Stalker completion walkthrough. S.T.A.L.K.E.R.: Shadow of Chernobyl - Golden Ball. Completion (2017) PC. "stalker: golden ball". passage of the location "chaes"

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

Gunsmith

You are a true weapon lover! Having studied enough educational material, you have gained skill in mounting additional addons (sights, silencers, grenade launchers).

Collector

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

rogue

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

warrior

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

Patriot

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

Komsomolets

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

Black digger

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

Butcher

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

Sniper

You are a real sniper! Having destroyed more than 20 opponents with rifles and other sniper weapons, you have increased your skill in handling this type of weapon. You now have the ability to shoot more effectively using sniper rifle and powerful sniper rifle class weapons.

On those in borscht!

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

Scout

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

Curious

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

In this article, we will tell you in detail about the passage of the story modification of S.T.A.L.K.E.R. - "The Golden Ball or the Adventures of Zhekan".

The plot of the new mod focuses on the second Chernobyl disaster, as a result of which the Zone began to grow rapidly. Its inhabitants are literally mutating before our eyes, acquiring new amazing abilities. Expeditions of the military and scientists inside the perimeter in order to find out the causes of the disaster over and over again end in failures.

In this situation, the young stalker Zhekan to the center of the Zone with a goal known only to him ...

"Stalker: Golden Ball". Passage of the location "Cordon"

After appearing on the territory of the Zone, move to the checkpoint until the chase begins. Surrender to the military to get into the cell. At the end of the interrogation, you need to pick up the first-aid kit lying on the table, drink pills and talk with the military. You have to pretend to be sick. After a few seconds, the soldier will open the cell door - you must immediately run. There is about half a minute to hide in a safe zone, otherwise the hero will be shot by a sniper.

The beginning of the video walkthrough Stalker Golden Ball:

When you run away, you will need to go to a meeting with a man near the village. Together with him you will get to the camp, where you will get acquainted with the inhabitants. Skidan will give equipment. I recommend that you fulfill all the requests that the stalkers have on the territory of the location. To get to the other side, you have to cross the railroad embankment. Next to the windmill near the bridge, catch a signal for help. Move to the window and chat with the Wolf. He was locked up, and the key is in the hands of unknown people. Agree to help by stealing the key.

Move to the stop of the unknown, hide behind the boxes and take the key. You need to move to the key from the side where the sleeping sentry is located. When you open the door of the Wolf, then talk to him again. Agree to help and follow the unknown by hiding in the bushes. People will go inside the mill, but as soon as you get close to it, they will disappear. A flash drive will be lying on the floor. Pick it up and move towards Skidan. Talk about a flash drive.

Skidan

When you walk past the car, standing next to the road, you will again catch the distress signal. Approach the wounded person, agree to help him, after which you will immediately encounter unknown people. You can run away from here, you can kill everyone, one way or another the wounded will disappear. Tell Skidan about what happened. He will tell you that you need to move beyond the railroad, and also tell you exactly how this can be done. After talking with the man, move to the indicated point and wait for the signal that the merchant will give. When you receive a signal, then wait for the moment when the unknown will be near the piece of iron.

Provoke them and wait until people pass into the anomaly, then run through the piece of iron. It will be no more than 15 seconds! The path to the Zone is clear, but for the time being it is impossible to return back.

There is also an alternative way to pass this section. Skidan will tell you about the tunnel where the anomaly is located. Getting through it is not so easy! To do this, you will need a suit located on the territory of the military checkpoint. To get it, you will have to put on a camouflage outfit received from Skidan (it will allow you to hide from snipers), penetrate the territory of this camp and get inside the barracks (in this case, you need to find a hole in the fence near the toilet. But that's not all! You must pick up the code from the safe, and you will be given a hint.You can pick up the suit from the safe, and then leave the checkpoint by any method.

So, as soon as you find yourself on the other side of the piece of iron, then move to the farm and help the scout kill the mutants. After that, together with the man, go to the shelter next to you. When you are there, talk to Andrey. During the conversation, you will see a military man who will fall to the floor and ask for help. Chat again with Andrey, who will say that you need artifacts from the cache (a marker will appear on the map). Do what you need to, go back and see that the soldier has already recovered. In a conversation with Andrey, you will learn that the scout checked the hero for decency.

Talk to the military to find out who he is. The soldier wants to get to the checkpoint, but it is impossible to go through the piece of iron. To get through it, you need unique artifact, which is available to Vasily, a stalker living in the Landfill. Go there together. There will be corpses near the checkpoint, and on its territory you will see bandits. One of the most notable figures here is Abdul, who works for the gang.

To go further, the bandits demand 200,000 rubles, but we don’t even have that kind of money. You are offered to escape from the checkpoint, but main character decides to talk to Abdul. Show him the flash drive you found earlier. Give it back, and in return ask to neutralize the bandits. Abdul will fulfill the request. You will receive the key, after which you can go further. Abdul is gone.

"Stalker: Golden Ball". Passage of the location "Dump"

Once in the landfill, pay attention to the anomaly clouds. The hero must get to the car near the transition to the Bar location. The best option for this is to move along the right side of the location. Having approached the car where Vasily is hiding, you will find that the stalker is not at home. A little later, however, he will appear on the spot. Once inside, talk to Vasily and find out that you can't get into the bar because minefield. You can get through it on an armored personnel carrier, but it is broken. You must find the gear for the machine lost in the Dark Valley. However, the passage to the valley is already blocked by an anomaly called "Cloud". In order to dispel it, you will have to combine three ball artifacts - red, yellow and green.

Move to the cross near the shelter and read the clue. Find the yellow ball that is located inside the excavator. The green artifact is on the tree. In front of the tree itself, you will see an anomaly that selects artifacts. Before going there, it is best to hide the artifacts elsewhere in advance. Finally, the red orb lies on a barrel near the ruins. To climb the barrel, you need to catch a teleport that lives right nearby. Wait for a teleport (spot of light) to fly up to you to take you to the red ball.

"Stalker: Golden Ball". Passage of the location "Dark Valley"

Near the transition point, you will meet Seryoga, who is a scout. Together with him, you will find yourself in a shelter, where you will hear a story about the Pied Piper and mutants in the factory. You will also learn for the same gearbox. Find the remains of the Pied Piper inside the factory (there will be a marker) and take the flamethrower, suit and canister. Read the note to find out that another fuel canister is required. Go to the gas station, but be careful - there are security turrets here. Find the corpse, which will have an empty canister.

Climb to the top of the tank, hide from the turrets behind the barrels and fill the canister with fuel through the neck. Combine both canisters (for this you need to use one of them), charge the flamethrower, put on a suit and clear the lair of mutants. After that, take the key and make your way inside the shelter. Find Pied Piper's tools and equipment. The door to the laboratory will be closed. Find the parts to launch the cutter, cut through the blockage and go down into the dungeon.

