"Golden Ball. Completion - walkthrough

Walkthrough Stalker Shadow of Chernobyl: Walkthrough Golden Ball: Completion Guide

So: The action takes place in 2008 (more specifically, on August 18). A year has passed since the second explosion. The Zone is still young, but anomalous activity is already widespread in it. There are no groups (everyone who got inside calls themselves "scouts" or "newcomers" depending on experience), there are no bases, there are from 30 to 50 people in the Zone in total (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. It is only known about him: 1) Nickname (Zhekan); 2) Target in the Zone (find "Wishmaster"); 3) In the past, he is an ordinary person, with no experience of survival in extreme conditions.

1) CORDON.
The passage begins with the fact that you need to overcome the checkpoint on the Cordon in order to get into the Zone itself. In the process, this hero is caught by soldiers, locked in one of the rooms and interrogated. After the interrogation, there is an opportunity to escape. You need to talk through the window with a recruit who often runs to the toilet. During the conversation, pretend that we feel bad. Ask for medicine, hurry up. The soldier will believe (to believe, you need to drink 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 the escape safer, you can take morphine.
After the release, we must meet with a man who will show us the shelter of local scouts. We know the contact's coordinates. We go to him, he takes us to the village. There we immediately speak with Sanya, he advises to turn to Skidan (merchant). Skidan in the bunker gives us some things and talks about the locals. Then we can act on our own. While exploring the Cordon, we stumble upon an obstacle that makes it impossible to overcome the railway bridge and the entire railway track, which divides the location into 2 parts. This barrier is a vast anomaly that kills anyone who approaches the railroad. The locals also call it "The Railroad". There is a version according to which "Zhelezka" can be overcome only by sacrificing a living person to it. After that, she a short time is deactivated and the railroad 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 speak with a newcomer sitting inside. This is Wolf. He was 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 door key from there and free him. After we do this (you need to steal the key from the backpack lying by the fire. You should get close to the camp from the side of the sentry who is sleeping), the Wolf suggests waiting for the strangers to return and follow them. We hide in the bushes and wait. Three strangers enter the mill. As soon as we approach the window to view them, they disappear, as if dissolving into thin air. On the floor in the place where they stood, we find an object that looks like a flash drive. We pick it up and show it to Skidan (as the most experienced). It recognizes an electronic key in the "flash drive". As for the appearance of strange armed people in the Zone, he has no versions. Further, events develop as follows: not far from the village, we catch 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 strangers from the mill. You can just run away, you can join the fight. After defeating them, we speak with the old "wounded" 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 about the events of Skidan. He is concerned about the threat that has arisen and advises us to overcome the "Iron" as soon as possible and go to the Zone, arguing that on the small Cordon the pursuers will easily find us and innocent people can suffer along with us. We decide to follow his advice. The question arises: whom to donate anomalies? Skidan tells us that we must first provoke strangers to attack, then lure one of them into the anomaly, and when it works, quickly break through the Iron. We agree and go to the bridge, laying down there and waiting for a signal from the merchant. The signal comes after a few minutes - strangers visited the village, asked about us and now they are going to the bridge. Getting ready for the attack. Three armed men approach the bridge and start looking for us. We provoke them to attack (before that you need to remain unnoticed!), after one of them is killed by the "Iron" - 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.
In case 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 go through the tunnel because of it, but Skidan tells us that if you put on a special scientific suit, then theoretically you can withstand the blow of the "Arc" and break through to the other side. The suit is located at the military checkpoint, it lies in a locked safe in the barracks where we were kept for interrogation. It is necessary 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 seen), c) pick up the code to the safe with the arsenal (there will be a hint) and, having taken the suit from there, leave the checkpoint in any possible way.

Further, our goal will be a meeting with a local intelligence officer (scouts are the prototype of the first stalkers). We find him on a farm, where we help fight off wild boars. Then we go with him to the shelter located nearby. There we can find water, a hearth and a place to sleep (there are similar shelters in other locations). During the first conversation, Andrei (that's the name of the scout) 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 that, he falls to the ground and loses consciousness. Andrei orders us to immediately go to his cache and bring an artifact that has healing property- they can help the wounded. We bring the artifact and see that the military is already much better and he is conscious. Andrei admits that he needed the artifact as a test of our decency. We talk with the military (Major Ovrakh). He says that he is the co-pilot of an MI-24 helicopter that crashed nearby. When landing, the car fell into a mobile 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. Andrey, who intervened in the conversation, says that although the way back is blocked by the Iron, there is supposedly a way to get through it without causing human casualties. To do this, you need to have some unique artifact with you - this will give a single opportunity to overcome this deadly obstacle. This artifact is owned by another scout named Vasily, who lives to the north, in the Garbage. Since Andrei also needs to make his way there, there is no way out for us either. A decision is made to go to the Landfill together.
On the way to the Garbage 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. These are Tyrsa (chief), Shustril (his assistant) and a certain Abdul, who at first glance looks like a madman. The passage to the Garbage is blocked by a door, the key to which is in Tyrsa's pocket. For the passage, he requires a lot of money: 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 psi-strike coming from his body, from which they lose consciousness. We ourselves also suffer from it, but much less. After that, Tyrsa suggests that we personally get out, arguing that the scout and the military will still be finished off, but there is nothing to take from us personally. Seeing the helplessness of friends, we can do the following: turn directly to Abdul, show him the found "flash key" and when he needs to give it to him, in return, demand to inflict a psi-strike now on Tyrsa and Shustril, which he does. Andrey and the Major, who have regained consciousness, drive the raiders from the checkpoint (we will meet with them later), having previously taken away the key to the door to the Landfill from them. Abdul, having received our "key", disappears like strangers from a mill.

2) Dump.
After the passage to the Landfill is received, 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 behind him (you need to try to keep them alive). We get to the southern edge of the location, where we find the shelter trailer of the scout Vasily. Soon he himself appears. Together we settle into 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 "Wishmaster" that we need). He says that the passage directly to the north (to the territory of the Rostok plant) is mined. You can’t sneak through the mines, but there is another option: fix an abandoned armored personnel carrier and cross a dangerous section of the road on it. There is an opportunity to get into the Dark Valley, where we can find a spare part for repairing the car. According to Vasily, she should be in an abandoned factory. In turn, the passage to the Valley is blocked by a large anomaly "Cloud". To defuse it, you need to find the "green", "red" and "yellow balls" artifacts in the Landfill. We find them and get into the Dark Valley.

3) VALLEY.
Near the crossing we are met by a local scout 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 the collection of all sorts of things in the shops and premises, then the spare part from the armored personnel carrier, which we needed, most likely they have. 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 caches and, among other things, took away a part from an armored personnel carrier. Our next step is to find spare parts for the welding machine on the territory of the factory, unlock the aforementioned door (welded by scouts) with it and penetrate into the secret laboratory (X-18).

