STALKER Clear Sky beginners guides

copyright 2008 val's evil twin*

contact: vals_evil_twin@australiamail. Com

v 1.1 30 october 2008



i map i

i part 1 walkthrough i

i part 2 guide i

i + i

i version history i

i links i

i acknowledgements i

i copyright and permissions i

+ ----------------------------------+


map of the swamp:


map link: http: //www. Borntobefreeform. Com/phpbb3/viewtopic. Php? F=18&t=1620




part 1 beginners' guide



this is:

> a beginners guide played on "novice" difficulty.

> a solo campaign with no faction affiliation.

> made with the 1.5.05 patch.

> contains spoilers.

> uses no mods

note: due to different patch versions, objects may appear in different

locations or quantities, or not appear at all.


1.00 introduction


great game. Reminds me of why i enjoyed shadow of chernobyl (soc) so much.

Much of the map is the same as soc with a couple of new areas.

Outline of main mission maps (linear)

> 1.01 swamp

> 1.02 cordon

> 1.03 garbage #1

> 1.04 dark forest

> 1.05 garbage #2

> 1.06 agroprom

> 1.07 agroprom underground

> 1.08 yantar

> 1.09 red forest

> 1.10 mines

> 1.11 army warehouses

> 1.12 limansk

> 1.13 hospital

> 1.14 nuclear power plant

it is not necessary to have played soc first. This is a stand alone prequel.

The swamp level of the game is a tutorial. You learn how to use the

controls, pda, map, inventory, weapons, bolts, anomaly detector, to search,

converse, trade, upgrade and repair weapons, interact with npcs and use

the guide system for travelling. You learn to stay healthy, cure bleeding,

and radiation sickness. You have a huge freeroam area with a few

mutant boars, infrequent anomalies, easily skirted areas of deadly radiation

and only one "emission" event.

You don't join a faction in swamp, but you do meet two factions.

Clear sky is a research organisation working to understand

the zone and benefit mankind. Since the emissions from the zone have upset

nature's balance, the previously safe haven of the swamps is being invaded,

by a second faction, the renegades. The ai is pretty harmless, although

you can die very fast on stalker, veteran or master levels!

Play on 'novice' if you want to learn the ropes, explore, collect, and plan

strategies for making money. Experiment with saving travel time by accepting

multiple missions. Then try it on "master".

Note: you are well advised to read through part 2 guide section below before

you get too far into the walkthrough, especially the 'patch' section.

Let's go...


1.01 swamp: clear sky base camp


the introduction shows scar at the railway tracks, leading a team of

scientists south from agroprom into the swamp. The scientists are just

saying the next emission is reliably predicted for two months time.

But, of course, it happens in the next two seconds.

Don't worry about the story too much because there isn't much of a story.

Apparently a stalker got past the brain scorcher near the citadel, or

the monolith, or the wishgiver... Whatever. That upset the zone so now it is

firing off emissions.

The emission kills the whole team except for scar. The local faction in

the swamp, clear sky, take him back to their leader, lebedev. Scar wakes

up with nothing but a headache, but his nervous system is damaged and he

has strange new powers.

Important npcs in the swamp:


> guides. They act as sort of 'teleporters'. No charge.

> cold is the barman. He will trade food, vodka, etc and sell info on stash


> lebedev is the clear sky leader. He gives missions.

> prof beanpolev has some background knowledge of the zone.

> suslov is the trader. He trades guns and ammo gives rewards, and sells

stash locations.

> gray is the technician (mechanic). He gives missions to find upgrades and

performs repairs and upgrades.

> nimble makes a return from c of s. He explains the pda functions.

Now take control of the game:

*mouse click in your dialogue panel to answer lebedev. *

new task:


talk to the barman. Have a beer to fix that headache.

The next few tasks are linear, and then it's freeroam responding to

multiple radio calls for help.

