STALKER Clear Sky. "Stalker: Clear Sky": secrets and hiding places Video: walkthrough of S.T.A.L.K.E.R. Clear sky

Hello. In this article you will learn how to survive the first day in the Exclusion Zone, how to complete some quests, which ones you should not complete, secrets, the best earnings, and more.

Note: because The chronology of events in the S.T.A.L.K.E.R. universe begins precisely with the second part (Clear Sky), so I first write the guide for this part.

Let's move on to the game itself. You play as the character Mercenary Scar, who was hit by a large ejection and miraculously survived. His body was picked up by stalkers from the Clear Sky group. They left him at the CHN base, he regained consciousness, what follows is a dialogue that I highly recommend reading.

Next, you are sent to look around the base, namely to the bartender. After a dialogue with him, they are sent on the very first task. It consists in the fact that you need to help the checkpoint fight off the attack of wild boars. You are taken out of the base, and then you go on your own. We will definitely look for an artifact along the way! It can be found in the passage between the gravitational anomalies, closer to the water on the left. Be sure to use bolts to test the road! If you fall into a gravity anomaly, you are dead. Even if you survive, you will most likely die from bleeding.

Advice: Always use bolts when going through anomalies.

Advice: do not fight the wild boars, but quickly climb the tower and wait for the plot to unfold further.

Next, you need to clear the swamps from the bandits of the Renegades group. Go to the aid of your “clanmates”; for every successful cleanup, grandmas pay. The more places you manage to help, the more money you will receive.

Advice: It’s worth running around and helping to recapture control points and fight off mutants. At the very beginning of the game, this is a very good income, which I recommend keeping. You shouldn't spend money on buying (or modifying) better overalls and weapons, because during the game you can find it somewhere or buy something better.

Now that the main points in the swamps have been taken, return to the base for your reward, run around the area some more, collect artifacts in the anomalies, search the caches, and then sell the excess junk and get out of the swamps, you are unlikely to return here again.

A couple more tips for surviving in swamps:

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

    Avoid encounters with wild boars. If you still fail to escape from these mutants, wait until he starts accelerating towards you, let him pass, moving to the side, and cut him with a knife right in the side.

    Use pistols and sawn-off shotguns. Yes, this is not a very powerful and convenient weapon, but in the fight against renegades it is better not to show off and not waste expensive cartridges from AKM or Viper, because they are still hard to find.

    Do not clutter sawn-off shotguns with PMM in your backpack. You will sell them for pennies, but they add quite a lot of weight. It is better to collect ammunition, food, and medicine from corpses for sale.

    You can walk to the trailers from the video. There is a broken Vintar lying there. Put it in some hiding place, and someday come back for it with ammo and money for repairs.

    Don't forget to repair your overalls so you don't lose protection. With a broken suit, you'll die with one bullet.

Upon arrival at Cordon, you go out under the noses of the military, who shoot at you with a machine gun.

Advice: run from the machine gun in a zigzag and do not forget to run in time and use first aid kits with bandages.

Next, look around the newcomer village, take the available quests, they are not difficult, but the money will come in handy. In Sidorovich's basement you also need to take all available quests and complete them to earn money. By the way, he gives out the main story quest, during which you need to return the lost case. It's a complicated story, I won't spoil it, I'll just give a couple of tips and tricks:

    Don't tank in battles with the military. Seriously, if you don’t die, you’ll go broke on bandages and repairing your overalls. Their AKMs will work wonders against your starting suits. It’s better to run, shoot from behind cover, throw grenades.

    Search all the corpses, collect AKM cartridges.

    Take several AKMs from the corpses of military personnel to sell to Sidorovich, you will get some money.

    Still, give this “prisoner” Khaletsky a pistol, hiding places are never superfluous;)

In general, you can go there without hesitation, because on Cordon there are no major anomalies with artifacts, there is no special movement. Only at the stalkers' base you can receive a couple of tasks to clear a key point from bandits or mutants.

Advice: take these tasks. Often, to complete them you don’t have to run far and risk your life, so this is also a good income.

