Recommended:. Microsoft Windows XP (SP2)/Vista (SP1). Intel Core 2 Duo E6400/AMD Athlon 64 X2 4200+. 2GB RAM. nVidia GeForce 8800 GT/ATI Radeon HD 2900 XT/256 MB DirectX 9.0c compatible video card.
10 GB free HDD space Minimum:. Microsoft Windows XP (SP2)/ Microsoft Windows 2000 (SP4). Intel Pentium IV 2.0 GHz/AMD Athlon XP 2200+. 512 MB RAM. nVidia GeForce 5700/ATI Radeon 9600/128MB DirectX 8 compatible video card.
10 GB free HDD space is a survival horror first-person shooter video game by developer GSC Game World and published. It is the second installment in the series and a stand-alone prequel to the first installment,. Like the previous installment, S.T.A.L.K.E.R.: Clear Sky is set within the in Chernobyl, Ukraine in 2011, five years after the second Chernobyl disaster. The player controls a mercenary known as, employed by the Clear Sky faction to go after a group of stalkers attempting to breach in the center of the Zone. The game was first released on August 22, 2008 in Russia, then on August 25 in Ukraine, September 12 in Europe and September 15 in North America. Contents Gameplay The gameplay of S.T.A.L.K.E.R.: Clear Sky is mostly reminiscent of that of Shadow of Chernobyl, but benefits from a new set of features with the new engine.
The game area is composed of many remodeled areas featured in Shadow of Chernobyl, including the. New areas include the, the ghost town of and the, though locations such as and do not make a re-appearance. As a shooter game, S.T.A.L.K.E.R.: Clear Sky features a large variety of weapons, mostly weapons from the previous game. New additions include the machine gun (based on the ), the (based on the ) and the based on the TOZ-34 (interestingly, both latter weapons were originally meant to be featured in Shadow of Chernobyl, but were cut during development). Combat alternates between the player fighting mutants (mutated animals) and the player fighting hostile humans. The mutants featured in S.T.A.L.K.E.R.: Clear Sky return from Shadow of Chernobyl, with updated AI. Human AI is also improved, and NPCs now gain the ability to throw grenades left at their disposal.
S.T.A.L.K.E.R.: Clear Sky Walkthrough, FAQ, Guide for PC. Best archive of S.T.A.L.K.E.R.: Clear Sky walkthrough, FAQ, Guide, Strategy Guide.
The also return, although the player will now need to use one of three available detectors in order to detect and pick them up. Artifacts typically increase the player's resistance against specific types of anomaly, endurance and radiation absorption, the latter artifacts having no downsides at all. Unlike Shadow of Chernobyl, the amount of available artifact slots (from zero to five) depends on the player's currently-equipped outfit. As a survival game, parts of the game include salvaging supplies, such as ammunition, weapons, food and medical supplies.
These can be looted from the bodies of dead stalkers, found in stashes or bought from traders. Money can be acquired by completing optional missions and selling gear to traders. A new addition to the game is a repairing and upgrading system, allowing the player to respectively fully repair weapons and armors and upgrade their statistics through technicians.
The upgrade tree follows a precise path that involves mutually exclusive trees of modifications, typically involving one dedicated to improving accuracy and the other damage statistics. Picking one tree will lock the player out of selecting the other one.
One of the most prominent gameplay features of S.T.A.L.K.E.R.: Clear Sky is the system. This system allow the player to take part in wars between factions (three wars are available: and, and, and and ), and help out the faction of the player's choice (except in the Clear Sky/Renegades war, where the player can only side with Clear Sky) by capturing strategic outposts to later assault the enemy faction's headquarters. The stronger a faction becomes, the better equipment the traders can provide and their fighters can use. The player's character is a mercenary and may do missions for any faction, or remain completely neutral, without consequence. Each of the main factions provide services, most importantly access to a trader and an engineer. There is no 'freeplay' mode of the game, as Limansk serves as the point of no-return in the game, though one could decide not to complete the main storyline and roam around the map, completing side missions and eventually the multiple faction wars. Also, unlike its predecessor, S.T.A.L.K.E.R.: Clear Sky does not feature a multi-ending system; the game itself is more linear than its predecessor outside the faction wars mechanic and only one ending cutscene exists, detailing the events that lead to the intro of Shadow of Chernobyl.
The game opens as the protagonist, is seen guiding an through the. However, as they approach, waves of mutants start rushing through the area, and soon break through the area. Later, Scar wakes up in the base of the secret faction, a secret and independent Zone faction dedicated to researching and understanding the Zone in order for humanity to better understand what kind of phenomena it is facing.
