Stalker golden ball completion amk. Stalker Golden ball or Zhekan's adventures completion How to read corrupted documents. Golden ball. completion - anomalous Kalash. What do we get from reading corrupted documents?

Hello everyone!!!

In this video I will show you how to read corrupted documents.

Stalker "Golden ball or Zhekan's adventures completion" How to read corrupted documents

In this video, we will read the damaged documents using an abnormal lamp.

Golden Orb: Completion - Where to find the 3 Lens artifacts and how to read the documents

In this video, I tell you where to find the three Lens artifacts on the Outskirts and how to read the documents with a lamp.
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S.T.A.L.K.E.R.: Shadow of Chernobyl - Golden Ball #19 ~ Damaged Documents 📄

Difficulty: Master
10:24 - radio repair
13:24 - crashed helicopter
19:27 - lens for lamp No. 1
20:17 - Zaurus cache
31:11 - lenses for lamps No. 2 and No. 3
33:00 - reading damaged documents
Platform: Shadows of Chernobyl 1.0004
Developer: [email protected], Charsi
Quality Settings: Maximum
Playlist:
My VK group:
Golden Ball: Completion - It's Perfect new story Stalker named Zhekan. In this modification, you will find a lot of unique innovations that you have not seen before. An extraordinary plot, a large number of gameplay innovations, a huge number of secondary quests, a variety of weapons and equipment, a still young, deserted Zone, and much more are waiting for you in the Golden Ball: Completion mod. The plot will take us both through the standard levels of the Shadows of Chernobyl, and also lead us to new territories.

My PC:
OS: Windows 10 Home
Processor: Intel(R) Core(TM) i5-4670 [email protected] 3.40GHz
RAM: 8.00 GB (Available: 7.89 GB)
Video Card: GeForce GTX 1050 Ti
*==========================================================================================*
#STALKERShadows of Chernobyl
#Action
#RPG
#stalker
#survival
#simulator
#goldenball

Golden Ball
Zhekan
Golden Orb: Completion

Hello everyone!!!

In this video, I will tell you what we will get by reading the damaged documents found on the 2nd floor of the Atp Cordon, we read them with the help of a Table lamp and 3 Lens artifacts

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YandexMoney 410012286217710

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GOLDEN BALL. COMPLETION - where to find corrupted documents? and what are they for?

Hello everyone!!!

In this video I will tell you where to find damaged documents. Video for beginners :)

never throw them away or sell them

GOLDEN BALL. COMPLETION - Anomalous Kalash. What do we get by reading corrupted documents

In this video, I will tell you what we will get by reading the damaged documents found on the 2nd floor of the Atp Cordon, we read them with the help of a Table lamp and 3 Lens artifacts
Mod GOLDEN BALL. FINAL Patch 3.3
Link to playlist complete passage
Link to playlist with difficult places (how to do it)
Enjoy watching!!)😀

GOLDEN BALL. COMPLETION - how to get to Bitard's cave. Throws out of the cave to the surface

Hello everyone!!!

In this video, I'll tell you how to get into Bitard's cave after you decide to leave him alive.

And so he will give you two semi-artifacts, one for the exit, the other for the entrance, when you use the semi-art to exit the cave, throw it behind this junkie (Bitord), because if you throw the semi-art where you appeared for the first time, then a Teleport will form there and when the next time you come from one room of the cave, you will immediately get into the teleport at Bitard and it will be thrown out to the surface.

And second, using the artifact to return to the cave, do it away from the cave itself, because if you do it next to you, you will be teleported to the clearing and not to the cave.

It seems that everyone can now carry morphine to a junkie, the emerald will not help him (he does not take it) the end.

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(Everyone who donates, a huge request to write to the PM in contact (), as I will make a memorial of honor in the VK group so that no one will be forgotten!!! Thank you all)

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GOLDEN BALL. COMPLETION - Receiver. Why is it needed and how to use it?

Hello everyone!!!