Valerian, by the way, offers to join their group. The point is controversial. In fact, this gives nothing, no advantages, except maybe a couple of quests to clear key points in the Landfill and Cordon. Then the bandits immediately become your enemies. Perhaps, when you go to the Landfill, they immediately become your enemies, however, I personally received tasks from bandits to protect the point from mutants. After that, they became neutrals to me, and I was able to calmly go to their base, chat with the technician, the boss and other characters, and also received a couple of quests, after which I even had the opportunity to join the ranks of the bandits. Therefore, decide for yourself whose side you will be on, but in the fight Singlesvs. Bandits I always choose Singles.

Advice: do not take part in the gang war, so as not to make enemies for yourself.

In general, most often the first day in the Zone ends in the Swamps, but if you don’t hesitate, they can end in the Cordon, or even in the Landfill (mine ended in the Cordon).

And these three locations are the most difficult at first, because you have nothing - no normal weapons, no strong overalls, no good artifacts. Further, as the story progresses, it will be much easier for you. It's not in vain that you saved money;)

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

  • At the scrap yard, don't get into the scrap metal piles.
  • In the dark valley, buy as many things as possible. Artifacts, medicines, weapons, ammunition, suits - buy everything. Later, on a quest, you will be robbed by bandits in the basement of a flea market. You will be able to return your things, you will even be able to grab a little extra, but you will not get the money back, and at least you will sell all the purchased clothes later.
  • Don't walk through the landfill alone. If you are alone, then run quickly, otherwise the bandits will take you in numbers. (If they are your enemies)
  • The best assault weapon is the FT. After it - GP37 (purely my opinion)
  • The best sniper weapon is Vintar. If you have an exoskeleton, then SVD or SVU.
  • If you come across a pack of dogs without a pseudo-dog, look for some kind of box or something like that, climb up there and shoot from above. If there is a pseudo-dog, then most likely it will throw you off from above anyway.
  • A real psi dog is marked on the map with a red dot (like any enemy), so throw a grenade there and run away from the phantoms.
  • In general, speaking of dogs, the best weapon against any variety of them is an under-barrel grenade launcher. You can even shoot at your own feet if you’re really pinned down (I myself saved my life this way a couple of times, although the suit breaks quickly).
  • At each key point there is a box in which you can find loot.
  • If somewhere they demand money from you for something, kill without hesitation.
  • On Yantar, when restarting the cooling system of the PSI brain, do not shoot back at the zombies. The fact is that the stalkers in the group with Lefty are immortal! They can handle it themselves.
  • Think carefully before going to Limansk. There are no crossings back from Limansk, so there will be no return route. Before going to this city, collect more money - you will have CN technicians in your squad, and also buy the desired overalls and weapons.
  • The FT-200M can be found at the Monoliths closer to the Chernobyl Nuclear Power Plant. The likelihood of meeting him before is very small, if not zero.
  • The best way to make money is trading artifacts and rare weapons.

Now, the anomaly map. The following screenshots highlight large anomalies in the Zone that contain artifacts. Artifacts are marked with a pink dot with a green center.

As in the first game of the Stalker series, the developers left a rather meager list of codes for the game Stalker Clear Sky. Initially, the game developers did not plan to change the parameters and characteristics of the game using codes, but they left the opportunity to change the game by adding various modifications to it. However, the desire of players to change and customize the game for themselves remains to this day, creating questions about how to get immortality, how to make endless money, etc.

Having said that there are no codes for Stalker Clear Sky, it would probably not be entirely fair; there are still a few codes, but to classify them as cheat codes or not, you will most likely have to decide for yourself. One of these codes is a code that, when entered, makes the main character invulnerable, but in some versions of the game it will work as a code to restore health. To activate it you need to open the game console and enter the following value: sv_dmgblockindicator 1 .

There is another rather interesting code that allows the game to fly over the game location. this in some cases can help you see the location of the enemy on the game map, thereby giving you the opportunity to orient yourself and assess your capabilities. For many, especially those who, for example, record game videos, various game reviews of modifications for the game Stalker Clear Sky, this code will become an indispensable assistant in creating interesting videos. To activate the code, you need to open the console and enter the value: demo_record 1 .

