Stalker: Clear Sky → Lost Alpha (mod)
The image is taken from the website stalkermod.ru.
The game begins at the cordon in Sidor's bunker. The bunker has an additional room, which is where we spawn. We go and talk to Sidor, and he gives us our first task: retrieve an artifact. All tasks are marked on the map, so you won't miss it. The artifact is in the grass and can't be seen, so we search for it by touch. Sidor then gives us more tasks, which are easy to complete, so I won't go into detail.
After completing all the tasks, we head to the junkyard to meet Gray. Along the way, as in the original, Bes will call for help. Complete his task and move on. As we approach the hangar, we respond to Yurik's call and help him. Afterwards, we talk to Gray. Gray sends us to the agroprom.
NI-Agroprom
At the agroprom, as in the original, we help the stalkers and rescue Mole. Mole tells us about the shooter's notes and the stash. He explains quite clearly where the notes are, but he doesn't know where the hiding place is.
We go down and find the hideout where the shooter's notes are. We go looking for the hiding place. We find it in the passage between the corridors where the hospital gurneys are. After that, we find the exit and get outside. As soon as we get out, a message comes asking for help from the Pied Piper. The Pied Piper is in a trailer in the swamp. The Pied Piper asks you to find documents and give them to the bartender. The briefcase with the documents is in the same place as in the original, on the third floor of the research institute. We take the briefcase and go to the bar.
Bar
The bar here is not like in the original and not like in Lost World or Oblivion Lost. To get to the bartender, you need to go along the road to the barrier, turn left, and then go back along the road. We enter through the checkpoint, which in the original is near the crossing to the DT. We give the bartender the briefcase from the agroprom, and he sends us to Petrenko, who in turn sends us to the TD.
Dark Valley
In the Dark Valley, we immediately run to the farm and talk to a certain Demon; he's standing at the far wall of the left farm. He outlines his plan for infiltrating the factory and suggests finding a bandit suit first. The bandit suit can be taken from a dead bandit. We need to find the entrance to the TD dungeon, the entrance is in the bushes in a small hollow behind the factory. There are still polters flying in that area. There, we find three dead bandits and take the suit from one of them.
After that, we go to Borov's base; they're all friends now, so no big deal. We find a dead drunk bandit near the hangar with the overpass and, in conversation, we learn the password to enter the factory.
We head to the factory, which is a bit different here, with administrative buildings and warehouses added. No one stops us there, so we look for the familiar workshop with the machines, and there's a certain Vadik waiting for us. He's one of the Monolith traitors. He tells us where to get the documents. The documents are in the administrative building on the second floor.
After that, soldiers show up and shoot almost all the Monolithists, and they'll shoot us too.
Then we need to get outside and find a car near the administrative building—a Niva, no other car will do—and drive toward the gate behind the factory. In the original, there's a crossing to the cordon there, and here we find ourselves in a dark ravine. While driving, a helicopter will pursue us, but we quickly pass into the dark ravine.
Dark valley
In the dark ravine, we need to reach the railway tunnel; the helicopter continues to pursue us, and then head to the right, away from the bridge. We follow the tunnel until we see a gap in the left wall. This is where we enter the so-called mines. We continue to the end, turn left, and then we get hit on the head and find ourselves in front of the leader of the Sin group, a man named Veles. We have a pleasant conversation with him, he tells us the history of his group and gives us the task of finding documents from the Borov bandits.
We exit the caves through another exit. We're walking, or driving. You can rent a car at the gas station. We head to the dark valley and head to the Borov's base.
Dark Valley, Borov's base
Upon arriving at the Borov's base, he tests you – he asks you a riddle. If you answer incorrectly, he kills you. The correct answer is 4. After that, he gives you the code for the safe where the documents are. We open the safe and take the document. Borov and all the bandits become enemies. We kill everyone we meet and run away. A message comes telling us to go to X18.
Laboratory X18
The entrance is in the basement of the administrative building. The code for the front door is in a message from Petrenko (5271). We continue on. After going down, in the security room, we find the first document in a desk. There's a computer right there, but we don't have the code to hack it. We continue on.
We leave this room and turn left and go straight through the door. We go down and straight ahead we see a table. Next to the table is a shelf with the second document on it.
