the GG. This can be partially avoided as follows: before the descent, we simply throw all our things on the ground, and then we simply pick up. True, money cannot be saved, so it is better to spend it prudently at the Freedom base, for example, on a brand new jumpsuit
d) Even a completely killed armor is better not to be thrown away, he always has some protection from bullets.
e) The contents of metal boxes now, when broken, can not only fall to the floor below, but also FLY THROUGH THE WALL TO THE ADJACENT ROOM, or TO THE UPPER FLOOR. And maybe in parts in all directions.
f) Now it is easy to kill crows with any small arms
g) The guitar can be found at the Freedom base. Second floor, on the way from bartender to mechanic. you can't pick up anyway
g) In front of the bandits' checkpoints, throw away equipment, food and pharmacies somewhere nearby, and you will only lose money from the scum.
h) At the Chernobyl nuclear power plant, it is not necessary to run after the Strelka, you can fill him up without leaving his place: when they give a gaus, walk a couple of meters to the piece of iron, sit down for it so that they do not shoot from the left, shoot him and he will run down, then appear on the ground from the right at a glance.
i) But just a joke. There is a stalker, where Petruha used to stand on Cardone, he also looks through binoculars, but sometimes he forgets to take it and it turns out to be comical
Don't waste your money! For 19 sput. you can buy a Seva suit from Sakharov on Yantar (10 sput. are given before that by the long-timers at Agraprom, and the rest can be scooped up on the bottom of the barrel - throw off all your left weapons at the Svoboda base - eat it there ... ooy - and the required amount will be typed). Sakharov also has advanced devices for finding artifacts. The inspector in the Agroprom cave in the traditional way (he hid behind a corner, waited and a bullet in the head) is impossible to fill up. Here I only succeeded in one way - you run out on it close (but so that you do not tear with your claws) and roll the clip into the head with direct fire. The only way. So far, I have not found anything more decent than the M-16 with optics from the weapon. Except that he took 2 of them and one modernized them under the cartridges from the Kalash. This is more comfortable. Armor-piercing cartridges solve many problems without head shots. According to the advice, that's all.

Good luck STALKERS in exploring the ZONE !!!

Nothing is impossible, I took out the base of the debt and the bandits and I didn't get a pack for that, in short ... I’m bad at this game and rarely play, but I think I can paint my scheme ...
5 patch
I haven’t read everything here, so I don’t know if they wrote about a situation similar to mine. I’ll start right from the moment I took out the debt base playing for freedom ...
After the current remained at the former debt base and my sidekick, I closed the door (the entrance to the main headquarters or what is it they have there), they told me that if I didn’t close it, then I’m going to leave the debauchery as a current, so I closed the door and went to get the reward (asked the guide to take him away, then there were still 4 detachments of freedom).
I don’t know whether it depends on that door or not, but no matter how much I play and move around the locations (my current respawns when I leave the location) the long-timers never returned.
It seems that everything is OK, everything is fine, freedom keeps the entire dark valley, freedom is everywhere in the agricultural industry, mutants of the respawn and stalkers are sitting at their station, all our warehouses, current in the north of the warehouses are 2 detachments of stalkers and a monolith in the psipol zone behind the barrier.
There remains a dump - there are western and eastern approaches under the control of freedom, the northern exit to the warehouses is also ours, stalkers keep the southern entrances from the cordon and the flea market.
The bandits have a depot, an approach to the red forest and some point
near the depot near the mountain with garbage.
I move around the zone easily - the enemies of the current in the dump, which do not interfere with my movement, in the swamp everything is quiet - the renegades are quietly sitting and not twitching in the north of the swamps and sometimes mutants raid one of the detachments of the ChN, on the cordon the warriors crowded at their base and in the northeast of the cordon of mutants a little divorced, stalkers have settled on amber at the borders, mutants sit quietly in the center of the current, well, the red forest is all filled with mutants, so I don't go there, it's dark and scary, I like to shoot more people than animals ...
So it’s boring for me, there’s no point in shooting, and I’m tired, the renegades are the same, there’s no debt, sometimes the bandits make noise at the dump. And I used to go to the agroindustry, where the bandits respawned and stalkers attacked the station from 2 sides, whoever will help them if not me and mutants They were also harassed there. I used to run to the dump to the barricades, there the restless bandits attacked freedom, but did not always have time and sometimes the sidekick died, the Svoboda members from the former debt base went to make up for this loss, and so until the debt base left 4 sidekicks from freedom , and I can't be on duty at the barricades forever, so the bandits seized the barricades little by little, I took them out of there, but the Svoboda people did not want to go out of the valley to keep the point, I left and the bandits returned to the barricades, well, figs with them, I scored on the barricades, but sometimes I came to calm down the bandits, but they all proliferated and in one fell swoop they swept away freedom from the eastern and western approaches, they could not take, in general I didn't have time to do anything either and went into the valley, and the bandits spawned and seized the entrances from the landfill at the agricultural industry, and only then the freedom squads massively spawned at the base in the valley and went to take out the bandits, I ran after them, all the freedom squads washed away the bandits like a wave, leaving them the depot and the exit to the dump, everything became the same, the current bandits from that moment from the base not a foot, I came, filmed everything I saw in the depot with the SVD and cleaned everything inside with a stalemate, but reaction 0, neither freedom nor stalkers wanted to come to an empty bandit base, then the bandits were current in the red forest along with the renegades, but from nowhere they would not come out in any way and at the dump 4 bandits kept an exit to the red forest, all their hands did not reach them in any way. Well, I went to the cordon, to In the meantime, the bandits had already multiplied, but they did not leave the base, I do not know why, but for some reason I joined the clan to ordinary stalkers and immediately received the task to take out the depot, about 6 detachments gathered from the locations around the dump and everyone went towards the depot, but half settled around the depot and the base reached and the current of 1.5 detachments, the remaining one and a half detachments died along the way, well, they are already there at full fire, I smoke with the SVD on the sidelines, they say they are waiting for your order to attack, I went to the depot, but everything was already clear there, the quest passed in a shorter time, if you do not shield the bandits in the forest, then it remains to endure the current of 4 people at the entrance to the forest, I took it out and went into the valley to enter back into freedom. that there are no normal enemies now anywhere, even if you go to Limansk, and it's a pity there is no turning back, I'm waiting for the bandits, but they still haven't bred, I'm tired of waiting, with a debt, the same crap, long before the bandits attack, I opened that door and there is already enough debt for a long time, they probably will not come, all hope is for the bandits.
So think well if you should take out all the enemies to a single one, I'll play a little more, if I can't wait for the respawn, I'll dump it in Limansk, go through the game to the end and that's it ...

Passing

Mercenary HelLond and Paul T. Stranger

Start
The game starts with you waking up at the base of the faction. " Clear sky"Listen to the local leader, Uncle Lebedev.
After Lebedev leaves, you will have a task - to talk to the bartender. It is located in an adjacent building. Be guided by the radar.

First task
The conversation with the bartender will not be long. The nearest intelligence post was attacked by mutants. Lebedev will direct you to the warehouse store for equipment. Suslov (the merchant) will give you everything you need to venture out into the Swamps (Cut-off, PMM, First Aid Kits). To enter the "mainland" you need to talk to the "CHN" soldier next to the warehouse.

Swamp
You went out into the vastness of the Swamp, but do not rush to go forward, the reason for this is anomalies. They can take a lot of your health away. So try to find them with a bolt and bypass them.

Having crossed the first bridge, try not to fly into the anomalies, which are full here. After you listen to Lebedev's instructions about anomalies and artifacts, you should get the detector (O) - the first anomalous gift materializes right next to you - the Medusa artifact. Unfortunately, attaching this trophy to the belt will not work, since there is simply no room on the beginner's jacket.
Approaching the red dot on the minimap, in the distance you will notice a tower and a couple of corpses at its foot. In a nearby trailer, in boxes, there are cartridges, as well as outside at the end under a canopy. Be careful, boars will run out of the bushes almost immediately after you appear. Shoot them in the forehead. If you do everything quickly, then before the ejection you will have time to clean the bodies of the dead comrades-in-arms and take a pack of cartridges with shot on the tower.

Home base
And again the base of the "Clear Sky". The task of rendering assistance, so to speak, has been completed, so you should go to Suslov in his "supermarket" and get a reward.
Now we go to the adjacent building. Inside you will find a needlework technician "Kulibin". Chat with him. He will give you tasks to search for flash drives.
Give him the recently received flash drive. If you have already managed to sell everything unnecessary to Suslov, then the technician can patch up or upgrade weapons and armor with the proceeds.
Further more. Go to Lebedev and talk to him, he will give you a new task: "To resume control over the Swamp." Leaving the headquarters, you will be greeted by a stalker named "Nimble", he will tell you in detail how to survive in the Zone, and about the capabilities of your PDA, as well as for a reasonable fee will give a tip on a couple of hiding places. As you decide on a "distant" sortie to the Swamp, go to the guide again.

Large swamps
Big Swamps ... Big territories ... And you have to fight for them. Immediately after you appear, you will see a flock of flesh. Don't waste your ammo, try to get around them. Although it will not hurt to scare the fat-ass pigs. For prevention.
Around this time, the PDA will ask for help. Look at the map of the area (M). You should see a large blinking marker. Move towards it.
A small camp appears on the horizon - you go there. It is here that the first meeting with the Renegades group will take place. Shoot the renegade riffraff and take away their worthless carcasses - extra bullets and bandages throughout the game will never hurt.

On this moment you are faced with an important task - to help the "CHN" fighters to capture as many control points on the Swamp as possible. They will be marked on the map with large, bright markers. Personal participation in the seizure of territories will contribute to the growth of your financial condition.

Navigate the location map to find useful deposits of swag, pits and other things.
For example, on the upper platform of the observation tower, next to the Fisherman's Farm, you can find the PSO-1 sight. After Lebedev's message that most of the territories have been captured, return to the "CHN" base. Talk to Lebedev. He will tell you that it is time to destroy the main base of the Renegades, and to seize the passages to the paths leading to Cordon.

Search for artifacts
The main source of income in the Zone is artifacts (and trade in the belongings of the killed), familiar from the previous part of the games. Unlike the first part of the game "PM", here you need to look for them with a special detector, which you have in your inventory from the very beginning. So, in order to find an artifact, the first step is to find its place of birth - an anomaly. Usually these are large clusters, or large-scale anomalies such as "Grasping Hands", "Symbiote" or "Acid Swamp". But in the Swamps, unfortunately, you cannot find all the anomalies, so you will have to limit yourself to smaller ones.

To get the exact coordinates of finding the artifacts, see the map of the location, but it will be better if you take the time to search yourself.