As Scar is still lying unconscious on the bed, the faction leader and his right-hand man remark that Scar's brain is relatively intact, a strange occurrence as any human exposed to an emission dies. As Scar wakes up, Lebedev explains to him his situation. However, they are soon interrupted as one of Clear Sky's outpost requests for reinforcements. Lebedev then sends Scar help the patrol at the outpost. However, as he approaches, an emission occurs, and Scar is hit yet again, to wake up once more in Clear Sky's base. Lebedev is amazed by Scar's survival, and theorizes that the Zone is being disrupted by a dramatic increase in energy emissions, emanating from the in the center of the Zone.
Human activity is believed to be the cause. In other words, the emissions are part of an 'immune response' by the Zone itself.
Someone has made it to the center and the Zone itself is trying to consume that person in order to preserve its secrets. Besides endangering all the Stalkers in the Zone, the emissions are also interacting with Scar's body and immune system in a unique way that will eventually kill him if they continue. Furthermore, if the emissions continue the Zone could eventually become highly unstable, and run out of control. Scar is tasked with finding information about any activity regarding Stalkers trying to reach the center of the Zone.
The first clue is that a suspicious group was found talking to the trader in the, the southern boundary of the Zone. After helping Clear Sky forces regain control of the, Scar makes his own way to the Cordon, where he is contacted by Sidorovich. Narrowly escaping the next to his entry point, Scar meets Sidorovich, who discusses what is happening in the Cordon. Certain events have caused and to turn on one another: after the military betrayed the Loners and sold out some of them to the rival faction, the Loners led by captured and held as hostage the military commander Major in retaliation. In the resulting fracas, a case of loot that the Loners were delivering to Sidorovich has gone missing. If Scar finds the case, Sidorovich will be able to shed some information.
However, Khaletskiy refuses to communicate the location of Sidorovich's case. In order to force him to expose the location, Valerian asks the player to assassinate and another military commander, who are described to be two of Khaletskiy's closest friends - with their death, Valerian believes Khaletskiy will realize he's not going to be released soon. After doing so, Khaletskiy effectively reveals the location of the case.
Scar finds the case and takes it back to Sidorovich. At this point, the player can secretly help Khaletskiy escape by handing him a handgun, or leave him behind to be executed. Sidorovich, now satisfied, fulfills his end of the deal. He explains that the group that visited him were looking for some exotic parts.
He directed them to the, where piles of old relics and unwanted objects are left lying around for looting. One of the members was named. Scar heads to the Garbage, the heart of the Bandits territory to try and find Fang, but only stumbles over a that belongs to Freshy's group that Fang and his friends went to meet.
The PDA points the player towards a 'digger' named, who was sent by Freshy to catch up to Fang who did not pay for the parts they found in the Garbage and with the hopes of convincing him to pay at least half of the money - Fang did not pay the diggers because they did not get all of the components. Vasyan however lost Fang when he was chased by a pack of Blind dogs and had him stranded on a rock. Scar then shows up later and helps Vasyan kill the dogs chasing him.
Vasyan thanks the player by telling him Fang headed for the, the territory of the faction. Scar heads to the Dark Valley, to find the Freedom faction trying to defend the area from mysterious attacks. Unable to reach, the Freedom leader, due to the quarantine, Scar is asked by Chekhov's right-hand man to help the faction by killing a near the faction base. Scar is later sent to bring supplies to a nearby outpost, only to find that the Freedom guards there are dead. A PDA located there reveals that the authors of the attacks were, and that Lingov sold out the faction to them - which was easy to him as Lingov was in charge of monitoring the faction's patrols and movements. Scar later meets Chekhov in person, who asks him to go after Lingov.
Scar later finds Lingov dead as he helps Freedom take control of a Mercenaries-controller farmstead. Scar helps Freedom deal with the Mercenaries and the commander in order to retrieve more information. Chekhov, to thank Scar for his help, tells him that Fang returned to the Garbage shortly after visiting the Dark Valley, searching for more materials. At this point, Scar can further help Chekhov by assisting Freedom into eliminating the Mercenaries faction from the Dark Valley.
Scar returns to the Garbage and heads for the, owned by Loners. When he reaches the basement of the flea market, he is ambushed and is rendered unconscious by Bandits. The Bandits laid their trap for Fang, but catch Scar instead.
They take his equipment and run, leaving Scar unharmed. Lebedev wakes Scar and tells him Fang's PDA is nearby. Upon discovering it, the faction's identity is revealed.
The, a small group of elite Stalkers, are attempting to penetrate the center of the Zone. According to the log, they did it once before and are now going to do it again by force. Lebedev confirms that they are the ones the Zone is trying to destroy, but it's not clear how they got past the or why exactly they are doing this. Upon finding that they went towards the, Scar must pursue the team by any means possible.