Despite this, the question of how to get immortality in the game, an unlimited amount of money, weapons, armored suits, quest items, in other words, become a “god” in the game, remains open. A small mod will help solve this problem, which will provide the opportunity to realize all your wishes, limited only by your imagination and can easily change the codes for Stalker Clear Sky. The mod has a convenient cheat and spawn menu and will allow you to change the game in a few clicks to your taste without leaving the game and without tinkering with the game files, which is a big plus, especially for beginners.

After you install Zone Master Gold 5, all you have to do is activate it by pressing the “ESC” key during the game, and once in the main menu, press the F1 key. Learn more about its functionality, installation instructions and download codes for Stalker Clear Sky you can on this page:

Articles

I divided the article into chapters:

1 Artifacts
If an artifact is in your field of vision, but you are not close enough to it for it to become visible, save and load the game - the artifact's radiation will become visible for a few seconds, which will make the search much easier.
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 Krota used to hide from the military (In the Shadows of Chernobyl). Now there are electra and psi zones. We save ourselves from the first by pressing our torso against the wall)) They are lying on the second floor.
c) The Kolobok artifact is also at the Agroprom location. In the very swamps where the deserter used to sit. Not far from the house (there is only one there) towards the transition to Yantar, deep in a crack and reeds.
d) Also there, near the only anomaly in the location " " lies the "Night Star".
e) At the Landfill in the cemetery of radioactive equipment, where the Bes once was, there are artifacts “Fireball” and “Mom’s Beads”, and in the same location Two “Slices of Meat” in the acid swamps.
f) When crossing from the Cordon to the Landfill, without crossing the outpost, looking to the North, turn right. We come across Anomalies - in one of them there is a “Night Star”.
f) When the Forester gives the task to bring him the compass artifact, on the way to it (the artifact) there is a ladder down. Go down there (better save before doing this), there will be a lot of poltergeists there. 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’s a heater flying back and forth in the tunnel nearby... well, I came across the “Night Star” there
h) At the beginning I found 5 artifacts in the Swamp, I will try to roughly describe where they are:
1) in the anomaly, when the current left the base to help fight off the monsters, if at the beginning you didn’t know how to look or simply ignored that the tower is 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 is an artifact of fire.
4) to the north of the mechanical yard about 50 meters there is an anomaly of fire.
5) if you then walk 200 meters to the east, there is an electrical anomaly, there is an electroshock artifact... a bit creepy, really.
By the way, how to use the map and where north is, I hope you know =)
i) In the red forest (where you accompany the stalkers) in a very large anomaly (in the form of such fingers) there are 2 pieces of art... I don’t know which ones, I couldn’t get them.
j) There is very good art on Yantar. Gives -6 to radioactive contamination. Right behind the scientists' base there are several puddles covered with reeds. There is still a constant green fog swirling there. If you throw bolts, you may not get into anomalies, but you will still get poisoned.
j) In the red forest, on the way to the tank with the teleporter, you will meet a group of stalkers. You will be asked to bring them to a certain place and will be promised an artifact for this. It costs a lot (compared to most art). If you don't let the snorks, dogs and pseudo-giants eat them, you'll get it. With snorks and dogs it’s quite simple - get ahead of the group and throw grenades at them. But the giant is very fat. Run backwards and shoot back. THE MAIN MAIN thing is not to run away too far, stay close enough to him, otherwise he will switch to the stalkers and quickly devour them.
P.S. Sidorovich and scientists buy artifacts at a minimal discount.

2 Money
You can earn money endlessly. At each point that any group can occupy, there is a special box in which supplies are stored. The greater the strength and resources of the group, the more things are in the box. The contents of each such box are often updated, so you can simply walk around points captured by a non-hostile group and collect ammunition, first aid kits and food.
a) An interesting way to earn extra money: In the Swamp location, the main task is to capture and hold the main points. As soon as all positions are captured by the Clear Sky fighters, we go to the main base and receive as a reward several pieces of money and a Clear Sky suit.
But Renegades periodically respawn and head to the Mechanical Yard. We do not interfere, let it be captured, and then we recapture it again and, as soon as the ChN detachment arrives, we again receive the main task of capturing all the points. And again we get money and overalls at the main base
b) As soon as we reach Cardon, a machine gun is hitting us hard. We don’t leave such attacks unpunished, we immediately go to the soldiers at the checkpoint, and then, while collecting trophies, I found a box in the barracks with a LOT of different cartridges. He didn’t even take everything away, he drove it to Sidor, he put everything in a box there, and when he returned, they appeared there again, I had to fight a second time, but the box was filled again!!!