Stand up, look around, take a walk and check the video options you selected

are giving a nice smooth framerate, and head for the bar.

Press p for the pda map and see yourself as the blue marker and the barman

as red.

Click on all the icons on the pda map to see what they are and experiment

with the controls in the lower right corner. Try out the tabs for factions,

statistics and message log. Press p to close the pda and use the minimap

to get to the bar. You are the white dot in the middle of the minimap. Duh!

When you get to the barman press f to talk, and you will see that your

character is called "scar the mercenary".

New task:


go back to lebedev.

Got the white-dot-red-circle thing worked out now? Lebedev explains

what's going on in the swamp, and sends you to the trader to get outfitted.

He also mentions the guide/blindfold system of travel. Everytime you

change areas you need to find a guide. Guides are marked on the maps!

They are what cs has in place of vehicles. There are too many barricades

and obstacles for cars, and too many spoken interactions, so we have the

guide system instead. It is cheap, quick and practical. This is a good

time to make a main save via the esc key. Name it "start", lol.

Gee, lucky it's daylight outside, night time gets really dark!

Now that you have your kit from the trader, start the next mission fast.

Press f5 for a quick save in case you stuff it up, then press x and

sprint to the guide. He will blindfold you and lead you part way to

the outpost. When he leaves you, press 6 for your bolts, and throw them

ahead to locate the anomalies. They will kill you stone dead even though

you were magically altered by that last emission. Press o to use the echo

detector. Throw bolts ahead, avoid stepping in an anomaly, listen to the

geiger clicking, and when the detector goes crazy you are on line

for an artifact. Pick it up without stepping in the anomaly. Later when you

have armour with pockets, you can equip artifacts for various benefits. You

soon get nice cs-3 body armour (with pockets) from the trader as a reward.

The first artifact is a 'jellyfish', which gives -2 radiation protection.

It's also worth a lot when you sell it. If you wish to re-do the mission,

press f9 for a quick load. Fortunately you won't need to be throwing bolts

every five seconds in the swamp, it's just bad for this little area.

The artifact is on the northwest tip, just to the left of the first plank

bridge. Now follow the yellow arrow on the mini map and

reinforce the outpost. Press 3 for the shotgun and run for the

base of the tower.

There's time to search the first body (press f and click 'take all').

Search the second body at the base of the tower, shoot two mutant boar and

climb the ladder. Take the shotgun ammo (press f to pick up). Climb down

the ladder (or jump) and seek shelter as another emission blasts through.

Scar needs to find shelter and wait until they subside.

The game takes control now, and you wake back at the cs base camp.

Stalkers have saved your sorry ass once again, and you owe them.

New task:


see lebedev.

Check your main map and mini map. The red circle is lebedev, you have to

talk to him next. But the yellow mission reward circle is also lit.

See lebedev first, your reward will still be there later.

Lebedev says that you have survived a second emission! The story is that

the emissions are caused because a stalker got past the scorcher and now

the zone is upset. Poor zone!

Scar must help the clear sky faction stop the emissions, because if the

emissions continue they will kill him. Lebedev says, "this may sound like

a line from a corny movie, but you really don't have a choice. "

... And i thought the merc talk in farcry was cheesy!

New task:


talk to our old friend from soc, sidorivich. (but not just yet.

You need to do the whole swamp first. )

new task:


go to the swamps with the guide.

Test out saving a game here. Press esc to enter the main menu.

First, check the pda, and click on the "collect your reward" icon.

On your way past nimble, you will hear a chime/tone from the pda.

If the message flashed up too quick to read, look in the pda message log.

Ok, nimble is offering to give a guided tour of the pda.

Well i already gave you that. =]

new tasks are coming fast on the pda, but relax. Talk some more to nimble.

Ask nimble, "what can you offer me? " and he will offer you stash locations,

but the cost varies from 200 ru to 900 ru. You have enough to accept the

cheapest one. The types of task where you must pay for information for a

stash location can go either way. You might find a valuable flash drive

with weapon upgrade info, or you might get a lemon in the middle of a

field full of anomalies.