In this video, I'll show you how to use the Receiver that we found while completing the Web quest

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Help in the development of the channel:
(Everyone who donates, a huge request to write to the PM in contact (), as I will make a memorial of honor in the VK group so that no one will be forgotten!!! Thank you all)

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YandexMoney 410012286217710

WebMoney R424585039563

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:) I express my deep gratitude to everyone for subscribing, like, kind words and financial support!!! :)

Stalker "Golden ball or Zhekan's adventures completion" Documents for the quest "Unexpected guest"

In this video, I'll show you where to find the intelligence tablet for the quest An Unexpected Guest

GOLDEN BALL. COMPLETION - How to fix the car (APC)? How to start a car?

Hello everyone!!!

In this video, I'll show you how to fix your cart :)

Donate to streamer:

VK group:

Help in the development of the channel:
(Everyone who donates, a huge request to write to the PM in contact (), as I will make a memorial of honor in the VK group so that no one will be forgotten!!! Thank you all)

Sberbank (card) 4276 5000 1086 4856

YandexMoney 410012286217710

WebMoney R424585039563

Qiwi +79146662146

:) I express my deep gratitude to everyone for subscribing, like, kind words and financial support!!! :)

GOLDEN BALL. COMPLETION - passing the quest Forgotten experiment: documents No. 2

Hello everyone!!!

In this video, I'll show you where to find the second part of the documents for the Forgotten Experiment quest.

VK group:

Help in the development of the channel:
(Everyone who donates, a huge request to write to the PM in contact (), as I will make a memorial of honor in the VK group so that no one will be forgotten!!! Thank you all)

Sberbank (card) 4276 5000 1086 4856

YandexMoney 410012286217710

WebMoney R424585039563

Qiwi +79146662146

:) I express my deep gratitude to everyone for subscribing, like, kind words and financial support!!! :)

Stalker "Golden ball or Zhekan's adventures completion" Swag Snowden and Evil Zadrot

This video shows where the swag of Snowden and Evil Zadrot is located.

GOLDEN BALL. COMPLETION - How to repair an APC at the Outskirts of the Zone? Where can I find the Revision Kit?

Hello everyone!!!

In this video, I will tell you where to find components for repairing an armored personnel carrier on the outskirts of the zone and how to repair it.
He doesn't shoot!
You can only fix it by playing as military!!!
Repairs only Prapor!

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VK group:

Help in the development of the channel:
(Everyone who donates, a huge request to write to the PM in contact (), as I will make a memorial of honor in the VK group so that no one will be forgotten!!! Thank you all)

Sberbank (card) 4276 5000 1086 4856

YandexMoney 410012286217710

WebMoney R424585039563

Qiwi +79146662146

:) I express my deep gratitude to everyone for subscribing, like, kind words and financial support!!! :)

GOLDEN BALL. COMPLETION - Guide for beginners. How to split the artifact? Where to find the artifact Remote

Hello everyone!!! (video for beginners)

In this video, I'll tell you why you didn't have a task to search for an artifact console and what to do to make the console work for you on f5 --- decomposition of artifacts

VK group:

Help in the development of the channel:
(Everyone who donates, a huge request to write to the PM in contact (), as I will make a memorial of honor in the VK group so that no one will be forgotten!!! Thank you all)

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YandexMoney 410012286217710

WebMoney R424585039563

Qiwi +79146662146

:) I express my deep gratitude to everyone for subscribing, like, kind words and financial support!!! :)

GOLDEN BALL. FINAL - How to get the death lamp? (Without using artifact splitting)

Hello everyone!!!

In this video, I'll show you how to get a death lamp without using artifact splitting.

Donate to streamer:

VK group:

Help in the development of the channel:
(Everyone who donates, a huge request to write to the PM in contact (), as I will make a memorial of honor in the VK group so that no one will be forgotten!!! Thank you all)

Sberbank (card) 4276 5000 1086 4856

YandexMoney 410012286217710

WebMoney R424585039563

Qiwi +79146662146

:) I express my deep gratitude to everyone for subscribing, like, kind words and financial support!!! :)

GOLDEN BALL. COMPLETION - Fire Chief's key, how to open the break room

Hello everyone!!!