Renegade base
Before moving to the enemy base, it is worth doing a few useful actions. To get started, raid the Swamp for additional cleaning, collecting money and finding the remaining flash drives for Kulibin. Then, use the funds received to upgrade your favorite weapon. The best option would be Hunting Rifle and Viper 5 (it can be found on the table at the Pumping Station). Also, if you're lucky, you can find Chaser 13 in one of the caches.

For additional income, complete tasks of ordinary stalkers "CHN" - usually they will ask for cartridges, grenades and first-aid kits. It is also possible to complete a couple of unique quests to find various items. All this is also necessary because if you provide assistance in any form, your status in the eyes of the entire clan will grow, and this will affect the quality and quantity of goods in Suslov's store.

Now it's time to end the Renegades. Go to their base together with a special unit "CHN" to the northeast of the location to the point "Machine operator's yard". The fight will be long and bloody, and only the strongest group will survive. A lot of cartridges and lives will go to win, but on the other hand, killed stalkers "CHN" in body armor ChN2 may leave AKM-74/2, but you will only find cartridges for it at the next location. But you can make money on them here too. How exactly - see below.

After the victory, Lebedev will solemnly congratulate everyone. Return to the base "CHN" and run straight to the store to Suslov. From him you will receive 1500 rubles and a bulletproof vest ChN-1 (in principle, by this time, in the game version 1.5.09, this bulletproof vest will already be on sale).

If you have completed all the above tasks, then on the South Farm (southeast of the location), you need to ask the guide to take you to Cardon ...

Cordon
Here is Cardon - the habitat of newcomers, Sidorovich, military and blind dogs. On the radio, Sidorovich will comment on your appearance. Not far from here, in the south, you can hear the military talks, who are ready to shoot at you without warning. Soon you will bask in the tradesman's closet, and dump his swag!
First, curl up with the map - in the south there is a checkpoint with soldiers. To the north is the Novice Camp. Your goal is to get past the military patrols and move deeper into the territory.

The main problem for you will be the increased vigilance of the military and a long-range machine gun.
Inspect the path of movement with binoculars, load the clip and go. It is advisable to move with acceleration, stopping behind stones and taking first aid kits. If the shooting subsides a little, run after another stone, etc. According to this plan, you need to act until the end of the wire fence that goes down.

Between the transitions from cover to cover, representatives of the Ukrainian army will move towards you. It will be necessary to periodically shoot back, looking out from behind the stones. To reduce such attacks, it is best to turn off the flashlight.

After the fence is over, turn sharply to the left, and while drinking the energy, let's drudge from this place, dodging, so that the Military does not hit you with the last shots in the back.
Find your way around the map, and very soon you will be in the "Camp Newbies". You can stop there and complete a number of side quests for additional revenue. A mentor named Wolf has two suitable quests. But story line does not wait, and we need to see Sidorovich. He, as in "TC" - on the edge of the camp, on the west side, in the bunker.

Sidor
If you haven’t had a chance to play “TCh”, then meet this - Sidorovich - a local huckster with a hoarse voice. Lover of chicken legs and "hogs". A little younger compared to "PM", but nothing, it's even prettier.

Ask Sidor about the Strelka. Of course, Sidorovich will not just strain his head, he will have to work for him. The work will consist in finding "Khabar". First of all, he directs you to Valerian ", the leader of neutral stalkers who established their base on former pig farms. Before heading out, take a couple of tasks from local stalkers.

If you consider yourself a tough stalker, you can skip the checkpoint and show the warriors "Kuzkin's mother." The remaining trophies will go under the hammer - and you are with the bubble and Sidor with the product.
Study the "Sidor" product, you may need something.

Across the embankment
The railway embankment is not so far away - a little less than a kilometer from the Novice Camp. Along the way, you can meet a very interesting thing: if you walk along the road (turn right / left, depending on which side you are standing) from the entrance to the "Camp of beginners", then below, under a small bridge, a military man will sit. This is the first warrior in the game whose quest can be completed. The task will be on the topic "go-find". It is not necessary to perform, especially since then he will show his true attitude towards you.

On the way, you will meet a friendly squad of stalkers participating in a shootout with warriors. Help brother stalkers. After the carnage, pick up the AKM-742U and cartridges for it. A little to the north there will be an embankment with a railway, behind which the Neutral base is located.

Base of neutrals
The Neutral base is a very cozy place, consisting of two barracks. In the first, the one to the right of the entrance, there is a merchant and a technician, in the second - Valerian, the leader of the group. He will tell you about the current situation, they say, the military are dealing with bandits, they are leaking information to them, and they ambush stalkers. Then he will offer to speak with the taken hostage Major Khaletsky to find out the whereabouts of "Khabar".

By the way, after wandering around the ruins of the ATP, you can get a lot of cartridges for the Kalash and a brand new AKM-742U!

Help for stalkers
After the skirmishes, return to the base of the Neutrals, to Khaletsky. Valerian will be standing near the grate, interrogating the major. After the death of the warriors, Khaletsky's tongue will be untied, and he will give away the place where he hid the Khabar.

Take the box from the indicated place and take it to Sidorovich. Along the way, run to the soldier under the road bridge and give the PDA to his friend. In the hope of getting something of value, you will receive a first aid kit. Normal.

You have helped the Neutrals group, and for your labors you will have the opportunity to join them. After joining the group, you will be given some equipment:
- detector "Bear". It is better than your "old" detector (well, of course, if you didn't pick up Veles in the Swamps ...).
- 5 antirad. They are not cheap.

From a local technician named "Van" you can take tasks to search for flash drives. The merchant Shilov will pretend to have the necessary good.
In addition to unique quests, at the base of the Neutrals, you can take tasks to clear control points on the Cordon from mutants. Remember, good deeds don't go unpaid.

Do not forget to walk around the territory in search of artifacts.
After completing all the affairs on the Cordon, you need to move on. Ahead of the Dump. You can get to it in two ways: either through the north-western pass, or, as in the "PM" - along the road through the northern checkpoint.

Dump
Dump and bandits are synonymous. One cannot exist without the other! When you come to the Garbage, you need to have a good weapon with you. Almost immediately after you appear at the Garbage, you are greeted by bandits. It is not necessary to shoot, especially if you plan to join the ranks of local gopniks in the future.

In any case, don't shoot at the first meeting, but don't get close to them either, especially if you have a lot of money. Gopniks, as in the real world, like to take away money, caps-pies, squat at the entrance, absorbing seeds in kilograms and ask young people passing by one single question, "Is there a trifle?"

It is advisable to go to the Dump through the western pass:
The nearest bandit will call you to him. If you don't have money with you, feel free to approach and hide your weapon. They will take away all that little thing that you have and let you go. If the accumulated funds are more expensive than show off, take a couple of steps back until you hear contemptuous shouts in your address. Let them shout, you have the money! After that, go to meet them again. The script is designed in such a way that they will not pay attention to you now. Carefully sideways climb the hill to the left of the exit and carefully move in the same direction. If they do pay attention to you, just run deeper into the location - spoiling the relationship with the group by killing three or four bandits, in general, does not make sense. Soon they will forget about you, or they will get what they deserve from the neutrals, who often wander here from Cordon to shoot enemies.

It happens that there will be no bandits at all at the exit. In their place there will be neutrals, and most likely, they will firefight with the first. You have to be careful here. Try to move out of the crossfire positions.
Pick up weapons of fallen stalkers quickly. It can be IL-86 and TRs-301 and Chaser 13.
If the bandits win, leave this point as soon as possible, preferably in the opposite direction, otherwise the script described above will work.

If you do join the Neutrals, take down the gopars at the earliest opportunity. You need to help your own.

Let's go back to the main task.
Go to the point marked on the map. The right place can be recognized by the boxes and barrels placed there. It is located on one of the main hills of the Landfill, filled with various trash and radioactive debris, to the right of the Depot across the road.

Diggers
Here is the excavation site. Diggers make a living digging up mountains of garbage in search of useful things that were buried here back in 1986. Search the excavation site. At one of the corpses, you will find a PDA with a record. From it you will understand that now you have to find the digger-messenger of Vasyan. A new marker will appear on the map in the east of the location. There you will meet the stalker Vasyan. He will need to help fight off the Blind Dogs. So before you approach the stalker, make sure that the magazines are full of cartridges and there are a couple of first aid kits in your pocket. There will be many dogs. Try not to let the mutant dogs bite Vasyan. The guy is good and, being alive, will throw ten leads to hiding places for rubles. After the battle, he will tell you that the one you are looking for is already in the Dark Valley.

Stalking and banditry
Before leaving the location, carry out a ritual of collecting artifacts. Please note that some are in places where you cannot get without a fight. For example, in the Cemetery of old technology, or in the basements of the Depot.

If you are planning a long and friendly life with the bandits, visit their base. Take tasks from the technician to search for flash drives, from the merchant for tips on hiding places (these tips are identical to Vasyan's tips).
At the local Yoga leader, you can get a job. Wet and mean ...

Before leaving for the Dark Valley, familiarize yourself with the goods of a local merchant, at the same time take tasks to find flash drives from an alcoholic techie. It is worth explaining right away that only! the gangster technician will be able to fully pump the Seva overalls. Are you surprised? Somehow, the concepts of high-tech armor and bandit punks do not really fit together. But the fact remains.

In addition, the Bandits have an interesting entertainment event"Kill the crow"! The organizer can be found near the bar. The object of this game is to shoot off the crows. Exists different ways games:
- For money - say the number of crows that you can kill within the agreed time, and if you cope with the task, then take the money for yourself (you can also agree on the amount of the bet)!
- Training - as you understood - is training.
- For a while - here you need to kill the crows before the end of time, and for this the bandits will "applaud" you.

Dark valley
The Dark Valley is one of the best places in the Zone ... It's fun here, calmly, hippie rastamans are everywhere ...
There are two paths leading to the Dark Valley:
- Lower crossing from the Landfill (in the southeast). After loading the location, an attack by the Bandits is possible. When you are victorious, explore the valley. Very nice and colorful. Their base is not far from you. But you are in the wrong place ... You need to move up the map, to the Checkpoint.
- Upper passage from the Landfill (in the north-east). If you go along this passage, then you will immediately find yourself at the checkpoint. As soon as the location is loaded - remove the weapon and stand still. The squad leader will come up to you and express his assumptions about the Fang (the stalker you are looking for).
The next task is to report to the Freedom base (in the north of the location).

freedom
You can't get to the leader of Freedom right away. The first step is to visit the commandant Shchukin, who first decides to check you "for lice." He will complain that a psi-dog has started up at the western walls of the base and will offer you to "pacify" it.
Stock up on ammunition in the shop of the strange and obviously not local merchant Ashot.
Determine the dog's habitat using the map. It is better to sneak up to a psi-dog from behind, having previously examined its location through binoculars. As soon as you are close to it, start shooting. Preferably with targeted fire. If the dog has time to create its phantoms, consider - you are out of luck.

