Description of the walkthrough Stalker Golden Ball completion. Golden Ball modification guide

The mod has an interesting plot, which should be completed step by step, as the author intended it. If there are strong deviations from the main plot in the direction of exploring the zone, the plot scripts may break and the mod will become impassable. Therefore, follow our instructions for the correct passage of the Golden Ball mod. Completion."

  1. We cross the cordon with the military. In captivity, we ask the recruit to bring us medicine, while he is busy searching, we run away from the camp. We find ourselves in a shelter.
  1. In the scouts' shelter we speak with Sanya, then with the merchant Skidan. The “Zhelezka” anomaly is blocking our way. Near the bridge we catch an SOS signal on our PDA. We see the Wolf locked in the mill. He asks us to free him. From the camp you need to steal the key lying in the backpack by the fire. We follow the Wolf, we see three who disappeared in the mill, in their place we take the flash drive and give it to Skidan.
  1. We receive a message on the PDA about a wounded man, he is in a carriage near the road. Three people attack us, we fight back and tell Skidan about what happened. We organize an ambush with Skidan. Three people will look for us at the bridge, we won’t stick our heads out. When they approach the “Zhelezka” anomaly, we provoke them to attack; if one of them is killed, we immediately run through the anomaly - there will be no turning back.
  1. On the road to the landfill we find a checkpoint. We communicate with the inhabitants of the checkpoint, and as a result, after strange events with Abdul’s psionic blow, we gain access to the landfill.
  1. At the landfill we go through the field of anomalies together with Andrei and the major, but so that they both survive. We go into Vasily's carriage. We learn from him about the armored personnel carrier, we find three artifacts in the landfill to neutralize the anomaly that prevents us from getting into the dark valley.
  1. In the dark valley we speak with Seryoga. Based on his guidance, we look for parts of the welding machine on the territory of the plant and find ourselves in the underground laboratory X-18.
  1. In the laboratory we speak with the experimental subject. In the room with the tank we pick up the gearbox from the armored personnel carrier. After a series of small quests with laboratory test subjects, we get the key and run to the exit, destroying the turrets with grenades.
  1. In the dark valley we are looking for the “Beehive” artifact with Seryoga, we help the lonely kink - we receive an artifact from him. We get caught in a tripwire and wake up already in captivity. We throw the bolts at the button on the wall and run. We crawl quietly past the agents upstairs and turn off the generator and break the crystal. We take our swag, talk to Abdul, then run to the carriage, hiding from the helicopter.
  1. At the landfill, together with Abdul, we deal with the racketeers, repair the armored personnel carrier and drive through a minefield on it, we go to Bar.
  1. When we get into a bar, we immediately jump out of the armored personnel carrier, otherwise we will explode. We pass the “Bus” anomaly by jumping from skeleton to skeleton, turn off the tape recorder. We find a walkie-talkie near the broken UAZ and contact the scientists. We solve quests with the dwarf and scientists, we shoot the pseudo-giant when approaching the anomaly, it will kill him. We are heading to the army warehouses.
  1. At the warehouses we meet a scout who is running away from us. In the first barracks we take documents. We find the psycho's cache and gain access to the second barracks. We pass through an anomaly in the barracks, the order is white, blue, red. We find a bottle in the hiding place, drink it and find ourselves in a forgotten village. A series of quests follows with grandfather Makar and the ensign. After them we return to Abdul.
  1. We follow the radar. Abdul is wounded, we remove 4 agents, then we proceed to deal with Agent Phoenix, shooting him in the head. We quickly run to Pripyat, otherwise the brain burner will eat us, we make it before the countdown.
  1. In Pripyat we head to the kindergarten. In the yard near the car we pick up the documents and climb inside. We don’t get caught in the teleport, we kill the brownie simply by shooting in all directions, and we pick up the key. Then we kill the second brownie, the key is ours again, we jump into the teleport in the corridor. Next comes a series of teleports; in the safe we ​​find a newspaper with a note about a time capsule.
  1. At the bus station we kill the bloodsucker and open the safe with his claw. We speak with the apostle, it is better to kill him and 10 of his minions. We get to the stadium. We select an RPG and shoot down the helicopter, search the agent’s corpse in the carriage - our time capsule plus a microcircuit.
  1. We rush to the Chernobyl Nuclear Power Plant, wearing a scientific suit, otherwise it will be difficult. We search the agent's body at the bridge. We solve an easy series of quests with agent codes and find ourselves in the control center, having fought off an ambush.
  1. In the control center we activate the computer with our microcircuit. We disable the Golden Ball protection on the computer. We will have two options - touch the Ball or wait until it overheats and go out the other exit. One or another ending of the game depends on our choice.
  1. Once at the Rostok plant, we talk to the drunken Grigory. There is a note in the carriage nearby. We collect three parts of the diary and give them to Grisha. He directs us into a boarded-up house. Our goal is a bust of Lenin, we get the Otrezvin tablet and give it to Grisha. We are waiting for a helicopter with military personnel.
  1. On Yantar we go to the scientists' base. We are not allowed in, but we receive a message on the PDA. We are completing the quest to kill the burer, you need to kill him with a sniper rifle when he approaches the tree, otherwise we will not get the coordinates of the cache. We find the walkie-talkie, and drag the corpse of the burer to the commander. We go hunting for burers, and as a result we end up with the king of burers.
  1. In the laboratory we need to cooperate with Sakharov. We are looking for 2 parts of documents, the first is next to the acid anomalies below, the second is in the room with the snorks at the control panel. We turn on three switches and the installation. After the attack of the burers, we run with Sakharov, set fire to the canister near the wall and disappear into the resulting hole.
  1. On Yantar, Sakharov asks to bring him a flash drive from the scout camp near the plant. We activate the device and three scanners. Bashka will fall out of the anomaly, we help him. Then a stretch and again Bashka ran away, who gives us a flash drive for Sakharov.
  1. Arriving on the outskirts, we can join either the military or the smugglers - the further small plot depends on this. Our task is to kill the warring faction and complete the last command quest. End.


Cordon:
The passage begins with the fact that you need to overcome the checkpoint at the Cordon in order to get into the Zone itself. In the process, the hero is caught by soldiers, locked in one of the rooms and interrogated. After the interrogation, the opportunity to escape appears. You need to talk through the window with a recruit who often runs to the toilet. During the conversation he will pretend that we feel bad. Ask for medicine, hurry up. The soldier will believe (to believe, you need to take the pills from the first aid kit on the table), open the door and we must run. We have about 30 seconds to get to a safe distance before the military opens fire. To make your escape safer, you can take morphine.
After liberation, we must meet with a person who will show us the shelter of local intelligence officers. We know the coordinates of the contact. We go to him, he takes us to the village. There we immediately talk to Sanya, he advises us to contact Skidan (merchant). Skidan in the bunker gives us some things and tells us about the local residents. Then we can act independently. While exploring Cordon, we come across an obstacle that makes it impossible to cross the railway bridge and the entire railway track dividing the location into 2 parts. This obstacle is a vast anomaly that kills anyone who approaches the railway. Locals also call it "Zhelezka". There is a version according to which the “Zhelezka” can only be overcome by sacrificing a living person to it. After this, it is deactivated for a short time and the railway track can be crossed in time.
Not far from the bridge, we catch a signal on our PDA asking for help, it comes from a locked mill. We approach it and through the window we talk to the newcomer sitting inside. This is the Wolf. He found himself trapped because of his curiosity: some strangers locked him here while he searched the premises. The wolf asks us to go to their camp, located to the east, steal the key to the doors from there and free him. After we do this (you need to steal the key from the backpack lying by the fire. You should approach the camp from the side of the sentry who is sleeping), the Wolf offers to wait until the strangers return and follow them. We hide in the bushes and wait. Three strangers enter the mill. As soon as we approach the window to look at them, they disappear, as if dissolving into thin air. On the floor in the place where they stood, we find an object similar to a flash drive. We take it and show it to Skidan (as the most experienced). It recognizes the electronic key in the flash drive. He has no versions regarding the appearance of strange armed people in the Zone. Further events develop as follows: not far from the village we receive a signal on the PDA that there is a wounded person nearby and he needs help. We find him in a trailer by the road, but as soon as we agree to help, we are attacked by three armed men who look just like the strangers from the mill. You can simply run away, or you can fight. After defeating them, we speak with the former “wounded” man, who threatens us and disappears out of the blue, like his comrades. During the conversation, he asks us to return the “key” we found earlier, but is refused.
We tell Skidan about the events. He is concerned about the threat that has arisen and advises us to overcome the “Zhelezka” as soon as possible and go to the Zone, arguing that on the small Cordon the pursuers will easily find us and innocent people may suffer along with us. We decide to follow his advice. The question arises: who should be sacrificed to the anomaly? Skidan tells us that we must first provoke the strangers to attack, then lure one of them into the anomaly, and when it works, quickly break through the Zhelezka. We agree and go to the bridge, lying down there and waiting for a signal from the merchant. The signal comes a few minutes later - strangers visited the village, asked about us and are now heading to the bridge. We are preparing for the attack. Three armed men approach the bridge and start looking for us. We provoke them to attack (before this you need to remain unnoticed!), after one of them is killed by the “Zhelezka” - we quickly break through the bridge (we have about 15 seconds). Thus, the path to the Zone is open for us, but the bridges back are burned.
If we do not have time to cross the railway track, there is another option. To the west of the bridge in the embankment there is a tunnel in which there is a powerful anomaly "Arc". It is impossible to pass through the tunnel because of it, but Skidan tells us that if we put on a special scientific suit, then theoretically we can withstand the blow of the Arc and break through to the other side. The suit is at the military checkpoint, it lies in a locked safe in the barracks where we were kept for interrogation. You need to: a) put on Skidan’s camouflage suit (to hide from army snipers), b) quietly get to the checkpoint and into the barracks itself (you should climb over the fence near the toilet and try not to be noticed), c) pick up the code to the safe with the arsenal (there will be a hint) and, taking the suit from there, leave the checkpoint in any possible way.
Next, our goal will be to meet with a local intelligence officer (scouts are the prototype of the first stalkers). We find him on a farm, where we help him fight off the wild boars. Then we go with him to a shelter located nearby. There we can find water, a fireplace and a place to sleep (there are similar shelters in other locations). During the first conversation, Andrey (that’s the intelligence officer’s name) treated us coolly, without much trust. Suddenly, footsteps are heard and a wounded man in military uniform runs into the room screaming for help. After this, he falls to the ground and loses consciousness. Andrei orders us to immediately go to his cache and bring an artifact that has healing properties - they can help the wounded. We bring the artifact and see that the military man is already much better and is conscious. Andrey admits that he needed the artifact as a test of our integrity. We talk with the military man (Major Ovrakh). He says that he is the co-pilot of an MI-24 helicopter that crashed nearby. During landing, the car hit a moving anomaly, the crew died and only he managed to escape. The major wants to return to the checkpoint, knowing that a rescue expedition will not be sent for him soon. Andrei, who intervened in the conversation, says that although the way back is blocked by the Zhelezka, there is supposedly a way to get through it without making human sacrifices. To do this, you need to have some unique artifact with you - this will give you a single opportunity to overcome this deadly barrier. This artifact is owned by another intelligence officer named Vasily, who lives further north, in the Landfill. Since Andrei also needs to get there, we have no choice. The three of us decide to go to the Landfill.
On the way to the Landfill there is an old checkpoint. On the approaches to it, Andrei notices the corpses of newcomers whom he met here earlier and warns us of the danger. At the checkpoint itself we see a company of people settled there. This is Tyrsa (the main one), Shustrila (his assistant) and a certain Abdul, who at first glance looks like he’s crazy. The passage to the Landfill is blocked by a door, the key to which is in Tyrsa’s pocket. He demands a lot of money for passage: 200 thousand rubles. Since there is nowhere to take them, Andrei begins to threaten Tyrsa, but Abdul hits him and the major with a directed psionic blow emanating from his body, from which they lose consciousness. We ourselves also suffer from it, but much less. After this, Tyrsa invites us personally to get out, claiming that the intelligence officer and the military man will be finished off anyway, and there is nothing to take from us personally. Seeing the helplessness of our friends, we can do the following: contact Abdul directly, show him the found “flash drive-key” and when he demands to give it to him, in return demand a psi-strike now on Tyrsa and Shustrile, which he does. Having regained consciousness, Andrei and the major drive away the racketeers from the checkpoint (we will meet with them later), having previously taken from them the key to the door to the Landfill. Abdul, having received our "key", disappears like strangers from the mill.

