Stalker golden ball flies out to do. Mod Guide - Golden Orb - Completion

So: The action takes place in 2008 (and more specifically - on August 18). A year has passed since the second explosion, the Zone is still young, but anomalous activity in it is already widespread. There are no groups (everyone who penetrated inside calls themselves "scouts" or "newcomers" depending on their experience), there are no bases, in total there are from 30 to 50 people in the Zone (not counting the military at checkpoints). No one really knows anything about anomalies, mutants, etc., but the first artifacts have already fallen into the hands of scientists and mankind has been able to appreciate them.

A young man comes to the Zone.

Only known about him:

1) Nickname (Zhekan);

2) Aim in the Zone (find the "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, the hero is caught by soldiers, locked in one of the rooms and interrogated. After interrogation, the opportunity arises to escape. You need to talk through the window with a rookie who often runs to the toilet. During the conversation, she will pretend that we feel bad. Ask to give medicine, hurry up. The soldier will believe (to believe, you need to take pills from the first-aid kit on the table), open the door and we must run. We have about 30 seconds to get a safe distance before the military opens fire. Morphine can be taken to make the escape more secure.
After liberation, we must meet with a man who will show us the shelter of local scouts. We know the coordinates of the connected person. We go to him, he takes us to the village. There we immediately talk to Sanya, he advises to turn to Skidan (the merchant). Skidan in the bunker gives us some things and talks about the local people. Then we can act independently. During the exploration of Cordon, we come across an obstacle, because of which it is impossible to overcome the railway bridge and all the railway track, dividing the location into 2 parts. This barrier is a vast anomaly that kills anyone who comes close to the railroad. Locals also call it "Iron". There is a version according to which the "piece of iron" can be overcome only by giving it a living person as a sacrifice. After that, it is deactivated for a short time and the track can be crossed in time.
Not far from the bridge, we catch on our PDA a signal asking for help, it comes from a locked mill. We approach it and speak through the window with the newcomer sitting inside. This is the Wolf. He was trapped because of his curiosity: some strangers locked him here while he ransacked the premises. The wolf asks us to go to their camp located to the east, steal the key from the door 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 to the camp from the side of the sentry who is sleeping), the Wolf offers to wait until the strangers return and track them. We hide in the bushes and wait. Three strangers enter the mill. As soon as we come to the window to examine them, they disappear, as if vanishing into thin air. On the floor in the place where they stood, we find an object that looks like a USB flash drive. We take it and show it to Skidan (as the most experienced one). He recognizes the electronic key in the "flash drive". He has no versions about the appearance of strange armed people in the Zone. Further events develop as follows: not far from the village, we catch on the PDA a signal that there is a wounded man nearby and he needs help. We find him in a trailer near the road, but as soon as we agree to help, we are attacked by three armed people who look just like strangers from the mill. You can just run away, you can join the battle. After defeating them, we speak with the recent "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 he is refused.
We tell Skidan about the events. 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 may suffer along with us. We decide to follow his advice. The question arises: who to donate to the anomalies? Skidan tells us that we must first provoke the strangers to attack, then lure one of them into the anomaly, and when it works, quickly break through for the "Iron". We agree and go to the bridge, lying down there and waiting for a signal from the merchant. The signal arrives after a few minutes - strangers have visited the village, asked about us and are now walking towards the bridge. Preparing 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 way 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, there is a tunnel in the embankment with a powerful Arc anomaly. It is impossible to pass through the tunnel because of her, but Skidan tells us that if you put on a special scientific spacesuit, then theoretically you can withstand the impact of the "Dugi" and break through to the other side. The spacesuit is at the military checkpoint, it lies in a locked safe in the barracks, where we were held for interrogation. It is necessary: ​​a) put on a skidan camouflage suit (for shelter from army snipers), b) sneak into the checkpoint and into the barracks itself (you should climb over the fence in the outhouse area and try not to be noticed), c) pick up the code for the safe with the arsenal (there will be a hint) and, taking the suit from there, leave the checkpoint in any possible way.
Further, our goal will be a meeting with a local scout (scouts are the prototype of the first stalkers). We find him on the farm, where we help to fight off wild boars. Then we leave 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). In the course of the first conversation, Andrei (that is the name of the scout) treats us coolly, without much trust. Suddenly footsteps are heard and a wounded man in military uniform rushes into the room, shouting for help. After that, he falls to the ground and loses consciousness. Andrey orders us to immediately go to his hideout and bring an artifact that has healing property- they can be helped by the wounded. We bring the artifact and see that the military man 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 got into a moving anomaly, the crew died and only he managed to escape. The major wants to return to the checkpoint, knowing that the rescue expedition will not be sent for him soon. Andrei, who intervened in the conversation, says that although the way back is blocked by the "Iron", there is supposedly a way to get through it without bringing human casualties. To do this, you need to have some unique artifact with you - this will give you 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 Andrey also needs to make his way there, there is no way out for us either. The decision is made to go to the Landfill in three.
On the way to the Dump there is an old checkpoint. On the approaches to him, 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), Shustrila (his assistant) and someone Abdul, who at first glance looks like a madman. The passage to the Dump is blocked by a door, the key to which is in Tyrsa's pocket. For the passage, he demands 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-blow emanating from his body, from which they lose consciousness. We ourselves also suffer from it, but much less. After that, Tyrsa invites us personally to get out, claiming that the scout and the military will still be finished off, and there is nothing to take from us personally. Seeing the helplessness of our friends, we can do the following: turn directly to Abdul, show him the found "flash drive-key" and when he demands to give it to him, in return demand to inflict a psi-strike on Tyrsa and Shustrila, which he does. Andrei and the major, who have regained consciousness, drive the racketeers from the checkpoint (we will meet with them later), having previously taken the key to the door to the Dump. Abdul, having received our "key", disappears like strangers from the mill.