4) X-18.
At the entrance, we are immediately attacked by guinea pigs (mutated people) and locked in a punishment cell. Another of the mutants is sitting with us, you can talk to him. It turns out that the dungeon is inhabited by a number of former test subjects of the X-18 laboratory. After the second accident, the staff hurriedly left it, and the test subjects, having got out of the cages, founded a kind of society with its 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 of the surviving scientists of the laboratory, who barricaded himself at the lowest level and controls the life of the experimental subjects through the surveillance system and intercom. Our main task (along with the search for a spare part for the armored personnel carrier) is to find a way to leave the laboratory, since the test subjects, following the Doctor's rule, do not let anyone out of it. After some time, the experimental Thirteenth 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 he decides to benefit from this. We are driven into a laboratory area heavily contaminated with radiation, where we have to fix a broken electrical appliance in a while. 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 case 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 that, 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 at the first level of the laboratory and install them in the generator processor. This generator must be started by order 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 ripening against second-level test subjects - more privileged, chosen by the Doctor for a certain purpose. The Chosen are not engaged in rough labor and food gathering, all supplies for them are supplied by first-level test subjects. IMPORTANT: as soon as you get freedom of movement around the lab, immediately go to the room with the tank and take the gearbox from the armored personnel carrier in the box. Next, we must first help the Nineteenth (find the coder and unlock the safes), then he will ask us to transfer food to his comrade sitting in the punishment cell. We speak with the Thirteenth, he lets us go there. We speak with the Tenth, 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, we change three rat carcasses for a knife. Next, we go to the Thirteenth and ask to participate in the test of the Kaimanov emitter. During the procedure, we press a hidden knife switch (from the wall), the device is overloaded, a burst of radiation occurs and the Thirteenth faints. You need to have time to kill him with a knife. Then we take a map from his body and go to the door to the lower tier, together with other experimental subjects we go down. Aggressive test subjects roam below, killing with a look, you need to run up to them from the back and beat them with a knife. The tenth asks to find 5 chips, they are in drawers on the lower tier of the lab. We bring them, the controller (mutant) appears, we bring him down. Then the door opens, but do not immediately run forward - there are two turrets. They can be disabled with grenades from the pantry. Then we make our way to the room upstairs, there we speak with the Great Doctor, we get the key and the opportunity to get out of the X-18 laboratory.

5) VALLEY.
As soon as we get out of the dungeon, a message comes from the scout Seryoga, he wants to talk. Let's go to him. Serega noticed something interesting in the unfinished building, he wants to get there and asks us to cover it. We agree. Seryoga first sends us in search of the "Beehive" artifact, we go to the indicated place, we see a Werewolf Izlom there. You can immediately attack him, but you can talk to him. If you agree to get him medicine, then you will need to call the scientists from Dr. Pilman on the laptop (in the shelter), then buy pills from them and bring them to Izlom. He will give us "Beehive". We return to Serega, we make our way with him through the gallery to the unfinished building. We fall into a stretch there, we come to our senses already in captivity from agents (in a cage). Agents are executing Seryoga in our presence. Together with us, Abdul is in prison, we ask him and get detailed information about the Chief Scientist and a little about the Golden Ball (allegedly he is in Pripyat). Next, we agree to escape, throw the bolts at the button on the wall until it breaks and the cage door opens. Now you need to carefully get past all the agents (there are about 15 of them) and climb to the upper floors, where to find the generator (by sound) and turn it off. This will also turn off the security turrets around the base. Not far from the generator there will be a Gamma-substance crystal, it must be broken. Once we do that, all agents will fall unconscious. You can also go to the leader's office, where you can get the key to the artsenal in the box (our confiscated things are there). Next, we speak with Abdul, he warns of a helicopter of agents following us. We run with him to the shelter wagon (hiding from the bullets of the turntable), as soon as we go inside, the helicopter will fly away. We speak with Abdul and he offers to go to Pripyat together. Let's go to the Landfill.

6) Dump.
At the Dump in the shelter we see the absence of Vasily, Andrey and the major, there is a note on the floor. In it, on behalf of Tyrsa, an invitation to the "arrow" and words about a ransom. We tell Abdul, he gives us the artifact "Itching", we go to the place of the "arrow", Abdul is hiding. We speak with Tyrsa, right after the last remark we use "Itching" 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 racketeer and free the captives. Now we are talking with Vasily, we give him the gearbox, he repairs the armored personnel carrier and you can move on it through the minefield to Bar.

7) 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 speak with Abdul, we go to the "Bus" anomaly. To overcome it, we need to quickly move from one skeleton to another until we are at the front door of the bus. In the cabin we see a tape recorder, turn it off and the anomaly is discharged. We speak with Abdul, we go to the place where the broken UAZ-ik stands by the road and the radio hisses. We select it, use it and get in touch with the scientist. Again we speak with Abdul, we learn that a virus is rampant in the bar and we break through the crowds of infectious zombies to the tower. In the tower we speak with Vladimir, he asks to find the medicine that fell from the helicopter and gives a mark on it. There is no medicine on the label, 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 him in the forehead. To kill him, you need to shoot at him, being at the green anomaly, which periodically appears on the boxes. Enough 6-7 hits from the anomaly and the monster is ready. We speak with Alan, take a cheburashka from the safe next to it, go to the dwarf and use a toy near him. The dwarf gives a vaccine can in return. We go to Vladimir, he reveals the cards. We agree 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.

8) ARM.WAREHOUSES.
At the beginning, we talk with Abdul and go to the barrier, which is closed for passage by a large electrical anomaly. Abdul asks to find special material on 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. You don't need to chase him, you should go to the barracks 1 and take the documents in the box there (killing the poltergeist along the way). Then, by the mark, we find the cache of the psycho, take the key there and go to the barracks 2, we see a spatial anomaly there, which shimmers different colors. Pass order: white-blue-red. We pass it, in the same place in the box we find more documents and get a label for another cache. In this cache we find a strange bottle, drink, cut down 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 bloodsuckers. We examine the houses that he asks for, bring him objects (including a strange device), then we get the task to find either parts of a broken icon, or do something with the device. If you have chosen to search for an icon: we find the parts by the marks in the drawers. When we find all 4, they will merge together, we will return to the 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 ensign, talk to him and show the device. He confesses everything, tells us that in order to defuse the anomaly on the barrier, you just need to turn on the antenna installation here, on the territory of the unit. We carry out this and return to Abdul. Now you can go with him to the Radar.

9) RADAR.
Immediately after switching to the 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 gets into a stretch (he is injured), 4 agents immediately appear, they must be eliminated. After the fight, we talk with 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, then he will teleport, you need to hit his head, then he will fall and you can interrogate him. After that, we return to Abdul and see that he was kidnapped. In the note left, he says that they want to take him to an underground bunker (X-10). We can immediately go to Pripyat, or we can go to the entrance to X-10 and try to save Abdul. If at the same time put on a suit of agents and a gas mask, then they will not attack us first, it will be possible to talk with them and get access to X-10 for a chain of quests. You can immediately attack, then the key to the entrance will be on the body of the agent of the Prophet.

10) X-10.
If we made our way into the bunker with a fight, then a timer will turn on, after which Abdul (located in the back room) can be killed by 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. Turn on the switch in the main hall and quickly run to the exit.

11) RADAR.
Here we must run very quickly to the transition to Pripyat, if we do not have time before the end of the countdown, then the Burner will turn on and kill us.