Dump:
After we have received access to the Landfill, we all go there together. At the entrance we see that the northern part of the location is occupied by many strange anomalies that are constantly moving. We overcome the danger zone, leading Andrei and the major (we must try to keep them alive). We get to the southern edge of the location, where we find the trailer-shelter of scout Vasily. Soon he himself appears. We all settle down together in his shelter and talk with the owner. We ask him about the way to the center of the Zone (where, according to legend, there is a “Wish Granter” that we need). He says that the passage directly to the north (to the territory of the Rostock plant) is mined. You can't sneak through the mines, but there is another option: repair the abandoned armored personnel carrier and cross the dangerous section of the road with it. It is possible to get into the Dark Valley, where we can find a spare part to repair the car. According to Vasily, it should be in an abandoned factory. In turn, the passage to the Valley is blocked by the large Cloud Cloud anomaly. To defuse it, you need to find artifacts “green”, “red” and “yellow balls” in the Landfill. We find them and find ourselves in the Dark Valley.

Valley:
Near the crossing we are met by local intelligence officer Seryoga, he shows us the way to his shelter and explains the situation. Mutants and many anomalies have settled in the factory. His comrades, who had previously set up a shelter in the basement of the factory, died. Since they were engaged in collecting all sorts of things in workshops and premises, they most likely had the spare parts for the armored personnel carrier that we needed. You will need to find their remains, get the key to the shelter, unlock the door and enter the basement. In the basement we find the scouts' diary, it says that someone who got out from behind a rusty door in the very corner of the basement robbed their cache and, among other things, took away a part from an armored personnel carrier. Our next step will be to find spare parts for the welding machine on the territory of the factory, use it to unlock the aforementioned door (welded by the scouts) and enter the secret laboratory (X-18).

Laboratory X-18:
At the entrance, we are immediately attacked by experimental subjects (mutated people) and locked in a punishment cell. Another of the mutants is sitting with us, we can talk to him. It turns out that the dungeon is inhabited by a number of former experimental subjects of the X-18 laboratory. After the second accident, the staff hastily left it, and the experimental subjects, having got out of the cells, founded a kind of society with their own hierarchy. Their society is built on semi-religious principles and rules, somewhat similar to the biblical commandments. They consider their “God” to be a certain “Great Doctor” - the last surviving scientist of the laboratory, who has barricaded himself at the lowest level and controls the lives of the experimental subjects through a surveillance system and intercom. Our main task (along with searching for spare parts for the armored personnel carrier) is to find a way to leave the laboratory, since the experimental subjects, observing the Doctor’s rule, do not let anyone out of it. After some time, test subject Thirteen comes to the punishment cell, he conducts a short interrogation, after which he sentences us to death. However, he is not interested in simply killing us and decides to benefit from it. We are driven into a heavily radiation-contaminated section of the laboratory, where we must fix a broken electrical device in a short time. Thus, the test subjects, in turn, want to conduct an experiment on a person, wanting to find out how long his body can resist deadly radiation. A chance comes to our aid: among the wreckage of equipment, we find a stash of anti-radiation drugs left by someone and thus stay alive. After this, the Thirteenth releases us, but we still cannot go outside the laboratory. The test subjects give us the following task - to find a certain number of electronic circuits on the first level of the laboratory and install them in the generator processor. This generator must be started on the orders of the Doctor himself. In the process of searching, we get acquainted with some members of this society and find out that among them a conspiracy is brewing against second-level test subjects - more privileged ones, chosen by the Doctor for a certain purpose. The chosen ones do not engage in menial labor or food gathering; all supplies for them are supplied by first-level test subjects. IMPORTANT: as soon as you gain freedom of movement in the lab, immediately go to the room with the tank and take the gearbox from the armored personnel carrier in the box there. Next, we must first help Nineteen (find the encoder and unlock the safes), then he will ask us to give food to his comrade sitting in the punishment cell. We talk to Thirteenth, he lets us in there. We talk to Ten, he explains the situation and we agree to help him make a coup. After the punishment cell we go to the prisoners sitting in the kitchen and exchange three rat carcasses for a knife. Next, we go to the Thirteenth and ask to participate in the test of the Caymanov emitter. During the procedure, we press a hidden switch (from the wall), the device overloads, a surge of radiation occurs and Thirteen faints. You need to have time to kill him with a knife. Then we take the map from his body and go to the door to the lower tier, together with other experimental subjects we go downstairs. Aggressive test subjects roam below, killing with their gaze; you need to run up to them from behind and hit them with a knife. The tenth asks to find 5 microcircuits, they are in boxes on the lower tier of the lab. We bring them, a controller (mutant) appears, we bring him down. Then the door opens, but you shouldn’t immediately run forward - there are two turrets there. They can be neutralized with grenades from the pantry. Then we make our way into the room at the top, there we talk with the Great Doctor, we get the key and the opportunity to get out of the X-18 laboratory.

Valley:
As soon as we get out of the dungeon, a message comes from scout Seryoga, he wants to talk. Let's go to him. Seryoga noticed something interesting in the unfinished building, wants to get there and asks us to cover it. We agree. Seryoga first sends us in search of the “Hive” artifact, we go to the indicated place, we see Izlom the werewolf there. You can immediately attack him, but you can talk to him. If you agree to get him medicine, you will need to call the scientists from Dr. Pillman on the laptop (in the shelter), then buy pills from them and bring them to Izlom. He will give us "Hive". We return to Seryoga, make our way with him through the gallery into the unfinished building. We find ourselves in a stretch there, we come to our senses already in captivity of the agents (in a cage). Our agents are executing Seryoga. Abdul is sitting in prison with us, we ask him and get detailed information about the Chief Scientist and a little about the Golden Ball (supposedly it is located in Pripyat). Next, we agree to escape, throw bolts at the button on the wall until it breaks and the cage door opens. Now you need to carefully make your way past all the agents (there are about 15 of them) and climb to the upper floor, where you can find the generator (according to the sound) and turn it off. This will also disable the security turrets around the base. Not far from the generator there will be a crystal of Gamma substance; it must be broken. As soon as we do this, all agents will fall unconscious. You can also go to the leader’s office, where you can take the key to the armory in the box (our confiscated things are there). Next we talk to Abdul, he warns about the agent’s helicopter coming towards us. We run with him to the shelter car (hiding from the bullets of the helicopter), as soon as we go inside, the helicopter will fly away. We talk to Abdul and he offers to go to Pripyat together. Let's go to the Landfill.