The trader, barman etc will also sell info on stashes. Stashes are only

used once and then disappear from the pda. You can store loot in them once

they are emptied out, but it is probably safer to use boxes.

Multiple new tasks:


you will get a million radio calls for help, but don't stress about it.

Just get to as many as you can. "cancelled mission" messages are not

important. It's only the "failed missions" you need to stress about. =]

you have the option of fighting alongside clear sky faction members

(green dots on map) if you want to walk with them. Or just clean up the

renegades(red dots) on your own.

First task will be to reinforce the fishing village. Then head to the

observation tower. Use all the usual fps strategies: reload before an

action. Quick save. Find cover. Use crouch/low crouch. Make headshots.

You know...

New tasks will come in for the old church, pump station, etc.

Pick and choose, either take them on your own or in company with clear sky.

Clear the roads/reduce renegade numbers:


now help the cs faction reduce renegade numbers in the swamp.

Check the faction tab in your pda for allies and equipment levels,

and overall missions/status with the renegades. Lots of missions pop up and

the game is no longer linear. See the guide to get you north into the swamp.

Missions come through on the radio for fishing hamlet, old church,

pumpstation. Clear out the renegades and mug their corpses for everything you

can carry. Remember, headshots rule!

If you're feeling poorly, use bandages/medikits/anti-rad drugs/food/drink.

Talk to the stalkers you meet to see what missions they will give you. After

you have seriously reduced renegade numbers and answered various calls for

assistance, you can stroll around a bit checking stashes, collecting loot,

asking for and completing all the side missions.

Collect a reward:


on the pda map, click on "collect reward" and a mission sheet will

overlay your map. You can use the "eye" to place the location on the map,

and the "move" icon to centre it there. Press x to hide it away again.

Collect your reward to date from the trader. Talk to him a bit and

the trade option will appear. Go into your inventory screen and unload

any weapons before trading them. Your items coloured red cannot be sold

here, take them over to the bar and unload some weight/make some roubles.

Stealing the ak and scope:


next let's pay a visit to gray, the technician. I feel bad about this

but we're going to rip him off for a scope and two (2) aks.

Maybe he won't know it was us.

He's a good guy, he will repair and upgrade your weapons and armour.

Head up to his shop and look in the back. See the scope in the vise and

the two aks in a rack on the left wall? Climb under the floor, get under

the scope, and jump straight up until you no-clip through the floor.

Hold f as you jump to collect it. Same for the aks. The one on the table

cannot be taken! (peetz)

update: i could only steal the scope with 1.5.05 =(

special items list:


> scope and 2 aks from the technician (no clip cheat)

> scope on lookout tower

> viper 5 at the pump station and southern farmstead.

> silenced pistol in a stash underwater in the big chimney at the

village ruins. ( i paid for that info, but maybe it's there for

everyone to find. )

> chaser 13 in a stash east of the pump station. (paid for info. )

> vintar sniper rifle at the train wreck.

> cs-3 armour as a reward from the trader.

> veles artifact detector.

> various artifacts (type may vary)

achievements list:


you can now manage the pda and inventory, faction display, navigate with

the main/mini maps, trade, upgrade weapons, find/use stashes, use the guide

system, locate anomalies and artifacts, quicksave/load, jump weave and duck.


Before leaving the swamp:


> collect all your rewards from the trader!

> hand over any flash drives to the technician.

> you should have the chaser 13 shotgun, vintar sniper rifle, and silenced

pistol. You can get a good assault rifle at the army base later.

Take lots of roubles. There's no need to carry a lot of ammo and medikits,

there are heaps to find in cordon.

> if you found the veles detector in top left (nw), you would have located

many artifacts in the swamp.

> faction relations with clear sky are not important once you leave the

swamp, which is really just a tutorial area.