In this video, I will tell you all about the key of the head of security. Why do we need this key and what does it open.

Stalker "Golden ball or Zhekan's adventures completion" quest "Dirty work" Ch-1

In this video we will start the Dirty Work quest

GOLDEN BALL. COMPLETION How to save Helm from the night blindness anomaly

Hello everyone, in this video I will show you how to save the stalker (master key) Sloop from the anomaly night blindness

Stalker "Golden ball or Zhekan's adventures completion" how to get into the rest room

In this video, I'll show you how to get into the rest room, which is closed with bars.

Back in 2015, the development of an interesting plot mod "Golden Ball - Zhekan's Adventures" was started, which showed great promise of becoming a truly landmark project. But the development of the mod was delayed, all Stalker fans have been waiting for the release for a long time, and they didn’t wait! The production of the mod was curtailed, and the buggy and unfinished beta version of the modification went online. Players complained about constant crashes, script failures, broken saves, raw gameplay. The mod failed because it was not really finished.

But the end of 2017 pleased us - the development of the mod was resumed and brought to its logical end. The new product received the final name - "Golden Ball. Completion". Now we have a product that claims to be the best story mod of the year! Let's talk about the features of the game.

Key features:

A new, unique in its kind stalker plot.
The bookish atmosphere of Roadside Picnic.
17 updated locations with new objects.
Well thought out quests.
Updated music and sound part.
A rich selection of weapons and armor.
A new quest character-doll that helps us with advice.
Decent dialogues that enhance the atmosphere of what is happening.
New anomalies and mystical mutants.
New system use and improve artifacts.
Changed, unlike other mods, the survival system.
The mystery and mysticism of what is happening.
Lots of interesting little gameplay changes.

The main fat minus of fashion is low stability. When playing, be prepared for crashes, save more often with special saves through the game menu. The mod was created by only one person, so you can understand what caused this shortcoming.

Download mod "Golden ball. Completion" from Yandex disk.

Download mod "Golden ball. Completion" from Google Drive.

Sound patch for those who do not have sound in the game.

The mod is unpacked and then installed on the original game "", version 1.0006. If necessary, a sound patch is placed on top.

Video with an overview of the modification:

S.T.A.L.K.E.R. Golden Ball Completion by Siriis2012 Torrent Download

S.T.A.L.K.E.R. The Golden Ball: or the Adventures of Zhekan Completion RePack by Siriys2012

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.

Description:
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 "newbies" 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:
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.

Release date: 07/17/2017
Developers: @ [email protected], @Charsi
Platform: STALKER Shadows of Chernobyl v.1.0006

Golden Orb: Completion
The Golden Ball Completion is presented by the developer as a complete version of the story of the adventures of the stalker Zhekan, who went to the Zone in search of the legendary Wishmaster. The original locations of the Shadows of Chernobyl will meet the player with a completely new storyline, a mystical atmosphere that has reigned around the main character, unique tasks, well-developed quest chains, new characters and innovations, almost beyond recognition, changing the idea of ​​​​the usual gameplay of the original version.

Along with major plot changes, the game has acquired a number of new game systems that allow you to significantly diversify the gameplay and make the passage much more fun.

About the plot:
After the second disaster Chernobyl Zone alienation is growing in size at a tremendous rate. Every day the number of missing and dead stalkers is growing rapidly. Scientists, having teamed up with the military, carry out numerous attempts to penetrate the perimeter in order to find out the causes of the disaster. However, not one scientific expedition and special operations of the military were unsuccessful. From the stories of those who managed to survive, it becomes clear that the Zone is changing right before our eyes. Previously unexplored anomalous formations began to appear on its territories, living organisms undergo monstrous mutations, which will endow them with amazing abilities in parallel. Stalkerism is just beginning to emerge. August 18, 2008. A young adventurer travels to the Exclusion Zone in order to find the legendary Wishmaster. However, the true purpose of the journey is known only to him alone ... What awaits our hero on his way? You can find out this directly when going through the Golden Ball mod or Zhekan's adventure.