Dump:
At the Dump in the shelter we see the absence of Vasily, Andrei and the major; there is a note on the floor. In it, on behalf of Tyrsa, there is an invitation to the “strelka” and words about ransom. We tell Abdul, he gives us the “Itching” artifact, we go to the place of the “arrow”, Abdul hides. We speak with Tyrsa, immediately after the last remark we use “Zuda” in our inventory. The bandits fall unconscious, Abdul kills Tyrsa from an ambush, we take the PDA from his body and read the information. We run quickly to the point that appears on the map. There we kill the last recruiter and free the prisoners. Now we talk to Vasily, give him the gearbox, he repairs the armored personnel carrier and you can drive it through the minefield to Bar.

Bar:
IMPORTANT: as soon as we appear in the Bar, it is tedious to immediately jump out of the armored personnel carrier, because it will soon explode. We talk to Abdul, go to the Bus anomaly. To overcome it, we need to quickly move from one skeleton to another until we find ourselves at the front door of the bus. We see a tape recorder in the cabin, turn it off and the anomaly is discharged. We talk to Abdul, go to the place where a broken UAZ stands by the road and the radio hisses. We select it, use it and get in touch with the scientist. We talk to Abdul again, find out that a virus is raging in the bar and break through the crowds of infectious zombies to the tower. In the tower we speak with Vladimir, he asks us to find the medicine that fell from the helicopter and gives a mark to it. According to the mark, there is no cure, but there is a dwarf mutant, he takes us to the corpse of another scientist, from whom we take the key. We talk about this with Vladimir, we get a mark on the door to the basement. We go there, kill the zombies along the way and go down into the dungeon. There we see the exhausted scout Alan, who asks to kill the pseudo-giant. The monster is very tenacious, it is almost impossible to stupidly shoot it in the forehead. To kill him, you need to shoot at him while being near the green anomaly that periodically appears on the boxes. 6-7 hits from the anomaly are enough and the monster is ready. We talk to Alan, take the Cheburashka from the safe next to it, go to the dwarf and use the toy near him. The dwarf gives in return a can of vaccine. We go to Vladimir, he reveals the cards. We come to an agreement with him, after which he disinfects the territory and flies away. After some time, Abdul will be ready to continue his journey to the Army warehouses.

Army warehouses:
At the beginning, we talk with Abdul and go to the barrier, which is closed to passage by a large electrical anomaly. Abdul asks to find special material at the military unit that will allow us to overcome it, let's go there. In the central building, in the refrigerator, we find a frightened scout who pretends to be crazy and runs away from us. There is no need to chase him, you should go to barracks 1 and take the documents in the box there (killing the poltergeist along the way). Then, using the mark, we find the psycho’s cache, take the key there and go to barracks 2, we see there a spatial anomaly that shimmers in different colors. Passage order: white-blue-red. We go through it, find more documents in the box there and get a mark for another cache. In this hiding place we find a strange bottle, drink, pass out and come to our senses in a forgotten village. You can't just get out of it. We receive a message from grandfather Makar, we run to his house, dodging the bloodsuckers. We examine the houses he asks for, bring him objects (including a strange device), then we receive the task of finding either parts of a broken icon, or doing something with the device. If you choose to search for an icon: we find the parts by the marks in the boxes. When we find all 4, they will be connected together, we will return to our grandfather’s house and the anomaly around the village will be discharged, it will be possible to move freely around the location. If you have chosen a device: we climb with it to the upper tier of the water tower, there we use the device in the inventory and the anomaly is discharged, you can return to your grandfather and leave the village. Now we go to the crazy warrant officer, talk to him and show him the device. He confesses everything, tells us that to defuse the anomaly on the barrier, you just need to turn on the antenna installation here, on the territory of the unit. We do this and return to Abdul. Now you can go with him to the Radar.

Radar:
Immediately after switching to Radar, we feel bad, we lose consciousness and see the Chief Scientist in front of us, who is trying to find out our plans. After talking with him, we come to our senses, talk to Abdul and move forward. Abdul falls into a tripwire (he is wounded), 4 agents immediately appear, they must be eliminated. After the fight, we talk to Abdul, he asks for time to recover and sends him to fight with the best agent Phoenix. We go to the fallen helicopter, when we approach, Phoenix comes running. If you just shoot at him, he will teleport, you need to hit him in the head, then he will fall and you can interrogate him. After this, we return to Abdul and see that he was kidnapped. In the note he left, he says that they want to take him to an underground bunker (X-10). We can go straight to Pripyat, or we can go to the entrance to X-10 and try to save Abdul. If we wear an agent costume and a gas mask, then they will not attack us first, we can communicate with them and gain access to X-10 through a chain of quests. You can attack immediately, then the key to the entrance will be on the body of the Prophet's agent.

Laboratory X-10:
If we fight our way into the bunker, a timer will start, after which Abdul (who is in the back room) can be killed by the agents, so we will need to have time to get to him, eliminating everyone along the way. We save Abdul, he asks us to turn on the brain burner. We turn on the switch in the main hall and quickly run to the exit.

Radar:
Here we need to run very quickly to the transition to Pripyat, if we do not make it before the end of the countdown, the Burner will turn on and kill us.

Pripyat:
If we came to Pripyat without Abdul, then the task to search for his cache will be automatically activated, which will contain a note with instructions on what to do next. If we came with Abdul, then we talk to him and move along the street. At the crossroads, Abdul is mortally wounded by a sniper; in the last conversation, he asks us to find a time capsule. We follow the new mark to the kindergarten, there, first in the yard by the car we take documents from the suitcase, then we crawl inside. We need to beware of the teleporter in the corridor, it will throw us into the courtyard. On the first floor we find a brownie, kill him (by sound, but you can just beat around yourself at random), the key to the first-aid post falls from him. In the center (second floor) we read the magazine, go to the first floor, there we kill the second brownie and the key to the refrigerator falls out of him. We go to the kitchen and find a bottle of pills in the refrigerator. Now we jump into the teleport in the corridor, it will transfer you to a secret room with teleports. We go through three such rooms in turn and eventually find ourselves in the director’s office. There in the safe we ​​find a newspaper with a mention of a time capsule. Now we need to go to the bus station.
At the bus station we see a safe in the room, we fight with the bloodsucker (it’s very easy to kill him with a military icon), we kill him and open the safe with his claw. It contains a note that you need to meet at the specified place. We go there, the leader of the agents, Apostle, meets us there (he will be neutral). We talk to him and we have 2 options: either agree to listen to his sermon, or attack. If we attack: 10 more agents come running, we kill them. We take the key to the stadium from the body of the Apostle and go there. If we agree: we are transported to the scene where the Apostle is reading a speech. After finishing, we approach him, he makes us drink something and we lose consciousness, coming to our senses on the roof of the house. Our Mind appears, we talk to it, protect it from the ghosts of obscurantism, and as soon as the last one is killed, we are transported back to the stage. All agents will be inactive; after interrogating the Apostle, you can take the key to the stadium from him and go there.
As soon as we step into the stadium, a helicopter will fly in and shoot at us. We quickly run to the fallen turntable, take an RPG from the box and shoot it down (1 hit). Now you need to search the agent’s corpse in the trailer and find the time capsule, which will contain the microcircuit, using the marks. We can safely go to the Chernobyl nuclear power plant.

Chernobyl Nuclear Power Plant:
The entire area is under the influence of a large weather anomaly and is highly radioactive. There are many vortices here that damage our armor and infect us with radiation. It is necessary to put on a scientific suit, then search the agent’s body at the bridge. A task will appear to find 4 parts of the code from the door to the station. We find the tag and search the corpses of the agents; when we do this, a radioactive storm begins. You need to hide from him in special places (marked on the map). We find the last agent, he is alive, but running away from us. We read the information from his laptop (where he was sitting), get a mark on the altar and search it. We find a fragment in the altar, return to the agent and hand it to him, for which we receive the last part of the code. We open the door. Outside the door there will be an ambush waiting for us and a transition to the control center.

Control center:
This is the last location, we overcome it without interference. In the central hall we see a computer on the table; we activate it using a microcircuit. The Chief Scientist appears and explains what's what. Next, we use the computer to disable the Golden Ball’s protection system and the door to the hall with the Ball will open. We approach it and we have 2 options: touch the Ball or wait until it overheats and escape through another exit. Depending on the choice, we get one ending or another.