But before that can happen, Scar will need to recover his equipment from the Bandits who stole it. Scar travels to Agroprom Institute, which is in the hands of, the rival of Freedom. The Zone is being overwhelmed by very dangerous, and the commander of Duty is hard-pressed trying to remove them.
The Duty commander, General, tells Scar Strelok went to the. However, the underground is a dangerous area and is full of mutants who attempt every day to breach into the Agroprom, killing Duty stalkers. Scar volunteers to head into there to rout out the mutants in exchange for further information. Battling through mutants, Scar floods the underground, killing the mutants in the area, before finding out that Strelok effectively had a hideout in the underground.
In there, he discovers another PDA which confirms the group's intentions of reaching the and the power plant. Their intentions clear, Lebedov gives Scar the undeniably difficult task of killing Strelok before he reaches the center. While Scar pursues him, Clear Sky will ambush and stop the others. After escaping the underground, Scar heads north, knowing it will be a long road to travel in order to reach the NPP. Scar reaches, a Loner-dominated area. The factory near the science bunker is swarming with hordes of, ordinary people whose brains have melted due to a powerful psi field there.
Professor, who is operating in the area, tells Scar that the group did pass through there and that the leader, volunteered to test a prototype psi device. In return, Strelok wished to keep the prototype. The device itself would allow the user to completely resist and block psi emission effects, like the Brain Scorcher. To better understand this, Scar finds notes on a group of dead Stalkers, who were alive moments before, near the plant that discusses the effects of the psi-field and explains why the local emissions are happening.
In order to proceed, the faulty cooling system of the psi-emitter inside must be repaired so that the psy emissions cease. Scar teams up with a Loners team led by, who - under continual fire from waves of zombies - work to restart the coolant pumps inside the factory. Without the emissions, the zombie problem would abate.
Professor Sakharov thanks Scar for his aid, before informing him that a signal from the prototype device is being detected. According to the signal, Strelok is in the. Scar quickly proceeds forward. Strelok is briefly in plain sight, but immediately escapes before Scar can apprehend or kill him. Lebedev exhorts Scar to stop Strelok, and Strelok responds with death threats if the pursuit of him does not cease. After chasing him to a motorized drawbridge, Scar must fend off an ambush launched by Loners hired by Strelok.
Strelok takes advantage of the confusion to escape, blowing up a tunnel behind him. He assures Scar that it is no longer possible to follow him. He also states that he will reach the center, whatever it takes. Lebedev then makes contact with Scar. The tunnel was the quickest way to the plant, which is through the Brain Scorcher.
Lebedev tries to think of a way over the other side of the drawbridge, which is raised, over highly radioactive water and controlled by Bandits. Unfortunately, the bridge is now the only viable means to the center, via the adjacent town of. Scar is directed to an old Zone resident known as in the Red Forest, protected by Duty, who may know a way. Forester is regarded as a well-known guide in these parts.
Upon meeting Scar, Forester tells him that he knows of a way. A group of Stalkers and Mercenaries, guided by a man called, was attempting to reach the other side but ended up in a, effectively trapping them somewhere near Limansk. They are unable to escape, as any attempts only return them to their starting point. First, Scar visits a group of Mercenaries led by at the ravaged, who reported some radio transmissions coming from a nearby tower. When Scar arrives, he hears what is happening to the trapped group in the Spacial Anomaly.
He then helps in recovering a unique for Forester, which enables him to navigate the Zone. Forester believes it could be used to help guide the team out of the anomaly.
One thing remains, to contact the trapped Stalkers and notify them on how to escape the anomaly. But in order to do that, Scar must find a transmitter powerful enough to contact them. Scar is directed back to the Military warehouses, where he reunites with the Mercenary friends of Leshiy. They know of a military radio transmitter that is powerful enough to transmit the needed coordinates to Leshiy's team.
Unfortunately, it is guarded at a base by what is believed to be the last of the Military. The leader pairs Scar up with a small band of Freedom soldiers commanded by, who are making a raid at the same place in order to secure the area for Freedom. After fighting heavy resistance at the base, Scar powers up the transmitter and waits as Leshiy and his team free themselves. They then inform Scar that they are now on the other side of the bridge. Lebedev acts immediately on this development. Convincing Leshiy and his team to aid Clear Sky in reaching the other side, a large contingent of Clear Sky soldiers heads to the bridge, awaiting Scar's arrival so they can make a push.
When he does get there, he assists Lebedev and the Clear Sky forces to provide cover from Bandits snipers for Leshy's team, while they lower the drawbridge. Afterwards, there are many thanks all around and the path is clear. Scar moves out with the first advance team heading into Limansk. The pressure is on at this stage. Limansk has been turned into a street war between Bandits, remaining Military forces, and the faction.