When you complete this task and kill the creature, Shchukin will give you another assignment. Now it is necessary to carry the supplies to the Freedom detachment who have gone on patrol. Go to the huckster Ashot and take ammunition, then go to the red marker on the map. On the spot, you will find many corpses, having searched them, you will find a PDA. Now you need to deliver the found handheld to Chekhov, the leader of Freedom. It is located in the main building, opposite the Hangar with a technician named Yar. Talk to your leader about what happened. It turns out that the commandant is to blame for everything.
Naturally, you will be tasked with finding and punishing the traitor.

Commandant
It's a long way to the meeting point, use a guide. He will take you out only halfway, so you will have to go further yourself. From afar, you will notice a gunfight. Help svobodovtsy with the shooting of mercenaries. Move towards the southwest of the location, towards the two pig farms.

Finish off the remaining mercenaries and at the same time the commandant. Search his pathetic corpse and take the PDA.
Chekhov will thank for the help provided and inform about the Fang.

Run around the location to collect artifacts, possible hiding places and quest items. Before that, do not forget to take tasks for finding flash drives from technician Yar. Guides to the hiding places where they lie can be taken both from Ganja (the bartender) and from Chekhov himself.

When trying to join the ranks of drug addicts-herb smokers, Chekhov will gently refuse, like, it's not time yet. This is not a glitch, but plot feature games. Soon you will have this opportunity.

If all the work is done, return to the Junkyard.

Dump
Returning to the Dump, go to the Flea Market. At the foot of the unfinished building, as you probably already noticed, there is a door leading somewhere into the basement. Previously, it did not open, but now you can safely enter. If you like to play by all the rules, skip the bottom tip and feel free to tumble inside.

Going down the stairs, you will find yourself on a stretch. During the absence of your consciousness, two bandits will take everything from you, and whisper something about Fang (or rather, hint at him without saying his name). After you wake up, pick up a detector and a pistol in the corner (if you read the hint above, then take your things from the indicated place). The money, unfortunately, is "gone" forever. In any case, immediately after the robbery, you will have a task to return your things.
On the map, study the resting place of your robbers. Take your time to get to the place of the future execution, look around with binoculars, and, moving quietly, go from the rear so that you can shoot at least one bandit with aiming at the head. Otherwise, it all depends on your experience with pistols.
After you punish the bad men in dirty raincoats, you can move towards the Agroprom Research Institute through the western passage. Keep in mind that the bandits-gopnegs will be waiting for you there, dispossessing everyone passing by.

Research Institute "Agroprom"
Himself scientifically Research institute has a large area, but in addition to it, the location has open terrain, hills, plains, which are filled with anomalies and artifacts.

When you get to the location, go to the commander of the checkpoint. He will notice you, and say that the Dolgovtsev detachment is heading exactly where you need it (to their base). Stay near them, and help them fend off the mutants that have come across you well. Be very careful as the local bushes are teeming with snorks and marsh creatures.

In the center of the location, you can find a neutral outpost. It has its own leader Orest, trader Drozd and technician Aydar. Buy leads for caches, repair equipment, stock up on ammunition and take the time to explore the northern part of the territory.
Also, on the territory of this complex of buildings, in one of the buildings on the 2nd and 3rd floors, you can find several artifacts of electrical origin.
After wandering among the four small cisterns, you can find a sewer hatch leading to a destroyed tunnel in which a stalker named the Hermit lives. This suspicious type is trading in modified weapons.

In the west of the location, in the swamp, you will meet a group of neutrals heading for Lake Amber. Help them fight off the zombie stalkers and receive the upgraded Zarya overalls as a reward.

The base of the "Duty" group is located in the southwest of the location. Explore local attractions on its territory:
The Mutant Zoo is a collection of the Zone's offspring carcasses. There you will find: Two bloodsuckers (one young, the other mature), a pseudo-dog, a wild boar, flesh and ... a Cat! It is impossible to guess how and why she ended up there, one can only assume, because she was cut out before the release of PM. Perhaps the developers just miss it or use it as a decorative object. This is evidenced by the various mannequins of the Chimera heads hanging in the various inhabited structures of the Zone.
Shooting gallery is a shooting gallery, another mini-game in CHN. Located in the barracks next to the north exit from the base. The shooting gallery is controlled by Major Zvyagintsev (you can also buy a tip on a cache with a flash drive from him). This place is intended in order to train your shooting from certain weapons, well, and make some money.
There is also a bar at the Duty base, the bartender's name is Kolobok.
In the center of the base, in a former dwelling house, a trader - a disgusting and closed long-term Mityai - settled.
Technician - Gromov, like the Leader of the group in the main headquarters, on the second floor. The key characters are listed, and now you need to go to Krylov, the leader of the Duty - he is on the third floor.

Dungeon Research Institute "Agroprom"
After negotiations, in which the main character will ask Krylov about how you can get to the "Agroprom Dungeons", he will explain to you that you can go there only through a large hole dug by mutants and ask you to do a small favor - to flood the Dungeon, so that forever close the way out for snorkels and other wickedness. Agree - a reward, not a lot, not a little - 10 thousand RU.

Before going to the dungeon, equip the best weapon and armor-piercing cartridges - come in handy.
Go southeast of the location. In the wooded area near the slope of the hill, you will meet a detachment of Dolgovtsy. Talk to their commander, Sergeant Nalivaiko. He will ask for assistance and help to interrupt the pack of snorks (which will come out in 8-10 seconds after the conversation). Basically, they will attack the debt workers. Having a double-barreled gun with you, you can disinfect the situation with aimed shots. If at least Nalivaiko survives, he will give you a tip on the "Case in the dungeons" cache.
Now go underground!

Here are the famous dungeons. You will find yourself in a curved hallway riddled with Fry's anomalies. Follow to its far end, simultaneously shooting snorks emerging from the crevices. Your goal is to run to the stairs that lead to a higher level. You will find yourself in a small room. Collect the swag laid out in the boxes, reload the clip and step into the doorway leading to the hall with a high ceiling and four sedimentation tanks filled with gurgling Kissel anomalies.
Tinnitus, disorientation and critical levels of psi radiation foreshadow the arrival of a controller. Knowing his vulnerability in the inability to conduct close combat, it is recommended to run to the opposite end of the room, directly towards the mutant and chop armor-piercing at close range, or save ammunition by plugging it to death with a knife.
Move on. You will be taken to the pump control room. Save your game. Turn the valve on and get ready for the 100 meter race. As soon as the grate rises, cut in a fast run and run forward, then down the spiral staircase and further along the curved corridor. On the way, you will meet a flock of maddened jerboas. Ignoring them, drink an energy drink on the run and, having reached the stairs, quickly climb to the top.
After a small scripted scene, it will become clear to you that the dungeon is flooded and the path to the lower levels is inaccessible. The task is completed. All that remains is to get to the surface.
It is not worth flying out at breakneck speed. Somehow, the upper level of the exploration dungeons has been occupied by a group of angry bandits. Tame the unbelted punks.
Now you need to find the Shooter's Cache, which contains important information... The location of the small room has not changed since the time of PM (this is logical). From the found PDA, it will become known that it is necessary to advance to the Yantar Lake.
Be extremely careful on the stairs leading to the surface. Several fire poltergeists have chosen this place. Leaning out of the doorway, pacify these anomalous creatures.
After getting to the surface, go to Krylov for a reward.
Further to Amber, the transition to which is located in the northwest corner of the location.

Amber
Amber is a dried-up lake, at the bottom of which there is a scientific base-bunker for scientists (ecologists) headed by Professor Sakharov. Before getting an appointment with a scientist, you will have to repulse the attack of zombie stalkers. Remember that the remains of the former lake (small swamp) are very radioactive, and that you should enter it on rare occasions, for example, when looking for artifacts.
Zombie stalkers are very tenacious, so you shouldn't waste ammo on them. Their disadvantage is sluggishness, and you can take advantage of this! Walk around the Zombie, stand behind him, and "cut" him with a knife (preferably in the head area). This method is quite effective if single zombies are walking around the area. When clustering them into groups, it is still better to use the old proven method.

So, as long as at least one zombie is alive, you will not be allowed inside the bunker. In the early versions of the game, unpleasant situations happened here - the script simply did not work at the time it needed, and, having killed all the zombies, it was not possible to get into Sakharov's place.
Talk to the gray-haired scientist. He will ask you to find the PDA. If you have a shortage of ammunition and medical supplies, then bargain with Sakharov. He also has a small selection of body armor.

Further, when you have already arrived at the "red circle" on the map, a flock of blind dogs and a psi-dog will move towards you. They don't pose much of a threat. Shoot them, and then search all the corpses of people, and take a PDA from one of them. Listen to the audio recording and then go to Sakharov.

Restarting the psi installation
Sakharov will study the documents and data from the PDA for a "long time", and then put forward the theory that the emissions of psi activity are due to the installation located nearby. He will direct you to Lefty, who is waiting nearby. It will stand near the place where the entrance to the plant is located, which is familiar to us from PM.
Stock up on ammo! They will be very useful to you, since after the location Amber there will be a shortage.

The left-hander will ask you to follow his orders. First of all, you will go to the rift in the wall (to get inside the plant). Then - climb over the boxes over the wall. Next, you need to climb the ladder to the hangar roof (the ladder is on the wall).
Shoot the Zombies from the hangar before the time expires, which will appear after the stalkers start turning off the psi-installation.

After the time runs out, the task will be completed. The next destination is the Red Forest. You can get there by going through the gate in the northwest of the plant.

Red forest
it new location, which is worth wandering and exploring. Having appeared, you will see a stalker running away from you. This is the famous Shooter. Follow him. Not far from the bridge raised across the canal, you will be ambushed by his neutral friends. While you are shooting back, the Shooter will have time to hide in the tunnel and will soon blow it up. From Lebedev's messages, you will learn that the only way to the Chernobyl nuclear power plant now passes through the city of Limansk. But there is one problem - this bridge is raised, and it is guarded by the Renegades, who did not know how they ended up there. We'll have to ask for help from a local legend - Forester, an old man who lives on the outskirts of the Red Forest. He can take any Stalker anywhere. All that remains is to find it, but you are poorly guided by the terrain, so you will have to ask the locals for help.