3 Weapons
a) The easiest way to get SVD at the beginning of the game is to remove one of the debtors at Agroprom.
b) PSO 1 can be found on a tower in the swamps at the very top there is an open box inside a sight.
c) You can repair your weapon for free!!! So... in order. There is a broken trunk in his hands. Repair under 10,000. It's a pity for the money. So you need to find a benefactor who will subjugate for nothing. Who will do this? Bandits! We go to the Gopnik parking lot and look into the optics. We are interested in whether there are guys with pistols there, 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 it in a place where you can lure this crowd to it. Please note that guys with pistols will not be able to ignore such a cool gun. They will not only grab it, but also charge it and repair it. And then it’s a matter of technology. Turn your attention to your master and return your property. The condition of the weapon has moved from the “full tryndets” mark to the 70-80% mark. With this condition you can already use it. Or have it repaired by a more qualified technician. The cost of repairs will drop to ~1500 re. Just make sure they don’t knock you out of it XD
That's all... The idea, by the way, was born immediately as soon as I took possession of the dead gun. Purposefully I went to the bandits and checked. Everything is working. It's strange that no one has written about this yet
d) Vintorez can be found in the carriage next to the railway tunnel at Agroprom.
e) In Limansk, in the building where the bandits are holed up, there is a “bulldog” lying around with a bunch of charges for it! It really takes forever to charge it. There is also a bulldog in the cave, near Kaper’s base, in the Red Forest, he is there on the lower tier in the toilet.
f) In the patched version, in the Swamps, in the farmsteads controlled by the Chistonebovtsy (not just captured, but where they have been standing for a long time), in houses in nychki (in iron boxes) different cartridges are often found (5.45 for Kalash, 9.39 for Vintorez and Thunderstorms, 5.65 for NATO rifles) and first aid kits with bandages.
f) At the Army Warehouses next to the main building there is a tank, next to it is a box, in the box is an RPG

4 Miscellaneous
a) “Falling with minimal damage”, falling from the tenth floor will not work, but from the first or second floor it will be possible. The trick is that the main character takes less damage if he runs away before falling from the roof. For example, the Clear Sky base, the beginning of the game - you can simply jump off and then minimal damage will be received, or you can press “sprint” and slide off the roof - no damage.
b) In the Landfill, according to the plot, you need to go down to a small basement behind Fang’s PDA, there a tripwire explodes and a couple of bundyuks take all the GG’s things. This can be partially avoided this way: before descending, we simply throw all our things on the ground, and then simply pick them up. True, you won’t be able to save the money, so it’s better to prudently spend it at the Svoboda base, for example, on a brand new jumpsuit
d) Even a completely destroyed armor is better not to throw away; it always has some protection from bullets.
e) Now, when broken, the contents of metal boxes can not only fall to the floor below, but also FLY THROUGH THE WALL INTO THE NEXT ROOM, or TO THE UPPER FLOOR. Or maybe in parts in all directions.
e) Now it’s easy to kill crows with any small weapon
g) The guitar can be found at the Freedom base. Second floor, on the way from bartender to mechanic. still can't find it
g) Before the bandits’ checkpoints, throw away your equipment, food and pharmacies somewhere nearby, and you will only lose money from the search.
h) At the Chernobyl Nuclear Power Plant, you don’t have to run after the Strelok, you can take him down without moving: when they give you a gaus, walk a couple of meters to the piece of iron, crouch behind it so as not to shoot from the left, shoot at him and he will run down, then appear on the ground from the right at a glance.
i) But it’s just a joke. There is a stalker where Petrukha used to stand on Cardona, he also looks through binoculars, but sometimes he forgets to take them and it turns out comical
Don't waste your money! For 19 thousand. You can buy a “Seva” suit from Sakharov on Yantar (10 thousand are given before this by debtors at Agraprom, and the rest can be scraped together - throw off all the left weapons at the Svoboda base - there it is... eat it again - and you will get the required amount). Sakharov also has advanced devices for searching for artifacts. It’s impossible to take down the controller in the Agroprom dungeon using the traditional method (hid behind a corner, wait and get a bullet in the head). There was only one method that worked for me - you run out close to him (but so as not to tear him with your claws) and roll the clip into his head with direct fire. The only way. So far I haven’t found anything more decent than the M-16 with optics. Unless I took 2 of them and upgraded one to use Kalash cartridges. It is more comfortable. Armor-piercing cartridges solve many problems without headshots. That's all based on advice for now.