We go down, find the burrer, and take his hand. Petrenko asked for it. Burrer is in the room with the two barrels in the pit; he's running around under the grate there.
Now we go to the room with the elevators and go up the right shaft to the open door. We need to get to a secret room. In the secret room, behind some kind of installation, we find a corpse and a PDA next to it. This PDA contains the code for the computer (code 9231), the computer is right there on the table. The third document is also on the table.
We go look for two more documents. We find the fourth document in the room that can be accessed through a hole in the floor and is located above the room where we found the burrer. For the fifth document, we need to go down to the basement. There you can access one of the stairs to a room where the document will be on the table.
Now we go report on the completed tasks, first to Veles, he must return the weapon, and then to Petrenko. When we arrive at the bar, some sinner appears at the entrance, and Petrenko doesn't speak, nor does the bartender. We go to the sprout to complete Veles's quest. We go to the sprout factory.
We enter either through the agro-industrial complex or directly from the landfill. Upon entering the location, we receive a task to meet with the leader of the debt.
Sprout
The leader of the debt receives the task of destroying the partially poisoned monsters. We go into the tunnel, take the old gas mask from the ecologists, and go to the factory. There, we need to find three PDAs and kill four bloodsuckers. Two PDAs are at the unfinished construction site, and the third is on the second floor of the administrative building, where the checkpoint is. There's green gas inside and near this building, so that's where we need to put on the gas mask. The first bloodsucker was encountered immediately upon entering the factory, near the marker on the map. Two bloodsuckers were found in the same place where I found the first two PDAs, and the third is also near the third PDA in the building with the green gas, also on the second floor. Mine was at the end of the corridor.
That's it, the task is complete, and now we return to the leader of the debt. We speak with the leader, and he tells us that Petrenko has the key to the lab. We go to the bar.
Bar
The bar is still reeling from the visit of the sinner. Petrenko sends us to talk to the bartender first, so we go and talk. The bartender explains what happened and sends us back to Petrenko. Now Petrenko can talk normally and eventually gives us the key and code (4526) to the x14 lab.
We head back to Rostok.
Rostok
We enter the factory again and find the passage to the secret lab, marked on the map. We enter it, but not the lab itself, but a corridor. Everything here resembles the corridors of a sarcophagus, but instead of the passage to the monolith control room, there's a closed, coded door. We enter the code and again, we don't find ourselves in the lab. The door to the lab is in the small hallway on the right. The code there is the same as for the first door. Here in the lab, on the table, are documents and a PDA, which we need to take to Veles. In the wall opposite the table, there's another passage and a door, but that door doesn't open with a code, and behind it is the main bloodsucker Petrenko mentioned. Kill him and the mission is complete. We can go to the mines to see Veles.
Veles
says that secret traders from the dead city and in Pripyat will contact me. In the meantime, we need to get out of the mines. Upon exiting, we receive a message from Sakharov that he needs to talk. We go to Sakharov at the Yantar refinery.
Sakharov asks us to bring some documents from mercenaries from the dead city. We go there. The mercenaries are at the school. Upon arrival, they initially let us through, but the main mercenary recognizes us as a shooter and throws us in jail, taking all our ammunition. In prison, we meet the swamp doctor, and he determines that my PDA is faulty. The military frees us. We go straight to the end of the corridor and in the room on the right, we find a safe with our ammunition inside. We take it and go to the sugar.
Upon arrival, Sakharov thanks us and says he knows our PDA is broken and he can fix it, but we need to find some parts. First, we need to find a new wire. We go down to the lab. We can go through the hole in the ground next to the bunker, or through the elevator shaft in the main building, but there are soldiers there and they're shooting for some reason. In the lab, in a room with shelves, there's a wire on one of the shelves.
We take it to Sakharov. Sakharov says we now need new circuit boards and he knows the doctor has them. We need to go to the Big Swamps.
Big Swamps
A military helicopter meets us in the swamps. We need to hide in the reeds and wait for it to fly by. We go to the doctor. As we approach the doctor, we are shown two films with transitions. Afterwards, we talk to the doctor, he tells us that we are the shooter and says we need to meet the ghost. The ghost is in the army warehouses.