"Stalker: Golden Ball". Passage of the location "Laboratory X-18"

At the entrance you will be attacked by a guinea. Waking up in the punishment cell, talk to the mutant and find out what exactly happened here. After a few seconds, you will see the Thirteenth. Together with him you will go to the experiments. The hero will be in a chamber with increased radiation. Chat with another test subject to learn about the cache under the stairs. When you aim at the box, you will see a puzzle. As an answer, you will need to enter the date when the mainland was discovered (find on the Internet).

After taking the items, you can leave, as Thirteenth will let you go. But you can’t leave the laboratory yet, but you can freely move around it. Search the room with the barrel, take the gearbox for the armored personnel carrier and meet other mutants. You can complete their tasks. Having done this, you will have to help the Twelfth in opening the safe. To do this, you need a decoder located in a room near the entrance to the laboratory. Approach it, but the door will be closed. Requires power supply. Interact with the electrical panel, read the instructions, and try out different lever combinations. When you do everything right, the door will open, and you can pick up the decoder from the diplomat.

Having opened the safe of the Twelfth with his help, hand over the documents to him and agree to take the food to the punishment cell for the Tenth. Talk to the Thirteenth to allow him to go to the Tenth. Chat with him now to learn about the conspiracy. After the conversation, move to the prisoners inside the cage and take their knife. Help the mutant near the wiring repair barrel, and then patch up the hole in the pipes. Follow to the Thirteenth and agree to take part in the test of the emitter. After the test starts, pull the lever located on the device, on the side of the wall. The thirteenth will be neutralized, and you can finish him off.

Search the corpse and pick up the map, and then follow to the first tier, where you will need to finish off the mutants in bathrobes. After meeting with the prisoners near the door, you will receive the next task - to find three large and two small schemes. These parts are scattered in boxes and backpacks in the laboratory. After finding the schemes, open the door and make your way through the laboratory. After you pass into the hall with the turrets, jump into the passage on the left side. There will be equipment. Break the crate to find grenades. Destroy the turrets with grenades and go to the doctor's office. After talking with him, take the key, things and leave the laboratory.

Continuation of Zhekan's adventures: passing the location "Dark Valley"

When you deal with the laboratories and find yourself on the surface, you will receive a message from Seryoga. Go to him and chat. So you will learn about the building, the artifact "Beehive". The latter, by the way, must be found. Find the lair of the thief, where you will meet with the Broken. Talk to the creature to learn about the headache. He asks for pills. Agreeing, using the laptop, talk to Pilman. So you will learn about the scientists who are waiting for you at the location. Find the marker and follow them. The scientists offer to buy the artifact, but in order to get the pills, you need an artifact of the third level. Agree, give the pills to Izlom in the lair and ask for the "Beehive". Which is located near the metal building.


kink

Talk to Seryoga and go to the box near the factory. Talk to the scout again and enter the factory area. When you go down the stairs, there will be an explosion - this is a stretch. Once in the camera, you will see how they kill Seryoga, and also meet Abdul. Talk to him, ask about the experiment, find out how to leave the cell. Throw the bolt at the button on the wall. When the door opens, run to the dead in the far corner, search their bodies and take the knife. Chat with Abdul again, leave the basement and go in search of the key. You also need to find the door, and deal with the agents along the way.

When you find the key inside the backpack on the first floor, in the room opposite the arsenal, then go to the Hog's office and take the other key from the arsenal. On the roof of this building, find the generator, neutralize the turrets and turn off the protective barrier. On the same roof, destroy the crystal, go down to Abdul and talk to the man. Follow the shelter, talk to Abdul there and return to the Garbage to the armored personnel carrier.

Dump

Unfortunately, there are no partners in the Junkyard anymore. Find the note and read it. Talk to Abdul and tell about the kidnapping. He will share the interception plan. Go to meet the bandits, talk to Abdul again near the camp and move to the racketeer with whom you need to talk. After the dialogue is completed, activate the artifact and take the PDA from the corpse. Run to the marker that appears on the map and find friends in the indicated area. Chat with Vasily, return to the shelter, where you will continue the conversation with him. Give the gearbox, jump into the armored personnel carrier, start it and go to the bar.

"Stalker: Golden Ball". Passage of the location "Bar"

Once on the territory of the bar, leave the armored personnel carrier and talk to Abdul to move on after. There is an anomaly on the bus. Without coming close, talk to Abdul, then move over the corpses and jump to the door located in front. Taking the radio will disable the anomaly. Move forward to the corpse of a soldier, near which the walkie-talkie is lying. After taking it, contact the scientist to find out that he is located inside the tower at the factory. Talk to Abdul to find out about the machine gun inside the truck. Follow the tower and kill the dead. When you are near her, talk to the scientist about the virus, and then to Abdul to find out that the man is also infected, and the medicine does not work.


Tower

Talk to the scientist again and find out about another medicine that was lost during the landing. A marker will appear on the map where the cargo should be. Go to the indicated place, find the Dwarf and approach him. Follow him, approach the dead man and search to find the key. Keep following the Dwarf, find out that you must find the Cheburashka. Head back to the scientist and talk to him about Cheburashka. You will recognize the warehouse, a label will appear. After opening the door with the key, you will see zombies with weapons. Move to the basement and go through the door leading to the arena.

Talk to Alan, recognize the mutant and go to battle. This is a pseudo-giant. There will be a green anomaly in the arena. A mutant can only be damaged if it is hit by a person located inside the anomaly. After each successful hit, the anomaly will move. It will take about ten shots from the anomaly to destroy the pseudo-giant.

After killing him, search the body and find the key to the safe. Talk to Alan and recognize him as a scientist. Take the toy from the safe, apply it near the Dwarf and get a vaccine in return. Return to the scientist to learn about everything. A person in a helicopter can apply the vaccine. Also, some group of customers needs the vaccine, so the hero will have to buy it. To do this, you need to find a unique artifact. Pass the artifact, the scientist will spray the vaccine and leave this place. Talk to Abdul to find out that he cannot leave here. After a while, you will receive a message about readiness. In the meantime, you can help Alan.

"Stalker: Golden Ball". Passage of the location "Army warehouses"

Talk to Abdul and move towards the barrier, which will be closed by an electrical anomaly. The man will ask you to find a unique material with which you can go through the anomaly. Go to the place, a scout hid in the central building inside the refrigerator. He pretends to be crazy and tries to run away from GG. There is no point in following him. Go to the first barracks and take the documents from the box by killing the poltergeist. Follow the marker to find the scout's cache, take the key and go to the second barracks. There will be a spatial anomaly of different colors. Pass it simply - white, blue and red.

