If you played Shadow of Chornobyl, the basics carry over: throw bolts to reveal anomalies, watch radiation, and do not fight what you cannot win. Clear Sky layers new systems on top, and most early deaths come from not knowing them. This guide skips the shared basics and focuses on what is different. Facts about the game itself are on the FAQ page, and faction choices are on the faction wars page.
1 The Swamps are the tutorial
You start at the Clear Sky base in the Swamps. Beginner guides describe this area as the place where the game teaches the PDA and map, the inventory, weapons and bolts, the anomaly detector, trading, repairs and upgrades, talking to characters, and the guide system for travel. Take your time here. The Swamps are also the first faction war you see: the Swamp Lord achievement is for joining Clear Sky and defeating the Renegades.
2 Bleeding is the early killer
Guides that cover all three games point out that bleeding is more severe in Clear Sky than in Shadow of Chornobyl or Call of Prypiat. A wound that looks minor keeps draining health after the fight ends. Stop bleeding first with a bandage, then heal with a medkit if needed.
3 Artifacts need a detector now
In Shadow of Chornobyl, artifacts lay in plain sight. In Clear Sky they are hidden inside anomaly fields and only appear when a detector is close enough. Hold the detector, move slowly, and throw bolts to find a safe path. The three detectors differ in how much they tell you.
| Detector | What it shows |
|---|---|
| Echo | The starting detector. Short range; beeps and flashes faster as you get closer, without a direction |
| Bear | Adds direction with lit bars on a round display, plus the audio cue |
| Veles | A screen that shows artifact positions, several at once, but no beeping |
Two separate walkthroughs place a Veles detector in a stash in the far northwest of the Swamps, which makes it worth the detour early. The achievement list rewards thorough hunting: Artifact sommelier is for finding each artifact in the Zone, and Meat constructor for finding all the meat artifacts. Remember that many artifacts carry downsides such as radiation, so check the effects before wearing one.
4 When an emission comes
Scar survives an emission in the story, but in play you do not get that luxury. When the warning comes, you need to reach shelter before it hits; staying outside causes heavy damage that ends in death.
Leave the anomaly field or the fight. Nothing is worth staying outside for.
The PDA may point to a shelter inside hostile territory.
Guides advise remembering safe buildings in each area in advance.
5 Guides instead of long walks
There are no vehicles. Instead, guides marked on the map take you between areas for a fee. Walkthroughs describe them as cheap, quick and practical. Use them freely: walking a long route through several hostile patrols costs more in ammunition and bandages than the fare.
The main areas you pass through include the Swamps, Cordon, Garbage, Agroprom, Dark Valley, Yantar, the Red Forest, the Army Warehouses and Limansk, with the story heading toward the Chornobyl power plant. Garbage is visited more than once, and it is where the first big faction choice appears.
6 Technicians and flash drives
Clear Sky introduced the upgrade tree for weapons and armor. Klardendum found it confusing because several characters each handle a narrow specialty, and that is the key to using it: a technician only offers upgrades in their own area, and only asks for flash drives they can work with.
The official list gives the scale. Modifier is for finding 18 flash drives, Gunsmith for upgrading five different weapons to maximum, and I am machine for raising carry capacity by 60 kilograms. Because faction relations decide which technicians will serve you, think about upgrades when choosing sides; killing a faction leader or merchant can lock you out of their services.
7 Weight, money and stashes
Weight limits how far you can run, and Klardendum singled out limited sprinting as a pain point for traversal. Travel light, sell what you do not use, and prefer weapons whose ammunition you actually find. One walkthrough suggests choosing a stash in each area for spare loot and medicine and noting its location, so a bad trip does not cost everything.
| Achievement | What it asks |
|---|---|
| Drag and sell | Sell goods for more than 100,000 |
| All the money in the Zone | Sell goods for more than 250,000 |
| Overloaded but not overcame | Walk 10 kilometers while overloaded |
8 Your first hours
Learn every service at the Clear Sky base and help against the Renegades.
Look for the Veles stash and hunt artifacts in safe fields.
Bandages, medkits and ammunition before the first guide trip.
Read the faction wars guide before committing in Garbage.
Treat the Swamps as a tutorial and try every service there. Carry extra bandages, because bleeding is harsher than in the other games. Artifacts now hide inside anomalies, so upgrade from the Echo detector toward the Bear or Veles. Head for shelter the moment an emission is announced, use guides instead of long walks, and collect flash drives for the technician whose specialty you need. Save before any faction decision.
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