Rostock:
Once on the territory of the Rostok plant, we see a drunken intelligence officer Grigory. We talk to him, read the note next to him in the trailer, get the key, open the grate and move on. Strange sounds are heard at the location, things move on their own. The road to Yantar is blocked. If we want to go there, we must first search the corpse of another intelligence officer, Mikhail (next to the tower), then approach the locked garage, so return to Grigory, ask him for the key, and open the garage. There we find part of the diary and go to the hangar. There is another diary chat in the hangar. Next, we look in the Kamaz at the tower, there is another part. After reading the last one, we return again to Gregory, ask about the common fund, and get a mark. The following part of the information is in the common fund. We read, go into the tunnel, take another part of the diary. After all this, we go back to Gregory, he gives a tip to the boarded up house and tells us how to get there. We go to the house, break open the door with a crowbar, and get inside. Inside we take the director's documents on the table, then we find the director's case (in the room with a hole, in the corner in the grass). We open it and get the key to the office. In the office we see a bust of Lenin, we have 2 options: break it or take it for ourselves. If you break it, the “Light Bulb” artifact will fall out, then a voice will sound calling us into the yard and a mark will appear, as well as many ghosts. We meet a poltergeist in the yard, kill him and take the sober bottle. If you don’t break the bust, but take it away, then you’ll also have to fight a poltergeist in the yard. After killing the monster, we go to Grigory and give him a sobering spell, he comes to his senses, tells how it happened and asks to find a transmitter to call a rescue helicopter. We bring him the transmitter and go to the appointed place where the helicopter will land. There we meet military stalker rescuers. When talking to them, they will ask us about the sectet device (which was hidden in the bust of Lenin). If we saved it, then they will remain neutral for us and, together with Gregory, will sit on the top floor of the building. If we broke it earlier, then the war stalkers stun us and kill Gregory. We can return our equipment or simply go to Yantar (using the key we received from Gregory earlier).

Amber:
We arrive at the scientists’ base and talk first to the sentry at the gate (we pay a bribe), then with the commander. The bunker is closed, the commander shoos us away. We leave, but suddenly a signal comes to the PDA asking us to return. We return and talk to Private Belyaev (he will stand behind the trailer near the fence). He will tell you that Sakharov was kidnapped by some strangers and that supposedly one of them may appear on the hill at night. We take a sniper rifle (if you don’t have it, then ask Belyaev), wait for night, climb onto the roof of the bunker and take down the unknown person (in fact, it will be a burer). IMPORTANT! We should kill him only when he stops at the tree, otherwise we will not find his hiding place later. If killed, then be sure to take the walkie-talkie from this hiding place. We drag the corpse of the burer to the commander (it’s better to drag it by the paw/leg/head, you’re a heavy bastard). He talks about the disappearance of Sakharov and that one of his intelligence officers went to look for the scientist at the plant and did not return. We go to the place indicated by the commander (by mark), use the radio there, and talk to the scout. We take a rope from his hiding place (near the garages), climb over the fence and quietly make our way into the agnar nearby (the yard is patrolled by bureaucrats, if they notice us, it will be bad). In the hangar we talk with the scout, he says that Sakharov was dragged into the dungeon and we need to get there. Then he eliminates three burers one by one (we can help or we can do it ourselves, but they will block our weapons), we go to the entrance to the plant, a barrel falls on our heads and we come to our senses already in the room with the King of the Burers. He will interrogate us, then he tells us to go down into the dungeon, let's go there.

Laboratory X-16:
At the entrance we speak to the bureau-adviser and follow him to the grate. At the grate we talk again, then we go up to the control center to Sakharov. The scientist asks us to help him turn on the emitter installation. We bring him part 1 of the documents (it’s downstairs, where the acid anomalies are), then part 2 (it’s in a closed room with snorks, on the floor near the control panel). Sakharov asks us to climb through the pipes to the Brain to measure the temperature. We get close to the Brain, talk to him, then return to Sakharov. He again asks us to get through to the Brain, we do this and again return to the scientist. Then we turn on the three switches below and then the main installation. The Burer-King and his adviser come to the control center and attack us. We convince him together with Sakharov and hide in the room. Sakharov gives us matches, we set fire to the canister in the corner, it explodes and we jump into the resulting hole.

Amber:
Once we find ourselves in the tunnel with the scientist, we bring him to the surface and bring him to the bunker. There we talk with the commander, he thanks and gives access to a safe with weapons.
If our intelligence officer Grigory on Rostok is still alive and we took the flash drive from him, then we give it to Sakharov. He asks us to bring another flash drive from the scout camp near the plant. We go there, there we see a tent and next to it a scientific device, we activate it. Next, in the bushes nearby, we find three scanners (based on sound), and activate the device again. A spatial anomaly appears, from which the master key Bashka (unconscious) falls out. We pump him out (if there is nothing, we drag him into the bunker and buy morphine there), he will tell you about strange events. We go with him to the base, talk there again and get a tip to Anton’s cache. We examine this place, step on the tripwire (it doesn’t hit you to death), return to the base and see that Bashka has escaped. We find him at the crossing to Rostock, interrogate him, he tells what happened and gives the code to the box where the second flash drive Sakharov needs is located.

Outskirts:
As soon as we appear at this location, we witness a clash between the military and smugglers at the checkpoint. We can choose the side of one or the other, depending on the choice we get the storyline:

A) Smugglers. We kill the military, talk to Savik and quickly run with him and the others to the camp (otherwise a helicopter will fly to the checkpoint and open fire). In the camp we speak first with the merchant Moishe, then with Boar, he sends us to examine the body of the smuggler Zub, who died in the anomalies. We examine it, find the “Deception”, and bring it to the Boar. He teaches us how to activate it, we activate it and a teleport appears. We jump there and find ourselves in a cave. In the cave, you must first search Ruslan’s corpse, take the keys from him, unlock the cell with the master key, take another “decoy” from him, activate it and jump into the teleport again. Now we find ourselves in the secret room where Beatard sits, talk to him and choose whether to kill him or not. If we kill, then we get a tip on the swag and the opportunity to get out, if not, then there will be no swag, but he will periodically supply us with various “deceptions”. After we come to the surface, we go to Boar and talk about the cave and Ruslan. He asks us to go to the abandoned factory and check there. At the factory we make our way between dangerous barrels, go to the second floor, there we meet Bolt. He will tell us that the smugglers betrayed him and ask us to bring herbs for treatment. We go to an abandoned village to get some grass. In the village we catch an SOS signal on the PDA; if you respond to it, you will need to complete the quest “Under the Hood” to get out. If you don’t respond and just take the herb, you can return to Bolt and exchange it with him for a thermos with a decoction. We bring a thermos to Boar, he treats the wounded with a decoction. He comes to his senses and tells about the place where the valuable cargo is hidden. The boar asks us to help the Courier deliver this cargo to its destination, we agree. The Courier arrives, we talk to him. He sees a helicopter patrolling the location and refuses to go on a hike. We talk to Boar, he asks to shoot down the helicopter, we agree. We go to the fire station, there we meet three looters fighting off the dogs. We help them and together with them we begin to look for an underground warehouse. We find the grate in the basement (you will need to activate it once), report to Lyonka. He says his men will break the lock. We bring them a set of master keys, the lock opens and we find ourselves in the basement, where we see a safe, but it is behind bars. We ask the marauders about this, they advise us to look in the apartment upstairs and give us a coin. On the stairs to the apartment, throw a coin into the jar to pass. In the apartment itself, we read the commander’s documents, find his key (in the monument to Lenin), open the grate in front of the safe with it, and in the safe itself we take a note with the code to the base gate. We report to Lyonka, he says that we need to go to the military. base on the hill, we stomp there with them. At the base, we first approach the frozen military man and pick up the key, then in the warehouse under the canopy in a breakable box we take a bottle of oil and pour it into the generator. Then we open the room with the key, read the documents, go to the 2nd floor, press the alarm button there and return to the parade ground, kill the chimera. We take the key to the warehouse from the chimera, there we find an RPG. We go to the fire station, climb onto the tower, wait for the helicopter to fly up and shoot it down. We return to the Courier. We talk to him and accompany him through the entire location to his destination (mutants will attack). If the Courier is killed, then you can remove the cargo exoskeleton from him, pick up his cargo (safe) and deliver it yourself. After delivery, we return to the village and talk with Moishe. End.

B) Military. We kill the smugglers and talk to the Chernovs. He asks us to help catch the smuggler Kaban and his company and sends us for instructions to Alexandrov. He gives the coordinates of the camp, we go there, it’s empty. In the basement we take the PDA with information from the corpse, and in the attic we take the key from another corpse. We unlock the basement of the house with this key, there on the table we take the list of radio frequencies and take it to Chernov. He sends us to the fire station.

About the article:
In addition to the branched plot, various achievements were introduced into the modification Golden Ball: Completions, which increase the skills of the Main Character in a given situation

Gunsmith

You are a true gun lover! Having studied a sufficient amount of educational material, you have gained the skill of installing additional add-ons (sights, silencers, under-barrel grenade launchers).

Collector

You are a real artifact hunter! Having found all the types of artifacts found in the Zone, you have become familiar with their characteristics. This will allow you to receive artifacts from anomalous zones more often.

Rogue

You are a true thrill seeker! Having gone through all the most dangerous anomalies of the Zone, you have strengthened your character and increased your authority. This will allow you to pass through the most dangerous places without risking your life.

Warrior

You are a real fighter! By destroying the leaders of all major societies in the Zone, you showed who is boss here. This will increase your authority and allow you to earn more income from selling artifacts.

Patriot

You are a true citizen of your country! By providing invaluable assistance to the military in the fight against the dangers of the Zone, you have provided a significant security service. This has raised your authority and will allow you to receive regular free assistance from the army in the form of weapons, ammunition and provisions.

Komsomolets

You are a real Komsomol member! By preserving one of the symbols of communism, you showed your respect for socialist values. Now some previously useless cobblestones you find in the Zone can turn into valuable artifacts right in your hands. For the Motherland, for Lenin!