After overcoming the anomaly, find other documents inside the box and you will see a marker pointing to the cache. There will be a bottle inside. Drink the contents, and when you come to your senses, you will be in some village. It's not easy to leave her. You will receive a message from Makar. Run to his house, avoiding the bloodsuckers. Examine the buildings, bring necessary items and get a job. You need to either find the details of the icon, or repair the device. If you decide to repair the icons, then move along the markers and inspect the boxes. When you find four parts, they will be combined into one. You will return to Makar's house, and the anomaly will disappear and you will be able to move freely.


Dead bloodsucker

If you decide to deal with the device, then climb to the top of the tower and use the device from the inventory. So you dispel the anomaly. Return to Makar and leave the village. Go to the madman, talk to him and show him the device. He will say that in order to defuse the anomaly at the barrier, you need to turn on the antenna. Do this and return to Abdul. Go with him to the Radar.

"Stalker: Golden Ball". Passage of the location "Radar"

As soon as you find yourself at the location, the main character will feel bad. You will pass out, but you will see a scientist in front of you, trying to figure out the plans. Talk to him, come to your senses and chat with Abdul. Follow forward, Abdul will be stretched and will be injured. Four agents will appear and you must kill them. Having done this, talk to Abdul again, who will ask for time to recover, but for now he will offer to deal with the destruction of the Phoenix agent, the best in his business.

Go to the crashed helicopter, where the Phoenix will appear. If you shoot him, he will use teleportation. You must hit the agent's head. This will cause him to fall off his feet, and you can interrogate him. Then return to Abdul and you will see that he was kidnapped. Read the note at the crime scene to learn about its location - Lab X-10. You can immediately go to Pripyat, or you can go to the laboratory and try to save Abdul. If in this case you put on a suit of agents and a gas mask, then they will not recognize the GG. You can even chat with them and complete a series of quests to get to the X-10 lab. But you can immediately attack them in order to find the key to the entrance to the bunker from the Prophet.

"Stalker: Golden Ball". Passage of the location "Laboratory X-10"

If you get here with a fight, then the timer is activated. When time runs out, Abdul will be killed by agents. Therefore, you need to try to get into the far room as soon as possible, killing everyone in your path. Save Abdul, he will ask you to turn on the brain burner. Do this with the lever in the hall, and then run away from here.

Radar

Run to the transition point in Pripyat as soon as possible. If you do not have time before the end of time, then the burner will kill the GG as well.

"Stalker: Golden Ball". Passage of the location "Pripyat"

If you came here without saving Abdul, then the task related to the search for his cache will be activated. In the stash you will find a note that tells you what to do next. If you came along with the character, then talk to him and move across the street. At the fork, Abdul will be mortally wounded by a sniper. In the last conversation, you will learn about the time capsule. Follow the marker to the kindergarten, find the case in the yard near the car and pull out the documents from it, and then make your way inside.

AT kindergarten you need to avoid the teleport moving along the corridor, otherwise you will return to the courtyard. On the first tier, find a brownie. After killing him (focus on the sound), pick up the key to the first-aid post. Inside the first-aid post on the second tier, read the magazine, follow down and kill the second brownie. Take the key to the refrigerator, go to the kitchen and find a jar of pills inside the refrigerator. Jump to the teleport located in the corridor so that it will transfer the main character to a secret room with teleports. Go through three similar rooms and at the end you will find yourself in the director's office. Inside the safe, there is a newspaper that talks about the time capsule. Now go to the bus station.

On its territory, find a room with a safe. Fight the bloodsucker, kill him and use the claw to open this safe. Inside there will be a note with the meeting point. Go there, talk to the Apostle, who will be a neutral character. You will have two options - agree and listen to him, or attack the agent. If you attack, then be prepared to fight with a dozen more enemies that should be killed. On the body of the Apostle will be the key to the stadium. Move there. If you agree to listen to the sermon, you will find yourself at the stage where the agent is reading a speech. Upon completion, he will ask you for a drink. You will lose consciousness, and you will come to your senses already on the roof of the house. Mind will appear. Chat with him, protect him from ghosts and then return back. Agents will be deactivated. Interrogate the Apostle, take the key to the stadium and go to him.

When you are on its territory, a helicopter will appear. Run away from him in the direction of the fallen helicopter, get the rocket launcher and shoot down the enemy turntable with one hit. Search the agent's corpse inside the car and follow the marker to the time capsule, which contains the scheme. Now you can go to the Chernobyl nuclear power plant.

"Stalker: Golden Ball". Passage of the location "ChNPP"

There is an anomaly that changes the weather and increases the level of radiation. There are also several vortexes that destroy armor. In this area, it is best to use a scientific suit. Search the corpse near the bridge for a quest to find the fourth part of the door code leading to the station. Follow the markers and search the dead. A radioactive storm will begin. Hide from him in specially designated areas indicated on the map.

Find another agent who will be alive, but will be hiding from the GG. Read the information in his notebook to get the marker on the altar. Search it, take the shard and return to the agent. Give the shard to get a part of the code. Open the door, after which you will be in an ambush.

"Stalker: Golden Ball. Completion". Passage of the location "Control Center"

This is the last level that you will pass without interference. Find a computer on the table in the central room. Use a microchip on it to make the chief scientist appear. Talk to him. Use the computer to deactivate the protection of the Golden Ball to open the door to the hall with it. Approach the Ball, after which there will be two options - touch it or wait until it overheats and hide through another door. This is how you define the ending.

About the article:
Golden Ball: Completion is a modification that not only has an interesting, varied main plot, but also no less interesting secondary quests, which are deployed at each location of the original PM, as well as capture new territories from the modification.

Search for Maxim Kammerer

The story begins with the fact that GG finds a doll in one of the houses, which asks him to find a certain Kammerer. We can agree to help the doll, or refuse. This story will take us to a location that is not affected by the main plot.
1. We find the Doll in one of the Houses on Cordon
2. We find the receiver on the advice of the doll, we take out the part from it
3. Not far from the mill on Cordon we find an armored car, and not far from it a fighter with a walkie-talkie
4. We fix the radio with the help of parts from the receiver, learn about the tablet. We go to the village, ask the locals about the tablet
5. We learn about the Tablet from Sanya, but in return he asks for a special Artifact
6. We go to the anomalous zone, remove the artifact from the tree, give it to Sanya, get a tablet
6. Find out about the evacuation point at the research institute, go there
7. We search the evacuation point, find out about the case at the research institute
8. In the building with a helipad, we find a case, pick it up, find out about the convoy in the landfill
9. We find a column of cars in the Landfill, find out what we need for Yantar
10. Saving Professor Sakharov (See Below)
11. We speak with Kamerrerom, who is sitting in the bunker
12. We have a choice. Either give the doll or keep it for yourself