DUMP

After getting the pass to the Garbage, we go there all 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 Andrey and the major behind us (you need to try to keep them alive). We get to the southern edge of the location, where we find the scout Vasily's shelter trailer. Soon he himself appears. All together we settle down in his shelter and talk with the owner. We ask him about the way to the center of the Zone (where, according to legend, there is a "Wishmaster" that we need). He says that the passage directly north (to the territory of the Rostok plant) is mined. You cannot sneak through the mines, but there is another option: to repair the 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's information, she must be in an abandoned factory. In turn, the passage to the Valley is blocked by a large "Cloud" anomaly. To defuse it, you need to find the artifacts "green", "red" and " yellow balloons". We find them and find ourselves in 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. The factory is home to mutants and many anomalies. His comrades, who had previously arranged a shelter in the basement of the factory, were killed. 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 need, 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 cache and, among other things, took away a part from the armored personnel carrier. Our next step is to find spare parts from welding machine, use it to unlock the aforementioned door (welded by the scouts) and enter the secret laboratory (X-18).

X-18

At the entrance, the test subjects (mutated people) immediately attack us and lock us up in the punishment cell. One of the mutants is sitting with us, you can talk to him. It is revealed that the dungeon is inhabited by a number of former X-18 test subjects. After the second accident, the staff hastily left it, and the test subjects, getting out of the cages, founded a kind of society with their own hierarchy. Their society is built on semi-religious principles and rules, somewhat similar to the biblical commandments. They consider their "God" a certain "Great Doctor" - the last of the surviving scientists of the laboratory, who barricaded himself at the lowest level and through the observation system and intercom controls the life of the test subjects. Our main task (along with the search for spare parts for the armored personnel carrier) is to find a way to leave the laboratory, since the test subjects, observing the Doctor's rule, do not let anyone out of it. After some time, Subject Thirteen comes to the punishment cell, he conducts a short interrogation, after which he sentences us to death. However, he is not interested in just killing us, and he decides to benefit from it. We are being driven into a highly contaminated area of ​​the laboratory, where we have to repair a broken electrical appliance in some time. Thus, the experimental subjects, in turn, want to conduct an experiment on a person, wanting to find out how long his body can resist lethal radiation. A chance comes to our rescue: among the wreckage of equipment we find a stash of anti-radiation drugs left by someone and thus remain alive. After that, Thirteen lets us out, 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 on the orders of the Doctor himself. In the process of searching, we get acquainted with some members of this society and find out that among them a conspiracy is brewing against the second-level test subjects - the more privileged ones chosen by the Doctor for a certain purpose. The Chosen are not involved in the rough work and gathering of food, all supplies for them are supplied by the test subjects of the first level. IMPORTANT: as soon as you get freedom of movement around the lab, immediately go to the hall with the tank and there in the box take the gearbox from the armored personnel carrier. Next, we must first help the Nineteenth (find a coder and unlock the safes), then he will ask us to transfer food to his friend, who is sitting in the