Army Warehouses
There's a bunker in the warehouses in the eastern part of the Bloodsucker village, and the ghost is there. He asks us to deal with mercenaries who took a very valuable artifact. We go to investigate, eliminate the mercenaries on the farm where Skull was stationed, but it turns out they're not the right ones. We meet the escort and go with him to the base, but are caught in an airburst. The escort dies, and we go to a collapsed tunnel and kill the mercenary there. It turns out he has the artifact. We take it and go to the ghost. The ghost says that the artifact must be taken to Sakharov. We run to Sakharov's Yantar.
Yantar Factory
We give Sakharov new circuit boards and the artifact to fix our PDA. While he's fixing it, we go to the trailer across the street and talk to Kruglov. A message comes from Sakharov, we go to him and pick up our PDA. A message comes from Petrenko. We go to the bar.
Bar, Petrenko
Upon arriving at the bar, we see complete devastation. We find Petrenko, who asks us to shoot down two helicopters. A dead man with a grenade launcher is lying on the roof of the hangar where the arena used to be. We shoot down the helicopters and go to Petrenko. Petrenko tells us that the bartender and Voronin have gone to the outskirts of Pripyat and that we need to go there.
Pripyat Outskirts
We find a new bar, it's in the basement of a department store, the door to the bar is locked. Lyolik is standing to the left of the door, and we need to introduce ourselves to him. We go in and talk to the bartender, who sends us to Voronin, who in turn sends us to Ivantsov, who's also in the basement, but he's in the vegetable store.
Ivantsov explains that we need to first disable the installation in the x16, and then on the radar, but first we need to go to Sakharov and get his PSI helmet. We go to Yantar.
Yantar Plant
Sakharov says they've transferred the tuned PSI helmet to the lab at the cement plant and we should go there. He immediately suggests taking the untuned helmet. We take it, since our route leads through the radar, and there's strong PSI radiation there.
Cement Plant
After the radar, we find ourselves in what's called a village. It's one continuous, winding road. There's a car parked at the crossing on the left; we definitely need to go there and as quickly as possible. We need to reach the tunnel with the crossing at the end of the road, before the unscheduled release. We end up in the release anyway, but at the crossing, and wake up in a scientists' bunker at a cement plant. We talk to the scientist about the adjusted helmet; he says he sent a team with the helmet to take measurements, but the team disappeared. We go looking for the team. The marked point is again in the village, on the old dam (at the Old Factory, Cement Plant, when exiting the scientists' bunker, the outer door may be jammed. To get out, enter the command jump_to_level la16_lost_factory in the console and you'll find yourself behind the door near the bunker).
Go to the dam, go down the stairs, there's a door below the pipe, and enter the bunker. There are no scientists there. When we reach the rubble, a message from a certain Hermit will arrive. He's in the church on the second floor. He reports seeing scientists in Lab X19, right there in the village not far from the reservoir. Go inside and find the scientist's corpse and his attuned psi-helmet.
Now you can go to Lab X16. The lab is at the cement plant, in the original, it's Yantar, in the same place where it was in the original.
Laboratory X16
Upon entering the lab, we find ourselves in a sort of dream state. Scientists are standing around, soldiers are walking around, and there's nothing we can do, so before we go, drink some water, eat something, and change the battery in the flashlight. We approach the scientists, they say something, and we need to talk to everyone downstairs. We continue on, reaching the second level. We descend to the first level and see that the control panel is offline. We check the same thing on each level and at the main control panel. After that, we go through the door opposite the main control panel and go upstairs, where a scientist is wandering around. We approach the control panel, receive an SMS message, and tasks appear: turn on control panels 1, 2, 3, and then the main control panel. The first control panel is on the third level.
After turning on the main control panel, we wake up, a timer starts, and we need to, just like in the original, turn off all the control panels on the levels and the main control panel. After that, we look for the secret exit. The exit is on the second level, opposite the control panel. We go through and find ourselves in the room just like in the original, where we took the documents from the ghost. A message appears to tell us to find a secret tunnel. It's in the same place as in the original, a hole in the floor. We descend into the tunnel and receive a message to find the exit. The exit is in the same place as in the original game. Upon exiting, we receive a task to go to the radar and meet the hermit there.