Forester
The stalkers who defended the Strelka will immediately stop the firing and surrender, begging for mercy. Approach one of them, he will agree to help you find the Forester, in return for his life. Follow him, but as soon as he approaches in the group of Stalkers, he will not lead you further, and will stop. Now you need to respond to the rescue signal received on your PDA. Go to the signal, but those who gave it are already dead (perhaps they were killed by the Bloodsucker, who will meet you later). Examine their corpses. In one of them you will find a PDA with a map of the Red Forest. On it you will see that there is a spatial anomaly near a certain anomalous zone, which will take you to the place where the Forester lives. A detachment of Loners will be sitting near the "red mark" on the map. Talk to them (or rather, the main one they have - usually a stalker dressed in an exoskeleton). They will ask you to lead them through the mine tunnel - for an artifact. Don't refuse! Even if they are all killed, then it is safer to walk with the group, because a fierce pseudo-giant is wandering behind the tunnel. To avoid that the task will be failed, go ahead. Before entering the tunnel, load your weapon, preferably a shotgun, and throw a couple of grenades into the far corner. A group of snorks lurked inside. Further on the horizon will appear the anomaly "Symbiont" (the next stage of development of the anomaly "Grabbing Hands") encountered in the game once, and with two artifacts, one of which is not always possible to take. Be careful - around the anomaly, most often from the side of the exit from the tunnel, a giant canine snoops back and forth. In order to receive a reward from the stalkers accompanying you, the pseudo-giant must die faster than the last loner.

Further on the assignment - go to the spatial anomaly. It is located in the depths of the forest, as if above a tank, around which there are a lot of all kinds of evil spirits. First, kill half from afar, and then after jumping on the tank, dive into the "Teleport" anomaly. You will appear near the Forester's house. You go into the only open house, go up to the second floor, and go into a tiny room. Talk to the Forester. He will tell a lot interesting stories, to some extent even secrets, and will give the task: "go to the Army Warehouses" to contact the missing squad of stalkers.

Army warehouses
The Army Warehouses can be accessed from the road leading north from the Forester's house. It is in this place that there will probably be an outpost of either the Duty or Freedom grouping. Once in the Warehouses, you will be met by the commander of the Svobodites, who have fortified themselves at this point (2-3 mercenaries were sitting here in the "TC"). After talking with him, you need to run to an abandoned village, to the mercenaries. A small group led by Hog - the main one of the Mercenary squad, in an exoskeleton. He will tell you about the lost group of neutrals who have fallen into an unknown looped anomaly, and will issue a task to track down the signal of the missing group of stalkers. Run to the north of the village, shooting evil spirits along the way. Climb up the tower. Half of the job is done, but before you descend, shoot no news of where the dogs came from. Immediately after completing this quest, dogs will appear below (both "Pseudo" and "Blind"), and it is better to shoot them from above. A little later you will meet a bloodsucker. Greet him with lead and return to the Forester.

Compass
Something is clearing up about the mercenaries stuck in the temporary anomaly. The forester found a way to help them. To do this, he will need the Compass artifact, which was stolen from him. Exit the Forester and, after going a little south, through the gate, you will find yourself in a wooded part of the location. Now turn west. The further path will become obvious - shooting will begin from the side of the hills. They are renegades. Carefully approach the entrance to the mines. The Renegades are surprisingly very well equipped. Inside, conduct an anti-renegade eviction program. After inspecting the premises, you will find a strangely shaped artifact. This is Compass.

We return to the Forester.
Returning, give the quest artifact to the old man and get a reward - a completely improved Vintar sniper rifle VS.
Having received a new assignment from your grandfather, you should return to the Army warehouses and get to the army base in order to establish contact with the missing group of Stalkers.

Army warehouses
Talk to Hog, he and his henchmen will refuse to help you penetrate military base, but he will hint, but that Svoboda will help you. Following the mark on the map, head towards the base. It is located in the lower right corner of the location (in "PM" it was just the Freedom base). Together with svobodovtsy, carry out an anti-war eviction program here as well. Tooltip trigger goes here.

When the last soldier is killed, climb the tower marked on the map and transmit a radio message by turning the lever. Everything! Message sent! The mercenary squad is on the side of the bridge that the renegades have taken over.

Bridge in Limansk
... Lebedev's voice over the radio. He tells you to come to the bridge in the Red Forest, soon there will be a mess. As soon as you reach the indicated place, take a firing position from which it will be more convenient for you to shoot at the renegades on the other side. When the Leshy's detachment is consolidated near the bridge, you will have a responsible task - to provide cover for the stalkers who lower the bridge. All you have to do is periodically shoot the renegade snipers on the hill (they usually appear behind the rock on the hill). For this, the same "Vintar" VS from the Forester is suitable. When the bridge is lowered, cross over to the other side, and finish off the remaining enemies. The road to Limansk is open! Couple catch up with the Arrow! Again, there is no need to rush for several reasons. First, take the reward from Leshy. This will be the Flame artifact. Secondly, you have done quite a lot for the Clear Sky faction, so it's time to accept your gratitude. Return to the "CHN" base and take the 50.000 RU gifts from the merchant and, most importantly, the FT200M rifle !!!

In addition to the above, use the accumulated funds to fully pump your favorite weapons and armor. Hang your most useful artifacts on your belt. Buy as many cartridges as possible, first aid kits, bandages and antirad. Well, thirdly, the reason for all this lies in the fact that after you get to the city of Limansk, the tunnel will block up and it will be impossible to return back. Therefore, if you wish, you can continue to explore the locations, and when you decide to finish the game, move to Limansk.

G. Limansk
Enter the tunnel opposite the lowered bridge in the Red Forest.

When you entered Limansk, look around and follow the soldiers of the CHN group. A minute later, the squad will notice two bandits, one of them is wounded. They will agree to surrender an ambush awaiting you if you give him a first aid kit for a sidekick. Agree. After that, one of them will tell you that there is a stretch near one of the cars. In fact, there are more of them, and they block the road.
The next task will be to repel the attack of the bandits. This will happen no earlier than you come to the stretch marks (oh great scripts !!! how much without them). The bandits settled in nearby houses.

After the first ambush, move on. There will be a skirmish of mercenaries with monoliths and bandits (bandits will sit in houses). At the signal of the mercenary who sits behind the car, go around the house and destroy the machine-gun point.
Further, you need to shoot back from the "fanatics" of the Monolith. After the skirmish, a detachment of the ChN will arrive at this place, with which you moved to Limansk.

If your armor or weapons are in poor condition - do not be discouraged! There is a technician among the guys from CHN who went with you! All you need is money.

Monoliths
Save your game. Rather, especially if you are playing at a high level of difficulty, you will understand why. Two more skirmishes await you ahead. Monolithians will be shooted from all sides, including the roofs of houses. Try to act very carefully and at the same time quickly and clearly. For a quick shot, load armor-piercing cartridges into the clip and try to shoot in the head. If you have few first-aid kits left with you, then you can try to collect from the killed fanatics. Good luck stalker! Then you need to move to the bridge over the canal. If you paid attention, there is indeed a small bridge on the Limansk map. This is where you need to go. After the "crossroads", go straight down the street to the anomalies. Then, look to the right - there will be a small arch. Enter it and you will see a view of the playground. Turn right, go. Almost immediately, you will notice a hillock on which a long flight of stairs is located, climb it. You go into the house, which leads to the stairs. Wander around the rooms and you will find a passage to the other side. Get down, and find the commander of the CHN squad by talking with him. Your new challenge it will become necessary to get to the other side of the canal, to the buildings in which the military have barricaded themselves (what are they doing here at all?). While the stalkers of the ChN grouping will distract attention to themselves, cross the bridge and on the right side, along the houses, run to the two-story house in which the machine gunner is sitting. The eviction program will be relevant here as well. After the cleanup, the Chn'ovtsy will pull up to you.

Construction site
The next stage is at the intersection of Limansk. Exit the house to the opposite side, and go left to a certain place. Landmark - a collapsed bridge (see map). There, you will see a long road leading to the construction site. But to get along the road you will have to sweat. Spatial anomalies are "located" on it (which one does not enter - they lead to the beginning of the road). Algorithm for their passage:

  1. Walk to the first anomaly, go around it on the right.
  2. Go to the ladder, then along the path that smoothly descends.
  3. There is a bus next to it, and a box next to it (on the right). Climb over the box into the cockpit, and move to the other side, through the bus door.
  4. When you get out, next to this bus there will be another one. Run to him, then left. That's it, the anomalies are behind!

Now ... If you look closely, there is an unfinished building on the hill ahead. This building is teeming with Monoliths. Tooltip trigger goes here.

To "take out" the monoliths from the unfinished construction should be done without undue heroism. We looked around the corner - a couple of shots - hid. Also watch how the enemies behave, perhaps grenades will fly in your direction.
After the carnage, climb to the top floor. There, go to the back side of the roof, and from there get down to the ground. You will find yourself on back side construction site. Now run to the gate and jump into the hole below it.

Outskirts of the city
Outside the gates you will be greeted by the ChN detachment. Move forward with them. After a while, you will be ambushed by the Monolith. An energized fence will be found ahead. Your new task will be to turn off the generator that powers the fence. Go back to the place where you met with the Chn'ovtsy. There will be several buildings to the right of the gate. Inside one of them, find the stairs leading to the attic. Climb along it and exit through the door to the roof. There is another house nearby. Go to the balcony of this house on the roof. Then go straight to the next roof. Then move along the pipe, and along the boards go to another building. There, behind the boxes there is a Monolithian, kill him. Further - forward, to the last wall. Behind it is a small room with a staircase. Climb along it. As you reach the end, jump to the left. There will be boxes to go further, it is better to break them with a knife. You will see another staircase ahead. The generator is a little closer, on the wall. Unplug it and get down. Lebedev informs you that the main detachment can move through Limansk! New task: find the entrance to the Pripyat dungeon (conditionally), which is located near the Hospital. Now move - behind the fence, to the next location.

Hospital
You have appeared in a strange area where a military hospital was once located. A help signal will be heard on the radio, go forward, and get down into the pit. Then - along the tunnel, and you will find yourself inside the building. There is a staircase nearby that leads to the floor above. Climb it. Behind the barricades there will be a detachment of the ChN, which is trying to get through to the nuclear power plant. They will ask you to "remove" the Monolith sniper. After the command, go to the right, behind the wall. Now you need to move to the other side of the hospital. Fanatics will attack you on the left side. Shoot back. There will be a collapsed wall ahead, go around it. To do this, turn right again, go down the stairs. Wait for the signal again, because a machine gunner sits behind the wall, and the CHN detachment will try to distract him. After the signal, run into the door opposite the one from which you left. Climb the next staircase and enter the next door. 3-4 Monoliths will sit in that corridor. Kill them and head straight. When you reach the end, walk along the boards to the other side at the signal.

Helicopter
It seems that the main opponents have already been destroyed ... But this is not so. Another surprise awaits you ahead. You need to walk again on the boards to the other side, to the unit of the Clear Sky. Near the squad leader, you will notice a "hole in the wall", you go there. Walk down the tunnel. When you get out, be sure to find some cover! Now you have to blow up the Military helicopter. Advice: Take something more powerful, a machine gun - just right!