Clear Sky helps Scar push through the war-torn streets, having to face many problems. From clearing out a machine-gun nest, Scar has to survive multiple Monolith ambushes until he reaches a partially-constructed multi-story building, heavily defended by Monolith forces. After making it out, he helps cut power to electrical fences blocking the way out of Limansk. After he has made it through, the only thing that's left is to take an underground passage located just past an abandoned hospital. Another advance team is pinned down by Monolith, who are swarming in the. Scar and Clear Sky forces work together to push through the hospital to reach the NPP on the other side.
There is harsh resistance, but Scar pulls through. But during the process, a controlled by the Military appears.
It opens fire on everyone in the Hospital, including Scar. Scar defeats the helicopter alone while the Clear Sky team catches up. As they reach the tunnels, the team stays behind, giving Scar a window to reach the NPP. The final battle is at hand. Strelok is in the vicinity, defending himself from both Monolith and Clear Sky. Lebedev thanks Scar for helping them reach the center and now needs his help to settle things once and for all.
Given a prototype, Scar must use it to disrupt the psy-blocker device Strelok is wearing. Without the aid of the device, Strelok cannot survive the potent psi emissions for long, and Lebedev believes that the activity in the Zone will stabilize after Strelok is defeated. Fighting his way through swarming Monolith soldiers, Scar uses the Gauss Rifle to disrupt the device and succeeds.
After Strelok is defeated, readings are taken to see if the stabilization is beginning. Suddenly, an unexpected and massive emission occurs, reaching levels far beyond the norm. Everyone within proximity to the plant, Clear Sky or otherwise, is hit and begins succumbing to the effects of the emission. During the closing cut-scene, they can be seen crowded in the corridors of the NPP, shaking unnaturally, whilst video screens flash of historic images of the NPP with distorted black and white images.
These signs foreshadow that those not already killed outright by the blast are about to experience a worse fate: brainwashed to become part of the Monolith forces; or, like Strelok, becoming unwitting agents of the. The scene is now set for the Shadow of Chernobyl episode of the Zone saga to unfold, with the story continuing as seen through Strelok's eyes.
Main article:. The Ukrainian armed forces, stationed in the zone to prevent any stalker activities. They are hostile to all factions except to the ecologists. Their main base is on the Southern part of the Cordon, with a secondary base in the Military Warehouses. A scientific faction trying to understand the zone and learn about it, Clear Sky is the first Faction the player encounters in the game. Their base of operations is on the south-western section of the swamps west of the Cordon.
Renegades are a faction similar to the Bandits. They are at war with Clear Sky, and their main base is in the north-east section of the swamps, just north-east of the machine yard. A nomadic faction of stalkers who are united because of aggressions from the military and bandit factions. Their main base is in the Cordon, where they also have other camps scattered around, including the Rookie camp. They also have the 'Flea Market' camp in the Garbage, and a large station in the Agroprom base.
They are at war with the Bandits, and tolerant of Duty and Freedom. A faction at war with the Loners, tolerant of Freedom, and hostile to Duty. Their main base is in the railway maintenance 'depot' in the Garbage. A paramilitary faction trying to 'kill' the Zone and stop it from spreading.
Considers the Zone evil and alive. They make their base in the Agroprom research center, where they are constantly besieged by mutants from the underground tunnels and are at war with the Freedom faction. They are tolerant to Loners, and hostile to Bandits. A paramilitary faction trying to make the Zone available for everyone, so that mankind can benefit from its wonders. They are at war with Duty, and are tolerant of Loners and Bandits. They are based in the Dark Valley in the factory area, and are constantly harassed by Mercenaries.
Carry out different tasks for money, basically for anyone. A faction of religious and brainwashed zealots whose religious interests focus on the Chernobyl NPP in the zone. They are tough, well-equipped, and hostile to all other factions. Loners hired by the Army, hostile to all other factions. Scientists who hire Loners and other factions to protect themselves from Zombified Stalkers so that they can continue their Zone research in peace.
Their mobile research facility is in Yantar near the pond. Weapons S.T.A.L.K.E.R.: Clear Sky features 42 weapons, including seven variants. Most return from Shadow of Chernobyl, along with three additions: the, the and the. 19 cut weapons, including 15 variants, exist in the game files.
With the X-Ray 1.5 engine, all weapons benefit from new animations, including reloading, shooting, etc. The attachments system returns with no real change compared to the previous game.
This page contains S.T.A.L.K.E.R.: Clear Sky cheats, hints, walkthroughs and more for PC. This game has been made by GSC Game World and published by Koch Media at Sep 15, 2008. S.T.A.L.K.E.R.: Clear Sky was made in 'Sci-Fi First-Person Shooter' genre and have 'mature' as SRB rating.
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