> if you go to cordon and immediately return to swamp, the northern agroprom

exit and northeast cordon exit is now open. This will allow you to avoid

the machine gunner covering the tunnel exit from the army base, but beating

the m/c gunner seems what the devs intended.

> depending on what patch you use, ammo may be very hard to come by.

Accumulate as much money and ammo as you can before leaving the swamp.

Spoiler: spend your money freely on upgrades in swamp, cordon and dark

forest for reasons that will become apparent when you get to garbage.


this is the end of the beginners guide walkthrough.


the following sections include spoilers for areas of difficulty. Wondering if

your insoluble problem is a bug, or just something you have missed? This

should help you out.

The game is now truly freeroam. It is possible that moving back-and-forth

between areas in ways the devs didn't expect, might break the script. So

remember to save often in case you have to return to a previous area.


1.02 cordon: like old times


felt very nostalgic, coming back to sidorovitch, wolf and the rookie village.

Important npcs in cordon:


guides. They now charge an arm and a leg.

Wolf, the rookie leader. Gives side missions.

Sidorovitch the trader. Also gives main missions.

Father valerian, chief at main cordon base.

Shilov the trader.

Van loner, technician.

Khaletskiy, army commandante.

Enter cordon from swamp:



>a bug in previous versions prevents the guide taking you from

swamp to cordon.

>another bug in previous versions allowed m/c gun bullets to penetrate

the tree! Make sure you have 1.5.05.

To get past the m/c gunner, drop all excess equipment so you can sprint.

If you're carrying 59.9 kg you won't be able to run ten metres without a


It's slightly easier at night, and easier if you holster your weapons.

It's not really all that hard once you know how.

Run to the big rocks between bursts. Crouch and bandage if necessary,

using ] and [ keys for health and bandages.

Run to the fallen tree on the left, and either crawl under/hurdle it.

Run left to cordon village and the trader. If you keep a

good line you won't even get hit.

Aah, the rookie village, feels like coming home. Wolf is there but that

neat suit up in the rafters is gone.

Haul anything you find down to sidorovitch and trade it.

The metal box at sid's is a safe place to store your valuables.

Alternative entries to cordon:


if you just can"t get past the m/c gunner, go back to swamp and take the ne

exit into cordon, which now is open. Or you could go out the northern

entrance to agrprom. (the renegades have set up bases on the northern road

so be prepared to fight or sneak past at night. It's nice and friendly in

agroprom though. )

a chat with sidorovitch:


sid tells you that in the past, stalkers found artifacts in the zone, and

the army guaranteed their safe passage through the cordon. Now they are

'bickering' and nothing is getting through. He asks you to bring out a case

for a valuable customer. In exchange he will help you in your mission to

find the unknown stalker (fang). He tells you fang was buying up certain

weird items of equipment that allowed stalkers to get past the brain

scorcher and enter the centre of the zone!

New task:


> visit the stalkers on the embankment, and bring back the case.

The main missions are now fairly linear, with plenty of opportunities to do

side missions, buy stash information, etc. Remember to trade and

repair/upgrade equipment at every opportunity. Travel light, the game is

much more enjoyable.

The 'stalkers on the embankment' are at the main stalker base in cordon.

Here are the trader, technician, and a safe box to store your loot.

Deal with the army commandante and his two henchmen and return sid's case.

He sends you after fang. This is the beginning of the main storyline/quest.

Summary of linear tasks (cordon):


> talk to army commandante khaletskiy about the location of his loot.

> kill khaletskiy's two henchmen.

> eliminate military at elevator.

> interrogate the commandante.

> collect sid's case and return it to him.

> see diggers at garbage.

Escort mission:


when rescuing wolf's brother, have a cheap pistol in your inventory that

you can give him. Escort him all the way back to the rookie village or the

mission will fail.

The army base:


there is a side mission to collect military medikits from the army base.