After the victory, move on and soon you will come to the "almost" open. Now, all you have to do is kill the enemies that appear on the horizon within a minute. The monolith will be everywhere: top, bottom, sides. The main thing is not to let him close to you, try to get rid of them when they are at a distance from you.

When the time is up, the CHN will talk to each other on the radio. From their conversation, it can be understood that they are blowing up the entrances and exits so that reinforcements cannot come to the enemies. Well, now - the main thing. While the "Clear Sky" is holding the "Monolith", you must go through the catacombs, to the Chernobyl nuclear power plant. This place is near the dead machine gunner (they have already blown him up with a grenade). Go there and get ready for the final "battle"!

Chernobyl
After moving to the location, you will find yourself in the very center of the Zone, at the Chernobyl nuclear power plant. The location begins with Lebedev explaining to you how to hit the Strelka. The first step is to disable his psi-protection. This can be done by shooting from the EM-1 Shotgun directly at him. The level of psi-protection The arrow is indicated in the upper-right corner of the screen. Also, you will be given FT 200M (if you did not take the reward earlier) in order to periodically shoot back from the monoliths.

So, the arrow is very clearly visible in the optics. Psi-protection "spins-revolves" around him. Shoot from an electromagnetic rifle exactly at him while he is shooting with the monoliths and hiding behind the boxes. If the Shooter is out of sight, then jump into the teleport portals familiar from the PM. They will transport you closer to the Arrow, to more advantageous positions.

Unfortunately, unpleasant excesses do happen. Sometimes the Shooter somehow falls through the concrete beams and ends up on the ground, stops, stops moving and generally reacts to what is happening. In this case, the best solution would be to load the last save.

When Strelok's psi-protection is weakened, Lebedev will tell you about it, and when he disappears altogether, he will say that all that remains is to wait for the Zone to calm down. But everything will be different - the devices of anomalous activity will go off scale, there will be a colossal Ejection ... and the end of the game.
The final video, which can be viewed here, leaves more questions than answers about what happened to the Shooter, Scar and the Clear Sky faction.

  • Oatmeal, sir!
  • Groups and their war
  • Artifacts, weapons and equipment
  • Equipment upgrades
  • Monsters
  • Anomalies and outliers
  • Full walkthrough

A. and B. Strugatsky, "Roadside Picnic"

I didn't like the swamps. They had to run a lot, slurp mud and squish with swamp slurry. I never liked swamps. And I never understood the romantic sighs of Stapleton from The Dog of the Baskervilles on this topic. By the time the swamp saga ended and the guide agreed to take me to the cordon, I had already firmly decided not to return to the base of the "Clear Sky" grouping, even if "Vintorez" would be sold here for a pittance.

A long, winding pipe led me to a bushy slope. Having habitually looked out and looked around, I saw the sign “Stop! Fire is being fired to kill! " "It's unprecedented," I thought, and cheerfully trotted along the thorn, adjusting to the arrow on the radar and mentally preparing for a meeting with Sidorovich. A loudspeaker muttered something threatening, a machine-gun burst whipped, the stalker mercenary Scar uttered a death rattle, and the corporal machine gunner, languishing with idleness, made another notch on the railing of the fence. Yes ... Newcomers on the Cordon and a year ago were greeted unkindly.

Oatmeal, sir!

Let's talk about quality first. Such a beginning is not accidental, since it is also from a luxurious collector's edition, and a disc in a lonely plastic box will smell the same - something immature.

At one time, the "Shadow of Chernobyl" was expected for a very long time. So long that the very process of waiting has spawned a whole subculture, represented by a mass of jokes with a taste of bitterness. The network witches quite aptly called the game "zhdalker". With "Clear Sky" everything turned out a little differently. The game appeared quickly enough, but it turned out to be so crude and unfinished that it almost immediately received the equally apt nickname "flyer".

It must be admitted that this time, too, the wits did not sin against the truth. Freezes and crashes to the desktop literally " business card»Russian release, and the forums were instantly filled with crying, groaning and gnashing of teeth. At the time of this writing, the Ukrainian and European releases have barely taken place, so their readiness for departures is still unknown to me.

In terms of the number of bugs of all sorts, "Clear Sky" can only be compared with the well-known "Boiling Point", which has become, if not a record holder, then a benchmark in this matter. The already mentioned crashes to the desktop are generously interspersed in the "Clear Sky" with a variety of script errors that cause a whole range of negative emotions- from mild annoyance to rabies.

And there was evening, and there was morning ... And there was patch 1.5.03. In it, in particular, the optimization of the game was promised. However, after the patch was released, complaints immediately rained down that the game began to slow down much more, and the number of crashes did not decrease at all. However, I do not presume to judge this reliably, because, barely noticing the alarming phrase "The saved games from previous versions will not work after installing the update," I decided that I would somehow survive without the patch.

But it was all vox populi. As for me personally, the number of brakes, bugs and crashes of the unpatched Clear Sky was quite tolerable. Yes, there were unexpected crashes of the engine, there were agonizing expectations of allies at checkpoints, there were also stunning game overshoots after passing between locations during emissions. But on the whole, the progress in the plot went quite smoothly, and absolutely impassable "gags" did not happen. Believe it or not.

Now - about the game itself. Or rather, about how it differs from its predecessor.



Game world noticeably prettier. With DirectX 10 support, puffs of smoke and wet surfaces look very natural, and they did a great job with textures. However, playing at maximum settings requires a powerful machine with an extremely expensive graphics card. So not everyone will have a chance to admire the graphic beauty of the Zone in full.

The only thing that I want to highlight is the truly dark nights. This touch was very well played, adding to the inhospitable atmosphere of the Zone.

Sound design did not cause any special enthusiasm or criticism. In general, it could be called unobtrusive, if not for the occasional husky chorus of the local "gopota", shouting: "Catch a lemon!" Personally, a solo scream would be enough for me for a sprint race. And the sacramental: "Attention, anecdote!" by the fire, followed by a second of silence (cut by the censorship, or what?), and then discordant laughter, also did not please. No, I understand that most stalker jokes are either bearded or hopelessly dull, but still ...

This is how the pistol's aiming mode now looks. Strange, isn't it?

The interface, fortunately, has changed slightly. However, I would like to put a hefty minus out of nowhere for the missing indicator of fatigue. It is in the inventory. But for some reason, the HUD is absent. It is inconvenient, you know, to run to the aid of the allies with open inventory... And from the point of view of in-game logic, this is also not justified in any way. You don’t want to say that the stalker himself has no idea how tired he is.

But indicators of radioactivity (external and induced), psi-effects, chemical and thermal damage, bleeding appeared. Yes, and also the azimuth indicator of the fallen grenade. It helps a lot to scrape and survive in time, since the flying grenade itself has never been seen.

Bolt selection is still not included in the overall weapon selection cycle. Is it really that hard? Why, for example, are there binoculars here, but no bolt? And why, after crawling out into the light of day, our hero certainly pulls out this very binoculars?

The aiming mode of the pistol began to look strange. It is very strange, considering that in "Shadow of Chernobyl" he looked pretty decent and self-sufficient.

When it comes to game ballistics, it leaves a double impression. On the one hand, "Vintorez" acquired a realistic firing range and trajectory of a bullet, and on the other, thick trees, which, perhaps, a shell from a field three-inch can penetrate, can be easily pierced from the cheap weapons of the Chernobyl punks. There is nowhere to go from these gopniks in sneakers ...

Another undoubted plus is the system for improving weapons and armor. We will talk about these features of the game later, but for now I just want to note that it will take a long time to earn money for a complete upgrade of at least one decent "barrel". And even longer for improved armor.

Finally, the guides. If the path through the location is not close, you can find a guide marked on the PDA with a special icon and ask him where he can take you. It may well be that where you want it.

This is a bug: when you try to go with a guide to another location, the game may freeze, and it may freeze. Be carefull.



"Clear Sky" turned out to be noticeably weaker than it could have been. However, the atmosphere of the Zone, in general, has been preserved, enriched with additional touches (sometimes somewhat lurid). We insert the disc into the drive ... And we do not complain that we were not warned about bugs. So that's it.


Say a word about the main character

Let's start, as usual in the description of the prequels, with memories of the future. "Shadow of Chernobyl" begins with a frantic race of a truck, in the back of which Marked is a limp doll. Later, if you remember, you and I got some idea of ​​who and under what circumstances put him in this truck. It seems that the powerful O-Consciousness caught a restless and overly curious stalker who sticks his nose where he shouldn't, and then mistakenly encoded him to kill himself and let him go in all four directions. But all this was somehow vague and not full of details. And now we can trace in detail one of the main reasons that made of the seasoned stalker known as the Shooter an inexperienced novice with a strange tattoo on his forearm.

Our hero is also a stalker, a lone mercenary Scar, who leads to the Zone those who are not able to survive in it on their own, but can pay for the services of a guide. And he, like the Strelka, also has distinctive feature... He is, as they say, "marked by the Zone." The Zone lets few people live, if it closes its claws on its throat. But Scar somehow managed to survive after the Great Blowout, which killed the entire group he was leading. It was this fact that prompted the leadership of the "Clear Sky" grouping to use Scar for a unique mission that no one else can cope with - to find those who are guilty of the Great Ejection and stop their irresponsible walking to the Sarcophagus.

The conductor is downright bursting with the desire to be useful.

However, the script logic is sometimes lame. The question is why the Scar, who survived two outbursts (one of them - before our eyes), regularly perishes at the first subsequent? Okay, the game explains that his nervous system is transformed by the Zone and gradually "burns out". But why, then, does not any amount of emissions spent in the shelter affect our hero? And what exactly is its unique purpose? What abilities set him apart from other stalkers? The answer to this question is never given until the very end of the game, being replaced only by some kind of mystical mess put into the mouth of Lebedev.

One way or another, Scar is moving forward, collecting scattered scraps of information about the activities of the Strelka group, which is clearly doing something very interesting and related to the trip to the center of the Zone. Our hero faithfully passes these information fragments to the leader of the "Clear Sky" group, Lebedev, and from him receives further instructions. At this stage, there are no space-time restrictions, so you can explore the Zone to your heart's content, collect artifacts, earn money, improve weapons and armor. And at the same time, get acquainted with the assortment game bugs.

From Swamps to Zastava, from Zastava to Garbage, from Dump to Dark Valley ... Loners, bandits, "Freedom", "Duty" ... the center of the Zone. The first contact between Shram and Strelka takes place on the outskirts of the Red Forest, near the bridge to Limansk. It becomes clear that the Shooter intends to go all the way and is ready to destroy anyone who gets in the way. The only hope to stop him is to get in touch with the Forester. After long hikes through the Red Forest and Warehouses, a key battle takes place for the bridge leading to Limansk, bypassing Radar. And from that moment on, the plot acquires its final straightforwardness, and the game becomes a classic "corridor action movie".