Black Digger

You are a real treasure hunter! Having excavated a sufficient number of graves belonging to various good and not so good people, you increased the anomalous energy of the “Head” artifact, which pointed you to such an exciting activity. Now this artifact has acquired very useful properties and changed its appearance, becoming an “Abnormal Skull”.

Butcher

You are a real butcher! By stealthily killing a dangerous enemy with a knife, you have proven that you can wield this weapon better than many others. Now your skill with knives has increased and the effectiveness of close combat has improved so much that you can deal with most opponents with one blow.

Sniper

You are a real sniper! By destroying more than 20 enemies with rifles and other sniper weapons, you have increased your skill in handling this type of weapon. You now have the ability to shoot more effectively using Sniper Rifle and Power Sniper Rifle weapons.

For those in borscht!

You are a cruel person! Having destroyed 10 enemies with direct shots from a short distance using a sawn-off shotgun, you have earned the reputation of a brutal killer.

Scout

You are a cautious and cold-blooded intelligence officer. By sneaking past all of the Scientist's agents in Underconstruction without ever revealing yourself, you have increased your stealth skill.

Curious

You are a curious person. After spending your time collecting seemingly useless items, you gained the ability to transform one artifact into another using an anomalous artifact album.

About the plot:
The action takes place in 2008 (more specifically, August 18). A year has passed since the second explosion. The Zone is still young, but anomalous activity in it is already widespread. There are no groups (everyone who got inside calls themselves “scouts” or “newcomers” depending on their experience), there are no bases, in total there are from 30 to 50 people in the Zone (not counting the military at checkpoints). No one really knows anything about anomalies, mutants, etc., but the first artifacts have already fallen into the hands of scientists and humanity has been able to appreciate them.
A young man comes to the Zone. Only the following are known about him: 1) Nickname (Zhekan); 2) Goal in the Zone (find the “Wish Granter”); 3) In the past, he is an ordinary person, with no experience of surviving in extreme conditions.
Secondary quests: Walkthrough guide:

1) CORDON.

  1. We appear in the zone, go to the checkpoint, where the military are immediately sent in pursuit of us, we surrender, we end up in a cell
  2. After the interrogation, we need to take the first aid kit from the table, drink the pills, and talk to the Soldier who is running to the toilet (We need to pretend to be sick).
  3. After some time, the Soldier will open the door for us, and we need to immediately run. We will have about 30 seconds to run to a safe distance, otherwise the sniper will kill the GG
  4. After escaping, we need to meet a man near the Village, he will take us to the camp, where we get to know its inhabitants. We can get equipment from Skidan. Then we can act independently. I advise you to fulfill all the requests of the Stalkers in the Village
  5. The path to another part of the location is blocked by a railway embankment, which kills anyone who approaches it. At the Old Mill, which stands near the bridge, we catch a request for help
  6. We go to the window, talk to the Wolf, find out that it was locked, and strangers have the keys. We agree to paint the keys.
  7. We go to the Strangers' parking lot, and while remaining unnoticed, we take the key from the backpack (Strangers will also sit by the fire, so that we are not discovered, we need to approach the backpack from the side of the sleeping sentry)
  8. After we open the door, we need to talk to the Wolf, he offers to follow the strangers. We agree, we hide in the bushes
  9. Strangers enter the mill, as soon as we approach them, they will disappear, leaving an object on the floor that looks like a flash drive
  10. We go with the Flash Drive to Skidan, he recognizes some kind of electronic device in the Flash Drive.
  11. After we pass by the trailer by the road, we will catch a call for help.
  12. We approach the wounded man, agree to help, but after that we are immediately attacked by strangers
  13. You can run, you can kill strangers, in any case, after the conversation the wounded person will disappear.
  14. We tell Skidan about what happened. He advises going for the piece of iron, Skidan tells how this can be done.
  15. After talking with Skidan, go to the indicated place, wait for a signal from the merchant
  16. As soon as the signal is received, we wait until strangers approach the piece of iron
  17. We provoke them with our appearance, wait until they get into the anomaly, and then quickly cross the piece of iron (We will have about 15 seconds). The path to the zone is clear, but it is not possible to return back at the moment.
    1. Alternative passage option!!!
    2. Skidan tells us an alternative option for passing through a tunnel with an anomaly through which it is impossible to just get through
    3. To get through the Tunnel we need a suit from a military checkpoint, to get it we need to:
      a) put on Skidan’s camouflage suit (for shelter from army snipers),
      b) quietly get to the checkpoint and into the barracks itself (you should climb over the fence near the toilet and try not to be noticed),
      c) pick up the code to the safe with the arsenal (there will be a hint) and, taking the suit from there, leave the checkpoint in any possible way.
  18. After we made our way behind the piece of iron, we go to the farm, where he helps the scout fight off the mutants, and we go with him to a shelter nearby.
  19. After we arrive at the shelter, we speak with scout Andrey
  20. During the conversation, a military man enters the shelter, falls to the floor, and asks for help.
  21. We speak with Andrey, he asks to bring an artifact from the cache (the cache will be marked on the map)
  22. Upon our return we see a healthy Military man. In a conversation with Andrey, we learn that the task was to test the GG for integrity.
  23. We talk with the military man and find out that he was the co-pilot of the downed helicopter. The major wants to return to the checkpoint, but Zhelezka is blocking the way. The ability to cross the piece of iron without casualties can be provided by a special artifact that the stalker Vasily has in the Landfill. Since there are no more options, we go to the Landfill at 3.
  24. At the checkpoint we find the corpses of newcomers. At the checkpoint itself we see racketeers Tyrsa and Shustrila and a certain Abdul, who is in the service of the racketeers.
  25. The bandits ask for 200 thousand for passage, and since the GG does not have that kind of money, Andrei begins to threaten Tyrsa, for which he receives a psychic blow from Abdul, the major is also disarmed, Tyrsa invites us to get out of the checkpoint
  26. In order to resolve the situation, we turn to Abdul, show him the flash drive from the elevator, give it back, and in return ask him to neutralize the racketeers.
  27. Abdul fulfills our request, we receive the key to the door, and Abdul disappears, like the strangers from the mill.

2) DUMP.

3) DARK VALLEY.

4) X-18.

  1. Upon entering, the test subject immediately attacks us
  2. We wake up in a punishment cell and talk to the mutant. Let's find out what's going on here
  3. After some time, the Thirteenth comes to us, who takes us to experiments.
  4. GG is forced into a radiation-contaminated chamber
  5. We talk with another test subject and learn from him about the stash under the stairs. (When you point the sight at the box, a small riddle appears. The answer is a code, the date of discovery of some continent, or something similar)
  6. We take the items, after which the Thirteenth releases us, but we cannot leave the laboratory, although we have received freedom of movement.
  7. After that, we search the room with the barrel, take the gearbox for the armored personnel carrier
  8. We meet other mutants and carry out their tasks.
  9. After completing the tasks of other mutants, you will need to help the Twelfth open the safe, for this we need the Decoder, which lies in the room next to the entrance to the laboratory
  10. We arrive at the room, but it is locked. Food needs to be served. We interact with the panel, read the instructions, and try different combinations of turning on the switches one by one. After we do everything correctly - the door will be open, there will be a decoder in the diplomat
  11. We open the safe using the Decoder, give the Twelfth the documents, and agree to give the Tenth some food in the punishment cell.
  12. We talk to the Thirteenth, he lets us in to the Tenth.
  13. We talk to the prisoner, we learn about the conspiracy
  14. After the conversation, we go to the prisoners who are sitting in a cage, we take a knife from them
  15. We help the mutant at the barrel fix the wiring and then patch up the holes in the pipes
  16. We go to the Thirteenth, agree to participate in the test of the emitter
  17. After starting the procedure, we must press the lever, which is located on the unit itself, on the wall side
  18. The thirteenth faints, we kill him
  19. We take the map from his body, go down to the first level, where we kill all the mutants in bathrobes
  20. We meet with our accomplices at a closed door. They ask us to find 3 large microcircuits, 2 small ones. They are scattered in backpack boxes throughout the laboratory.
  21. We find the microcircuits, open the door
  22. We carefully move into the laboratory, after entering the hall (Be careful, there are turrets there) - quickly jump into the passage on the left. There we will find some equipment, and in a breakable box there are grenades
  23. Using grenades, we destroy the turrets and go up to the Doctor’s room.
  24. We talk to him, after the conversation we get the key
  25. We take our things
  26. Getting out of the laboratory

5) DARK VALLEY.

  1. After the GG finishes his business in X18 and comes to the surface, a message will come from Seryoga. We go to the shelter, talk to him
  2. In the conversation we learn about an unfinished building, about a stolen artifact “hive” that we need to find.
  3. We find the thief's hideout. There we meet a break, we talk to him, we find out about the headache, we agree to bring pills
  4. Through the laptop we turn to Doctor Pilman. We learn that a group of scientists will be waiting for us somewhere on location. We are looking for a mark - we go to them
  5. Scientists can buy artifacts, but for tablets they will ask for a level 3 artifact, we agree
  6. We give the tablets to the fracture, we find out about the hive that lies nearby on a metal structure
  7. We talk to Seryoga, go to the box near the plant, talk to Seryoga, make our way to the plant.
  8. After going down the stairs, we explode on a tripwire. We find ourselves in a cell, Seryoga is killed, and we meet an old friend
  9. We talk with Abdul, learn about the experiment, as well as how to get out of the cell. Throw a bolt at the bullets on the wall
  10. After the door has opened, we run to the far corner to the corpses, search, find a knife
  11. We talk to Abdul, get out of the basement, go look for the key, the right door, killing agents along the way
  12. We find the key in the backpack (1st floor, room opposite the arsenal)
  13. In Borov's room we find the key to the Arsenal
  14. We find a generator on the roof of an unfinished building, turn off the turrets and the protective field
  15. There on the Roof we destroy the crystal.
  16. We go down to Abdul, talk to him, go to the shelter
  17. In the shelter we talk with Abdul, then we head to the landfill to the armored personnel carrier

6) DUMP.