punishment cell. We speak with the Thirteenth, he lets us there. We speak with Ten, he explains the situation and we agree to help him make a coup. After the punishment cell we go to the prisoners sitting in the kitchen, we exchange three rat carcasses for a knife. Next, we go to the Thirteenth and ask to participate in the test of the Cayman emitter. During the procedure, we press the hidden switch (from the wall), the device is overloaded, a burst of radiation occurs and the Thirteenth faints. We need to have time to kill him with a knife. Then we take a card from his body and go to the door to the lower tier, together with other experimental we go downstairs. Aggressive test subjects wander below, killing with a glance, you need to run up to them from the back and beat them with a knife. The tenth asks to find 5 microcircuits, they are in the boxes on the lower tier of the lab. We bring them, the controller (mutant) appears, we bring him down. Then the door opens, but you should not immediately run forward - there are two turrets. They can be neutralized with grenades from the pantry. Then we make our way into the room upstairs, there we talk with the Great Doctor, we get the key and the opportunity to get out of the X-18 laboratory.

VALLEY

As soon as we get out of the dungeon, a message comes from the scout Serega, he wants to talk. We go to him. Serega noticed something interesting in an unfinished building, wants to get there and asks us to cover him. We agree. Serega first sends us in search of the "Beehive" artifact, we go to the indicated place, we see the Werewolf Broken there. You can attack him immediately, but you can talk to him. If you agree to get him the medicine, 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 the Beehive. We return to Seryoga, we make our way with him through the gallery to the unfinished building. We get there in a stretch, we come to ourselves already in captivity by the agents (in the cage). Agents in our presence will execute Serega. Abdul is sitting with us in prison, we question 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, we throw the bolts into the button on the wall until it breaks and the cell door opens. Now you need to carefully make your way past all the agents (there are about 15 of them) and climb to the upper floor, where to find the generator (by sound) and turn it off. This will also turn off the guard turrets around the base. Not far from the generator there will be a crystal of Gamma substance, it must be broken. Once we do this, all agents will fall unconscious. You can also go to the leader's office, where you can take the key to the arsenal in the box (there are our confiscated things). Then we talk with Abdul, he warns about the agents' helicopter, next to 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. We leave for the Junkyard.

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 the ransom. We tell Abdul, he gives us the "Itch" artifact, 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 Tyrsu 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 boring to immediately jump out of the APC, because it will soon explode. We speak with Abdul, we go to the anomaly "Bus". To overcome it, you need to quickly dash from one skeleton to another, until we find ourselves at the front door of the bus. We see a tape recorder in the cabin, turn it off and the anomaly is discharged. We speak with Abdul, we go to the place where a broken UAZ-ik stands by the road and a radio hisses. We select it, use it and get in touch with the scientist. We talk with Abdul again, we find out that a virus is raging in the bar and we break through the crowds of infectious zombies to the tower. In the tower we talk 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 in return a can of vaccine. We go to Vladimir, he reveals the cards. We agree with him, after which he disinfects the territory and flies away. After a while, Abdul will be ready to continue on his way to the Army depots.