Key Features:
! A completely new storyline that unfolds around the main character, the stalker Zhekan.
! Long quest chains and new tasks with a peculiar concept.
! New characters and vehicles.
! Locations presented as part of the original PM, partially received external changes and now previously traveled paths can be fraught with unpredictable surprises.
! A number of new game systems have been introduced into the game: Survival, Thirst, Hunger and Cooking, Luck and its own system of achievements.
! The basis for creating the modification, namely its gameplay part, was the OGSE 0.6.9.2 R2 project

patch 3.3
List of edits:

1) Fixed a crash with bm16_shoot_anomal.ogg
2) Fixed a bug when Styopka did not want to talk after searching all the caches
3) Fixed a bug when the sentry on Yantar did not want to take money for the passage
4) Fixed a bug when the Doll stopped responding to the question "what do you see"?
5) Fixed a crash when searching one of the purchased caches at Agroprom
6) Fixed a bug with the uselessness of some types of cartridges
7) Fixed a bug with Abdul getting into an anomaly when going to the Garbage
8) Fixed a random crash when approaching a catwoman
9) Alan no longer sells "Spider"
10) The courier on the Outskirts has been protected from anomalies during escort
11) Fixed a bug in the quest "Crime and Punishment" on Military
12) Fixed a bug with the absence of the colonel's body in the gravitational anomaly on the Military
13) The quest for a peaceful settlement of the conflict on the Military has been simplified, now there will be another way to pick up the key from the ensign


No new game needed

RePack features:
1. Nothing cut / nothing recoded.
2. Based on Shadow of Chernobyl.v.1.0006
3. Modification of the Golden Ball
fsgame file - Saves, screenshots, logs, etc. will be in the root of the game in the _appdata_ folder
Installation time 15-20 min.
The repack was updated on 07/30/2017.
What's changed:
Added fix 3.3 from 07/25/2017;
Added weather pack Panoramic Mod + Vivid Sunsets from XMODER (installation optional).
If the saves in the game (settings, saves) do not work, we try to run the game as an administrator.

https://vk.com/club105844892
Repack by Siriis2012

A fresh trainer has been released, written specifically for the Golden Ball 3.3 modification.
You will understand the archive of 2 trainers - instructions are attached to the files
File extension.cpl - we do not pay attention to run as a normal.exe as administrator
Run the game, minimize Alt + Tab to launch the trainer and press the keys indicated in the menu to activate cheats, without the game the trainer simply will not turn on!

Spawner - copy the folder gamedata to the folder with the game activation in the main menu of the game button "F1"
Spawner - kills the splash screen in the main menu - but works correctly in the game
Spawner - does not change the game files - you can delete the folder with the spawner at any time

Attention! do not turn on cheats at the very beginning of the game - it causes a bug with taking pills)
after talking with the private through the window of the barracks, you can use cheats on how to complete this quest, see the video below!
! The new trainer allows you to turn on a high jump, you can immediately run from the barracks through the roof - by turning on cheats
Quest will be counted)

Save 5 pieces more often so that you can roll back to the previous ones - the mod is damp

The archive contains the OpenAL file "oalinst.exe" - install if there are bugs with sound
https://ru.wikipedia.org/wiki/OpenAL

Warning / Achtung:
Antivirus programs can detect the trainer file as a virus!

Archive password: mygamesrus

A very good mod for the first "Stalker": there is common sense, logic, intrigue, an interesting plot. The mod itself is quite large (I completed it in about a week in the evenings, despite not really bothering with secondary missions). The atmosphere is appropriate. Maps - similar to the original ones, but not quite the same: either modified or taken from some kind of hodgepodge (I haven't played all the mods, so I can't say for sure).