Outskirts of the Zone

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

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

B) the military. We kill the smugglers, we speak to the Chernovs. He asks us to help catch the smuggler Kaban and his company and sends us to Alexandrov for briefing. He gives the coordinates of the camp, we go there, it is empty. In the cellar from the corpse we take the PDA with a nifa, also in the attic from another corpse we take the key. We unlock the basement of the house with this key, there we take a list of radio frequencies on the table, we take it to Chernov. He sends us to the fire station, we go there and shoot three marauders, on the body of the chief (on the tower) we find a coin. We throw this coin into a jar at the entrance, go into the apartment, read the documents of the commander there and, on a tip, take his key from the cache (monument to Lenin). We use the key to open the observers' safe on the roof, take the documents there and return to Chernov. Now he sends us to explore the ravine, go there and find the "trick", activate it and get into the cave. In the cave, you must first search the corpse of Ruslan, take the keys from him, unlock the chamber with the corpse of the master key, take another "trick" from him, activate it and jump into the teleport again. Now we get into the secret room where Bitard is sitting, talk to him and choose whether to kill him or not. If we kill, then we get a tip on the swag and the opportunity to get out, if not, then there will be no swag, but it will periodically supply us with various "tricks". After we get to the surface, we go back to Chernov. Now he asks us to inspect the factory, we go there and meet Bolt there, who will give us information about the reserve camp of smugglers. We arrive there, destroy the intruders and return to Chernov. He says that they spotted the Courier, who is supposed to transport dangerous cargo and asks to liquidate it and deliver the cargo to him. We agree, go to the farm, kill the Courier with guards, take the cargo from his body (the safe is heavy, to drag it you need to use the cargo exoskeleton). When we approach the checkpoint, we see Chernov's assistant, we hand over the cargo to him. At the checkpoint, we pick up the key from Aleksandrov and maybe. open the commander's safe with a reward. End.

Dump: Search for the Dyatlov group

1. We speak with Vasily, learn about the Dyatlov group.
2. We head to the hangar, but it is closed. We find the corpse, learn from the PDA about the hatch through which you can get into the hangar
3. We find the desired sewer hatch. We're going down


4. Immediately after the passage we find the corpse, search it, read the information.
5. Carefully, quietly make our way to the 2nd floor of the gallery, there we find 1 more corpse, search it, read the information in the PDA


6. We go further along the ceilings to the opposite side of the hangar (On the 1st side, the passage is closed by a teleport, we go the other way. I advise you to go through the roof so that the dwarfs do not smell us)
7. At the end of the path, near the wreckage of the crane, we find a note, read it.


8. And we learn about the notes about the cache in the crane cabin, we climb there, we find a note. All good things were taken somewhere.


9. At the hangar we find the PDA, find out where the group went


10. We arrive at the place, which is marked on the map, in the area of ​​​​the forest in the Landfill. We find a safe, PDA.
11. We take the safe to Vasily, we get the task to search for tools
12. At Agroprom we find all the necessary tools in the complex Location of tools at Agroprom

Research Institute Agroprom Yuri, Redrick Shewhart, Agroprom Dungeon

1. After the GG enters the territory of the complex, he receives a call for help.
2. Through the roof we make our way to the complex, where we meet the Stalker
3. We speak, we learn about the invisible brownie, we kill, we speak again. We learn about the dungeons, the safe, the documents.
4. Find 1 piece of documents in the skeleton of the truck


5. We find the 2nd part of the documents in the back of the KAMAZ


6. We speak with the Stalker, learn about electrical panels.
7. Let's go look for a suit in order to protect ourselves from electricity


8. Activate the electrical panel on the street (You may have another one, there are 3 in total, they are marked on the map)


9. Activate 2 switches on the 1st floor of the complex



10. We speak with the Stalker, then we go to reconnaissance in a neighboring building
11. In the building we find a mysterious thing, as well as corpses, search, read information from the corpses in the PDA
12. We find the switch, turn off the mysterious thing, go up to the 2nd floor, corpses, in one of them the code for the cache (5784442)
13. We open the cache, take the contents, the Stalker warns of the invasion of monsters, fight back, talk to the Stalkers, return to the safe.
14. We open the safe, find out about the laboratory, go with the Stalker to the street, where we get a rifle from him, go up to the roof, carefully examine the surroundings, because a troublemaker will arrive, whom we will have to kill.
15. After inspecting 1 place, the Stalker advances to 2, calls the GG to him
16. We learn that we need dynamite, we go to another complex
17. At the entrance to the territory of the complex, we talk with Yuri, learn about the shelter, and the keys to the door, we go in search of 18. We find the keys in the cab of the excavator



19. We go into the shelter, search the backpack, take the suits, Redrick Shewhart meets us at the exit, warns us about the partner, and informs us that it is necessary to open the container 11-78
20. After the conversation, we go to Yura, we talk with him, we go to examine the complex.
21. We find in one of Smolin's houses, we speak with him, we look for shoulder straps in the same room (in boxes, safes, backpacks) (code from the safe: 178)
22. We give Smolin shoulder straps, after his suicide we search the corpse, take the key
23. We open the locked barracks, we find dynamite from one of the soldiers
24. We speak with Yuri, we set off to undermine the entrance to the catacombs
25. We lay dynamite, undermine the entrance, go down.
26. After the descent, we speak with a partner, we go to look for a container.
27. Having advanced a little forward, we stumble upon the corpse of the Stalker, and the closed door. We search the body, find 1 of 3 balls, go in search of the rest (Information about the location will appear in the PDA after searching the corpse)
28. One of the balls lies in the main hall behind the column, the other in the tunnel with electrums



29. After we have collected all 3 balls, we stand in 3 luminous circles, which are not far from the corpse, after that a funnel will appear above the grate, under which there is another 1 corpse.
30. We go into the funnel, move to the 2nd corpse, search it, take the map, the funnel will teleport us back.
31. Open the door, move on.
32. In the hall where the bloodsucker lived in the original, we find the hood, we speak with a partner, we move on.
33. Upon arrival at the big tanks, we speak with a partner.
34. We go up to the open tank, jump into it, pick up the container. (At this moment we have a choice: Either open the container, as Redrick said, or not open it. I opened it. Further actions are considered considering this development of events)
35. The partner rises to us, finds out about the container, leaves us.
36. After a while, Red comes to us, helps to get out of the tank. We go down with him to the locked door, we speak.
37. While Red opens the door - we protect him.
38. After the door is open, we go to the exit.
39. On the way, Red gets into the jelly, we talk to him, learn about the container (At this moment we have a choice: Leave Red and save ourselves, or help Red, turn on the hood, and escape together. I chose option 2. Further actions considered considering this development)
40. Let's go look for the remote to turn on the electricity supply. It is located not far from the electr tunnel.


41. We return to the remote control next to the hood, turn on


42. Wait for the timer to run out, guard Red
43. After Red got up, and the time on the timer is over - we talk with him, get out to the surface
44. On the surface, we learn about the cure for the virus from the case, we go to look for it (It lies in the back of a KAMAZ truck, there is a mark on the map. If you can’t jump into the body, throw some kind of suit under your feet)
45. We find medicine, drink, go to the shelter, talk with Red, find out details about Yura, about the case. We can also continue to do business with Redrick.

