STALKER 2: Ad astra per aspera
Ad astra per aspera is the main mission in STALKER 2, during which you will explore the swamps. On this page of the guide we will tell you how to deactivate psionic transmitters and how to get to the Clear Sky base.
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During the mission Ad astra per aspera you will reach the Swamps - a region on the farthest southeastern edge of the Zone. Your task will be to deactivate four psionic transmitters and infiltrate the abandoned Clear Sky base to find Faust. On this guide page, we will give you tips on how to deal with threats that you will encounter in the swamps.
- Where to get a high resistance suit against psionic radiation?
- How to deactivate the transmitter at the Burnt Farmstead?
- Where to find the transmitter in the old church?
- How to get to the transmitter in the Pumping Station?
- Where is the last transmitter located?
- How to get to the Clear Sky base?
Where to get a high resistance suit against psionic radiation?
Before you head into the swamps, you can complete the optional objective of Ad astra per aspera. Suits resistant to psionic radiation will make your journey through the swamps easier. However, to get it, you have a rather long journey ahead of you.
The first armor that will prove useful in the swamps will be Cuirass Exoskeleton. You can find it in a stash in the Cooling Towers region.
Once you've cleared out the enemies inside the hangar, head up the steel stairs to the top floor. At one of the walls, you will find a shelf with the exoskeleton.
Alternatively, you can go to the Army Warehouses in the Radar Duga region. There, you will find the SEVA Suit. However, be careful, as a dangerous mutant is lurking around the stash.
How to deactivate the transmitter at the Burnt Farmstead?
The first transmitter is located near the border of the region, next to a farm with fiery anomalies. You can expect a lot of wild dogs and enemy soldiers in the area, so be careful.
After turning off the transmitter on the pulpit, a dangerous mutant will attack you - a Pseudodog. This formidable enemy creates spectral clones of itself that disappear upon hit. Unfortunately, phantom bites inflict the same damage as attacks from a real pseudodog.
Lack of protection against psionic radiation will cause Skif to start experiencing negative effects of the transmitters as soon as he gets close to them.
We do not recommend fighting this mutant. Try to get away as quickly as possible and lose pursuit.
Where to find the transmitter in the old church?
The second transmitter is located to the west of the farm.
Try not to wade in the water. It is heavily irradiated.
In the destroyed Church you will fight with a mutated cat.
- The monster moves very fast and jumps far. Try to be on the move at all times.
- We also recommend using a shotgun.
- The cat also has psionic abilities - it mimics human voices and can occasionally make Skif fall asleep.
After defeating the mutant, break the board at the hole in the floor. Go inside and through the tunnel beneath the floor.
Jump onto the barrel and finish the platforming section. Then exit through the hole in the roof.
Enter through the broken window to the attic of the church. There, you will find another scanner to disable.
As you descend from the tower, you can jump all the way down. The gravitational anomaly will cushion the fall.
How to get to the transmitter in the Pumping Station?
Another psionic transmitter is located in the Pumping Station.
This area is heavily defended by a squad of zombie soldiers. There is also a Controller waiting for you there, whom you will have to defeat.
We recommend that you first eliminate the zombies from a distance, and then proceed to fight the Controller inside the building.
Once you've got the enemies out of the way, climb the tower and deactivate the transmitter.
Where is the last transmitter located?
The last transmitter is located at the southern border of the region. You should not encounter any threats. Just climb up the rusty tower and turn off the device.
How to get to the Clear Sky base?
The new mission marker will direct you to the rabbit hut located on the western edge of the map.
During the journey, you will be attacked by a Chimera - a very dangerous mutant. Fighting him is extremely dangerous, so we recommend running towards the base.
After passing through the hut, an emission will begin. Run quickly towards the entrance to the base.
After entering the base, watch a cut-scene featuring Faust. After that, the mission will end.
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