Now about the sore.

A lot of bugs. Realistically, too much. Moreover, the third patch has already been released. And the first Stalker itself often crashed, the same mod crashes literally from scratch: I talked with a sergeant in army warehouses - it flew out stably, killed one of the enemies on the Brain Burner - it flew out steadily. Moreover, even the steamers on YouTube, who went through this mod for the video, directly talk about this: where and when will you fly out. And it's very embarrassing. Because the game is good.

Slightly less offensive bugs - when you see grammatical errors in the texts of the dialogues. But here you can understand: fingers dance on the keyboard, you can’t see all the mistakes.

And now the amazing: this mod (pretty big mod!!!) was developed by one person. And one more thing - the movement of characters on the cards. Well, several of his people helped them with tests and voice acting. Amazing! Because there is a LOT of work put into this game!

The second unpleasant feature is scripting. The biggest plus of the original stalker was that you could complete the game without really bothering with quests. There were a couple of missions that you could not do without (especially in the 3rd part), but in general it was possible to run through all the maps without special problems. It was possible not to kill anyone, but it was possible to kill everyone in a row, it was possible to complete missions, or earn loot by carrying swag. It was possible to kill warriors, Svobodovites, Dolgovets, and EVERYTHING IS EQUAL to reach the Monolith. This is not the case in Golden Ball. There is a line of quests that you still have to go through. For otherwise, other quests do not open. In fact, this is not a shooter with quest elements. This is a quest with elements of a first-person shooter. If you didn’t do something, didn’t talk to someone - you can even run around the map until you’re blue in the face - in most cases you won’t get the next quest. Running from Cordon to Chernobyl without talking to key figures will not work: at Cordon you will get stuck on the railway, at the Landfill - in the minefield in front of the Bar.

By the way, this also applies to most individual quests: you can find a box, but it does not open until you talk to the key character. The result is a lot of empty running around.

Separately, I would like to say about the murdered Yuri at Agroprom: he died, but the quest was not canceled, he is lying dead, and the mark is on him. As a result, I didn’t get into the dungeon, got stuck, and lost 2 days to replay (I looked on YouTube why he died, and what should have been done so as not to die)

The third feature: I did not master half of the quests. This is because often there are no hints, or the hints are not particularly user friendly. In the Bar, many times I had to run from a key item to a key character, and back. It's stressful.

Although I agree: the Stalker's approach is "run wherever you want - everything is open, then we'll deal with the tangle storylines"This is a rare gem.

The fourth feature: you can not get to some locations at all. I never got to the outskirts of the zone, and on wild territory I just looked in: the entrance was closed with bars, I thought that later there would be a quest to get there, but no, I can’t go back. And it's embarrassing. Because the first game could be run in all directions.

Accordingly, I did not go to Yantar to the scientists either.

More or less adequate navigation is Cordon - Landfill - Agroprom - Dark Valley. The rest work on the principle of "only forward!"

It's especially disappointing for the "Eye" artifact: in theory, it was supposed to create teleports, at least within the same map. In fact, this feature only worked in the Junkyard and in the Dark Valley. It's a shame.

In general, there are a lot of good chips that, in principle, could improve the game, but were not fully deployed: teleporters, radios, walkie-talkies (there were already 3 of them in the backpack. But there was no point), a guitar, a radio (which in theory, it was supposed to report on the enemy’s snatches, but it didn’t report anything), a completely unnecessary tape recorder with cassettes (I threw it out of my backpack in the Bar) ...

Transport is also present, it can be repaired and driven, but in fact, in order to assemble a car, you need to run, and there is nowhere to go: an anomaly on anomalies. In fact, it turned out only to get into the armored personnel carrier, and then only because without it you couldn’t get to the Bar.

There were many storylines that were never finalized. For example, on the roof of the Agroprom military base, a hologram of people was found above the artifact. I found the reason for her appearance in the notes, but it would be interesting to "release" them. However, maybe I just did not get to this quest.