You can enter the base unseen. There's a tree over a fence leading to the

left side of the base. Climb over some junk against the wall and you're in.

Stealth works well here. You can low crouch most of the way unseen.

Grab the medikits and exit through the first story window to the ground

in front of the base. Elegant!

Pda at east end of railway tracks:


on the way from the army base back to cordon main base, you find

semyon lambee (military faction) skulking in a tunnel under the road.

He asks you to find his friend. The friend's body is in a tunnel at the

end of the railway tracks that you cannot reach. Every time you enter you

are teleported back out! Talk to the guys guarding the pass under the

embankment. That weird ball of light above the embankment is some sort of

teleporter. The only use they found for it so far is to throw their

garbage in there, lol. Ok?

Update on cordon from trith leonharte:


"some people are vets of the zone at the cordon rookie camp. These "vets"

don't have the newbie armor. Some had really nice weapons and armor, so, in

all my greed, i shot the one with that stuff. As it turned out, the newbies

in the village didn't fire on me, only the guys with the nicer stuff (which

i also stole). I ended up with a spas-12 (the better shotgun than chaser-13)

and two il86s and some other nice stuff. In other words, i think you should

try out some things at places like this, as sometimes there are multiple

teams within a non-faction base and their rewards can be very... Rewarding. "

update on rookie village from wavelength121:


"i failed to respond to a pda distress call from the village early

in the game and forgot about it... Later i was passing through and the

place was full of psyonic dogs, at least 50, didn't do any damage but

the game slowed to a crawl... After putting them all down i found

the village full of corpses... Was a very eerie scene, but i got a lot

of high powered weaponry out of it... Not to mention a lot of guilt.

That kind of unscripted carnage made me fall in love with this game. "

wolf's brother is dead, wolf is gone. Some people even report sidorovitch

is dead. (unconfirmed, that. )

next, head off to garbage to see the diggers. They have more info on fang.


1.03 #1 garbage: home of the bandits


there are a lot of side missions in garbage, and a lot of money to be made

offing the bandits and selling their pathetic possessions. They are easily

avoided if you are sick of killing them. It is not possible to eliminate

them at this stage, they only respawn.

There is a small stalker encampment at the flea market.

If you are friendly with the bandits you can play the crow shooting

mini-game. Located in se corner of main bandit headquarters. I used the

viper chambered for pistol ammo. It was very effective at bringing down

crows for a nice steady income.

Important npcs in garbage:


> yoga, number1 bandit.

> wasian.

> limpid, bandit technician.

> borov, bartender

> tooth, trader.

> crow-guy.

Flea market:


> wild napr, stalker leader.

> gavin, technician.

> timka, trader.

The bandits are waiting to rob you. You can sprint up the hill to the left

and evade them. The advantage of this is that the whole bandit faction will

not be hostile to you. I don't like bandits so i just shot them all. The

only good thing about bandits is the upgrades from their technician. You can

shoot as many as you like to make money but forget about wiping them out.

They must have a lot of bandit women somewhere because they respawn faster

than rabbits. There's also no point in making a huge amount of roubles at

this stage either. So my advice is to avoid the bandits, detour around them

for now.

If you wish to join the bandit faction, you should do so while they are

still neutral. Speak to yoga, he will give you the missions to gain trust.

Summary of linear tasks (garbage):


> get information about fang from the diggers at garbage. Too late,

the digger is already dead.

> get information from the digger messenger. He is being attacked by dogs.

Climb onto the rock and help him out.

> follow fang to the dark valley. Fang went there to buy more weird

equipment from the freedom base. Freedom has good stuff for sale.


1.04 dark valley: freedom territory


important npcs in dark valley:


> egorka partisan welcomes you to dark valley. Stand still and holster your


> commander lingov is second in command of the freedom faction here. He is

also a "frigging rat" traitor.

> general chekhov is the boss of freedom. Talk to him to join this faction.