Radar
We arrive at the radar. There's a hermit standing near a trailer—you could say this is an unfinished break. We talk to him, and he explains that the key to x10 is in a green safe in a ruined house behind piles of radioactive debris. He'll tell us the code for this safe if we bring him the property stolen by some monster. We head to another part of the radar, which requires going through warehouses and then through a dead city; there's no direct passage. We find a booth and a secret stash in a box on the wall. We take everything there and head back. We give the hermit his property, and he tells us the code for the safe (code 218). We go through the piles of debris, find a ruined house and a safe there, open it, and take everything inside. Now we head to x10.
X10 Lab
Upon entering, the task of disabling two security systems immediately appears. We go left past the elevator shaft and left again into the passage. We reach the wall and turn right. There's still a green nerd mirage there. We see a staircase straight ahead and climb it. In the room, behind the door on the right, is the control panel for the first security system installation. Disable it. After disabling the first control panel, we go look for the second one. We return to where we entered and go right to the stairs, going down one level. After descending, in a room on the left, reminiscent of the room where the cable reels and containers were originally located, there are two burrers and a couple of zombies. We need to eliminate them. In the room where the burrers were hanging out, we find a nerd and a PDA next to him. We pick up the PDA and find some kind of code in it. We don't need it yet; we don't know where the door is, but we'll write down the code so we don't have to look for it later.
We return to the stairs and go right into the room with the vertical apparatus. There's an iron ladder on the left. Climb it and go straight ahead to the end. You'll see another ladder on the right, and on the landing there's a second control panel. Disable it. A message comes in telling you to shut down the PSI installation, but first you need to find the entrance to these installations. Return to the ladder you came down and head toward the room where the Burrers were. Don't go in, instead head left. There are also two green nerds arguing about something there. We pass by and see a door. This is where we need the code we found. Enter this code (3823) and go into the room with the PSI installation controls. In the corner near the ladder is another scientist and a PDA nearby. Pick it up and climb the ladder to the control panels. There are two consoles, each with two switches. Disable them, watch the movie as in the original, and go to the exit door, but it's locked. A fiery polter is flying around the room; you need to kill it. The door will open and a timer will start, and you need to leave within that time. We need to meet Voronin, which means we need to go to Voronin's new bar in the Pripyat area.
Pripyat area
We head to the warehouses again, then to the MG, then to the radar and turn towards the outskirts of Pripyat (the town of Chernobyl). We go to the bar, talk to the bartender, then go to Voronin. Voronin complains that an old military development – an earthquake machine – is getting on his nerves and needs to be disabled. We go to disable the machine.
The machine is in a bunker under the old dam. We disable it and go to Voronin. Voronin thanks us and says that someone left a note for us. We go to the meeting, it turns out to be a guide. He says we need to go to the fang. We go to the warehouses and talk to the fang. He sends us to Pripyat to meet the fang at the hotel. We need to go to Pripyat. Before going from the warehouses to the radar, a message from the ghost comes that the direct passage to Pripyat is blocked by the military and we need to go through the Pripyat dungeons. The passage to the dungeons is on the radar.
Pripyat Dungeons
After the transition, we find ourselves in a hospital from pure heaven. There, we meet a guide. He takes us to the entrance to the dungeons, and then we proceed on our own. After a long wander through the corridors, we find ourselves at a coded door and receive a message telling us to find documents with a code.
We recall where we saw the stalker's corpse under the broken pipes. We need to jump onto these pipes, and there will be a wooden walkway leading to a short tunnel, where the documents with a code (code 4134) will be.
We return to the coded door, open it, and find ourselves in a standard Pripyat dungeon from the Call of Pripyat. We proceed to the main hall. We immediately go to the control room and climb to the very top—in the original ZP, there was a control panel there. We go out onto the balcony and walk along it, find a ladder and climb up to another balcony. We go again and find another ladder to the very top balcony, climb it and walk back into the room, where there will be a passage to Pripyat.
Pripyat
After the passage, a message immediately comes in asking for help for the military to fight off the Monolithists. We go and shoot several Monolithists. A message comes in saying we need to meet Vasiliev. We go to the meeting; Vasiliev is in the school on the second floor. He thanks us and asks us to help the environmentalists take measurements. We go to the environmentalists. The environmentalists are on the second floor of the kindergarten. The chief environmentalist asks us to accompany his colleague to the bus station, protect him, and help with the measurements. There's a burrer at the bus station itself; you must eliminate him immediately upon arriving on the second floor. Two zombies are also climbing up the back stairs on the second floor; you must eliminate them too, otherwise they'll kill the nerd and the mission will fail. Afterwards, we approach the scientist and help him take a measurement. The mission is completed, and we happily run with the scientist to the chief ecologist's kindergarten.