Good luck to you STALKERS in exploring the ZONE!!!

A typical day in the Zone - anomalies ready to destroy everything that touches them, a Chernobyl dog during a meal, a group of scientists led by an experienced stalker. Nerds muttering about ejection after 2 months and 4 days and odds. But only an oppressive feeling of danger... Feelings intensify at the sight of animals running in a fit of fear... To be in trouble... The stalker looked straight ahead and saw an eruption - a blood-colored wall, bringing death to all living things...

Evening... A dilapidated house and 2 military men leading a leisurely conversation about a miraculously surviving stalker. Vital signs are normal, but something is wrong with the brain. The blowout left an indelible mark on this man.

When you wake up, you will see Lebedev in front of you, who will tell you that you miraculously survived the ejection and that stalkers accidentally passing by saved you from death...

Looking at the list of your tasks (P key by default), you will see a task to communicate with the Bartender, whose position is displayed on the mini-map. The bartender will tell you that you are God knows where among the swamps, on God knows what base, he will tell you about the main people at the base, and about his difficult life... The speech stream of a sociable character will be interrupted in time by Lebedev’s voice, who will ask you to come to him "on the carpet".

Lebedev will tell you about the Clear Sky group, which is based on one of the distinctive characteristics of a person - curiosity. According to Lebedev, the members of the group are not driven by a thirst for profit, but by a desire to study the Zone and understand the laws by which it exists. To prevent them from being disturbed, the base and the very existence of Clear Sky are kept secret, and if you are taken outside the swamps, the existence of the base will be revealed. It is much more profitable for Lebedev to leave you here to use you as free labor...

“Clear Sky” will “pursue” you, and at times even help you throughout the entire passage of Stalker Clear Sky.

“Absolutely unexpectedly” the outpost asks for help, and you are just free. To Lebedev’s great regret, you, unarmed, are of little use, so you will have to give out a little uniform from the bins of your homeland. To access these bins you need to find the merchant Suslov.

You won’t get much information from Suslov - he’ll give you uniforms and move on. So what we have here is a pistol, a sawn-off shotgun, cartridges - this is understandable. A first aid kit, a bandage - you can use them to patch yourself up in the field. Moreover, a first aid kit can restore health, and a bandage is suitable for stopping bleeding. Yeah, the detector is not the best model, or rather the worst, but with its help you can find an artifact. It is with the help of it that you need to look for artifacts while playing the game Stalker Clear Sky.

Now to the guide, who will ask if you are ready to go? The best answer would be agreement.

DEFEND THE OUTPOST

Arriving at the place, you will find that you are completely alone. Lebedev will get in touch and give some information on anomalies and bolts. It is better to listen to his advice. It's time to practice using the detector, which is necessary to complete the game Stalker Clear Sky. To do this, you need to get it (O by default), the more often it beeps, the closer you are to the artifact, the main thing is not to overdo it and not run into the anomaly, although the artifact may simply be located behind it. Your first prize will be the Medusa artifact.

The area is teeming with anomalies, so caution and attentiveness will be required to avoid contact with them. Your goal is a tower, visible from a great distance. The stalkers at the outpost were attacked by wild boars, which are best killed immediately. It's worth climbing the tower, but it won't save you from being thrown out.