ARM.SKLADY

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 a special material on the military unit that will allow you to overcome it, we go there. In the central building in the refrigerator we find a frightened scout who pretends to be crazy and runs away from us. There is no need to chase him, you should go to barracks 1 and take the documents there in the box (along the way, kill the poltergeist). Then, by the mark, we find the cache of the psycho, take the key there and go to barracks 2, we see there spatial anomaly, which shimmers in different colors. Passing order: white-blue-red. We pass it, in the same place in the box we find more documents and we get a mark for another cache. In this cache we find a strange bottle, we drink, we cut out and come to our senses in a forgotten village. You just can't get out of it. We receive a message from our grandfather Makar, we run to his house, avoiding the 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 the broken icon, or do something with the device. If you have chosen to search for an icon: we find the parts by marks in the boxes. When we find all 4, they will connect 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 warrant officer, talk to him and show the device. He confesses everything, tells us that in order to discharge 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 with Abdul and move forward. Abdul gets into a stretch (he is wounded), then 4 agents 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 resorts. If you just shoot at him, he will teleport, you need to hit him in the head, then he will fall and you can interrogate him. After that, we return to Abdul and see that he was kidnapped. In a 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 the X-10 and try to save Abdul. If at the same time we put on a costume 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 Prophet's agent.

X-10

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

RADAR

PIPE

If we came to Pripyat without Abdul, then the task to search for his cache is automatically activated, in which there will be a note with instructions on what to do next. If we came with Abdul, then we talk to him and move along the street. At the crossroads, Abdul is mortally wounded by a sniper, in the last conversation he asks us to find a time capsule. We follow the new mark to the kindergarten, where we first take documents from the suitcase in the courtyard of the car, then we climb inside. We need to beware of the teleport in the corridor, it will throw us into the yard. On the first floor we find the brownie, we kill him (by sound, but you can just beat around yourself at random), the key to the first-aid post falls from him. In the medical center (second floor) we read the magazine, go to the first floor, there we kill the second brownie and the key to the refrigerator falls out of him. We go to the kitchen, in the refrigerator we find a jar of pills. Now we jump into the teleporter in the corridor, he throws it to the secret room with teleports. We pass three such rooms in turn and in the end we find ourselves in 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 the 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 specified location. We go there, there we are met by the leader of the agents Apostle (he will be neutral). We talk to him and we have 2 options: either agree to listen to his sermon, or attack. If we attack: 10 more agents come running, we kill them. We take the key to the stadium from the body of the Apostle and go there. If we agree: we are transferred to the scene where the Apostle reads the speech. After finishing we approach him, he makes us drink something and we lose consciousness, we come to our senses on the roof of the house. Our Mind appears, we talk to it, we protect it from the ghosts of obscurantism, and as soon as the latter is killed, we are transported back to the stage. All agents will be inactive, after interrogating the Apostle, you can take the key to the stadium from him and go there.
As soon as we step into the stadium, a helicopter will fly in and fire at us. We quickly run to the fallen turntable, take the RPG from the box and knock it down (1 hit). Now you need to search the body of the agent in the trailer and find the time capsule in which the microcircuit will be located. 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 vortices here, damaging our armor and contaminating with radiation. It is imperative to put on a scientific suit, then search the body of the agent at the bridge. The task will appear to find 4 parts of the code from the door to the station. We find by the mark and search the corpses of the agents, when we do this, a radioactive storm begins. You need to hide from him in special places (marked on the map). We find the last agent, he is alive, but runs away from us. We read information from his laptop (where he was sitting), get a mark on the altar and search it. We find a shard in the altar, return to the agent and hand it to him, for which we get last part code. We open the door. An ambush will await us outside the door and go 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 using a microcircuit. The Chief Scientist appears and explains what's what. Next, we turn off the Golden Ball's protection system 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 escape through another exit. Depending on the choice, we get one or another ending.

That's all.