Fire Water and Copper pipes

This quest is given by Red after the previous quest is completed. See above
1. We get the task, we learn about a group of scientists who are locked on the roof of the complex
2. He goes to the complex, we find corpses there, we read the information that we received from them, we learn about the anomaly.
3. We need to start the elevator generator. To do this, we need a candle, which is in a box behind the garages.



4. After we start the generator - you need to go up to the very last floor
5. We go out onto the roof, we see scientists and military men who are standing around the artifact. 6. We destroy the artifact, the whole squad dies, except for 1 scientist, we talk to him, we go down to the street.
7. Talk to him again, escort him to the shelter
8. Talk to Red, get a reward Dark Valley Saving Angela

1. We come to the gas station, in the building nearby we see 2 yellow marks
2 On the 1st floor we find Patrick, who shoots himself in the head, we select his documents, the key
3. On the 2nd Floor we find Angela, we speak with her
4. After the conversation, bloodsuckers come running, we kill, we speak again
5. Leaving the building
6. On the way to the lair, Angela is carried away by an anomaly
7. We speak with Seryoga, learn about the same teleports in the swamp


8. We catch a teleport in a swamp. We teleport to Angela. We speak with her, we get a gun, we defend ourselves from jerboas (The backpack was lost during teleportation.)
9. After talking with the girl again, we get information from the found PDA
10. We put the artifact on the belt, and go under each of the 3 Christmas trees to make the rumbling of an owl sound. After that, green teleports will appear, shoot them. You need to destroy all 3 teleports, they can be called again
11 after the destruction of teleports - leads Angela to the lair (We can also pick up the lost backpack, it is marked on the map)
12 After all the adventures, we still have an artifact that greatly simplifies moving around locations (Teleports have appeared that allow you to transfer from one part of the location to another) Bar Perpetual Motion Help Alan

1. We learn from Alan about the safe in the Katelnaya, as well as about the key in the commandant's room
2. We come to the commandant's room, but it is locked
3. We approach this building from the other side, in the window we see the Stalker. We talk to him.


4. He tells us about the key in courtyard let's go look
5. We find a living zombie on the territory of the plant, kill it, take the key from it. We open the door.


6. From the person with whom we spoke, only bones and a capacitor remained. We take it, we will need it
7. Open the door to the boiler room. Before us appears 1 more obstacle, anomalies
8. The information that was obtained from the corpse that lies in the boiler room says that anomalies can be bypassed by turning off the fans
9. Outside we find fans, turn them off with a capacitor


10. We go to the safe, use the hint to open it, pick up the artifact
11. We speak with Alan. He will ask you to give him the artifact. To give or not - the choice is up to the player Wild Territory: Gregory, Poltergeist, Communists

1. At the entrance to the Wild Territory, we carefully make our way to the Stalker (Turrets from the building will shoot at us)
2. He is drunk as an insole. Can't talk to us. We go to the outbuilding, which stands nearby


3. There is a note on the floor, read
4. Go to the Stalker again, speak, sing a song, get the key to the gallery
5. Moving on. On the towers we find the corpse of a scout, we read his diary


6. We climb into a nearby house through the roof, there we find a note, read it, set off to look for the key to the office
7. The path to the Scouts' hideout is blocked by an electrical anomaly, you need to find a shield to turn it off
8. Turn off the anomaly


9. On the roof of buildings with a shield we find a cache with a passport, a pack of cigarettes
10. In the shelter we also find the 2nd part of the diary (In the same shelter there is a safe with an unusual artifact)
11. We learn from the note that Grigory has the key to the Garage. We go to him, we take the key
12. In the Garage we find the 3rd part of the diary. We read, and also take the icon from the cache
13. We find the 4th part of the documents in the hangar nearby.
14. We read the diary, we leave the bunker. We meet Seryoga, we say, Seryoga disappears.
15. We climb into the body of Kamaz, we find there the 5th part of the diary
16. After we go to talk with Grigory, we learn about the common fund
17. A cache mark appears on the map, go there. We take the contents through the Window. Reading the diary
18. We follow into one of the cars in search of the second part of the Diary of Gregory
19. We go to talk with Grigory, we get a tire iron from him, we go to break the door in the administration building
20. Find the case, activate it, get the key. We go into the room, we can either break the bust, or take it with us (If we take it, we get the achievement Communist)


21. We receive a message that the poltergeist is waiting for us in the yard
22. We go to the square to the KAMAZ, we see a poltergeist with the face of Lenin. We kill, we take away a note from the body, and a medicine
23. We speak with Gregory, we learn about the road to Yantar. We get the task to search for the cache of Gregory (The label will be on the map)
24. We pick up the transmitter from the cache
25. We return to Gregory. He asks us to give the bust of Lenin to him (What to do is up to you)
26. On the way to Yantar we meet military officers who ask to bring Gregory to them, we agree
27. We bring Gregory to the Roof of an unfinished building, we speak again. We take his pen. He gives us 1 more task - to take the flash drive to Sakharov - we agree Amber Saving Sakharov and X16

1. At the entrance to the base of scientists, we speak with the Military, we give a bribe, we pass
2. The door to the scientists is locked, we are talking with the local authorities
3. We repel the attack of monsters
4. We speak with the authorities again, but no one is going to let us in to the scientists
5. We go to the helicopter that fell near the swamps, but before reaching it we receive a message from a soldier. We return


6. We speak with a soldier, learn about Sakharov. If the GG has a rifle with a scope, then we climb onto the roof of the bunker to look out for the scout. If not, we climb into the swamp, look for a corpse with a rifle.
7. On the Roof of the bunker, we stand at the indicated point, take binoculars, and wait for the scout
8. As soon as the scout sets up the cache, he will need to be shot


9. Let's go pick up the cache


10. We drag the scout to the camp to Major
11. We speak with the major
12. We go in search of the missing squad
13. The entrance to the territory of the plant is blocked. At the place where the detachment disappeared, we use the radio set found earlier, we contact the surviving military man. Learn about rope
14. In the marked area we find a rope, use it. We get to the territory of the plant. Looking for a soldier


15. We speak with a soldier, learn about Sakharov, in order to move forward - you need to eliminate the Dwarf patrol (How we will act depends on the selected dialogue)
16. Kill the Dwarfs - Moving on, deeper into the Factory
17. We approach the locked door, we get a barrel on the head
18. We speak with the king of Burrers, we go to the dungeons
19. In the dungeon at the control panel we find Sakharov, we speak, we get the task: Find documentation


20. We go down to the very bottom, to the jelly, we find a container with documentation there, we take it to Sakharov, we talk with him
21. We set off to look for the 2nd part of the documents - it is located in the room where the ghost was in the original