Another dilapidated room and a task to talk with Lebedev. The noose is tightening... Lebedev will show miracles of logic and tell you that you again survived after the ejection, and that you have gained the ability to withstand the ejection, but after each one your nervous system fades away, and if you do not find out what is happening with the Zone and stop this, then you don’t have long to live. (If in the future you get caught in an outburst, you’re done for, so you have to hide from them).

According to Lebedev, someone penetrated the brain burner - a part of the Zone in which human presence was impossible. It was... The only clue is that recently the merchant Sidorovich at the Cordon location was interested in specific details. Your task is to understand what is happening, but first of all you need to help Clear Sky strengthen its position in the swamps. This is exactly what you will help with in the next task.

As you exit, you will meet the stalker Shustroy, who will tell you about the situation in the Swamps and about the new opportunities that have appeared in the PDA. The PDA will greatly simplify the passage of Stalker Clear Sky, providing you with information about the location of opponents, mutants, hiding places, statistics and saving all dialogues.

You have received your first task, but there is no need to rush. If you go to a trader, then after listening to his philosophical perception of trade. You can go to the local “Kulibin”, who will give you tasks to search for flash drives, and from whom you can significantly improve your weapons and armor. In addition, during the passage of Stalker Clear Sky, armor and weapons will quickly wear out, so they need to be repaired by such masters as Novikov.

Novikov (aka "Kulibin") will ask you to find 3 flash drives with data on the improvement of Vipers. Two of them are given by the merchant as a reward for completing orders like “give and bring.” The third is located in a cache in the swamp, the coordinates of which can be found from one of the corpses.

I recommend not to sell the Medusa, which will become a “counterweight” for radiation artifacts, and not to improve the gun: because it is of little use. Artifacts with the properties of “Medusa” are very necessary for completing the game Stalker Clear Sky, since they provide compensation for the radiation that other artifacts generate.

STRENGTHEN THE POSITION OF “CLEAR SKY” IN THE SWAMPS

After all modifications, you can begin completing tasks. A little about the situation in the Swamp.

The main forces of the Clear Sky group are located in Fisherman's Farm, from which calls for help will constantly be heard, the first of which is desirable to answer. For the first time, the Farm is attacked by Renegades and local fauna. After the epic battle for the freedom of Clear Sky, you will have tasks on the map to capture key points. In what order you will do this is up to you; this will not greatly affect the passage of the game Stalker Clear Sky. But the more fights you take part in, the better, since the help is paid.

You will also be asked to bring items, which will be paid in monetary, and sometimes information (flash drive) equivalent.

  • There may be Viper 5 at the pumping station (either from the enemy or on the table)
  • There is a sniper scope on the observation tower (at the very top)
  • In the old church there are a lot of cartridges and first aid kits (most of them in boxes)
  • On "Burnt Village" there is a "frying" anomaly in the burnt house. In the center of the ruins there is a furnace, near which the artifact lies. But to get it you need antiradin. And don't forget to save before you go into the inferno.

After the Clear Sky group strengthens its position in the swamps, it will be necessary to destroy the main base of the Renegades in the mechanical yard (farm).

The fighters of “Clear Sky” are characterized by inconsistency: they either wait for your command to attack, or climb “with their chests into the embrasure” while you are still in another part of the map. The best solution would be to immediately get to the yard and wait for reinforcements to arrive. Although the fighters on the farm are inept, they take advantage of numbers, so you will have to be cunning if you decide to cope alone.

After clearing you, you will be thanked in monetary terms and given the Clear Sky armor, which you can immediately upgrade at the local Kulibin. The armor is quite good and will be useful for completing the game Stalker Clear Sky.

Behind the mechanic's yard there are also a couple of "hot" places in which the artifact lies.

To the east of the machinery yard there are power lines, under which there are anomalies and an artifact in the distance.

In order to completely destroy the Renegades, it is necessary to clear the paths leading to the Swamp. You can do the cleaning alone, or you can wait until Clear Sky does it for you. This concludes the main walkthrough of Stalker Clear Sky. But there is still something to do.