Along the way, you will come across very strange and not typical for the "Stalker" moments, like a helicopter with a health bar, as well as a couple of "sniper-machine gunner" not killed by conventional firearms. Yes, it fits into the canons of a classic scripted action movie, but it looks awkward in the general atmosphere of the game, which has already won its army of fans. For example, “Shadow of Chernobyl” bribed me personally with its realism and a minimum of arcade conventions. And here, you know, a helicopter that can be shot down with an assault rifle, and an indestructible sniper, perfectly visible through the scope. Not impressive ...

Groupings

Local Kulibin. Boasts that he will make anything out of anything. I do not believe.

Remember how many complaints there were about the insufficient number of groups available to join? So, now there are a little more of them. To be more precise, there are three - "Stalkers", "Freedom" and "Duty". By joining any of them, you will not only get a discount on the purchase of weapons, but you will also be able to take part in the war of the factions. It is, of course, very far from dynamic and intense network battles, but it brings some element of variety to game process and gives you the opportunity to make money. But be prepared for unpleasant hitching. Taking, for example, a control point, you can wait for hours for your group to approach it. And so we can't wait, because the scripts in the game sometimes work according to the laws of some completely inhuman logic.

Initially, Scar informally belongs to the "Clear Sky" group, although he is listed in the "Mercenaries". In any case, he takes a very active part in the extermination of the "Renegades" in the swamps. But he has no further obligations to this group. If you enter into any other, this does not affect the relationship with Lebedev and "Clear Sky" in any way.

However, there is another grouping that you can try to join. They are bandits. The leader gives out a couple of tasks, pays sparsely, and then feeds them with promises like "as soon as possible." I never managed to achieve admission to the glorious ranks of the Chernobyl gopota. Well, okay, it didn't hurt, and I wanted to join the ranks of rednecks.

In total, there are eight factions in the game with which Scar will have to interact in one way or another.

Clear sky

A small group led by scientists. Its goals and objectives are to stabilize the Zone, prevent emissions that lead to the death of many people, and cleanse the Swamps from criminals. The place of deployment is a camp on the Swamps.

Renegades

A group of bandits without a single leadership, opposing the "Clear Sky". It does not pursue any specific goals and objectives, limiting itself to attempts to hold several fortified points in the Swamps. The place of deployment is Swamps.

Stalkers

A group of individuals who do not want to be under a single command. The raison d'être of this group is mutual assistance and support in difficult situations. Goals and objectives - freeing the Landfill from bandits. The place of deployment is Kordon.

Bandits

A stupid crowd of bandits who do not arouse any sympathy. Formally, there is a unified leadership. The objectives of the group are control over the Junkyard, which connects several other locations. Location - Landfill.

freedom

A group that professes complete freedom of action in the Zone for all. Despite the centralized leadership, it is quite anarchic in nature. The group's goals are to oppose the "Duty" and expand its influence on the military depots. The place of deployment is the Dark Valley.

Duty

A paramilitary group that requires strict discipline. Very well armed and equipped. Its purpose is to isolate the Zone, suppress the activity of mutants and suppress the free transfer of artifacts to the outside world. Location - Agroprom.

Mercenaries

A grouping whose strategic goals are completely incomprehensible. Judging by game events, she is engaged in the fulfillment of orders for combat support. Unified leadership and location are unknown.

Monolith

A religious and mystical sect that worships the Monolith - a hypothetical artifact of the Zone. It is hostile to all other groups, regardless of their goals and actions. Objectives - to protect the Monolith from outside encroachments. Location - Chernobyl NPP.



Relations with certain groups, except for the "Mercenaries" and "Monolith", with which everything is clear, are reflected in the CCP of Scar. In principle, this information is moderately useless, since enemies in any case will not conceal hostility, but will instantly open fire at the first opportunity.

Faction war

The meaning of the war of groups is the systematic displacement of enemy units from the territory of the location and the capture of control points. Game mechanics does not provide for the special initiative of the allies, so to capture the location you will have to run well.

No, citizens are bandits, we will not be able to talk with you.

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

After clearing, we are waiting for the approach of one of our detachments. When the detachment is pulled up and fixed on the point, a message is received about the successful completion of the stage. Thus, from point to point, the territory of the location is captured. It is convenient to control the deployment of the remnants of the enemy forces on the PDA. But do not engage in amateur performances bypassing orders. All the same, the allies will not come to the point you have seized without permission until the appropriate order is received.

On a note: unauthorized actions can be not only useless, but also harmful, because while you are storming an unnecessary point, your group can lose one of those already captured.

After the complete destruction of the enemy forces, the territory comes under the control of your group. But this does not mean at all that there will be no more hostilities on it. Enemy units will appear from time to time at the edges of the location and gradually take over control. And at night mutants can come. Their victory at the control points also counts as a loss.

For each successful capture of a point in which you took part, a fairly substantial cash bonus is due.

Zone artifacts

The first attempt to search for artifacts ended in tainted health. Well at least he stayed alive.

Artifacts, as you remember, in "Shadows of Chernobyl" literally lay underfoot. There will be no such freebies in "Clear Sky". Here they are invisible, and they should be found using a special detector, each time getting close to death. Some artifacts in “Clear Sky” have retained their names, but have changed their properties, and the rest will become a novelty for the player.

It should be noted that from the point of view of passing the game, artifacts are completely optional. Even at the highest level of difficulty, you can reach the very end without them. Here, the bet is probably made on the player-explorer, who will be driven solely by curiosity.

Most of the artifacts are radioactive. Artifacts affect such parameters as weight, endurance, blood clotting, mental stability, resistance to radiation, fire, chemical burns, electricity. In total, there are twenty-four artifacts in the game, and one of them is unique. It is called "Compass", but comes across only once, when performing the task of the Forester. This artifact has the ability to find breaks in anomalous fields, thereby working as a kind of detector. It is said that it can be used to traverse the most intricate anomalous field without the slightest risk.

The rest of the artifacts can be found using a detector near the anomalies.

On a note: the search for artifacts is quite difficult, since they are invisible until they come close to the detector. When localizing the found artifact, the main thing is not to get into the anomaly and carefully monitor the level of radiation and the state of health. In the excitement of searches, it will not last long and die from radiation sickness.

Weapons and equipment

The list of in-game weapons remained almost the same as in Shadows of Chernobyl. Only two models of pistols were added (Marta and KhPSS1m), a vertical hunting rifle and a light machine gun.

As for the pistols, both of them are designed for the 9x19 Para cartridge and have real analogues of the Beretta 92 and Browning HP. No significant advantages over other models of the same class were noticed.

At first, a hunting rifle (a real analogue of TOZ-34) will be a good help when shooting monsters, since it inflicts colossal damage at close range and has good accuracy at an average distance when shooting with a jacan or a feathered bullet. However, in the future, there is simply no point in carrying such a bandura.

Antigravity? Or just hack? Did anyone really hope that the players would not drop in here?

The machine gun (a real analogue of the PKM), oddly enough, is used in the game exclusively for shooting "from hand". The fact that such a use of a light machine gun is a senseless waste of cartridges does not touch the game makers at all. However, the machine gun does not have any significant effect on the passage of the game, since according to the scenario it falls into the hands of the hero already on the "corridor" section and can only be effective against a helicopter.

On a note: You can, of course, by hook or by crook make a machine gun earlier, on the basis of "Debt", but again there will be no sense in this, since ammunition for a machine gun is not cheap, comes across extremely rarely, and the accuracy of this weapon is below any criticism.

I have already mentioned ballistics in the review section. The fantastic penetration of enemy bullets makes the habitual use of trees and crates as cover-ups pointless. However, the enemies quietly hide behind the trees, and it doesn't work to shoot them through the tree trunk. A sort of, you know, ballistic discrimination.

The accuracy of small arms has noticeably deteriorated even in the aiming mode. Now the installation of a telescopic sight on the AK-74 allows only more detailed observation of the annoying blunders. In essence, this approach is understandable, since a weapon modernization system has been introduced into the game, which significantly improves its performance characteristics.

Armor is also present in a wide range - from a light jacket, which protects only from the wind, to the complex "Bulat" armor protection. Modernization is also envisaged here.



Among the additional equipment we should mention artifact detectors. They are presented in three models.

Response. Anomalous activity detector with built-in Geiger counter. When approaching anomalies, emits a warning signal. It can also register the presence of artifacts and measure the distance to the nearest one. Not very convenient to use, because it does not indicate the direction of the artifact.

Bear. Anomalous activity detector with built-in Geiger counter. Unlike the “Response” model, it indicates not only the distance to the artifact, but also the direction to it, marking the vector on a special azimuth indicator. With a certain skill of the operator, it is quite effective.

Veles. A new generation scanner-detector that includes a Geiger counter and an abnormal activity indicator. Designed specifically for artifact detection. The location of the artifacts is shown on a special screen, which makes it easier to find them.

Upgrading weapons and armor

Upgrades of all types can be carried out by special NPCs at the bases of the factions. For most types of small arms (pistols, assault rifles, combat shotguns), modernization is possible in two directions. The first gives an increase in firepower due to the rate of fire and the installation of an under-barrel grenade launcher (for assault rifles). It can be said to be a reinforced assault variant. The second direction is sniper. It provides for a decrease in the recoil force and an increase in the muzzle energy of the bullet at the expense of the rate of fire. Both paths can be combined, but then the third level of improvement will become unavailable.

With a telescopic sight, open spaces are much more attractive.

Regardless of the nature of the improvements, the rifles can be equipped with optical sight mounts. You can also increase the magazine volume by 50% and change the barrel caliber once. The latter is especially interesting, since you can take two very reliable AK-74 assault rifles, change them with one caliber and end up with a universal set of reliable weapons for any type of cartridges encountered.

Sniper rifles provide only an increase in accuracy, destructive power and magazine volume, which is quite logical.

Some weapons have some special upgrades that are not available for other models of the same class. For example, the IL-86 assault rifle, which has an integrated optical sight, can be improved towards increasing its magnification.

Armor can also be improved in two ways - towards enhancing bulletproof armor protection and towards lightening, increasing the carry weight and increased protection against the anomalous activity of the Zone. It is easy to see that the first option is purely combat, while the second is well suited for a Zone explorer. Upgrading armor is very expensive. A completely improved Bulat, for example, will cost you 110 thousand (for comparison: a complete improvement of the AK-74, which includes a change in caliber, will cost 20 thousand).

On a note: while improving your weapons and equipment, be careful. One wrong move - and the second (and with it the third) level of improvements will be unavailable, and the money is wasted.