12) PRIPYAT.
If we came to Pripyat without Abdul, then the task to search for his cache will automatically activate, in which there will be a note with instructions on what to do next. If we came with Abdul, then we talk with 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 go along the new mark to the kindergarten, there, first, in the yard near the car, we take documents from the suitcase, then we crawl inside. We need to beware of the teleporter in the corridor, he will throw us into the yard. On the first floor we find a brownie, kill him (by sound, but you can just beat around him at random), the key to the first-aid post falls from him. In the mepunkte (second floor) we read a magazine, we go to the first floor, there we kill the second brownie and the key to the refrigerator falls out of it. We go to the kitchen, in the refrigerator we find a jar of pills. Now we jump into the teleporter in the corridor, he throws it into a secret room with teleporters. We pass in turn three of these rooms and in the end we get into the director's office. There in the safe we ​​find a newspaper with a mention of the 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 a bloodsucker (it is very easy to kill him with an icon from the military), we kill and open the safe with his claw. It contains a note that you need to meet at the indicated place. We go there, there we are met by the leader of the agents Apostle (he will be neutral). We speak with 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. From the body of the Apostle we take the key to the stadium and go there. If we agree: we are transferred to the scene where the Apostle reads a speech. After the end, we approach him, he makes us drink something and we lose consciousness, we come to ourselves on the roof of the house. Our Mind appears, we speak with it, we protect it from the ghosts of obscurantism, and as soon as the last one is killed, we are transferred back to the stage. All agents will be inactive, after interrogating the Apostle, you can take away the key to the stadium from him and go there.
As soon as we step into the stadium, a helicopter will fly in and fire at us. We quickly run to the fallen turntable, take the RPG from the box and shoot it down (1 hit). Now you need to search the corpse of the agent in the trailer and find the time capsule by the marks, in which the microcircuit will lie. We can safely stomp on the Chernobyl nuclear power plant.

13) Chernobyl.
The entire area is under the influence of a large weather anomaly and is highly radioactive. There are many whirlwinds that damage our armor and infect 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 mark and search the corpses of 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 info from his laptop (where he was sitting), we 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 get the last part of the code. We open the door. Behind the door, an ambush will await 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 on the table we see a computer, we activate it with the help of a microcircuit. The Chief Scientist appears and explains what's what. Next, we turn off the protection system of the Golden Ball through the computer 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 run away through another exit. Depending on the choice, we get one or another ending.

That's all.

ADDITIONAL :
10) Outskirts (Waiting Room).
Write a walkthrough

The ceremony began with young man in every possible way they dressed him up in gold jewelry, gave him clean and expensive clothes and showed signs of attention. For a while he is taught flute, manners, culture of food and drink. When the young man went for a walk, the people who met him fell on their knees and prayed with tears, revering him as a god. The head priest himself made sure that the young man had everything, but at the same time, that luxury did not affect his physical attractiveness. The protection of the "young god" was carried out by a special detachment, which was responsible for its safety. Twenty days before the ceremony, the young man was given four noble girls as wives, and for five days they held magnificent feasts in his honor. Finally, on the last day, he was taken to a separate island, accompanied by servants. On that island the priests opened it chest, they took out the heart, and the body was carried down in their arms, after which they cut off the head.

Name: Golden Ball. Completion
Release date: 17.07.2017
Genre: Action (Shooter) / 3D / 1st Person
[email protected], Charsi
Support site: AP-PRO
Support site: AMK
Publication type: repack
Game version: S.T.A.L.K.E.R.: Shadow of Chernobyl (1.0006)
Platform: PC
Interface language: Russian
Voice language: Russian
Tablet: Not required

System requirements:
Operating system: Windows 7 SP1
Processor: AMD Athlon(tm)||x4 650 3.20 GHz
RAM: 4000 MB
Free hard disk space: 9 GB
Video card: NDIDIA GeForce GTX 560
Sound Card: DirectX® 9.0c compatible sound device
Virtual memory: 10000 MB

Description:
This is a completely new storyline for Shadows of Chernobyl, plus many gameplay features such as a survival system, artifacts with scripted properties and much more.

Thanks comrade Vinomo
Gunsmith

You are a true weapon lover! Having studied a sufficient amount of educational material, you have gained the skill in mounting additional add-ons (sights, silencers, grenade launchers).
Collector

You are a real artifact hunter! Having found all the types of artifacts found in the Zone, you got acquainted with their characteristics. This will allow you to get artifacts from anomalous zones more often.
rogue

You are a real thrill seeker! Having gone through all the most dangerous anomalies of the Zone, you have tempered 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 have shown who is the boss here. This has raised your authority and will allow you to earn more income from the sale of artifacts.
Patriot

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

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

You are a true treasure hunter! Having excavated a sufficient number of graves belonging to various good and not so good people, you have increased the anomalous energy of the "Bashka" artifact, which pointed you to such an exciting activity. Now this artifact has gained a very beneficial features and changed appearance, becoming the "Anomalous Skull".
Butcher

You are a real butcher! By stealthily killing a dangerous opponent 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 melee combat has improved so much that it allows you to deal with most opponents with one blow.
Sniper

You are a real sniper! Having destroyed more than 20 opponents 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 powerful sniper rifle class weapons.
On those in borscht!

You are a cruel person! After destroying 10 enemies from a sawn-off shotgun from close range, you have earned the reputation of a brutal killer.
Scout

You are a cautious and cold-blooded scout. By sneaking past all of the Scientist's agents in the Underbuild without ever revealing yourself, you've increased your stealth skill.
Curious

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


Tips from a fellow developer Old_Kontroler: "1) Do not give the "Remote" artifact to Skidan under any circumstances! You will lose a very useful ability to split any common artifacts, receiving in return such temporary properties as increased weapon damage, survivability, treatment of diseases, teleportation for short distance, resistance to psi-radiation and the ability to extort information from key NPCs about their nominal caches.Take the "Remote" and press the button - you will not regret it.
2) If you have a Doll, aim at the key NPC with a sight and press Tab - it will give a brief description of this character.
3) Replicas of the GG with a quick save depend on his luck (karma). If they are happy, then the karma is positive, if they are irritated, it is negative.
4) If you go outside the safe zone at night and with bad karma, then you will be constantly attacked by mutants. The safe zone marker is a green house. In general, it is better to sleep at night, like all normal people.