ADDITIONAL TASKS, COLLECTING ARTIFACTS, LOCATION SECRETS

One stalker at the Clear Sky base has a task to find a good artifact, the Stone Flower, the reward for finding which will be very small, but you don’t have to give it away.

You may also be asked to return a lost weapon - AKM 74, which is located in the north-west of the map. The best starting point will be the Farm location (Mechanizer's Yard), on the road from which you will stumble upon a bandit camp. Before leaving, make sure you have anti-radin (vodka will also work) and first aid kits. Having reached the AK storage area, you will find a camp in which bandits have settled, some of whom will be standing next to a very explosive barrel.

Further passage of the game Stalker Clear Sky will be much easier if you use such features.

Now you need to move to the northeast. Having reached the fence, look for a small gap in it (look for it in versions later than 1.5.04), a photo of the position of the gap is shown in the figure.

After going through the gap in the fence, move in the direction of the destroyed bridge, under the bridge you will find carriages, under the right pink one there is an entrance to the dugout.

In addition to the shovel and the fire, you will find the Veles detector under the mattress (to take it you need to crouch low), after which you will immediately find the Gravi artifact.

Further passage of the game Stalker Clear Sky will lead you to the north, where there is a wonderful magical weapon that kills to death from a distance of 100 meters and whose name is VINTAR. This weapon requires repairs for 9600 and ammunition, which you will not find in the near future (when you find it, then repair it), but its power is undeniable. To find it, you need to get to the train, frozen forever on the rails, and go into the huge hole between the cars, near which there is an anomaly: look carefully on the ground among the vegetation, at a distance of about 5 meters from the anomaly.

Many fans of the game "Stalker" have encountered the problem of impossibility in the game world carry a lot of weight: The default weight limit is 60 kilograms, which, of course, is not enough and causes a lot of inconvenience. After all, the player would like to collect so much swag! Yes, there’s no way to take it.

Of course, 60 kilos is a considerable burden, even huge, and therefore the developers focused on realism, not allowing you to carry more weight, unless with the help of an exoskeleton. However, we are talking about gaming reality, and a computer game is a game because in it you can always find a way to get away from realism, which means increase the maximum permissible weight, which is allowed to be transferred.

What to do to increase your maximum carry weight

First, find the folder where the game is installed; there is another attachment in it - the “gamedata” folder. Open it. There you will find another folder - “configs”, open it and you will see the “creatures” folder. Here you will find the necessary file called “actor.ltx”. Your path to the required file will ultimately look like this: folder with “Stalker” Stalker\gamedata\configs\creatures\actor.ltx. You can open a file with the extension .ltx (not only actor.ltx, which we need, but also others) with an ordinary notepad, built into the Windows system by default.

When you open the file you will find the line max_walk_weight = 60 The number 60, as you already understood, means the maximum permissible weight that the protagonist can lift and carry without outside help (if you use the “services” of an exoskeleton, this parameter increases significantly). Of course, you need to replace the value 60 with whatever number you want. You can put, for example, 100 or more. Then save the text file (press the key combination Ctrl + S) and close it. Hooray! Weight problem solved.

Now you need to correct the critical mass, at which the game character begins to sharply and quickly lose strength when jumping and other movements. Find the file in the following path: gamedata\configs\system.ltx. When you open the system.ltx file with notepad, look for the line max_weight = 50. It is 50 kilograms, by default, that is the critical weight. With him behind him, the main character begins to rapidly become exhausted. You proceed in a similar way: change the value of 50 to the number that you consider appropriate for yourself, then the document is saved, closed - you are done.

Works in all versions of the game Stalker - Shadow of Chernobyl, Call of Pripyat and Clear Sky!

Launch the game and make sure all your fixes work. It should be noted that the above manual is applicable for all variants and series of the game “Stalker” - this Shadow of Chernobyl, Clear Sky, Call of Pripyat. In addition, it is also relevant for various mods, in each of which you can adjust the parameters of the critical and maximum allowable weight at your discretion. Now your possibilities are significantly increased, that is, you will be able to fulfill your needs and collect as much swag as you want or as much as you can get. The main thing is to calculate the parameters correctly and do not overdo it. Good luck and good mining!