> yar is the technician. Also upgrades the vintar and sunrise suit.

> ganja is the barman.

> ashot is the trader.

Whenever i enter dark valley there is a corrupted skybox that lasts until i

get close to the freedom base and then self-corrects, so no problemo.

When you enter dark valley you meet a freedom checkpoint. Do as they say:

holster your weapon and stand still. Bit of chit-chat and you head for the

main freedom base.

First up, talk to lingov. He is the commander (second in command to chekhov,

the boss of freedom. )

lingov gives you a few missions to establish trust. First is easy, kill

some pseudo-dogs. Next he asks you to go upstairs in the little building

next door to get some ammunition from the trader (ashot). The mission is to

supply a patrol with ammo. When you reach them, they are all dead.

Check them over for trs301 ammo. The pda you need is with the dead soldier

on the mattress. The map target location is in the incorrect position here.

Chekhov asks you to bring him the pda. Now you get to meet the real chief of

freedom. Chekhov will tell you about fang when you hand over the pda. Fang

was trying to buy parts used in the army's old cryptographic machines. Hmmm!

The freedom technician bugged fang's pda so chekhov knows his location. But

you must do him a favour first: kill the traitor lingov.

Do so, pick up lingov's pda and also find a nice, scoped trs301 to replace

the il86 or ak you have now. Whatever.

If you'd like to join the freedom faction, ask now. You are told you need to

do more missions to prove your worth. The missions involve capturing two

triangulators, at the swamp and a farmhouse. These will allow freedom to

locate the tunnel where the mercs are entering dark valley. Once that's done

you can join freedom. You get a reward for joining, an exit reward later,

and access to special upgrades from the freedom technician.

Joining a faction extends game play exponentially. But it's also quite

acceptable to play right through and never join a faction.

A side mission for yar (the technician) must be started at night. I saw him

at 2200 hours, it was pitch black and everyone had their torches on.

Know what he said to me? "come back when it's dark! "

i came back at 0300 hours and he finally gave me the mission.

For rewards, missions, trading etc see ganja (the bartender). Hard drink or

soft smoke. =)

peetz gave me these tips for dark valley:

"when i first went to dark valley and got the mission to kill the ghost dog

up on the hill, behind the freedom base - i had some difficulty finding the

real dog amongst all it's ghost clones (which don't even hurt you, even

though they seem like they do). Then i found out that the real one shows on

your minimap. Then i figured out that an easier way to accomplish that part

was to stand at the back of the freedom base and just snipe the dog - before

you get close and he clones all his images! There's a nice weapon bonus in

that mission as well. I noticed that one of the freedom guys guarding the

back entrance was carrying an svdm2, so while i was across the pond, up on

the hill in the little camp where the dog was, i simply sniped him with my

vintar from there. No alarm. My relations stayed good - so i simply picked

up the sniper rifle and got it upgraded at the technician there (yar). Even

though ammo for it is a bit hard to come by, there are a couple of small

caches in the dark valley factory and there's a 200 shots package in a cache

in the tree by the back door of the loner base in agroprom. Getting that

cache took a few tries, until i figured out that you simply need to go up on

the roof, drop down and walk along the pipes, and then jump up on the tree

branch to reach it. That svdm2 is an incredibly accurate, 1-shot kill from

a long distance away. Nice to have in your backpack. "

summary of linear tasks (the dark valley):


> collect ammo from ashot and deliver it to the patrol.

> the patrol are all dead. Get the pda. Pick up an il 86 if you wish. As

advertised, it jams frequently, even when fully upgraded. =((

> take soldier's pda to chekhov.

> find the traitor (lingov).

> take out mercs at southern farm. Pick up a trs301 if you like. Yes!

> deliver lingov's pda to chekhov.

> follow fang to garbage.


when you return from the dark valley, you enter the famous cellar door at

the flea market and the bandits take all your money.