Tips from comrade Assoll: "Good time to everyone, I read 28 pages of the Forum, I will give a few Recommendations (if you don't need it - scroll through without grumbling) on ​​the Main questions of the Passage so far:
1. Head - you don't need to throw it away or bury it, when you open all 15 Graves at the Cordon, Dump, Agro and TD Locations - it will turn into a rather Cool Art, but you have to be careful, with each dug grave the so-called Luck decreases, which affects At a gallop, Animals will aggro at you, at a gallop, shooting will be accurate, etc. It is advisable to increase Luck with Good deeds (A doll in a backpack will signal with Laughter).
2. Outskirts - I highly recommend visiting and going through all the Quests, as a result of the GG, it will be very sloppy (one Exa with + 140kg of carry weight is worth something), arm itself, a bunch of normal Art, Patroshki and medicine. In my opinion - take the side of the Military most best option- It's good to get up. I recommend going to the Outskirts with a Shotgun (you will get it from the Stash at the ATP) and according to the Plot to the Ambush of Agents in the trailer. Coming from there with good karma, you can open the graves. (by the way, the higher Luck, the more often the Doll notices hidden caches).
3. Kortra on ATP - in order not to break the Plot and not complain that saves are beating, you need to do it according to Stealth. I passed very easily and during the game hour. What you need for this: at least 24 Reinforced Zhekans. Come to the ATP and go to the exit from the ATP to the Outskirts, periodically running - wet the Zombies in the head with one shot, when the Contra starts to descend - run away towards the transition to the Outskirts to the Tree - he calms down. So in 20-30 minutes. interrupt Zombies, get up and use a knife...
By the way - do not forget to pick up the Elite Detector at the Doll's prompt.
4. The turret at the Mill appears immediately, as soon as you deal with the Agents in the trailer, it is demolished very easily with 8-10 shots from Berdanka from the Grave, or a little staging, go up under the roof and out of the gap with 5 shots from Drobash.
5. Poison is treated with pills from the Plague, fractures and injuries - with a Medical Bag - use it, it shows what to cure (having been on the Outskirts, you will stock up on all this).
6. Breaking saves to the Bar (4 Locations are practically passed without bugs) basically, if you go not according to the Plot or like Counter on the ATP, use a knife not according to Stealth. If you go through the Plot slowly, completing one task after another, there will be no problems.
7. Anomalies in the Landfill (those that catch up and maim) - pass easily, take from the very beginning to the right, through the Forest and then figure it out, the main thing is not to rush, as you will approach the Area with such an Anomaly, you will see a running "shard" and determine its Trajectory (if you already have Elite Anomaly Detector with ATP on Cordon)
I repeat once again - these are just Recommendations of the past Mod, and not Instructions for use, everyone plays in their own way and I ask you not to write malicious Annotations addressed to me. With respect to all."

Advice from comrade Reign_of_Monolith: "Saves break, it's very easy to solve - before saving, try to turn on NVG if it works, then everything is ok, the save will not break, if NVD does not turn on or off, then the scripts are broken, you need to restart the game with closing to the desktop from the last not broken save !"


Where is the key to Gopher's house?
Near the house, in the bushes, in a backpack
-How to get into the closed house in the village of beginners?
Jump from the neighboring house and climb through the attic
-Where to drag the corpse of a stalker on Cordon?
First, drag it to the fire, where the Stalkers hideout is located, then take it to the cemetery
-What to do with the controller on the ATP?
It is highly recommended to kill him quietly with a knife, for this we pass into the bush on the left and try to make sure that the zombies do not notice you (I did it 5 times)
-Where can I get a doll?
In the house near which the Wolf originally stood
-How to talk to the Wolf at the mill?
Come to the window
I eat something and start throwing up, what is it?
Loaves now worthless palmed off. This is the departure. Treated with water and normal food
- I caught an infection, what should I do?
Buy a cure for the plague (Skidan costs 5k)
-Where can I find spare parts for the gun on the instructions of Skidan?
At the dump. In the cemetery of technology, the corpse of a foreigner has a broken rifle. You give it to Skidan
-How to get around the anomalies in the Junkyard?
At the beginning of the loki, take it immediately to the right on the hill into the radiation and run, having thought over the route a little
-What to do on the outskirts?
This is not a mandatory location, but it is waiting for you a large number of interesting quests
-How to get back through the piece of iron? I have a guide, but I still die
Find a hole in the bridge. All as in the original. (I don't know if this is a bug or a feature)
-Where can I find the artifact on the "Chance" quest?
At the cemetery of technology. Dump. Go to the booth, then you will understand
-How to pick up the "Death Lamp"?
Only on a whim. Three flashes and you're dead. Try (it turned out 10 times somewhere)
-How to get on the columns to get the ball on the assignment in the Landfill?
First catch the teleporter, then walk along the edge of the first column
-How to complete the task "Under the Hood"?
Destroy the boars, take and put the artifact where you need it, then find the corpse of the stalker (the doll will say in which house, when approaching it) and take the black keys from the corpse (you can simply not notice them), then find what you can find with these keys, here already understand (the basement in the house where the artifact was thrown)
-Can't open "Observer's safe" on the outskirts
After finding the right key, you don’t need to open the basement, it’s tedious to open the save (most likely a bug in the description or in the quest as a whole, how to get to the basement is not clear)
-Fly saves on the outskirts
Most likely, not everyone flies, boot from the workers, or save on it only through the console (they say it helps)
-What to do with the camera, which I found in a pile of garbage near the corpse?
Go to Vasily and from there the quest "The X-Files" will begin. You will need to take some pictures soon
So far, everything seems to be, but it will be possible to supplement, I myself go through more


Charsi - acted as a guru and sensei combined.
Mega_Cherv - SDK consultations
Developers of add-ons for the game engine v.10007
Rafael, Andrey S., TehTron, Assol and Olya - testers
Vlador and Pidzhoe - dubbing the characters' phrases
Phorumer, Ed_rez, Editor46 and Fedot "qwqwqw" - weapon and NPC models.
Artos - script modules
Voltmod - working on sounds
To the creators of the mod OGSE 0692
GSC for a cult game
And also to everyone who chipped in to Zhekan for new equipment.


1. Nothing cut / nothing recoded.
2. Based on GSC Game World S.T.A.L.K.E.R.: Shadow of Chernobyl license (1.0006)
3. Mod Golden Ball. Completion with patch 3.3
4. Weather pack for ZSh. Completion. (Panoramic Mod + Vivid Sunsets) by XMODER
5. File fsgame - Saves, screenshots, logs, etc. will be in the root of the game in the user_zolotoi_schar folder.
6. Reduced rocking GG. (if you want to return as the author, then delete the User file)
7. Installation time 10-15 min.
Repack by Brat904