Separately, I would like to say about weapons: they are ... but somehow in passing, or something ... I saw cool examples on YouTube. But you won’t carry them in a backpack (you run out of steam very quickly. Even if there are 30-40 kg of free space left), and if you leave it, you won’t be able to go back and pick it up. And it's embarrassing. I never found either an SVD or a custom M16 with a silencer, which fired single shots, and the screw cutter was found only at the Chernobyl nuclear power plant.

All improvements (sights, silencers, grenade launchers) are attached only after reading the documentation. Which, of course, I didn't find. And that's embarrassing too. In Stalker, such things were duplicated: I didn’t find it in one place - there is in another. Perhaps it is the same in the Golden Ball... but the optionality of some locations (I wrote about this above), as well as endless caches (which you won’t find without cheats!) make the search process not very exciting. In general, I found 4 sights, 2 silencers and 3 grenade launchers, but I never used them.

At the beginning there is also a "self-propelled gun", but this is completely useless garbage. It doesn't actually kill anyone.

And then there are the turrets. The coolest thing is that on Cordon you can shoot her down with a pistol, and in the Dark Valley they are immortal. There are also portable turrets, but I didn't find any.

Characters.

Mind is no different. Everyone without exception climbs into anomalies (the dude who set up the trajectories - he is a sham!). At the same time, key characters are immortal, and enemies always die immediately.

Spawns right under your nose - yes, they are also present in large numbers. Especially in the Agroprom swamp.

In general, the Zone in the Golden Sphere is extremely deserted. The original Stalker had a lot of characters to trade with, or get additional quests, or just information. There is nothing like that here, only those who perform some action in the story, or enemies. There are only two types of human enemies: either military (at the beginning) or "agents". Boring.

She is not developed at all. There is practically no point in buying something (the assortment is neither wide nor deep), you only use what you find. Selling something to someone is also almost impossible: the buyer is only on Cordon (but you can’t get to him), the rest of the characters have no money. I sold only one artifact in the whole game, and that is the cheapest. Weapons - I didn’t sell a single unit at all. I just unloaded a lot of swag from my backpack right on the road (ammo, weapons, and artifacts). Because it is impossible to convert it to at least something. And this is another reason why there was no point in looking for hiding places.

Artifacts.

There are many and they are different. And it's cool. But in fact I only used 3-4 of them. "Eye" hung uselessly on the belt for half the game. Streamers on YouTube used the artifacts to the fullest. I, for example, did not find even half. But they had some kind of “doll” that gave hints, and I went on an increased difficulty, I figured everything out myself.

In general, a double feeling remained from the passage: it was interesting to play, but the unfriendly interface was annoying. There were not enough people, and there was not enough greater freedom of movement. This mod is worse, but much better than many others I've played.

But the fact that only a dozen people made it is worthy of praise! Games are just hell of a job.

Z.s. Special thanks to the YouTube channel "Top Secret", who went through this game and figured out the quests, otherwise I would have abandoned this game a long time ago.

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 "newbies" 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.

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 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) treats us coolly, without much confidence. 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 barrier. 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, Andrey 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: contact Abdul directly, show him the "flash key" found, and when he demands 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 racketeers 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 path 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 dark valley, there we can find a spare part to fix 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 discharge it, you need to find artifacts "green", "red" and " yellow balloons". 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 that we needed was most likely with them. 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 from welding machine, use it to unlock the aforementioned door (welded by scouts) and enter the secret laboratory (X-18).

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 a floor of religious principles and rules, somewhat similar to the biblical commandments. They consider their "God" 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 number of electronic circuits on 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 to know 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 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 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. Abdul is sitting with us 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 top floor, where you can 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 take the key to the arsenal 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 trailer (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, you 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.

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 there spatial anomaly, 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 communicate 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.

X-10

If we broke 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

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 first-aid post (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 last part 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.

That's all.

ADDITIONALLY:

Answers to frequently asked questions -

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