So be warned. Spend everything! If you spend on food/drink you can resell it

later without losing money. (speedcanhurt)


1.05 #2 garbage: more bandits


drop your main rifle on the ground with some ammo before you head through

the door to get fang's pda. Don't drop everything because it'll take five

minutes to pick it all up again.

I hope you only have 2 roubles in your pocket, kiss it goodbye.

Lot of ppl had trouble with the cellar door not opening. Using the latest

patch, it opened fine for me. You get a blinding white light here.

If you have a 24" samsung you will get snow-blindness. When you come to,

bandits are discussing your erstwhile wealth. Pick up fang's pda and pistol.

Back upstairs, pick up your rifle and find all your valuables in a stash

down the hill a bit. Shoot the two bandits guarding it. =))

i hurried on to agroprom, but there's a lot to do here. The bandit music is

funny for a while and then it drives you crazy. You can hear it for miles!

There's also a couple of dudes sitting down and a skinny guy lounging behind

them. He runs a sort of mini-game shooting crows for pleasure and profit. =)

peetz: "the major plus with the new patch is that after you side with loners

and clear out the bandit depot in garbage, you get a seva suit, money and a

bubble artifact from the trader in cordon. That bubble (-6 rad) is the best

artifact to have with you! "


1.06 #1 agroprom institute: home of duty


agroprom is a lot friendlier and more relaxing than garbage. And there are

still bandits to kill and maintain cash flow.

There's a big lake here. Help the duty guys out and you get a nice

"sunrise" suit. Nice artifact in the lake too. The northern building is a

loner base; southern building is duty.

Tour the mutant zoo in the southern building, opposite mitay the trader.

There's also a handy metal box there to store your stuff.

Important npcs in agroprom:


northern building (loners):

> general orest.

> aydar, technician.

> thrush, trader.

> hermit

southern building (duty):

> general krylov.

> thunderov, technician.

> mitay, trader.

> kolobok, barman.

> major zvyagintsev, shooting gallery.

Missions given by orest are rewarded back at loner hq in cordon main base.

There is a vintar in mint condition in the north of the map. Thunderov will

upgrade it, even if you are not a member of duty. He will also upgrade the

sunrise suit. Five pockets is nice!

The hermit who lives underground amongst the big oil tanks at duty (n) base

gives a mission. I've heard that once you complete his mission and get his

stash info, if you point a gun at him he will pull out a rpg-7. Which

becomes yours for free. Didn't work for me though. =(

the shooting gallery mini-game is located through doorway on the right as

you head to the nw exit from the duty base. Talk to major zvyagintsev.

It didn't make me rich. =(

weapons at the gallery are: pmm



viper 5

sg1 5k

sa "avalanche"


1.07 #2 agroprom underground


the agroprom underground is teeming with mutants. Your mission is to turn off

the pumps that drain the sewers and drown the lot of them! The mini map will

suffice as the area is mainly linear.

The survival/horror atmosphere of soc is nicely recaptured here. =)

you have to defeat a psi-mutant and turn off a valve. You then

have a timed run to escape the flood waters. Clean out a stash on the left,

there is plenty of time. A gate slowly raises, duck under and go down

a level. Turn left, run against all the fleeing mutants and climb a ladder

to an area above the floodwaters.

Now find a stash in a secret room. Finding the stash is the same deal

as in soc: through a hole in the wall and up a ladder to the secret room.

Make your way to the surface and back to agroprom institute.


1.08 yantar: home of the scientists


important npcs in yantar:


> dr sakharov. Gives missions. Sells ammo and seva suit.

> lefty, squad leader for assault on factory.

Note: you cannot join the scientist faction.

Head north across agroprom to the yantar exit. Before you can enter

dr sarkhov's bunker you have to defend the base. Once all the zombifieds are

dead, the siren will switch off and the door to the bunker will be unlocked.