Cordon:
The passage begins with the fact that you need to overcome the checkpoint on the Cordon in order to get into the Zone itself. In the process, this hero is caught by soldiers, locked in one of the rooms and interrogated. After the interrogation, there is an opportunity to escape. You need to talk through the window with a recruit who often runs to the toilet. During the conversation, pretend that we feel bad. Ask for medicine, hurry up. The soldier will believe (to believe, you need to drink 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 the escape safer, you can take morphine.
After the release, we must meet with a man who will show us the shelter of local scouts. We know the contact's coordinates. We go to him, he takes us to the village. There we immediately speak with Sanya, he advises to turn to Skidan (merchant). Skidan in the bunker gives us some things and talks about the locals. Then we can act on our own. While exploring the Cordon, we stumble upon an obstacle that makes it impossible to overcome the railway bridge and the entire railway track, which divides the location into 2 parts. This barrier is a vast anomaly that kills anyone who approaches the railroad. The locals also call it "The Railroad". There is a version according to which "Zhelezka" can be overcome only by sacrificing a living person to it. After that, 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 speak with a newcomer sitting inside. This is Wolf. He was 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 door key from there and free him. After we do this (you need to steal the key from the backpack lying by the fire. You should get close to the camp from the side of the sentry who is sleeping), the Wolf suggests waiting for the strangers to return and follow them. We hide in the bushes and wait. Three strangers enter the mill. As soon as we approach the window to view them, they disappear, as if dissolving into thin air. On the floor in the place where they stood, we find an object that looks like a flash drive. We pick it up and show it to Skidan (as the most experienced). It recognizes an electronic key in the "flash drive". As for the appearance of strange armed people in the Zone, he has no versions. Further, events develop as follows: not far from the village, we catch 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 strangers from the mill. You can just run away, you can join the fight. After defeating them, we speak with the old "wounded" 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 about the events of Skidan. He is concerned about the threat that has arisen and advises us to overcome the "Iron" as soon as possible and go to the Zone, arguing that on the small Cordon the pursuers will easily find us and innocent people can suffer along with us. We decide to follow his advice. The question arises: whom to donate anomalies? Skidan tells us that we must first provoke strangers to attack, then lure one of them into the anomaly, and when it works, quickly break through the Iron. We agree and go to the bridge, laying down there and waiting for a signal from the merchant. The signal comes after a few minutes - strangers visited the village, asked about us and now they are going to the bridge. Getting ready for the attack. Three armed men approach the bridge and start looking for us. We provoke them to attack (before that you need to remain unnoticed!), after one of them is killed by the "Iron" - 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.
In case 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 go through the tunnel because of it, but Skidan tells us that if you put on a special scientific suit, then theoretically you can withstand the blow of the "Arc" and break through to the other side. The suit is located at the military checkpoint, it lies in a locked safe in the barracks where we were kept for interrogation. It is necessary 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 seen), c) pick up the code to the safe with the arsenal (there will be a hint) and, having taken the suit from there, leave the checkpoint in any possible way.
Further, our goal will be a meeting with a local intelligence officer (scouts are the prototype of the first stalkers). We find him on a farm, where we help fight off wild boars. Then we go with him to the shelter located nearby. There we can find water, a hearth and a place to sleep (there are similar shelters in other locations). During the first conversation, Andrei (that's the name of the scout) 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 that, he falls to the ground and loses consciousness. Andrei orders us to immediately go to his cache and bring an artifact that has a healing property - they can help the wounded. We bring the artifact and see that the military is already much better and he is conscious. Andrei admits that he needed the artifact as a test of our decency. We talk with the military (Major Ovrakh). He says that he is the co-pilot of an MI-24 helicopter that crashed nearby. When landing, the car fell into a mobile 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. Andrey, who intervened in the conversation, says that although the way back is blocked by the Iron, there is supposedly a way to get through it without causing human casualties. To do this, you need to have some unique artifact with you - this will give a single opportunity to overcome this deadly obstacle. This artifact is owned by another scout named Vasily, who lives to the north, in the Garbage. Since Andrei also needs to make his way there, there is no way out for us either. A decision is made to go to the Landfill together.
On the way to the Garbage 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. These are Tyrsa (chief), Shustril (his assistant) and a certain Abdul, who at first glance looks like a madman. The passage to the Garbage is blocked by a door, the key to which is in Tyrsa's pocket. For the passage, he requires a lot of money: 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 psi-strike coming from his body, from which they lose consciousness. We ourselves also suffer from it, but much less. After that, Tyrsa suggests that we personally get out, arguing that the scout and the military will still be finished off, but there is nothing to take from us personally. Seeing the helplessness of friends, we can do the following: turn directly to Abdul, show him the found "flash key" and when he needs to give it to him, in return, demand to inflict a psi-strike now on Tyrsa and Shustril, which he does. Andrey and the Major, who have regained consciousness, drive the raiders from the checkpoint (we will meet with them later), having previously taken away the key to the door to the Landfill from them. Abdul, having received our "key", disappears like strangers from a mill.
Dump:
After the passage to the Landfill is received, 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 behind him (you need to try to keep them alive). We get to the southern edge of the location, where we find the shelter trailer of the scout Vasily. Soon he himself appears. Together we settle into 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 "Wishmaster" that we need). He says that the passage directly to the north (to the territory of the Rostok plant) is mined. You can’t sneak through the mines, but there is another option: fix an abandoned armored personnel carrier and cross a dangerous section of the road on it. There is an opportunity to get into the Dark Valley, where we can find a spare part for repairing the car. According to Vasily, she should be in an abandoned factory. In turn, the passage to the Valley is blocked by a large anomaly "Cloud". To defuse it, you need to find the "green", "red" and "yellow balls" artifacts in the Landfill. We find them and get into the Dark Valley.
Valley:
Near the crossing we are met by a local scout 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 the collection of all sorts of things in the shops and premises, then the spare part from the armored personnel carrier, which we needed, most likely they have. 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 caches and, among other things, took away a part from an armored personnel carrier. Our next step is to find spare parts for the welding machine on the territory of the factory, unlock the aforementioned door (welded by scouts) with it and penetrate into the secret laboratory (X-18).
Laboratory X-18:
At the entrance, we are immediately attacked by guinea pigs (mutated people) and locked in a punishment cell. Another of the mutants is sitting with us, you can talk to him. It turns out that the dungeon is inhabited by a number of former test subjects of the X-18 laboratory. After the second accident, the staff hurriedly left it, and the test subjects, having got out of the cages, founded a kind of society with its 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 of the surviving scientists of the laboratory, who barricaded himself at the lowest level and controls the life of the experimental subjects through the surveillance system and intercom. Our main task (along with the search for a spare part for the armored personnel carrier) is to find a way to leave the laboratory, since the test subjects, following the Doctor's rule, do not let anyone out of it. After some time, the experimental Thirteenth 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 he decides to benefit from this. We are driven into a laboratory area heavily contaminated with radiation, where we have to fix a broken electrical appliance in a while. 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 case 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 that, 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 at the first level of the laboratory and install them in the generator processor. This generator must be started by order 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 ripening against second-level test subjects - more privileged, chosen by the Doctor for a certain purpose. The Chosen are not engaged in rough labor and food gathering, all supplies for them are supplied by first-level test subjects. IMPORTANT: as soon as you get freedom of movement around the lab, immediately go to the room with the tank and take the gearbox from the armored personnel carrier in the box. Next, we must first help the Nineteenth (find the coder and unlock the safes), then he will ask us to transfer food to his comrade sitting in the punishment cell. We speak with the Thirteenth, he lets us go there. We speak with the Tenth, 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, we change three rat carcasses for a knife. Next, we go to the Thirteenth and ask to participate in the test of the Kaimanov emitter. During the procedure, we press a hidden knife switch (from the wall), the device is overloaded, a burst of radiation occurs and the Thirteenth faints. You need to have time to kill him with a knife. Then we take a map from his body and go to the door to the lower tier, together with other experimental subjects we go down. Aggressive test subjects roam below, killing with a look, you need to run up to them from the back and beat them with a knife. The tenth asks to find 5 chips, they are in drawers on the lower tier of the lab. We bring them, the controller (mutant) appears, we bring him down. Then the door opens, but do not immediately run forward - there are two turrets. They can be disabled with grenades from the pantry. Then we make our way to the room upstairs, there we speak 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 the scout Seryoga, he wants to talk. Let's go to him. Serega noticed something interesting in the unfinished building, he wants to get there and asks us to cover it. We agree. Seryoga first sends us in search of the "Beehive" artifact, we go to the indicated place, we see a Werewolf Izlom there. You can immediately attack him, but you can talk to him. If you agree to get him medicine, then you will need to call the scientists from Dr. Pilman on the laptop (in the shelter), then buy pills from them and bring them to Izlom. He will give us "Beehive". We return to Serega, we make our way with him through the gallery to the unfinished building. We fall into a stretch there, we come to our senses already in captivity from agents (in a cage). Agents are executing Seryoga in our presence. Together with us, Abdul is in prison, we ask him and get detailed information about the Chief Scientist and a little about the Golden Ball (allegedly he is in Pripyat). Next, we agree to escape, throw the bolts at the button on the wall until it breaks and the cage door opens. Now you need to carefully get past all the agents (there are about 15 of them) and climb to the upper floors, where to find the generator (by sound) and turn it off. This will also turn off the security turrets around the base. Not far from the generator there will be a Gamma-substance crystal, it must be broken. Once we do that, all agents will fall unconscious. You can also go to the leader's office, where you can get the key to the artsenal in the box (our confiscated things are there). Next, we speak with Abdul, he warns of a helicopter of agents following us. We run with him to the shelter wagon (hiding from the bullets of the turntable), as soon as we go inside, the helicopter will fly away. We speak with 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, Andrey and the major, there is a note on the floor. In it, on behalf of Tyrsa, an invitation to the "arrow" and words about a ransom. We tell Abdul, he gives us the artifact "Itching", we go to the place of the "arrow", Abdul is hiding. We speak with Tyrsa, right after the last remark we use "Itching" 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 racketeer and free the captives. Now we are talking with Vasily, we give him the gearbox, he repairs the armored personnel carrier and you can move on 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 speak with Abdul, we go to the "Bus" anomaly. To overcome it, we need to quickly move from one skeleton to another until we are at the front door of the bus. In the cabin we see a tape recorder, turn it off and the anomaly is discharged. We speak with Abdul, we go to the place where the broken UAZ-ik stands by the road and the radio hisses. We select it, use it and get in touch with the scientist. Again we speak with Abdul, we learn that a virus is rampant in the bar and we break through the crowds of infectious zombies to the tower. In the tower we speak with Vladimir, he asks to find the medicine that fell from the helicopter and gives a mark on it. There is no medicine on the label, 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 him in the forehead. To kill him, you need to shoot at him, being at the green anomaly, which periodically appears on the boxes. Enough 6-7 hits from the anomaly and the monster is ready. We speak with Alan, take a cheburashka from the safe next to it, go to the dwarf and use a toy near him. The dwarf gives a vaccine can in return. We go to Vladimir, he reveals the cards. We agree 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 for passage by a large electrical anomaly. Abdul asks to find special material on 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. You don't need to chase him, you should go to the barracks 1 and take the documents in the box there (killing the poltergeist along the way). Then, by the mark, we find the cache of the psycho, take the key there and go to the barracks 2, we see a spatial anomaly there, which shimmers in different colors. Pass order: white-blue-red. We pass it, in the same place in the box we find more documents and get a label for another cache. In this cache we find a strange bottle, drink, cut down 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 bloodsuckers. We examine the houses that he asks for, bring him objects (including a strange device), then we get the task to find either parts of a broken icon, or do something with the device. If you have chosen to search for an icon: we find the parts by the marks in the drawers. When we find all 4, they will merge together, we will return to the 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 ensign, talk to him and show the device. He confesses everything, tells us that in order to defuse the anomaly on the barrier, you just need to turn on the antenna installation here, on the territory of the unit. We carry out this and return to Abdul. Now you can go with him to the Radar.
Radar:
Immediately after switching to the 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 gets into a stretch (he is injured), 4 agents immediately appear, they must be eliminated. After the fight, we talk with 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, then he will teleport, you need to hit his head, then he will fall and you can interrogate him. After that, we return to Abdul and see that he was kidnapped. In the note left, he says that they want to take him to an underground bunker (X-10). We can immediately go to Pripyat, or we can go to the entrance to X-10 and try to save Abdul. If at the same time put on a suit of agents and a gas mask, then they will not attack us first, it will be possible to talk with them and get access to X-10 for a chain of quests. You can immediately attack, then the key to the entrance will be on the body of the agent of the Prophet.
Laboratory X-10:
If we made our way into the bunker with a fight, then a timer will turn on, after which Abdul (located in the back room) can be killed by 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. Turn on the switch in the main hall and quickly run to the exit.
Radar:
Here we must run very quickly to the transition to Pripyat, if we do not have time before the end of the countdown, then 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 automatically activate, in which there will be a note with instructions on what to do next. If we came with Abdul, then we talk with 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 go along the new mark to the kindergarten, there, first, in the yard near the car, we take documents from the suitcase, then we crawl inside. We need to beware of the teleporter in the corridor, he will throw us into the yard. On the first floor we find a brownie, kill him (by sound, but you can just beat around him at random), the key to the first-aid post falls from him. In the mepunkte (second floor) we read a magazine, we go to the first floor, there we kill the second brownie and the key to the refrigerator falls out of it. We go to the kitchen, in the refrigerator we find a jar of pills. Now we jump into the teleporter in the corridor, he throws it into a secret room with teleporters. We pass in turn three of these rooms and in the end we get into the director's office. There in the safe we ​​find a newspaper with a mention of the 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 a bloodsucker (it is very easy to kill him with an icon from the military), we kill and open the safe with his claw. It contains a note that you need to meet at the indicated place. We go there, there we are met by the leader of the agents Apostle (he will be neutral). We speak with 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. From the body of the Apostle we take the key to the stadium and go there. If we agree: we are transferred to the scene where the Apostle reads a speech. After the end, we approach him, he makes us drink something and we lose consciousness, we come to ourselves on the roof of the house. Our Mind appears, we speak with it, we protect it from the ghosts of obscurantism, and as soon as the last one is killed, we are transferred back to the stage. All agents will be inactive, after interrogating the Apostle, you can take away the key to the stadium from him and go there.
As soon as we step into the stadium, a helicopter will fly in and fire at us. We quickly run to the fallen turntable, take the RPG from the box and shoot it down (1 hit). Now you need to search the corpse of the agent in the trailer and find the time capsule by the marks, in which the microcircuit will lie. We can safely stomp on the Chernobyl nuclear power plant.
Chernobyl:
The entire area is under the influence of a large weather anomaly and is highly radioactive. There are many whirlwinds that damage our armor and infect 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 mark and search the corpses of 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 info from his laptop (where he was sitting), we 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 get the last part of the code. We open the door. Behind the door, an ambush will await us and a transition to the control center.
Control center:
This is the last location, we overcome it without interference. In the central hall on the table we see a computer, we activate it with the help of a microcircuit. The Chief Scientist appears and explains what's what. Next, we turn off the protection system of the Golden Ball through the computer 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 run away through another exit. Depending on the choice, we get one or another ending.
Rostock:
Once on the territory of the plant "Rostok", we see a drunken scout Grigory. We speak with him, next to the trailer we read a note, we get the key, open the grate and go further. Strange sounds are heard at the location, things move by themselves. The road to Yantar is blocked. If we want to go there, we must first search the corpse of another scout Mikhail (next to the tower), then go to the locked garage, so return to Grigory, ask him for the key, open the garage. There we find part of the diary, 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 latter, we return again to Grigory, ask about the common fund, we get a mark. In the obshchak next part of the information. We read, we go into the tunnel, we take one more part of the diary. After that, all back to Grigory, he gives a tip on the boarded-up house and tells how to get there. We go to the house, break open the door with a crowbar, get inside. Inside we take the director's documents on the table, then we find the director's case (in the room with the pit, in the corner in the grass). We open it, we get the key to the office. In the office we see a bust of Lenin, we have 2 options: smash it or take it for ourselves. If broken, then the "Light Bulb" artifact will drop from it, then a voice will sound calling us to the courtyard and a mark will appear, as well as many ghosts. In the courtyard we meet a poltergeist, kill him and take away the sobering. If you do not break the bust, but pick it up, then you will also have to fight with the poltergeist in the yard. After killing the monster, we go to Grigory and give him a sobering, he comes to his senses, tells how it happened and asks to find a transmitter to call a rescue helicopter. We bring him a transmitter, we go to the agreed place where the turntable will land. There we meet military stalkers-rescuers. When talking with them, they will ask us about the sect device (which was hidden in the bust of Lenin). If we saved it, then they will remain neutrals for us and, together with Grigory, will sit on the upper floors of the building. If we broke it earlier, then the military stalkers stun us, and Grigory is killed. We can return our equipment or just go to Yantar (using the key we got from Gregory earlier).
Amber:
We arrive at the base of scientists and talk first at the gate at the gate (we pay a bribe), then with the commander. The bunker is closed, the commander drives us away. We leave, but suddenly a signal comes to the PDA with a request to return. We return and speak with Private Belyaev (he will stand behind the trailer near the fence). He will tell you that Sakharov was kidnapped by some strangers and that allegedly one of them may appear on the hill at night. We take a sniper rifle (if not, then ask Belyaev), wait for the night, climb onto the roof of the bunker and bring down the unknown (in fact, it will be a burer). IMPORTANT! You should kill him only when he stops at a tree, otherwise we will not find his hiding place later. If they killed, then be sure to take a walkie-talkie from this cache. We drag the corpse of the burer to the commander (it is better to drag it by the paw \ leg \ head, heavy bastard). He tells about the disappearance of Sakharov and that one of his scouts went to look for a scientist at the plant and did not return. We go to the place indicated by the commander (by the mark), we use the radio there, we speak with 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 burers, if they notice us, it will be bad). In the hangar we speak with a scout, he says that Sakharov was dragged into the dungeon and we need to get there. Then he eliminates three burers in turn (we help or we can do it ourselves, but they will block our weapons), we go to the entrance to the factory, a barrel falls on our heads and we come to our senses already in the room with the King of the burers. He interrogates us, then orders to go down to the dungeon, we go there.
Laboratory X-16:
At the entrance, we speak with the burer-adviser, we follow him to the bars. At the grate we speak again, then we go upstairs to the control point to Sakharov. The scientist asks us to help him turn on the emitter. We bring him part 1 of the documents (it is below, where the acid anomalies are), then part 2 (it is in a closed room with snorks, on the floor at the remote control). Sakharov asks us to climb through the pipes to the Brain in order to measure the temperature. We get to the Brain, talk to him, then return to Sakharov. He again asks us to climb to the Brain, we do it and again we return to the scientist. Then we turn on the three switches below and then the main installation. The burer-king with an adviser come to the control point and attack us. We run away 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:
Finding ourselves with the scientist in the tunnel, we bring him to the surface and bring him to the bunker. There we talk with the commander, he thanks and gives access to the safe with weapons.
If we still have a scout Grigory on Rostok alive and we took a flash drive from him, then we give it to Sakharov. He asks us to bring another flash drive from the scout camp near the factory. We go there, there we see a tent and a scientific device next to it, we activate it. Further in the bushes nearby we find three scanners (by sound), we activate the device again. A spatial anomaly appears, from which the master key Baska (unconscious) falls out. We pump it out (if there is nothing, we drag it to the bunker and buy morphine there), it will tell about strange events. We go with him to the base, there we speak again and get a tip on Anton's caches. We examine this place, step on the stretch (it does not hit to death), we return to the base and see that Baska has escaped. We find him at the crossing to Rostock, interrogate him, he tells how it happened and gives the code from the box where the second flash drive Sakharov needs is located.
Outskirts:
As soon as we appear at this location, we become a witness of a clash between the military and smugglers at the checkpoint. We can choose the side of one or another, depending on the choice, we get the storyline:

A) smugglers. We kill the military, speak with Savik and quickly run with him and the rest to the camp (otherwise a turntable will fly to the checkpoint and open fire). In the camp we speak first with the merchant Moishe, then with the Boar, he sends us to examine the body of the smuggler Tooth, who died in the anomalies. We examine it, find the "Deceit", bring it to the Boar. He teaches us to activate it, activate it and a teleport appears. We jump there and get into the cave. In the cave, you must first search the corpse of Ruslan, take the keys from him, unlock the chamber with the corpse of the master key, take another "trick" from him, activate it and jump into the teleport again. Now we get into the secret room where Bitard is sitting, 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 it will periodically supply us with various "tricks". After we get to the surface, we go to the Kaban and talk about the cave and Ruslan. He asks us to go to an 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 to bring herbs for treatment. We go to an abandoned village for grass. In the village we catch the SOS signal on the PDA, if you respond to it, you will need to go through the quest "Under the Hood" to get out. If you do not respond and just pick up the grass, then you can return to Bolt and exchange it with him for a thermos with a decoction. We carry a thermos to the Boar, he heals the wounded with a decoction. He comes to his senses and talks about the place where the valuable cargo is hidden. Boar asks us to help the Courier deliver this cargo to its destination, we agree. The Courier comes, we speak with him. He sees a helicopter patrolling the area and refuses to go camping. We speak with Boar, he asks to shoot down a helicopter, we agree. We go to the fire station, there we meet three marauders fighting off dogs. We help them and together with them we begin to look for an underground warehouse. We find the grate in the basement (it will be necessary to activate it once), we report to Lenka. He says that his people will pick 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 to look in the apartment upstairs and give a coin. On the stairs to the apartment we throw a coin into a jar to pass. In the apartment itself, we read the documents of the commander, we find his key (in the monument to Lenin), we open the grate in front of the safe for them and in the safe itself we take a note with the code from the base gate. We report to Lenka, he says that we need to go to the military. base on the hill, we stomp with them there. At the base, we first approach the frozen military man and select the key, then in the warehouse under a canopy in a broken box we take a bottle of oil, 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. From the chimera we take the key to the warehouse, there we find an RPG. We go to the fire station, climb the tower, wait for the helicopter to fly up and shoot it down. We return to the Courier. We speak with him and accompany him through the entire location to the destination (mutants will attack). If the Courier is killed, then it will be possible to 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) the military. We kill the smugglers, we speak to the Chernovs. He asks us to help catch the smuggler Kaban and his company and sends us to Alexandrov for briefing. He gives the coordinates of the camp, we go there, it is empty. In the basement we take PDA with info from the corpse, we also take the key from another corpse in the attic. We unlock the basement of the house with this key, there we take a list of radio frequencies on the table, we take it to Chernov. He sends us to the fire hour.