  1. At the Dump in the shelter we don’t find our partners, but we find a note and take it.
  2. We talk to Abdul and tell him about the kidnapping. Abdul tells us the interception plan, we go to a meeting with the racketeers.
  3. Not far from the racketeers' camp we talk to Abdul, then we go talk to the Racketeers.
  4. After the end of the dialogue, activate the artifact, take the PDA from the corpse, and quickly run to the marker that appears
  5. We find comrades in the indicated area, talk to Vasily, go to the shelter
  6. In the shelter we talk to Vasily, give him the Reducer, get into the armored personnel carrier, start it up, go to Bar

7) BAR.

8) ARM.WAREHOUSES.

At the beginning, we talk with Abdul and go to the barrier, which is closed to passage by a large electrical anomaly. Abdul asks to find special material at the military unit that will allow us to overcome it, let's go there. In the central building, in the refrigerator, we find a frightened scout who pretends to be crazy and runs away from us. There is no need to chase him, you should go to barracks 1 and take the documents in the box there (killing the poltergeist along the way). Then, using the mark, we find the psycho’s cache, take the key there and go to barracks 2, we see there a spatial anomaly that shimmers in different colors. Passage order: white-blue-red. We go through it, find more documents in the box there and get a mark for another cache. In this hiding place we find a strange bottle, drink, pass out and come to our senses in a forgotten village. You can't just get out of it. We receive a message from grandfather Makar, we run to his house, dodging the bloodsuckers. We examine the houses he asks for, bring him objects (including a strange device), then we receive the task of finding either parts of a broken icon, or doing something with the device. If you choose to search for an icon: we find the parts by the marks in the boxes. When we find all 4, they will be connected together, we will return to our grandfather’s house and the anomaly around the village will be discharged, it will be possible to move freely around the location. If you have chosen a device: we climb with it to the upper tier of the water tower, there we use the device in the inventory and the anomaly is discharged, you can return to your grandfather and leave the village. Now we go to the crazy warrant officer, talk to him and show him the device. He confesses everything, tells us that to defuse the anomaly on the barrier, you just need to turn on the antenna installation here, on the territory of the unit. We do this and return to Abdul. Now you can go with him to the Radar.

9) RADAR.

Immediately after switching to the Radar, we feel sick, we lose consciousness and see the Chief Scientist in front of us, who is trying to find out our plans. After talking with him, we come to our senses, talk to Abdul and move forward. Abdul falls into a tripwire (he is wounded), 4 agents immediately appear, they must be eliminated. After the fight, we talk to Abdul, he asks for time to recover and sends him to fight with the best agent Phoenix. We go to the fallen helicopter, when we leave, Phoenix comes running. If you just shoot at him, he will teleport, you need to hit him in the head, then he will fall and you can interrogate him. After this, we return to Abdul and see that he was kidnapped. In the note he left, he says that they want to take him to an underground bunker (X-10). We can go straight to Pripyat, or we can go to the entrance to X-10 and try to save Abdul. If we wear an agent costume and a gas mask, then they will not attack us first, we can communicate with them and gain access to X-10 through a chain of quests. You can attack immediately, then the key to the entrance will be on the body of the Prophet's agent.

10) X-10.

If we fight our way into the bunker, a timer will start, after which Abdul (who is in the back room) can be killed by the agents, so we will need to have time to get to him, eliminating everyone along the way. We save Abdul, he asks us to turn on the brain burner. We turn on the switch in the main hall and quickly run to the exit.

11) RADAR. 12) PRIPYAT.

If we came to Pripyat without Abdul, then the task to search for his cache will be automatically activated, which will contain a note with instructions on what to do next. If we came with Abdul, then we talk to him and move along the street. At the crossroads, Abdul is mortally wounded by a sniper; in the last conversation, he asks us to find a time capsule. We follow the new mark to the kindergarten, there, first in the yard by the car we take documents from the suitcase, then we crawl inside. We need to beware of the teleporter in the corridor, it will throw us into the courtyard. On the first floor we find a brownie, kill him (by sound, but you can just beat around yourself at random), the key to the first-aid post falls from him. In the center (second floor) we read the magazine, go to the first floor, there we kill the second brownie and the key to the refrigerator falls out of him. We go to the kitchen and find a bottle of pills in the refrigerator. Now we jump into the teleport in the corridor, it will transfer you to a secret room with teleports. We go through three such rooms in turn and eventually find ourselves in the director’s office. There in the safe we ​​find a newspaper with a mention of a time capsule. Now we need to go to the bus station.
At the bus station we see a safe in the room, we fight with the bloodsucker (it’s very easy to kill him with a military icon), we kill him and open the safe with his claw. It contains a note that you need to meet at the specified place. We go there, the leader of the agents, Apostle, meets us there (he will be neutral). We talk to him and we have 2 options: either agree to listen to his sermon, or attack. If we attack: 10 more agents come running, we kill them. We take the key to the stadium from the body of the Apostle and go there. If we agree: we are transported to the scene where the Apostle is reading a speech. After finishing, we approach him, he makes us drink something and we lose consciousness, coming to our senses on the roof of the house. Our Mind appears, we talk to it, protect it from the ghosts of obscurantism, and as soon as the last one is killed, we are transported back to the stage. All agents will be inactive; after interrogating the Apostle, you can take the key to the stadium from him and go there.
As soon as we step into the stadium, a helicopter will fly in and shoot at us. We quickly run to the fallen turntable, take an RPG from the box and shoot it down (1 hit). Now you need to search the agent’s corpse in the trailer and find the time capsule, which will contain the microcircuit, using the marks. We can safely go to the Chernobyl nuclear power plant.

13) Chernobyl nuclear power plant.

The entire area is under the influence of a large weather anomaly and is highly radioactive. There are many vortices here that damage our armor and infect us with radiation. It is necessary to put on a scientific suit, then search the agent’s body at the bridge. A task will appear to find 4 parts of the code from the door to the station. We find the tag and search the corpses of the agents; when we do this, a radioactive storm begins. You need to hide from him in special places (marked on the map). We find the last agent, he is alive, but running away from us. We read the information from his laptop (where he was sitting), get a mark on the altar and search it. We find a fragment in the altar, return to the agent and hand it to him, for which we receive the last part of the code. We open the door. Outside the door there will be an ambush waiting for us and a transition to the control center.

14) CONTROL CENTER.

This is the last location, we overcome it without interference. In the central hall we see a computer on the table; we activate it using a microcircuit. The Chief Scientist appears and explains what's what. Next, we use the computer to disable the Golden Ball’s protection system and the door to the hall with the Ball will open. We approach it and we have 2 options: touch the Ball or wait until it overheats and escape through another exit. Depending on the choice, we get one ending or another.

The action takes place in 2008 (more specifically, August 18).
A year has passed since the second explosion. The Zone is still young, but anomalous activity in it is already widespread.
There are no groups (everyone who got inside calls themselves “scouts” or “newcomers” depending on their experience), there are no bases, in total there are from 30 to 50 people in the Zone (not counting the military at checkpoints). No one really knows anything about anomalies, mutants, etc., but the first artifacts have already fallen into the hands of scientists and humanity has been able to appreciate them.
A young man comes to the Zone. All that is known about him is:
1) Nickname (Zhekan);
2) Goal in the Zone (find the “Wish Granter”);
3) In the past, he is an ordinary person, without experience of surviving in extreme conditions.

CORDON








We hide in the bushes and wait.






The question arises:


[i]
Necessary:












CORDON
The passage begins with the fact that you need to overcome the checkpoint at the Cordon in order to get into the Zone itself.
In the process, the hero is caught by soldiers, locked in one of the rooms and interrogated.

After the interrogation, the opportunity to escape appears.
You need to talk through the window with a recruit who often runs to the toilet. During the conversation he will pretend that we feel bad. Ask for medicine, hurry up.
The soldier will believe (to believe, you need to take the pills from the first aid kit on the table), open the door and we must run.

We have about 30 seconds to get to a safe distance before the military opens fire.
To make your escape safer, you can take morphine.
After liberation, we must meet with a person who will show us the shelter of local intelligence officers. We know the coordinates of the contact. We go to him, he takes us to the village. There we immediately talk to Sanya, he advises us to contact Skidan (merchant).
Skidan in the bunker gives us some things and tells us about the local residents.
Then we can act independently.

While exploring Cordon, we come across an obstacle that makes it impossible to cross the railway bridge and the entire railway track dividing the location into 2 parts.
This obstacle is a vast anomaly that kills anyone who approaches the railway.
Locals also call it "Zhelezka".
There is a version according to which the “Zhelezka” can only be overcome by sacrificing a living person to it.
After this, it is deactivated for a short time and the railway track can be crossed in time.
Not far from the bridge, we catch a signal on our PDA asking for help, it comes from a locked mill.