If it won't unlock, check that one of the zombies isn't still alive and

kicking on the ground. Check your main map for red dots. I had a lot of

trouble here, there was a red dot marked inside the bunker. Had to go back

to an earlier save to correct it. Sakharov has nice ammo and a seva suit for

sale =) take his mission to find the stalker's pda. This is outside on the

western edge of the factory.

You will be attacked by phantom dogs, which are unable to harm you. So don't

panic. The deal here is that one dog is real. Kill it, and all the phantoms

disappear. =)

there are also real dogs here, brown ones that do a lot of damage. So...

Sprint along the west side of the factory and climb on a box, duct etc.

Shoot the dogs from safety. Ignore the psi emissions, they won't hurt you.

Before you get the pda from the stalker corpse, check out the stone archway

thingy with your veles. I found an "eye" artifact here worth 20,000 ru.

Now get the pda and get the door to the bunker unlocked again. As long as

the siren is going, it won't open.

After clearing out the zombifieds on the margins, i climbed on the roof

of the bunker and took the rest out at my leisure. Once they are all dead,

the siren has stopped, and there are no more red dots on the map, the door

to the bunker will unlock. If not go back to a sg in agroprom and try again.

Rest of yantar to the red forest exit was bug free. =)) meet up with lefty

and follow his instructions. Don't get in his way during the fight through

the factory. Follow a stalker onto the factory roof and protect the guys as

they turn the valves on the cooling system. The sniper on the roof with you

drops a vintar if he dies. After the cooling system is stabilised, you get

a message to follow strelok to the red forest. There's time to clear out

some stashes in the factory before you leave...


1.09 red forest: home of the forester


red forest is a death trap. It is also fairly linear, straightforward and bug

free. It is also very spooky, especially at night when the wolves are howling.

You will encounter psy-dogs and bloodsuckers. The bs can only be killed when

uncloaked. Follow theirs eyes. When they are close and "uncloak" themselves

they are vulnerable to the knife. Or just shoot them in the face.

There is plenty of vintar ammo around, and the forester awards you an upgraded

vintar at the end.

> follow strelok as he makes his way towards limansk. You are just in time to

see him disappear into a tunnel. He blows the tunnel so you can't follow him.

There's a bridge that duty and freedom raised, that can only be lowered from

the other side. And the other side is crawling with bandits! Just as things

look like they can't get any worse, you are ambushed!

> don't annoy the bandits across the river just yet. There's a lot to do

before we lower the bridge.

> prepare for some intense action. You escort some loners through the red

forest anomalous area. Go ahead of them into the tunnel and protect them from

snorks. Or hang back and let them do the work. Past the tunnel, fight a

particularly powerful mutant ogre thingy. Calls for help to the witches circle

come on your pda but i could never respond in time.

> as you escort the loners through the anomalous zone, there is another camp

to defend. There's a four-arched rock formation here with two

artifacts. I died a horrible radioactive death here a few times getting the

second artifact (eye). You might need to reload a few times, and snatch it

from the edge of the crater before it drops in.

> there's a space anomaly above a tank that teleports you to the forester's

place. There were snorks sitting all over the tank, you can run/jump through

them to the teleport, or snipe them from safety. There's a machine gun here,

part of a quest, if you're aligned with a faction. Only the gun is required

for the quest, so you can unload it to save weight.

> have a long talk to forester. Get all his stash locations first.

Talk to him about the research institute at limansk and get more of the

back-story. You can reach the centre of the zone )chernobyl npp) through

limansk without having to pass the brain scorcher! Hmmm!

> before you head off and talk to the outpost commander, check out the red

forest stashes. One to the west is a red valve in the mine pipe system!

Leon Hurley
Senior Guides Co-ordinator

I'm GamesRadar's Senior Guides Co-ordinator, which means I run GamesRadar's guides and tips content. I also write reviews, previews and features, largely about horror, action adventure, FPS and open world games. I previously worked on Kotaku, and the Official PlayStation Magazine and website.