The mod has an interesting plot, which should be completed in stages, as the author intended. With 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 get to the shelter.
  1. In the hideout of the scouts, we speak with Sanya, then with the trader Skidan. The anomaly "Iron" blocks our way. Near the bridge we catch the SOS signal on our PDA. We see the Wolf locked in the mill. He asks us to release him. From the camp you need to steal the key, lying in a backpack by the fire. We follow the Wolf, we see three 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 the wounded, he is in the car by the road. We are attacked by three, we fight back, we tell Skidan about what happened. Organize an ambush with Skidan. Three will look for us at the bridge, do not stick out. When they approach the Iron 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 dump we find a checkpoint. We communicate with the inhabitants of the checkpoint, as a result, after strange events with the psi-strike of Abdul, we get access to the dump.
  1. At the dump we go through the field of anomalies together with Andrey and the major, but in such a way that both of them survive. We go into the car of Vasily. We learn from him about the armored personnel carrier, we find three artifacts in a landfill to neutralize the anomaly that prevents us from getting into the dark valley.
  1. In the dark valley we speak with Seryoga. We are looking for parts of the welding machine on the territory of the plant on his tip and get into the underground laboratory X-18.
  1. In the laboratory we speak with the experimental. In the hall 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, destroy the turrets with grenades.
  1. In the dark valley we are looking for the artifact "Beehive" with Seryoga, we help a lonely break - we get an artifact from him. We fall into a stretch, wake up already in captivity. We throw bolts into the button on the wall, we run. We creep quietly past the agents upstairs and turn off the generator, break the crystal. We take away our swag, we speak with Abdul, then we run to the car, hiding from the helicopter.
  1. At the dump, together with Abdul, we deal with racketeers, repair an armored personnel carrier and drive through a minefield on it, go to the Bar.
  1. When we hit the 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. Near the broken UAZ we find a walkie-talkie, 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 follow the army warehouses.
  1. In the warehouses we meet a scout who runs away from us. In the first barracks we take documents. We find the cache of the psycho and get access to the second barracks. We pass an anomaly in the barracks, the order is white, blue, red. We find a bottle in the cache, 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 act and deal with the Phoenix agent, shooting him in the head. We quickly run to Pripyat, otherwise the brain burner will eat us, we have time before the countdown.
  1. In Pripyat we are heading to the kindergarten. We pick up documents in the yard near the car, climb inside. We do not fall into the teleport, we kill the brownie simply by shooting in all directions, we select the key. Then we kill the second brownie, again our key, 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 the 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 pick up an RPG and shoot down a helicopter, search the corpse of an agent in the car - our time capsule plus a microcircuit.
  1. We hurry to the Chernobyl nuclear power plant, wearing a scientific suit, otherwise it will be tight. We search the body of the agent at the bridge. We solve an easy series of quests with agent codes and get into the control center, repulsing the ambush.
  1. In the control center we activate the computer with our microcircuit. We disable the protection of the Golden Ball in the computer. We will have two options - touch the Ball or wait until it overheats and go out to another exit. One or the other ending of the game depends on our choice.
  1. Once at the plant "Rostok", we speak with a drunken Gregory. There is a note in the car next to it. We collect three parts of the diary, give them to Grisha. He directs us to a boarded up house. Our goal is a bust of Lenin, we get the Otrezvin pill and give it to Grisha. We are waiting for a helicopter with the military.
  1. On Yantar we go to the base of scientists. They don't let us in, but we get a message on the PDA. We complete the quest to kill the burer, you need to kill him with a sniper when he approaches the tree, otherwise we will not get the coordinates of the cache. We find a walkie-talkie, and we drag the corpse of the burer to the commander. We go hunting for burers, as a result we get to 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 snorks at the remote control. We include three knife switches and installation. After the attack of the burers, we run with Sakharov, set fire to the canister against the wall and disappear into the resulting hole.
  1. On Yantar, Sakharov asks to bring him a flash drive from the scouts' camp near the factory. We activate the device and three scanners. Baska will fall out of the anomaly, help him. Then stretching and again run away Baska, who gives us a flash drive for Sakharov.
  1. Arriving on the outskirts, we can join either the military or the smugglers - a further small plot depends on this. Our task is to kill the warring faction and complete the last command quest. End.