The use of muzzle mufflers is provided in the game. But they are practically meaningless, since enemies react to shots in any case and unmistakably find the source of danger. In addition, mufflers, as in reality, reduce the lethal effect of the bullet.

Monsters

I was looking for this bloodsucker for half an hour, no less. When I found it, I was delighted as if it were my own.

In principle, the fauna of the Zone has practically not been enriched. Moreover, in the daytime she even became poorer. According to the general concept of the game, daylight hours are set aside for the war of groups, so mutants now prefer to appear at night.

However, the decrease in the number of Zone mutants was compensated for by an increase in health and damage dealt. Snorks, which were easy prey in Shadows of Chernobyl, are now capable of killing a stalker if there is at least a couple of them. Blind dogs have also become stronger and more aggressive. Pseudo-dogs have acquired the ability to teleport when a bullet hits them. And the pseudo-giant, which in the X-18 memorial laboratory could be killed with two or three RGD-5 grenades, has now turned into an indestructible killing machine, on which two dozen of the same grenades can be spent without the slightest result. Thank God, he meets only once, in the "Red Forest" location.

On a note: do not waste time looking for parts of killed monsters. They are not provided for in "Clear Sky".

A modified bloodsucker, the so-called "swamp creature", will also be met on the way. Unlike an ordinary bloodsucker, he does not need to leave stealth mode in order to attack. It is almost impossible to kill this mutant, since it moves very quickly and practically does not stand still.

There will also be a piece controller involved in the script. I did not notice any complication in relation to this "brain eater". Moreover, it seemed to me that he became more compliant.

Anomalies and outliers

It's a strange thing. It seems to be a symbiote, but it does not burn out the brains. Or is he still small?

The anomalies, these stalker curses, have become much less noticeable than in Shadows of Chernobyl. Three anomalies have been added to the already familiar "electrons", "fry" and "funnels". These are "rift", "meat grinder" and "symbiont". The first inflicts thermal damage, the second breaks into pieces by oppositely directed gravitational perturbations, and the third acts in combination - destroys the nervous system with psi radiation, burns and tears to pieces. You can find a symbiote, for example, in the Red Forest, near the habitat of the pseudo-giant.

Each game location has one or two anomaly fields where you can look for artifacts. In the rest of the territory, anomalies are relatively rare.

On a note: be careful - many anomalies are radioactive. Do not forget to keep an eye on the indicator while searching and picking up artifacts. And take more anti-joy with you.

Emissions tend to occur on repeat visits to locations. They warn about them in advance, so that you can quite manage to run to the shelter, which is provided in each case. Of course, there is no logic in the fact that a strictly defined place can serve as a shelter from a release, but there is nothing you can do about it.

If the Scar does not have time to reach the shelter before the release begins, he instantly dies. So it is better to hurry up, not stopping for a firefight with the enemies encountered along the way. But do not try to get away from the release to another location. Of course, you will get away from the ejection, but further passage games may become impossible.

Passing

Swamps

First night battle at the Outpost. How many of them are still ahead ...

After watching the video clip, which introduces us to the course of the matter, we are looking for the bartender and get the first piece of information about the current state of affairs. The conversation with him is interrupted by Lebedev, who demands that Scar come to him. The conversation with Lebedev also sheds light on the events and prospects that have taken place.

Having received the task, we go to the merchant who will equip the Scar for the first trip to the Swamps. Armed, we go to the guide, who takes us to the place and takes leave.

Swamps are a specific location. The visibility here is rather poor due to the widespread sedge thickets. On the way, you will come across a small herd of flesh, on which you can not waste ammo.

The meaning of the first trip is to reach the tower with a panicked "Chistonebovtsy", climb up to it, shoot at the boars and safely faint from being ejected.

After re-coming to our senses in our usual bed, we go to Lebedev to listen to some vague discussions about the Zone, the history of the Great Ejection and the place of Scar in its continuation.

From all that has been said, it is clear that you need to get out to the Cordon, closer to the Zone. But then it turns out that the "Clear Sky" camp is literally surrounded by "Renegades" from all sides.

Thus, the first war of the factions becomes our operational task. Pushing back hostile troops to the edge of the Marshes and recapturing strong points, we gradually get to the guide, who agrees to take us to Cordon.

Cordon

After getting out of the pipe, do not rush. The problem is that the entire space before the exit is shot from the outpost's heavy machine gun. Therefore, our task is to run as quickly as possible to a large boulder lying in the direction of the outpost and sit down behind it. The machine gunner, having lost the target, will report this to the command, and a capture group will be sent to search for the stalker. Taking advantage of the fact that the machine gunner cannot fire while the group is in search, we quickly run to the left along the barbed wire fence.

Well, good sir? Are we going to inject drugs or are we going to continue playing in silence?

Leaving the pursuit, we get to the village and go down to the basement to Sidorovich. As usual, the old bastard does not want to share information for free and requires in return to find and return the case with the swag, already prepared for the customer.

We leave for the camp of the "Stalkers" group, along the way we take part in a skirmish between loners and the military near the bus stop. After winning the battle, we get the opportunity to improve our weapons.

After talking with the commander of the group, Father Valerian, we go to talk with the captive Major Khaletsky. The major shows obstinacy, does not want to reveal exactly where he hid the case, but makes it clear that his own people will not leave him in trouble and will certainly rescue him.

A repeated visit to Father Valerian gives rise to a plan to interrupt Khaletsky's entire "support group" so that he does not have any illusions about his own future.

No sooner said than done. The first group is at the elevator, the second is at the MTS. In this sequence, we destroy the military. Returning to the camp, we are convinced that Khaletsky has become noticeably more talkative, we learn from him the whereabouts of the case.

Having found a rusty box, we take it to Sidorovich. In return, we get a meter of gratitude and information about a stalker named Fang, who is looking for some electronic components, but does not say why he needed them. Sidorovich does not understand electronics and does not hold components. So he sent Fang to the Diggers in the Junkyard. They are digging up burials of equipment there, so there must be some kind of electronics. So, the next goal is to find Fang in the Dump.

Hmm ... I've already seen him somewhere. A very familiar old man.

Dump

Another trip through the pipe. A group of bandits awaits at the exit. If you obey their demands, they will rob you to the bone. Therefore, it will be cheaper to spend on them a couple of grenades and fifty rounds.

Bypassing the parking lot of equipment, we follow the pointer that leads to the four corpses of unlucky diggers. In one of them we find a PDA, which contains information that Fang was angry due to the lack of the part he needed, refused to pay for the excavation and left. A certain Vasyan, known for his eloquence and gift of persuasion, was sent after him.

We go to look for Vasyan, along the way wondering if his corpse is still intact. Oddly enough, Vasyan is alive, healthy and unharmed, but pretty scared. We help him to fight off a pack of blind dogs, and then we find out that Fang and the trail are gone. It is only known that he caught a cold in the direction of the Dark Valley.

Dark valley

There is also face control at the entrance to the Dark Valley. True, they do not rob here, but only look closely at the expression on their faces. And that's okay. After talking with the senior of the garrison, we go to the base of "Freedom". There will be a conversation with the commandant Shchukin, who values ​​his time too highly. At his direction, we are going to kill pseudo-dogs in the amount of one piece. Returning, we get one more task - to deliver ammunition to the "Freedom" outpost. We get cartridges from chatty Ashot, we go to the outpost, but we do not have time a little. The bodies of the "Svoboda" members are still warm, and on one of them we find a PDA, in which an interesting sound recording is found. As it turns out, Commandant Shchukin is a double-dealer and a traitor, who exposed the Svoboda outpost to be hit by a detachment of mercenaries.

Returning to the base, we find that Shchukin is not only busy, but also a wise man. In any case, he had the wisdom to hit the road to the mercenaries for protection.

This time we are allowed an audience with the commander of the "Freedom" Chekhov. Of course, our next task is to find and bang the commandant. It is not required to drag his head, his PDA is enough. Along the way, we find out that Fang visited the Svoboda base, bought what he needed, and left. Where to? There will be a commandant's PDA - let's talk.

We find the commandant at the farm by the road. There is also a small group of cover, which "svobodovtsy" grind with special cynicism, jokes and jokes. We find the corpse of the commandant, we take away the PDA, we return to Chekhov.

From a conversation with Chekhov, it turns out that Fang went to the Dump. Well, you must, eh? We're only from there.

And again the dump

What are you doing while I'm chasing mercenaries around the yard?

Without further ado, we set off in the direction of the Fang's PDA mark. This mark points to a basement next to the unfinished ruins in which the diggers settled.

On a note: Attention! In the basement, Scar will lose absolutely all of his property. If you feel sorry for him even a little, dump your junk right in front of the basement entrance. Get out - collect.

As it turned out, a booby-trap was installed in the basement. She didn’t kill, but she concussed great. Having come to his senses, Scar finds himself lying on the basement floor, and above him - two degenerates in a bandit "outfit". It turns out that they have been here for a long time by robbing curious stalkers who poke their nose into the basement.

The bandits, having plundered Scar who comes to himself, are washed off. Now you can get up and look around. In the very corner of the basement lie the Fang's PDA and the "beginner's kit" - the Makarov system bogeyman, cartridges for him and some other rubbish.

On the PDA - a mention of some kind of cache and the fact that Fang was involved in a trip to the center of the Zone. Lebedev gets in touch and reports that the coordinates of the cache have already been deciphered. It's time to go to Agroprom.

Agroprom

At the very beginning of the location there is the "Debt" outpost. They talk to us politely, sympathize and even give a security escort.

Having reached the Duty base with minor adventures, we communicate with General Krylov. It turns out that you can get to the cache, but in exchange for help "Duty". They are overpowered by mutants continuously spilling from the Agroprom dungeons. The only way out is to flood the lower levels.

Nothing to do, it's time to hit the road. We buy from a gloomy seller named Mityai, we go to the hole. On the way, we observe a mass landing of snorks, somersault flying out of the hole and furiously rushing into a fight with the army of Sergeant Nalivaiko.

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

Agroprom dungeons

Long corridor curving to the left. 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 jet of flame and shooting the burning snorks, get to the stairs.

Climbing upstairs, we select cartridges and first-aid kits on the rack, we enter the round hall with a system of pools. Now it is important to see and kill the controller before he sees and kills us. In principle, nothing complicated if you shoot accurately and bounce off the pipes for reloading.

Having finished with the controller, we pass into the next room. It is important here that there is no overload of inventory. We turn the valve, we run through the door, without hesitation we go down the spiral staircase downward, then to the left along the corridor to the stairs - and upward, away from the flooding.

So, our debt to "Duty" has been given in full. It's time to remember about your interests.

During the visit to the cache, located in the same place where it was - in the room where the ventilation duct leads - four bandits will meet. Frankly speaking, not God knows what. But further - seriously. Four fire poltergeists blocking the spiral staircase exit.