We approach it and through the window we talk to the newcomer sitting inside. This is the Wolf.

He found himself trapped because of his curiosity: some strangers locked him here while he searched the premises. The wolf asks us to go to their camp, located to the east, steal the key to the doors from there and free him.
After we do this (you need to steal the key from the backpack lying by the fire.

You should approach the camp from the side of the sentry, who is sleeping), the Wolf offers to wait until the strangers return and follow them.

We hide in the bushes and wait.
Three strangers enter the mill.
As soon as we approach the window to look at them, they disappear, as if dissolving into thin air.
On the floor in the place where they stood, we find an object similar to a flash drive. We take it and show it to Skidan (as the most experienced).
It recognizes the electronic key in the flash drive.
He has no versions regarding the appearance of strange armed people in the Zone.
Further events develop as follows: not far from the village we receive a signal on the PDA that there is a wounded person nearby and he needs help.
We find him in a trailer by the road, but as soon as we agree to help, we are attacked by three armed men who look just like the strangers from the mill.
You can simply run away, or you can fight.
After defeating them, we speak with the former “wounded” man, who threatens us and disappears out of the blue, like his comrades.
During the conversation, he asks us to return the “key” we found earlier, but is refused.
We tell Skidan about the events.

He is concerned about the threat that has arisen and advises us to overcome the “Zhelezka” as soon as possible and go to the Zone, arguing that on the small Cordon the pursuers will easily find us and innocent people may suffer along with us.
We decide to follow his advice.
The question arises: Whom to donate to anomalies? Skidan tells us that we must first provoke the strangers to attack, then lure one of them into the anomaly, and when it works, quickly break through the Zhelezka.

We agree and go to the bridge, lying down there and waiting for a signal from the merchant.

The signal comes a few minutes later - strangers visited the village, asked about us and are now heading to the bridge. We are preparing for the attack. Three armed men approach the bridge and start looking for us.

We provoke them to attack (before this you need to remain unnoticed!), after one of them is killed by the “Zhelezka” - we quickly break through the bridge (we have about 15 seconds). Thus, the path to the Zone is open for us, but the bridges back are burned.

If we do not have time to cross the railway track, there is another option. To the west of the bridge in the embankment there is a tunnel in which there is a powerful anomaly "Arc".
It is impossible to pass through the tunnel because of it, but Skidan tells us that if we put on a special scientific suit, then theoretically we can withstand the blow of the Arc and break through to the other side.

The suit is at the military checkpoint, it lies in a locked safe in the barracks where we were kept for interrogation.
Necessary:
a) put on Skidan’s camouflage suit (for shelter from army snipers),

b) quietly get to the checkpoint and into the barracks itself (you should climb over the fence near the toilet and try not to be noticed)
c) pick up the code to the safe with the arsenal (there will be a hint) and, taking the suit from there, leave the checkpoint in any possible way.

Next, our goal will be to meet with a local intelligence officer (scouts are the prototype of the first stalkers).
We find him on a farm, where we help him fight off the wild boars. Then we go with him to a shelter located nearby.
There we can find water, a fireplace and a place to sleep (there are similar shelters in other locations).
During the first conversation, Andrey (that’s the intelligence officer’s name) treated us coolly, without much trust. Suddenly, footsteps are heard and a wounded man in military uniform runs into the room screaming for help.
After this, he falls to the ground and loses consciousness.
Andrei orders us to immediately go to his cache and bring an artifact that has healing properties - they can help the wounded.
We bring the artifact and see that the military man is already much better and is conscious.
Andrey admits that he needed the artifact as a test of our integrity.
We talk with the military man (Major Ovrakh).
He says that he is the co-pilot of an MI-24 helicopter that crashed nearby. During landing, the car hit a moving anomaly, the crew died and only he managed to escape.
The major wants to return to the checkpoint, knowing that a rescue expedition will not be sent for him soon. Andrei, who intervened in the conversation, says that although the way back is blocked by the Zhelezka, there is supposedly a way to get through it without making human sacrifices.
To do this, you need to have some unique artifact with you - this will give you a single opportunity to overcome this deadly barrier. This artifact is owned by another intelligence officer named Vasily, who lives further north, in the Landfill. Since Andrei also needs to get there, we have no choice. The three of us decide to go to the Landfill.
On the way to the Landfill there is an old checkpoint.
On the approaches to it, Andrei notices the corpses of newcomers whom he met here earlier and warns us of the danger.
At the checkpoint itself we see a company of people settled there. This is Tyrsa (the main one), Shustrila (his assistant) and a certain Abdul, who at first glance looks like he’s crazy.
The passage to the Landfill is blocked by a door, the key to which is in Tyrsa’s pocket.
He demands a lot of money for passage: 200 thousand rubles.
Since there is nowhere to take them, Andrei begins to threaten Tyrsa, but Abdul hits him and the major with a directed psionic blow emanating from his body, from which they lose consciousness.
We ourselves also suffer from it, but much less.
After this, Tyrsa invites us personally to get out, claiming that the intelligence officer and the military man will be finished off anyway, and there is nothing to take from us personally.
Seeing the helplessness of our friends, we can do the following: turn directly to Abdul, show him the found “flash drive-key” and when he demands to give it to him, in return demand a psi-strike now on Tyrsa and Shustrila, which he does.

Having regained consciousness, Andrei and the major drive away the racketeers from the checkpoint (we will meet with them later), having previously taken from them the key to the door to the Landfill.

Abdul, having received our "key", disappears like strangers from the mill.

CORDON
The passage begins with the fact that you need to overcome the checkpoint at the Cordon in order to get into the Zone itself.
In the process, the hero is caught by soldiers, locked in one of the rooms and interrogated.

After the interrogation, the opportunity to escape appears.
You need to talk through the window with a recruit who often runs to the toilet. During the conversation he will pretend that we feel bad. Ask for medicine, hurry up.
The soldier will believe (to believe, you need to take the pills from the first aid kit on the table), open the door and we must run.

We have about 30 seconds to get to a safe distance before the military opens fire.
To make your escape safer, you can take morphine.
After liberation, we must meet with a person who will show us the shelter of local intelligence officers. We know the coordinates of the contact. We go to him, he takes us to the village. There we immediately talk to Sanya, he advises us to contact Skidan (merchant).
Skidan in the bunker gives us some things and tells us about the local residents.
Then we can act independently.

While exploring Cordon, we come across an obstacle that makes it impossible to cross the railway bridge and the entire railway track dividing the location into 2 parts.
This obstacle is a vast anomaly that kills anyone who approaches the railway.
Locals also call it "Zhelezka".
There is a version according to which the “Zhelezka” can only be overcome by sacrificing a living person to it.
After this, it is deactivated for a short time and the railway track can be crossed in time.
Not far from the bridge, we catch a signal on our PDA asking for help, it comes from a locked mill.

We approach it and through the window we talk to the newcomer sitting inside. This is the Wolf.

He found himself trapped because of his curiosity: some strangers locked him here while he searched the premises. The wolf asks us to go to their camp, located to the east, steal the key to the doors from there and free him.
After we do this (you need to steal the key from the backpack lying by the fire.

You should approach the camp from the side of the sentry, who is sleeping), the Wolf offers to wait until the strangers return and follow them.

We hide in the bushes and wait.
Three strangers enter the mill.
As soon as we approach the window to look at them, they disappear, as if dissolving into thin air.
On the floor in the place where they stood, we find an object similar to a flash drive. We take it and show it to Skidan (as the most experienced).
It recognizes the electronic key in the flash drive.
He has no versions regarding the appearance of strange armed people in the Zone.
Further events develop as follows: not far from the village we receive a signal on the PDA that there is a wounded person nearby and he needs help.
We find him in a trailer by the road, but as soon as we agree to help, we are attacked by three armed men who look just like the strangers from the mill.
You can simply run away, or you can fight.
After defeating them, we speak with the former “wounded” man, who threatens us and disappears out of the blue, like his comrades.
During the conversation, he asks us to return the “key” we found earlier, but is refused.
We tell Skidan about the events.

He is concerned about the threat that has arisen and advises us to overcome the “Zhelezka” as soon as possible and go to the Zone, arguing that on the small Cordon the pursuers will easily find us and innocent people may suffer along with us.
We decide to follow his advice.
The question arises: Whom to donate to anomalies? Skidan tells us that we must first provoke the strangers to attack, then lure one of them into the anomaly, and when it works, quickly break through the Zhelezka.

We agree and go to the bridge, lying down there and waiting for a signal from the merchant.

The signal comes a few minutes later - strangers visited the village, asked about us and are now heading to the bridge. We are preparing for the attack. Three armed men approach the bridge and start looking for us.

We provoke them to attack (before this you need to remain unnoticed!), after one of them is killed by the “Zhelezka” - we quickly break through the bridge (we have about 15 seconds). Thus, the path to the Zone is open for us, but the bridges back are burned.

If we do not have time to cross the railway track, there is another option. To the west of the bridge in the embankment there is a tunnel in which there is a powerful anomaly "Arc".
It is impossible to pass through the tunnel because of it, but Skidan tells us that if we put on a special scientific suit, then theoretically we can withstand the blow of the Arc and break through to the other side.