ADDITIONALLY:

Answers to frequently asked questions -

Download the game repack with the Golden Ball mod. Completion 3.3 with torrent

Guests are not allowed to download files via direct link

Year of issue: 2017
genre: Action / Shooter / 3D / 1st Person
Developer: GSC Game World
Publisher: [email protected], Charsi
Edition type: Repack
Game version: 1.0006
Mod version: n / a + patch 3.3
Tablet: Sewn

SYSTEM REQUIREMENTS:
? Operating system: Windows 7 / Windows 8.1 / Windows 10
? Processor: Intel® Core ™ 2 Duo 2.4 GHz / AMD Athlon ™ X4
? RAM: 2 GB
? Video Card: 512 Mb / nVIDIA® GeForce ™ / ATI Radeon®
? Sound Card: Sound device compatible with DirectX® 9.0c
? Free space on hard disk: 9 GB

Description:
Golden Ball: Completion - It's perfect new story A 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 side quests, various weapons and equipment, a still young, deserted Zone, and much more are waiting for you in the Golden Ball: Completion mod. The plot will guide us as through the standard levels of Shadows of Chernobyl, and also lead us to new territories. To complete the exciting plot of the Golden Ball: Completion modification, you will need to spend a lot of time in the game

About the plot:
Only 2 years have passed since the second explosion in the vicinity of the ChEZ. Trade in the zone is just beginning its journey, anomalies have not yet been studied, safe paths have not been built, not a single group has yet been created, but people who in the future will call themselves Stalkers are already coming to this poisoned territory. They are the future legends of the zone. In the same period, a new person penetrates into the territory of the ChEZ. All that is known about him: Name - Zhekan, Purpose - Search for the Fulfillment of Desires. All this and much more awaits you in the Golden Ball Mod: Completion

Advice

Tips from fellow developer Old_Kontroler: 1) Never give the "Remote" artifact to Skidan! You will lose a very useful ability to disintegrate any common artifacts, in return for such temporary properties as increased weapon damage, vitality, treatment of diseases, teleportation over short distances, resistance to psi radiation and the ability to elicit information about their nominal caches from key NPCs. Take the "Remote" and click on the button - you won't regret it.
2) If you have a Doll, aim at the key NPC sight and press Tab - it will give brief description this character.
3) The responses of the GG when quickly saved depend on his luck (karma). If they are happy, then karma is positive, if irritated, 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 the 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 several Recommendations (for those who do not need - we scroll through without gurgling) on ​​the Main issues of the Passage so far:
1. Head - you don’t need to throw it out 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 grave dug, the so-called Luck decreases, which affects The animal will aggro on you, the shooting is accurate on the hop, etc. It is advisable to increase Luck by Good deeds (a Doll in a backpack will signal with Laughter).
2.Okraina - I highly recommend visiting and going through all the Quests, as a result of the GG it will be very hard on (one Exa with + 140kg of carried weight is worth something), arm itself, a bunch of normal Art, patros and medicine. In my opinion - to take the side of the Military is the best option - to get up well. I recommend going to the Outskirts with a Sawed-Off (from Skhron to the ATP you will get) and follow the Plot until the Ambush of Agents in the trailer. Coming from there with Good Karma, you can open the graves too. (by the way, the higher the Luck, the more often the Doll notices hidden caches).
3.Cortra on ATP - so as not to break the plot and not complain that saves are beating, you have to do it according to Stealth. I went very easily and during the game hour. What is needed for this: at least 24 Reinforced Zhekans. Come to the ATP and go to the exit from the ATP to the Outskirts, periodically running - soak the Zombakov in the head with one shot, when the Contra starts to descend - you run away towards the transition to the Outskirts to the Tree - he calms down. So in 20-30 minutes. interrupt the Zombies, rise and with 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 Mogila, or a little stunt, go up under the roof and from the slot with 5 shots from Drobash.
5. Poison is treated with pills for the Plague, fractures and injuries - with a Medical Bag - you use it, it shows what to cure (having been on the outskirts, you will stock up on all of this).
6. Breaking saves to the Bar (4 Locations are practically passed without bugs), basically, if you are not going according to the Plot or the type of Contra on the ATP, wipe it with a knife other than Stealth. If you go through the plot slowly, completing one task after another, there will be no problems.
7. Anomalies at the Dump (those that catch up and cripple) are easy to pass, take from the very beginning to the right, through the Forest and further figure it out, the main thing is not to rush like a current. determine its Trajectory (if you already have an Elite Anomaly Detector with ATP on Cordon)
Once again, I repeat - these are just Recommendations of the past Mod, and not an Instruction for use, everyone plays in their own way and I ask you not to write malicious annotations to me. Respectfully all. "

