Walkthrough of the storyline

Stalker: Clear Sky → Walkthrough of the storyline

Is a prequel, or backstory, to the original game. The plot of Stalker: Clear Sky revolves around the confrontation between various factions in a time before the Zone acquired its terrifying appearance. If you are having difficulty completing Stalker: Clear Sky, please read the article below.


Game Start

We are shown a cutscene in which a small group of scientists, led by a stalker, are heading somewhere. Suddenly, a pack of pseudo-dogs goes berserk and runs away at full speed. Then, an ejection occurs, and the protagonist loses consciousness. When he awakens, he finds himself at the Clear Sky group's base, where its leader, Lebedev, explains that gang members found him in the swamps. You learn that the hero's name is Scar. Then we go to the bartender, listen to a story about the group, and then to Lebedev's headquarters. He will ask for your help. We get equipment from the merchant Suslov and rush to help.

We move straight ahead, remembering to throw bolts forward to avoid the anomaly. We climb the tower. Another emission. Your partner dies – you survive again. We speak with Lebedev. He will tell you that the frequent emissions are most likely caused by an outsider infiltrating the center of the Zone. You are tasked with preventing the impending disaster, as you are the only one with partial immunity to the emissions, even though they destroy your nervous system. We send the bandits besieging the camp to their ancestors. We take the flash drive with information about the cache from the merchant. We go to the swamp hunter.

Here, you need to strengthen Clear Sky's position. After that, we eliminate the bandits on the farm. We clear the roads to Agroprom and the cordon. We find a guide and head to the cordon.


Cordon

We eliminate the soldiers (at our own risk) or simply quickly escape from them. We head to the merchant Sidorovich. He'll tell you about a stalker he knows and give you the task of finding a briefcase. Let's get started. We talk to Valerian, who's behind the embankment. We talk to the hostage, trying to find out where the briefcase is hidden. He remains silent, confident they won't kill him. We talk to the local leader, who suggests eliminating the military's allies. We do so. Then we return to the hostage. He cracks, but asks you to give him a pistol. Whether you agree or not is up to you. We head to the stash in the basket under the bridge. We take the briefcase to the merchant.

We go to the diggers. They give you information about Fang. We head to the destination, where we find a corpse and a PDA. We learn that the digger sent an assistant to Fang. We find the assistant and help him fight off a pack of dogs. We learn that Fang has headed to the Dark Valley. That means we're headed there too. We come across a Svoboda checkpoint. We follow their instructions and head to their base. To meet the local commander, we need to do some work, which we do. We destroy the mutant, then take the ammo from Ashot and bring it to the outpost. It turns out everyone here has been killed. We find the PDA and bring it to Chekhov.

The commandant turns out to be a traitor and disappears. In exchange for information, Chekhov gives you Fang's PDA frequency, which can be used to track him down. Fang is now at the junkyard. But before going there, I advise you to empty your pockets of all valuables and spend your money, as bandits will rob you at the dump. After this episode, find Fang's PDA, which he lost. Lebedev will contact you and give you the task of finding Fang's stash. Collect your weapons and head off to search.


Agroprom

The hatch to the dungeon is locked, so head to Agroprom, where we encounter the Duty group. We head to their base. For opening the hatch, he demands help – we need to flood the burrow. Go to Sergeant Nalivaiko.

Descend into the dungeon, then turn right to the stairs leading up. Kill the mutant. To destroy it, you need to sneak up on it. It's best not to cross the bridge. Go to the next room, turn the valve, thereby flooding the dungeon. Now, get going! You don't have to pay attention to the mutants; just run.

Now we need to find the stash. Warning, there are a lot of bandits in the dungeon. In the cache, we learn that Strelok has already made a trip to the center of the zone and now plans to repeat his success. We emerge onto the surface, head to Yantar, and speak with Sakharov.

He tells us he ordered Strelok to test the psi-radiation protection device, but he disappeared without a trace. We retrieve the documents from the stalkers, who have also disappeared. There are a lot of creatures here, so just run to the corpses and grab the PDA.


Red Forest

We meet with Lefty's team. Help them reboot the cooling unit. After that, Sakharov will be able to locate Strelok's signal. He's in the Red Forest. We head there. Along the way, we encounter an ambush. While we're dealing with the bandits, Strelok manages to blow up the tunnel and disappear. We find the forester; to do this, we need to find a corpse in the forest with his coordinates. We head to the indicated coordinates. We see the entrance to the anomaly above the tank, climb into it.

We head to the forester. He asks you to visit the military warehouses to pick up a signal from the Liman stalkers who have fallen into a trap. We head to the neighboring location and talk to the leader of the Freedom group. He directs you to the water tower where the bloodsucker lives. We get rid of it. We pick up the signal and return to the forester. Now we need to retrieve an artifact from the bandits that could help us return from the anomaly. We transmit the information to the stalkers, and they escape the anomaly. We ask the mercenaries how to get to the transmitter. He'll ask if you need help. It's up to you how to respond.

After the stalkers exit the anomaly, we head to the bridge and help Lebedev. We speak with the commander and climb the tower. We provide fire support to the soldier near the bridge. Don't forget about the snipers.

Now we need to scout the road to Limansk. Avoid the anomalies; they'll turn you back. We go through a construction site swarming with enemies from the Monolith group.

We come up against a fence. It's electrified. We disable the generator and make our way to the hospital. This is where the carnage begins. Follow the leader's instructions precisely. The military will arrive afterward. We shoot down their helicopter using the RP-74 machine gun. Then we leave through the doors on the second floor. Singing and dancing, we head through the catacombs to the Chernobyl Nuclear Power Plant. In the final level of the game, Stalker: Clear Sky, Lebedev will give you two new weapons. One will deactivate Strelok's psionic defense, the other is for defense. Use the portals until Lebedev stops you.

When you defeat Strelok, something unpredictable will happen – the most powerful emission ever observed. This will change everything. In the final cutscene, you'll see an old friend – the Marked One.

That's it, curtains drawn. Unfortunately, in Stalker: Clear Sky, you'll only see one ending.

Source: games-funs.at.ua 


See also:

Dark Valley and the mercenaries

Research Institute "Agroprom"

The underground of the Agroprom