The suit is at the military checkpoint, it lies in a locked safe in the barracks where we were kept for interrogation.
Necessary:
a) put on Skidan’s camouflage suit (for shelter from army snipers),

b) quietly get to the checkpoint and into the barracks itself (you should climb over the fence near the toilet and try not to be noticed)
c) pick up the code to the safe with the arsenal (there will be a hint) and, taking the suit from there, leave the checkpoint in any possible way.

Next, our goal will be to meet with a local intelligence officer (scouts are the prototype of the first stalkers).
We find him on a farm, where we help him fight off the wild boars. Then we go with him to a shelter located nearby.
There we can find water, a fireplace and a place to sleep (there are similar shelters in other locations).
During the first conversation, Andrey (that’s the intelligence officer’s name) treated us coolly, without much trust. Suddenly, footsteps are heard and a wounded man in military uniform runs into the room screaming for help.
After this, he falls to the ground and loses consciousness.
Andrei orders us to immediately go to his cache and bring an artifact that has healing properties - they can help the wounded.
We bring the artifact and see that the military man is already much better and is conscious.
Andrey admits that he needed the artifact as a test of our integrity.
We talk with the military man (Major Ovrakh).
He says that he is the co-pilot of an MI-24 helicopter that crashed nearby. During landing, the car hit a moving anomaly, the crew died and only he managed to escape.
The major wants to return to the checkpoint, knowing that a rescue expedition will not be sent for him soon. Andrei, who intervened in the conversation, says that although the way back is blocked by the Zhelezka, there is supposedly a way to get through it without making human sacrifices.
To do this, you need to have some unique artifact with you - this will give you a single opportunity to overcome this deadly barrier. This artifact is owned by another intelligence officer named Vasily, who lives further north, in the Landfill. Since Andrei also needs to get there, we have no choice. The three of us decide to go to the Landfill.
On the way to the Landfill there is an old checkpoint.
On the approaches to it, Andrei notices the corpses of newcomers whom he met here earlier and warns us of the danger.
At the checkpoint itself we see a company of people settled there. This is Tyrsa (the main one), Shustrila (his assistant) and a certain Abdul, who at first glance looks like he’s crazy.
The passage to the Landfill is blocked by a door, the key to which is in Tyrsa’s pocket.
He demands a lot of money for passage: 200 thousand rubles.
Since there is nowhere to take them, Andrei begins to threaten Tyrsa, but Abdul hits him and the major with a directed psionic blow emanating from his body, from which they lose consciousness.
We ourselves also suffer from it, but much less.
After this, Tyrsa invites us personally to get out, claiming that the intelligence officer and the military man will be finished off anyway, and there is nothing to take from us personally.
Seeing the helplessness of our friends, we can do the following: turn directly to Abdul, show him the found “flash drive-key” and when he demands to give it to him, in return demand a psi-strike now on Tyrsa and Shustrila, which he does.

Having regained consciousness, Andrei and the major drive away the racketeers from the checkpoint (we will meet with them later), having previously taken from them the key to the door to the Landfill.

Abdul, having received our "key", disappears like strangers from the mill.

DUMP.
After we have received access to the Landfill, we all go there together.

At the entrance we see that the northern part of the location is occupied by many strange anomalies that are constantly moving.
We overcome the danger zone, leading Andrei and the major (we must try to keep them alive). We get to the southern edge of the location, where we find the trailer-shelter of scout Vasily.

Soon he himself appears. We all settle down together in his shelter and talk with the owner.

We ask him about the way to the center of the Zone (where, according to legend, there is a “Wish Granter” that we need). He says that the passage directly to the north (to the territory of the Rostock plant) is mined.

You can't sneak through the mines, but there is another option: repair the abandoned armored personnel carrier and cross the dangerous section of the road with it.
It is possible to get into the Dark Valley, where we can find a spare part to repair the car. According to Vasily, it should be in an abandoned factory.
In turn, the passage to the Valley is blocked by the large Cloud Cloud anomaly.

To defuse it, you need to find artifacts “green”, “red” and “yellow balls” in the Landfill.

We find them and find ourselves in the Dark Valley.

VALLEY.
Near the crossing we are met by local intelligence officer Seryoga, he shows us the way to his shelter and explains the situation.

Mutants and many anomalies have settled in the factory.

His comrades, who had previously set up a shelter in the basement of the factory, died.

Since they were engaged in collecting all sorts of things in workshops and premises, they most likely had the spare parts for the armored personnel carrier that we needed.

You will need to find their remains, get the key to the shelter, unlock the door and enter the basement.

In the basement we find the scouts' diary, it says that someone who got out from behind a rusty door in the very corner of the basement robbed their cache and, among other things, took away a part from an armored personnel carrier.

Our next step will be to find spare parts for the welding machine on the territory of the factory, use it to unlock the aforementioned door (welded by the scouts) and enter the secret laboratory (X-18).
X-18.
At the entrance, we are immediately attacked by experimental subjects (mutated people) and locked in a punishment cell.

Another of the mutants is sitting with us, we can talk to him.
It turns out that the dungeon is inhabited by a number of former experimental subjects of the X-18 laboratory.
After the second accident, the staff hastily left it, and the experimental subjects, having got out of the cells, founded a kind of society with their own hierarchy.
Their society is built on semi-religious principles and rules, somewhat similar to the biblical commandments. They consider their “God” to be a certain “Great Doctor” - the last surviving scientist of the laboratory, who has barricaded himself at the lowest level and controls the lives of the experimental subjects through a surveillance system and intercom.

Our main task (along with searching for spare parts for the armored personnel carrier) is to find a way to leave the laboratory, since the experimental subjects, observing the Doctor’s rule, do not let anyone out of it.

After some time, test subject Thirteen comes to the punishment cell, he conducts a short interrogation, after which he sentences us to death.

However, he is not interested in simply killing us and decides to benefit from it.

We are driven into a heavily radiation-contaminated section of the laboratory, where we must fix a broken electrical device in a short time.
Thus, the test subjects, in turn, want to conduct an experiment on a person, wanting to find out how long his body can resist deadly radiation.
A chance comes to our aid: among the wreckage of equipment, we find a stash of anti-radiation drugs left by someone and thus stay alive.

After this, the Thirteenth releases us, but we still cannot go outside the laboratory.
The test subjects give us the following task - to find a certain number of electronic circuits on the first level of the laboratory and install them in the generator processor.

This generator must be started on the orders of the Doctor himself.

In the process of searching, we get acquainted with some members of this society and find out that among them a conspiracy is brewing against second-level test subjects - more privileged ones, chosen by the Doctor for a certain purpose.

The chosen ones do not engage in menial labor or food gathering; all supplies for them are supplied by first-level test subjects.

IMPORTANT: as soon as you gain freedom of movement in the lab, immediately go to the room with the tank and take the gearbox from the armored personnel carrier in the box there.

We talk to Ten, he explains the situation and we agree to help him make a coup.
After the punishment cell we go to the prisoners sitting in the kitchen and exchange three rat carcasses for a knife.
Next, we go to the Thirteenth and ask to participate in the test of the Caymanov emitter.
During the procedure, we press a hidden switch (from the wall), the device overloads, a surge of radiation occurs and Thirteen faints.
You need to have time to kill him with a knife.
Then we take the map from his body and go to the door to the lower tier, together with other experimental subjects we go downstairs. Aggressive test subjects roam below, killing with their gaze; you need to run up to them from behind and hit them with a knife. The tenth asks to find 5 microcircuits, they are in boxes on the lower tier of the lab.

We bring them, a controller (mutant) appears, we bring him down. Then the door opens, but you shouldn’t immediately run forward - there are two turrets there.

They can be neutralized with grenades from the pantry.

Then we make our way into the room at the top, there we talk with the Great Doctor, we get the key and the opportunity to get out of the X-18 laboratory.
VALLEY.
As soon as we get out of the dungeon, a message comes from scout Seryoga, he wants to talk.

Let's go to him.

Seryoga noticed something interesting in the unfinished building, wants to get there and asks us to cover it. We agree.

Seryoga first sends us in search of the “Hive” artifact, we go to the indicated place, we see Izlom the werewolf there.

You can immediately attack him, but you can talk to him.

If you agree to get him medicine, you will need to call the scientists from Dr. Pillman on the laptop (in the shelter), then buy pills from them and bring them to Izlom.

He will give us "Hive".

We return to Seryoga, make our way with him through the gallery into the unfinished building.
We find ourselves in a stretch there, we come to our senses already in captivity of the agents (in a cage).

Our agents are executing Seryoga.
Abdul is sitting in prison with us, we ask him and get detailed information about the Chief Scientist and a little about the Golden Ball (supposedly it is located in Pripyat).

Next, we agree to escape, throw bolts at the button on the wall until it breaks and the cage door opens. Now you need to carefully make your way past all the agents (there are about 15 of them) and climb to the upper floor, where you can find the generator (according to the sound) and turn it off. This will also disable the security turrets around the base.

Not far from the generator there will be a crystal of Gamma substance; it must be broken. As soon as we do this, all agents will fall unconscious. You can also go to the leader’s office, where you can take the key to the armory in the box (our confiscated things are there).

We run with him to the shelter car (hiding from the bullets of the helicopter), as soon as we go inside, the helicopter will fly away. We talk to Abdul and he offers to go to Pripyat together.

Let's go to the Landfill.