Advice from Comrade Reign_of_Monolith: "The saves are beating, the solution is very simple - before saving, try to turn on the NVG if it works, then all the save will not break, if the NVG does not turn on or does not turn off, then the scripts are broken, you need to restart the game with closing to the desktop from the last not broken save

Installation:
01. Run exe file
02. Install following the instructions
03. Play

If there is no sound in the game, install Open_AL, it is in the installer.

Repack features:
The game:
- Nothing is cut
- Nothing recoded
- Game version: 1.0006
- Mod version: n / a + patch 3.3

About the plot:
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 in it is already widespread. There are no groups (everyone who got inside call themselves "scouts" or "newcomers" depending on their experience), there are no bases, in total there are from 30 to 50 people in the Zone (not counting the military at checkpoints). No one really knows anything about anomalies, mutants, etc., but the first artifacts have already fallen into the hands of scientists and mankind has been able to appreciate them.
A young man comes to the Zone. Only known about him: 1) Nickname (Zhekan); 2) Aim in the Zone (find the "Wishmaster"); 3) In the past, he is an ordinary person, with no experience of survival in extreme conditions.
Secondary quests: Walkthrough guide:

1) CORDON.

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

2) DUMP.

3) DARK VALLEY.

4) X-18.

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

5) DARK VALLEY.

  1. After the GG finishes his affairs in X18, and comes to the surface, a Message from Serega will come. We go to the shelter, talk to him
  2. In the conversation, we learn about the unfinished building, about the stolen "beehive" artifact, which we need to find.
  3. We find the thief's refuge. There we meet a break, talk to him, find out about headache, we agree to bring pills
  4. Using a laptop, we turn to Doctor Pilman. We learn that a group of scientists will be waiting for us somewhere at the location. We are looking for a mark - we go to them
  5. Scientists can buy artifacts, but for pills they will ask for a level 3 artifact, we agree
  6. We give the break of the pill, find out about the hive that lies next to it on a metal structure
  7. We speak with Seryoga, we go to the box at the plant, we speak with Seryoga, we make our way to the plant.
  8. After descending the stairs, we blow up on a stretch. We find ourselves in a cell, Seryoga is killed, and we meet an old acquaintance
  9. We talk with Abdul, learn about the experiment, as well as how to get out of the cell. Throwing a bolt into the bullets on the wall
  10. After the door has opened - we run to the far corner to the corpses, we search, we find a knife
  11. We talk with Abdul, get out of the basement, go to look for the key, the right door, along the way, killing agents
  12. We find the key in the backpack (1st floor, room opposite the armory)
  13. In Borov's room we find the key to the Arsenal
  14. We find a generator on the roof of an unfinished building, turn off the turrets and the protective field
  15. In the same place on the Roof we destroy the crystal.
  16. We go down to Abdul, talk to him, go to the shelter
  17. At the shelter, we talk with Abdul, then we head to the dump to the armored personnel carrier

6) DUMP.

  1. At the Dump in the shelter we do not find our partners, but we find a note, we take it.
  2. We speak with Abdul, we tell about the abduction. Abdul tells the interception plan, we go to a meeting with the racketeers.
  3. Not far from the camp of the racketeers we talk with Abdul, then we go to talk with the racketeers.
  4. After the end of the dialogue, we activate the artifact, take the PDA from the corpse, and quickly run to the appeared mark
  5. In the indicated area we find comrades, we talk with Vasily, we go to the shelter
  6. In the shelter we talk to Vasily, we give him the Reducer, we sit in the armored personnel carrier, start up, go to the Bar

7) BAR.

8) ARM.KKLADY.