Well, we are pleased to inform you that the most long-awaited premiere has finally taken place. full version plot modification, which is called the Golden Ball. Completion". After all, now you have the opportunity not only to watch the passage through it, but also to take part in this amazing game yourself, because for this you just need Stalker Golden Ball Completion download the torrent on our wonderful game portal. There is no doubt about the quality of the project, because the presented novelty will delight gamers with its unique quest line with unusual tasks and a peculiar concept. I would like to note that this time more attention was paid to new gameplay features during development, which helped to significantly diversify the entire gameplay as a whole. Now the modification is completely saturated with a mystical, enchanting atmosphere, and the Exclusion Zone is able to surprise you from time to time and from time to time present various surprises.

Plot

This time, the plot of the game mainly affects the various locations of the original game, but due to the fact that the developers have created a completely different environment, now familiar places can hide a lot of new things. Events in Stalker Golden Ball Completion unfold in 2008 (and to be more specific, on August 18). A year has passed since the second explosion occurred. Despite the fact that the Zone is young, anomalous activity is very widespread in it. There are no groups here (all those who can get inside call themselves "scouts" or "newcomers" depending on experience), there are no bases, in total there are about 30-50 people in the Zone, not counting the military at checkpoints. None of the people really knows about anomalies, mutants, but the first artifacts have already fallen into the hands of scientists, and now humanity has been able to appreciate all this. A new young man comes to the Zone... All that is known about him is that his nickname is Zhekan, and in the past he was an ordinary person without any experience of survival in extreme conditions. Intrigued? And you can find out what will happen next after you decide to download Stalker Golden Ball Completion via torrent on our video game website right now ...

survival system

This time the developers decided to add the Golden Ball to the Stalker Completion new system survival for the main character. Now there are factors that affect its main characteristics, these are Hunger, Thirst, Disease, Luck. In fact, thirst and hunger are two quantities that increase all the time under the conditions of the game. After all, the higher the hunger, the lower the upper limit of health for the character and the higher the thirst, the lower the upper limit of endurance. And if you want to know the degree of these factors, you can use the indicator in the form of a flask or a fork on the left side of the screen.

Luck

What does luck bring? In fact, luck is one of the main qualities of a real Stalker, because along with secrecy, caution and prudence, his luck is manifested. This word can be attributed to a separate characteristic of the main character, which, moreover, does not change all the time, but periodically.

Hunger

In order to satisfy your hunger, you need to eat, but you should remember that different foods satisfy the feeling of hunger in different ways. The simplest, unprepared food (bread, sausage, canned food, etc.) will satisfy hunger poorly, but if you cook something on a fire, it will be much faster. The following products are available for cooking: Potatoes with lard, Canned food, Pseudo-dog tail, Pseudo-giant paw, Boar hooves, Jerboa meat and much more.