22. We take the documents to Sakharov, we get the task: Measure the temperature of the saline solution in the flask. we go into one of the doors, which is located next to the remote control
23. We make our way through the pipes to the brain, as soon as we approach, we talk with it, we get information, we return to Sakharov
24. Let's go, activate 3 switches, as we did in the original PM
25. We turn on the Knife Switches, talk with Sakharov, learn about the modes of operation of the brain. We can choose the mode ourselves, or we can ask the brain which mode we need
ATTENTION: The choice in this dialog will entail certain consequences. I chose option 2
26. We learn information from the brain, we return to Sakharov, we talk with him. Waiting for an audience with dwarfs
27. We speak with Dwarfs. We learn that they want to kill us, we run away to the room where the 2nd part of the documents lay. We are waiting for Sakharov, we close the door
28. We speak with Sakharov, we get matches, we set fire to the fuel
29. We make an escape through the underground complex to the camp, in the same place we speak with the major, and then with Sakharov. We receive an award
30. After talking with the Sergeant, who was written off at the factory, he sits next to the major, he will give our things

Enchanted Place, Anton, Searching for the research flash drive

1. After we bring Grigory's flash drive to Sakharov, he will offer 1 more task to search for data from Anton's group
2. We go to Anton's Camp on the outskirts of Yantar, we find his PDA in the tent, we read
3. Activate the Device, find 3 scanners near the Camp


4. We insert the scanners into the Device, the wounded Stalker is teleported to the camp
5. We approach, he is unconscious. We can inject Morphine, or we can finish
6. After choosing 2 actions, we speak with him
7. We take the Stalker to the Camp of Scientists, we talk to him there, we learn about the cache
8. Upon arrival at the place with the hiding place, we step on the stretch.
9. We return to the Camp, talk with the major, find out where the Stalker went
10. Moving towards the Wild Territory
11. At the transition we meet the Stalker, talk to him, find out what happened to him, as well as the code from the box in the flash drive
12. We return to the camp of Stalkers at the factory, open the box (Code 377541)
13. We bring the Flash drive to Sakharov. Getting the Reward

Lost and Found, Searching for a military container at the factory

After we save Professor Major, we will be given the "Lost and Found" task, in which we will be required to find 2 containers on the territory of the Amber factory (Containers may fall under Save-Load textures, or re-entering the location will correct the situation)

First container



Second container


Army Warehouses After doing story mission"Our grave sins" in the abandoned village in the Army warehouses, you can get several secondary tasks

SMALL CREATURES IN STOCK

1. After talking with Ensign Volodarsky and receiving the code from the antenna installation, a question appears in the dialogue about how he survived alone.


2. After the conversation, it turns out that he was "gotten" by small creatures in the warehouse. We agree to help, we get the key to the warehouse and go to the building where the Cook was in the original.
3. In the back room of the warehouse we break the box, in which there is a red jerboa. We kill and during the search of the body we find the Head of the Jerky King

4. We shoot the jerboas that have come running and return to the Ensign for a reward - the artifact "Mushroom" Old Nick

NEW LIFE

1. If, before talking with the Ensign, you try to influence him with an artifact of a mixed group (Spiral, Crystal, Snail, Bagel), then in the dialogue "I saw a locked door on the second floor of the building. Is this headquarters?" a new version of the conversation appears - "What do you have to lose? ...". As a result of the dialogue, the Ensign will ask you to find him new documents and 50,000 rubles.


2. To complete the quest, you need to save the scout and get the key to the scouts' hideout in the Army warehouses.
3. After turning on the antenna installation, the radio scanner finds 2 signals: the Chernobyl People's Republic and the Emergency Beacon of the Armed Forces of Ukraine. We communicate with the help of the Prapor radio with the Chernobyl People's Republic and move forward towards the northern farm.

4. On the farm, we talk with Ataman Chekhov and choose one of the options for the development of events. If the aggressive option "The situation is bad. We need to solve it by force" is selected, we get the task "No pasaran" - to support Chekhov's group in the battle with the APU fighters. After the destruction of the military on the Southern Farm, we get a reward - a western bulletproof vest and an artifact Devil's Egg.
5. In the case of choosing the option of a peaceful development of events, "I think you need to say," Chekhov entrusts us with the mission of negotiating.
6. Leaving the farm to the north to the stones, we receive an SMS message asking for help. It is necessary to go a little further to the stones and help the scout Ivan.
7. Follow the scout to the western checkpoint.
8. During a conversation with the Goblin, you need to take the task "Golden Hands" to search for a rangefinder on armored vehicles. The key phrase in the conversation is "Trunk... uh... what?".
9. Locations of armored vehicles will appear on the map. Every tank or armored personnel carrier has a cache. A note with a rangefinder aiming is in a box next to the APC in the swamp.

10. In the house in the swamp we pick up the rangefinder and pass it on to the Goblin. The task "Golden Hands" is completed, the reward is Anomalous Gloves.
11. We ask the Goblin to help in the destruction of the "Weightlessness" anomaly, for this he needs fuel. We get the task "If you don't grease - you won't go", a canister and head to the fuel tank at the fork in the road.

12. We return with fuel to the Goblin, give the canister (completion of the task "If you don't grease - you won't go") and go to the anomaly. When approaching the anomaly, we observe a cut-scene, the anomaly disappears. We search the corpse of Colonel Sharia.
13. We return to the scout Ivan, he gives the key to the scouts' shelter. We go to the shelter of scouts and accept the task from Husky Hugh.
14. We find the artifact and again we call Hoarse Hugh. We agree with him about the documents. We give the found artifact and wait for the helicopter to fly away.
15. Again we take an order from Hoarse Hugh, find an artifact and call the customer. Now we get a ready passport and money for an artifact.
16. We go to the Ensign, give him money and documents, get the key to the commander's office. Exercise " New life" performed.
17. Open the grate and take the Database of the military unit from the computer

18. We go to Chekhov, we speak with him, we get a mine detector. The quest "On the True Path" begins
19. We come to the southern farm and go around it on the right, climb over the fence near the barn, where there are no mines. The mine detector must be worn on a belt.

20. In the house we talk with Sergeant Gerashchenko (standing in the first room under the portrait of Bandera)
21. After the conversation, we find ourselves in a barn and talk with Private Petrenko. We get a tip on the box with medicines.
22. We leave the barn and in the same way we came, we leave the farm to look for a box. It is important not to get in the eyes of Sergeant Gerashchenko.
23. We find a box behind the scouts' shelter and return to the farm.