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 a special material on the military unit that will allow you to overcome it, we go there. In the central building in the refrigerator we find a frightened scout who pretends to be crazy and runs away from us. There is no need to chase him, you should go to barracks 1 and take the documents there in the box (along the way, kill the poltergeist). Then, according to the mark, we find the caches of the psycho, we take the key there and idm into the barracks 2, we see there a spatial anomaly that shimmers in different colors. Passing order: white-blue-red. We pass it, in the same place in the box we find more documents and we get a mark for another cache. In this cache we find a strange bottle, we drink, we cut out and come to our senses in a forgotten village. You just can't get out of it. We receive a message from our grandfather Makar, we run to his house, avoiding the 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 the broken icon, or do something with the device. If you have chosen to search for an icon: we find the parts by marks in the boxes. When we find all 4, they will connect 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 warrant officer, talk to him and show the device. He confesses everything, tells us that in order to discharge 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 like it, 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 with Abdul and move forward. Abdul gets into a stretch (he is wounded), then 4 agents 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 go, Phoenix comes running. If you just shoot at him, he will teleport, you need to hit him in the head, then he will fall and you can interrogate him. After that, we return to Abdul and see that he was kidnapped. In a 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 the X-10 and try to save Abdul. If at the same time you put on a costume of agents and a gas mask, then they will not attack us first, you can talk to 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 Prophet's agent.

10) X-10.

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

11) RADAR. 12) PIPYAT.

If we came to Pripyat without Abdul, then the task to search for his cache is automatically activated, in which there will be a note with instructions on what to do next. If we came with Abdul, then we talk to him and move along the street. At the crossroads, Abdul is mortally wounded by a sniper, in the last conversation he asks us to find a time capsule. We follow the new mark to the kindergarten, where we first take documents from the suitcase in the courtyard of the car, then we climb inside. We need to beware of the teleport in the corridor, it will throw us into the yard. On the first floor we find the brownie, we kill him (by sound, but you can just beat around yourself at random), the key to the first-aid post falls from him. In the mepunkt (second floor) we read a magazine, go to the first floor, there we kill the second brownie and the key to the refrigerator falls out of him. We go to the kitchen, in the refrigerator we find a jar of pills. Now we jump into the teleporter in the corridor, he throws it to the secret room with teleports. We pass three such rooms in turn and in the end we find ourselves in 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 the 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 specified location. We go there, there we are met by the leader of the agents Apostle (he will be neutral). We talk to him and we have 2 options: either agree to listen to his sermon, or attack. If we attack: 10 more agents come running, we kill them. We take the key to the stadium from the body of the Apostle and go there. If we agree: we are transferred to the scene where the Apostle reads the speech. After finishing we approach him, he makes us drink something and we lose consciousness, we come to our senses on the roof of the house. Our Mind appears, we talk to it, we protect it from the ghosts of obscurantism, and as soon as the latter is killed, we are transported back to the stage. All agents will be inactive, after interrogating the Apostle, you can take the key to the stadium from him and go there.
As soon as we step into the stadium, a helicopter will fly in and fire at us. We quickly run to the fallen turntable, take the RPG from the box and knock it down (1 hit). Now you need to search the body of the agent in the trailer and find the time capsule in which the microcircuit will be located. We can safely stomp on the Chernobyl nuclear power plant.

13) ChNPP.

The entire area is under the influence of a large weather anomaly and is highly radioactive. There are many vortices here, damaging our armor and contaminating with radiation. It is imperative to put on a scientific suit, then search the body of the agent at the bridge. The task will appear to find 4 parts of the code from the door to the station. We find by the mark and search the corpses of the agents, when we do this, a radioactive storm begins. You need to hide from him in special places (marked on the map). We find the last agent, he is alive, but runs away from us. We read information from his laptop (where he was sitting), get a mark on the altar and search it. We find a shard 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. An ambush will await us outside the door and go 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 using a microcircuit. The Chief Scientist appears and explains what's what. Next, we turn off the Golden Ball's protection system 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 escape through another exit. Depending on the choice, we get one or another ending.