The chief ecologist bows to us and gives us an orange suit and an elite detector.
We get a message to meet a ghost at the hotel. We go to the hotel, find a room, and talk to the ghost. We receive the task of going to the nuclear power plant. The passage to the nuclear power plant is right there, behind the stadium. You can go through the stadium, but there are snipers there, or you can go around the stadium to the right, where a couple of suckers are waiting. We go through the passage to the nuclear power plant.
Chernobyl Nuclear Power Plant
Upon entering, we receive the task of talking to the raid squad commander. We help them first destroy the armored personnel carrier behind the gate, then destroy the Monolith ambush, then eliminate the grenade launchers, talk to the commander, he asks us to destroy more mutants. There will be two waves of mutants and then zombies will appear, we shoot them all, talk to the commander, he leads us to the captain.
We approach Captain Makarov, he says something, then starts talking to us. He suggests getting into the armored personnel carrier and going somewhere. We drive along the road until the kerosene runs out, then head back. Makarov is fighting. We shoot all the Monolith soldiers, and then talk to Makarov. He tells us that the entrance to the sarcophagus is where we shot the Monolith. We go into the sarcophagus.
Sarcophagus
In the sarcophagus, we follow the corridor and come to a door. We open it and enter the room. We go to the computer on the table and try to open it, but nothing works – there's no power. A task appears to find a battery. We go through the door opposite the entrance. We go back along the corridor, climb the stairs, everything is the same here as in the original sarcophagus. We go to the destroyed reactor room, as we go to the Monolith, and there will be a case under a piece of metal. We take the battery from it, and the task appears to provide backup power. We go back to the room with the computer.
At the entrance, we watch a movie and head to the control panel, which is marked on the PDA. Smoke is also coming out of it at the bottom. We approach and press the "Use" key (I have it as "E"), and a task appears: get the codes for the main generator. We go to the computer, open it, and download the text file, the one at the bottom. We receive the task to reach the generators.
Generators
Upon entering the generators, we immediately see Ghost. Talk to him and run after him through the generators. Once we pass the generators, Ghost will talk to us again, and we receive the task: find a secret tunnel, follow it into the base, and eliminate all the soldiers there. After that, we meet Ghost and go to entrance x2, which is the original Warlab. Ghost opens the door, and we go down.
Lab x2
The lab resembles X18, but it's a little different. After entering, wait for the door to the stairs to open. We go to the next level and find the control panel for the emergency generator. It won't turn on, so we need to refuel it. We find some fuel and approach the unit. When you hover over the pipe, a message appears. Click "Run," then proceed and turn on the generator. A task appears: disable the lock. We go down further; there's a coded door on the right. Go left. We find the control panel and disable the lock. Now we need special, privileged access. We find the computer on the desk and turn it on. Find the text file at the bottom, the very bottom, and download it to our PDA. That's it, we've gained special access.
Now we need to disable the lock. Go to the next room and find a bullet there, disable it. Now we need to get through some kind of scanner. You need to get to the keypad door and try to open it, but it's not working. You need a code, and to do that, you need to find the admin computer and get the code for the door. We go down to the next level. Open the gate and enter the room. Find the computer and turn it on. Find the sys file, the very bottom one, open it, and write down the door code (code 2345). Go back to the door and enter the code you got. Open the door and go to the lab, similar to the one in x18, where we got the documents. We see a computer on the table, but we don't need it. We go to the control panels; to the right of the table with the computer, there are three of them along the window.
Go to the middle panel. There's a switch on it, and when you hover over it, the text "tips_war_gen_switcher" appears. Press the "execute" button. For me, it's E, but for others, I don't know. And the task is completed, and a new task appears: "Meet the ghost in the cemetery." We go to the cemetery and talk to the ghost. After the conversation and the movie, we're transported to the cordon in Sidor's basement. Freeplay begins, I guess.
Source: sites.google.com
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