24. We give medicine to Major Tkachenko. We take our things from the box, which is located where Sergeant Gerashchenko stood.
25. We return to Ataman Chekhov and report on the work done. Quests "On the True Path" and "Little Country" have been completed. The author of the passage of this quest:

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 is already widespread in it. There are no groups (everyone who got inside calls themselves "scouts" or "newcomers" depending on experience), there are no bases, there are from 30 to 50 people in the Zone in total (not counting the military at checkpoints). No one really knows anything about anomalies, mutants, etc., but the first artifacts have already fallen into the hands of scientists and humanity has been able to appreciate them.
A young man comes to the Zone. It is only known about him: 1) Nickname (Zhekan); 2) Target in the Zone (find "Wishmaster"); 3) In the past, he is an ordinary person, with no experience of survival in extreme conditions.
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, surrender, get into the cell
  2. After the interrogation, we need to take the first-aid kit from the table, drink the pills, and talk to the Soldier, who 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 run to a safe distance, otherwise the sniper will kill the GG
  4. After the escape, we need to meet a man near the Village, he will lead us to the camp, where we get to know its inhabitants. We can get equipment from Skidan. Then we can act on our own. 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, speak with 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 the Strangers, and remaining invisible, we take the key from the backpack (The strangers will also sit by the fire, so that they don’t find us, you need to get close to the backpack from the side of the sleeping sentry)
  8. After we open the door, we need to talk to the Wolf, he offers to follow the strangers. We agree, hiding in the bushes
  9. Strangers enter the mill, as soon as we approach them - they will disappear, an object that looks like a flash drive will remain on the floor
  10. We go with Flash to Skidan, he recognizes some kind of electronic device in the flash drive.
  11. After we pass the trailer by the road, we will catch a 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 a piece of iron, Skidan tells how this can be done.
  15. After talking with Skidan, we go to the indicated place, we are waiting 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 with 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 free, but it will not work to return at the moment.
    1. Alternative route!!!
    2. Skidan tells us an alternative way to pass 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, to get it you need:
      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 in the toilet area and try not to be seen),
      c) pick up the code to the safe with the arsenal (there will be a hint) and, taking the suit from there, leave the checkpoint with any possible way.
  18. After we made our way behind the piece of iron - we go to the farm, where it helps the scout fight off the mutants, we go with him to the shelter nearby.
  19. After we come to the shelter - we speak with the scout Andrey
  20. During a conversation, a military man enters the shelter, falls to the floor, and asks for help.
  21. We speak with Andrey, he asks to bring an artifact from the cache (The cache will be marked on the map)
  22. Upon returning, 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 Iron is blocking his way. The ability to cross the piece of iron without casualties can be provided by a special artifact that the stalker Vasily has in the Garbage. Since there are no more options, we go to the Landfill at 3.
  24. At the checkpoint we find the corpses of newcomers. At the checkpoint itself, we see racketeers Tyrsa and Shustril and A certain Abdul, who is in the service of racketeers.
  25. The bandits ask for 200 thousand for the passage, and since the GG does not have that kind of money, Andrey 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 flash drive from the elevator, give it back, in return, we ask you 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, we are immediately attacked by a guinea pig
  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 the experiments.
  4. GG is driven into a radiation-contaminated cell
  5. We talk with another test subject, we learn 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 pick up the items, after which the Thirteenth releases us, but we cannot leave the laboratory, although we have received freedom of movement.
  7. After that, we search the room with the barrel, take the gearbox for the armored personnel carrier
  8. We get acquainted with other mutants, we 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. You need to supply food. We interact with the shield, read the instructions, alternately try different combinations of switching on the knife switches. After we do everything right - the door will be open, there will be a decoder in the diplomat
  11. We open the safe with the help of the Decoder, give the documents to the Twelfth, agree to transfer to the punishment cell the Tenth to eat
  12. We speak with the Thirteenth, he lets us go to the Tenth.
  13. We speak with the prisoner, learn about the conspiracy
  14. After the conversation, we go to the prisoners who are sitting in a cage, we take a knife from them
  15. We help the mutant at the barrel to 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 starting the procedure, we must press the lever, which is located on the unit itself, from the side of the wall
  18. The thirteenth faints, kill him
  19. We take a map from his body, go down to the first level, where we kill all the mutants in bathrobes
  20. We meet with our accomplices at the closed door. They ask to find us 3 large chips, 2 small ones. They are scattered in backpack boxes throughout the laboratory.
  21. We find chips, open the door
  22. We carefully move into the laboratory, after entering the hall (Caution, there are turrets) - we quickly jump into the passage on the left. There we will find some equipment, and there are grenades in the crashing box.
  23. With the help of grenades we destroy the turrets, we go up to the room to the Doctor
  24. We speak with him, after the conversation we get the key
  25. We pick up our things
  26. Getting out of the lab

5) DARK VALLEY.

  1. After the GG finishes his business in X18, and comes to the surface, a Message will come from Seryoga. We go to the shelter, talk to him
  2. In the conversation, we learn about the unfinished building, about the stolen artifact "beehive", which we need to find.
  3. We find the thief's hideout. There we meet a break, we talk with him, learn about headache, agree to bring pills
  4. Through the laptop we turn to Dr. 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 pills to the kink, we learn about the beehive, which lies nearby on a metal structure
  7. We speak with Seryoga, we go to the box at the plant, we talk with Seryoga, we make our way to the plant.
  8. After descending the stairs, we undermine on the stretch. We find ourselves in a cell, Seryoga is killed, and we meet an old friend
  9. We speak with Abdul, learn about the experiment, as well as how to get out of the cell. Throwing a bolt at the bullets on the wall
  10. After the door has opened - we run to the far corner to the corpses, search, find a knife
  11. We speak with Abdul, we get out of the basement, we go to look for the key, the right door, killing agents along the way
  12. We find the key in the backpack (1st floor, room opposite the arsenal)
  13. In the Borov's room we find the key to the Arsenal
  14. On the roof of an unfinished building we find a generator, 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. In 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 talk about the abduction. Abdul tells the interception plan, we go to a meeting with the racketeers.
  3. Not far from the camp of racketeers we speak with Abdul, after 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 mark that appears
  5. In the indicated area we find comrades, we talk with Vasily, we go to the shelter
  6. In the shelter we talk with Vasily, give him the Reducer, get into the armored personnel carrier, start up, go to the Bar

7) BAR.

8) ARM.WAREHOUSES.

At the beginning, we talk with Abdul and go to the barrier, which is closed for passage by a large electrical anomaly. Abdul asks to find special material on the military unit that will allow us to overcome it, let's go there. In the central building in the refrigerator we find a frightened scout who pretends to be crazy and runs away from us. You don't need to chase him, you should go to the barracks 1 and take the documents in the box there (killing the poltergeist along the way). Then, by the mark, we find the cache of the psycho, take the key there and go to the barracks 2, we see 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.

9) RADAR.

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

10) X-10.

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

11) RADAR. 12) PRIPYAT.

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

13) Chernobyl.

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

14) CONTROL CENTER.

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

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

CORDON








We hide in the bushes and wait.