Shooting them from below is problematic - poltergeists willingly respond with tongues of flame, and first-aid kits will sooner or later run out. It is better to run upstairs to a remote room in which it will be safe. From here, you can throw a couple of grenades down to kill one poltergeist, and shoot through the doorway at the second, bouncing back from retaliatory fire strikes.

The remaining two poltergeists, which are well above the room level, can be destroyed in short, precise bursts, quickly hiding into the room after each burst.

Having dealt with the poltergeists, we get out to the surface and go to the aid of the Rusty group and further, to the Yantar.

Plant "Yantar"

Sakharov doesn't like zombies. Until we kill everyone, he will not open it. A principled man.

In order to get to Sakharov's old acquaintance, you will have to shoot a little. The bunker is once again slowly attacked by zombies, and the local team cannot cope with them. Helping with fire, talking with Sakharov. From the conversation it turns out that the Shooter visited here and received from Sakharov a prototype of a psi-helmet, without which it is impossible to go through the plant to the Red Forest. Sakharov's stock of helmets has been exhausted, but there is a chance to understand the reasons for the bursts of psi activity in the vicinity of the X-16 laboratory. To do this, you need to get to the place where on one of the corpses of the expedition, killed by a psi-strike, there is a PDA with documentation on the installation-emitter.

All we need to do is to quickly run along the western wall of the factory, shooting blind dogs and their pseudo-relatives, grab the PDA and return. You should not linger near the corpses, since another group of zombies is on the way.

Returning to Sakharov, we listen to his considerations regarding the reasons for the uneven radiation of the installation and receive the task to accompany the Lefty detachment, which must restore the cooling of the installation.

Having made our way together with a group of Lefty to the plant, we take, by his order, a place on the roof of the warehouse, from where for three minutes we shoot zombies who do not want the installation to be cooled.

After restoring the cooling system, we receive information from Sakharov about the whereabouts of Strelka, we pass through the western gates of the plant and find ourselves not far from the bridge to Limansk and the edge of the Red Forest.

Red forest

The bandits have seized the bridge and do not want to lower it. Well, wait, canals ...

To begin with, we are shown the Arrow escaping to the tunnel. Apparently, he already knows that the pursuit is following him, and is determined to stop it by any means. The means, by the way, are simple - undermining the tunnel leading to the Radar, and organizing a hired ambush from unsuspecting stalkers who believe that they are protecting the Shooter from a hired killer.

The ambush has to be interrupted, since she does not go to negotiations. After that, it turns out that it is impossible to go through the Vyzhigatel in any case, and the bypass road through Limansk is blocked by bandits who control the drawbridge on the other side of the river. Apparently, the bandits are not going to put it down in the near future.

The only way to do anything is to find the Forester. And for this you need to go through the Red Forest.

This forest is an extremely uncomfortable place ... We help one group fight off mutants, lead another to the field of artifacts, where a pseudo-giant grazes peacefully, we find a tank with a teleport bubble, fight off wild boars and snorks, climb into the teleport.

The shrewd "bubble" brings us almost into 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 got into some strange alteration. If you help them, you can count on reciprocal help with the bridge.

Now we have to visit the Military Warehouses, since there is a chance to establish at least some kind of connection with the group.

If it were not for this tank, you would have to take a stool to jump to the teleport.

Forester's residence. And in the center is the Forester himself. You could say an oil painting.

Military warehouses

Here you need to first talk to the commander of the "Freedom" group Raven, then find a detachment of mercenaries, talk to their commander named Hog, go to the water tower in the Village of Bloodsuckers, shoot its natives, climb the tower and intercept the fragments of the transmission that the group stuck under Limansky, leads continuously.

From the broadcast, it becomes clear that the cause of all the troubles of the group is an anomaly that distorts space. It's done, it's time to return to the Forester.

Red forest

Having learned about the situation with the lost group, the Forester remembers his interests and asks to find and return the priceless artifact "Compass", which was taken from the Forester by the local punks.

Shootout with punks is a common thing. Three minutes of work - and the artifact is in your pocket. We take it to the Forester, and in return we get a personalized improved "Vintorez" and a detailed plan of further actions. It looks like we can't avoid a second trip to the Warehouses.

Military warehouses

This time we will have to fight on a large scale. Hog, already known to us, contacts a certain Kostyuk, who represents the interests of "Svoboda" in the Warehouses, and Scar has a unique opportunity to take part in the epic introduction of "Svoboda" where we are used to seeing it.

After the military is evicted from the territory of the Warehouses to the next world, we rise to the tower where the radio transmitter is installed. We turn it on, transfer the bearing for the lost group. So we now have support on the other side of the river.

Almost immediately after the transfer of bearing, Lebedev gets in touch and orders to immediately return to the bridge in Limansk.

During the day, the Red Forest is much more friendly. And it doesn't seem scary at all.

The bridge was broken off and lowered. It's time to go to Limansk. Do not remember it dashingly.

Red forest (outskirts)

During the battle for the right to lower the bridge, we will need the services of a sniper cover. Apparently, the cunning mercenaries have already got wind of the name "Vintorez" and are happy to lay the sniper responsibility on our tired shoulders.

Nothing complicated is foreseen. From time to time, a bandit sniper will appear on the mountain in which the tunnel to Limansk has been made. We put it down with one accurate shot, lazily smoke, wait for the next one.

That's it, the bridge is down. You can go to Limansk.

Limansk

We pass through the tunnel, we find ourselves in the city. First of all, we meet the demoralized remnants of the bandit army. A truly pathetic sight ...

On a note: then the "corridor" stage begins, at which there will be nowhere to patch up the armor and repair the weapon. Take care of this now. Immediately at the entrance to Limansk (the square on the left) there will be an NPC who will repair everything you ask.

Be careful, there are booby traps and three arrows in the windows on a short block with a topless UAZ. The mines will not go off if you climb over the body of the car. But the arrows will have to be dealt with by force.

Dead cities do not look like that at all. This city was left at most six months ago.

Around the bend - a house, on the second floor of which a machine gunner sat down. There are more than a dozen monoliths in the house. Here we must act decisively, but extremely deliberately. Several grenades at different angles in the doorway, and then thoroughly clean up the house and kill the machine gunner. So, we have a legitimate trophy machine gun. It is desirable to save it.

After the house has been cleared, there will be two more skirmishes with "Monolith" - one on the street, the other on the square with the park. The second skirmish is not worth wasting time. We break forward and leave through the gateway to the right, into a large courtyard. Be careful not to run through the driveway. Further, the street is blocked off by an impenetrable wall of anomalies.

There is a staircase in the far left corner of the courtyard. We rise along it, we pass through the house, we go out to the embankment to the bridge, we find another group of allies. Now our task is to destroy the machine gunner and suppress the resistance in the house opposite. The Heavy is destroyed with one accurate shot from the middle of the bridge.

Having cleaned the house, we go up to the second floor, find a break in the floor, go down to the first floor, go out into the street.

Now our path will run between spatial anomalies... We reach the bus, we climb through the window into the salon, we leave through the doors.

The Heavy is killed. You can start storming the fortified point.

The usual milk tanker with the usual number. A tradition of the gaming series?

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

A wide area is blocked by a wire fence through which a current is passed. At the end of the square there is a bell tower with a sniper on it. You need to find the generator and turn it off.

We pass into the house on the right. It has a staircase to the attic. From it through the door we get out onto the roof. We jump over to the balcony of the neighboring house, through the pipes we get to the footbridge, we go to the hotel loggia. Here you need to quickly kill the monolith, destroy the boxes with shots and quickly run forward until the sniper catches the sight. We go down the emergency ladder, then go up the next one. At the end of the next loggia there is a switch. We turn off the power, we kill the sniper, we get down to the ground.

Hospital

Here we will be awaited by another group of allies, faced with the problem of an immortal sniper under the cover of a machine gunner. We are required to go to the rear of the sniper and shoot him. In principle, nothing complicated. Be careful, from time to time, three enemies will appear on the other side of the courtyard of the hospital.

A helicopter is a very strange object. Here he was - and now he is not.

Nobody wants to go under a machine gun. As usual, Scar will have to take up dangerous work.

After killing the sniper, the allies will pull up to you and first blow up the blocked passage, and then treat the machine gunner with a grenade.

The next stage will have to go through without support. Jumping into the opening of the wall, we immediately leave the left door to the stairs. We kill a couple of monoliths there. A military helicopter appears and shoots everyone it sees. Several monoliths will run into the stairs, fleeing from the helicopter. After it is finished with them, take the machine gun in your hands, stand in the doorway and destroy the helicopter. This should require a maximum of three dozen rounds.

That's it, the machine gun is no longer needed.

The further path will lead us to another courtyard, at the end of which another machine gunner sits behind an improvised shield. In addition to him, in the courtyard there will be a dozen monoliths armed with assault rifles.

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

After the approach of the allies and clearing the courtyard by them, we go forward, behind the machine-gun nest. There is a door behind which a hole begins. Before you dive into it, you can throw out all heavy items (weapons, grenades, 5.45 mm cartridges) from your inventory. You won't need it anymore.

Chernobyl

The final fight, as it turned out, is laughingly simple and unpretentious. In terms of difficulty, it is one to two percent of the difficulty. last fight in "Shadows of Chernobyl". We listen to the latest revelations of Lebedev, we get in our hands an electromagnetic rifle (it looks like a "gauss") and a hefty chest of drawers called FN2000 with cartridges.

Last meeting with Lebedev. And the last parting word from him.

Without leaving this place, I finished final fight... It should have been called the final shooting range.

Okay, with an electromagnetic rifle, it's clear. The shooter must not be killed, but deprived of the shielding psi-helmet. But why was this hefty fool with a grenade launcher and a ballistic computer foisted on me? Did I, according to the writers and designers, come to this place with a Makarov pistol? Although, in fact, the PM is not useful here either.

We are watching a video clip, which shows an intruder framed by serpentine lightning, pricking recklessly to the 4th power unit along the viaduct of the heating main. Our task is to quickly sit down and make sixteen accurate shots at it. Yes, we have another health strip at our service (in all likelihood, not Strelka, but his electric pans on his head), along which it is very easy and convenient to watch how the business is progressing.

The comedy of the situation lies in the fact that these very sixteen shots are made on the spot, since the Shooter is clearly playing along with us and is in no particular hurry to go anywhere.

Watching the final video with Arrow's heartbreaking coding scene. Judging by the in-game dates, it will be encoded for about a year. An unenviable fate.



So that is all. You and I, stumbling over the bulging corners of the scripts and banging our heads against the overhanging masses of bugs, went through the "Clear Sky". You are satisfied?

Oh yeah, I almost forgot. Clear skies over your head, stalkers. And be happy at the slightest opportunity.