The question arises:


[i]
Necessary:












CORDON
The passage begins with the fact that you need to overcome the checkpoint 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 in 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 approach the camp from the side of the sentry who is sleeping), 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 the 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.
Necessary:
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 in the toilet area and try not to be seen)
c) pick up the code to the safe with the arsenal (there will be a hint) and, taking the suit from there, leave the checkpoint in any possible way.

Further, our goal will be a meeting with a local intelligence officer (scouts are the prototype of the first stalkers).
We find him on a farm, where we help fight off wild boars. Then we go with him to the shelter located nearby.
There we can find water, a hearth and a place to sleep (there are similar shelters in other locations).
During the first conversation, Andrei (that's the name of the scout) treated us coolly, without much trust. Suddenly, footsteps are heard and a wounded man in military uniform runs into the room, screaming for help.
After that, he falls to the ground and loses consciousness.
Andrei orders us to immediately go to his cache and bring an artifact that has a healing property - they can help the wounded.
We bring the artifact and see that the military is already much better and he is conscious.
Andrei admits that he needed the artifact as a test of our decency.
We talk with the military (Major Ovrakh).
He says that he is the co-pilot of an MI-24 helicopter that crashed nearby. When landing, the car fell into a mobile anomaly, the crew died and only he managed to escape.
The major wants to return to the checkpoint, knowing that a rescue expedition will not be sent for him soon. Andrey, who intervened in the conversation, says that although the way back is blocked by the Iron, there is supposedly a way to get through it without causing human casualties.
To do this, you need to have some unique artifact with you - this will give a single opportunity to overcome this deadly 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, Andrei notices the corpses of newcomers whom he met here earlier and warns us of the danger.
At the checkpoint itself, we see a company of people settled there. These are Tyrsa (chief), Shustril (his assistant) and a certain Abdul, who at first glance looks like a madman.
The passage to the Garbage is blocked by a door, the key to which is in Tyrsa's pocket.
For the passage, he requires a lot of money: 200 thousand rubles.
Since there is nowhere to take them, Andrei begins to threaten Tyrsa, but Abdul hits him and the major with a directed psi-strike coming from his body, from which they lose consciousness.
We ourselves also suffer from it, but much less.
After that, Tyrsa suggests that we personally get out, arguing that the scout and the military will still be finished off, but there is nothing to take from us personally.
Seeing the helplessness of friends, we can do the following: turn directly to Abdul, show him the "flash key" found, and when he needs to give it to him, in return, demand to inflict a psi-strike now on Tyrsa and Shustril, which he does.

Andrey and the Major, who have regained consciousness, drive the raiders from the checkpoint (we will meet with them later), having previously taken away the key to the door to the Landfill from them.

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

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 in 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 approach the camp from the side of the sentry who is sleeping), 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 the 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.
Necessary:
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 in the toilet area and try not to be seen)
c) pick up the code to the safe with the arsenal (there will be a hint) and, taking the suit from there, leave the checkpoint in any possible way.

Further, our goal will be a meeting with a local intelligence officer (scouts are the prototype of the first stalkers).
We find him on a farm, where we help fight off wild boars. Then we go with him to the shelter located nearby.
There we can find water, a hearth and a place to sleep (there are similar shelters in other locations).
During the first conversation, Andrei (that's the name of the scout) treated us coolly, without much trust. Suddenly, footsteps are heard and a wounded man in military uniform runs into the room, screaming for help.
After that, he falls to the ground and loses consciousness.
Andrei orders us to immediately go to his cache and bring an artifact that has a healing property - they can help the wounded.
We bring the artifact and see that the military is already much better and he is conscious.
Andrei admits that he needed the artifact as a test of our decency.
We talk with the military (Major Ovrakh).
He says that he is the co-pilot of an MI-24 helicopter that crashed nearby. When landing, the car fell into a mobile anomaly, the crew died and only he managed to escape.
The major wants to return to the checkpoint, knowing that a rescue expedition will not be sent for him soon. Andrey, who intervened in the conversation, says that although the way back is blocked by the Iron, there is supposedly a way to get through it without causing human casualties.
To do this, you need to have some unique artifact with you - this will give a single opportunity to overcome this deadly 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, Andrei notices the corpses of newcomers whom he met here earlier and warns us of the danger.
At the checkpoint itself, we see a company of people settled there. These are Tyrsa (chief), Shustril (his assistant) and a certain Abdul, who at first glance looks like a madman.
The passage to the Garbage is blocked by a door, the key to which is in Tyrsa's pocket.
For the passage, he requires a lot of money: 200 thousand rubles.
Since there is nowhere to take them, Andrei begins to threaten Tyrsa, but Abdul hits him and the major with a directed psi-strike coming from his body, from which they lose consciousness.
We ourselves also suffer from it, but much less.
After that, Tyrsa suggests that we personally get out, arguing that the scout and the military will still be finished off, but there is nothing to take from us personally.
Seeing the helplessness of friends, we can do the following: turn directly to Abdul, show him the "flash key" found, and when he needs to give it to him, in return, demand to inflict a psi-strike now on Tyrsa and Shustril, which he does.

Andrey and the Major, who have regained consciousness, drive the raiders from the checkpoint (we will meet with them later), having previously taken away the key to the door to the Landfill from them.

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

DUMP.
After the passage to the Landfill is received, we all go there together.

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

Soon he himself appears. Together we settle into his shelter and talk with the owner.

We ask him about the way to the center of the Zone (where, according to legend, there is a "Wishmaster" that we need). He says that the passage directly to the north (to the territory of the Rostok plant) is mined.

You can’t sneak through the mines, but there is another option: fix an abandoned armored personnel carrier and cross a dangerous section of the road on it.
There is an opportunity to get into the Dark Valley, where we can find a spare part for repairing the car. According to Vasily, she should be in an abandoned factory.
In turn, the passage to the Valley is blocked by a large anomaly "Cloud".

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

We find them and get into the Dark Valley.

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

Mutants and many anomalies have settled in the factory.

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

Since they were engaged in the collection of all sorts of things in the shops and premises, then the spare part from the armored personnel carrier, which we needed, most likely they have.

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

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

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

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

Our main task (along with the search for a spare part for the armored personnel carrier) is to find a way to leave the laboratory, since the test subjects, following the Doctor's rule, do not let anyone out of it.

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

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

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

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

This generator must be started by order of the Doctor himself.

In the process of searching, we get to know some members of this society and find out that among them a conspiracy is brewing 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.

We speak with the Tenth, he explains the situation and we agree to help him make a coup.
After the punishment cell, we go to the prisoners sitting in the kitchen, we change three rat carcasses for a knife.
Next, we go to the Thirteenth and ask to participate in the test of the Kaimanov emitter.
During the procedure, we press a hidden knife switch (from the wall), the device is overloaded, a burst of radiation occurs and the Thirteenth faints.
You need to have time to kill him with a knife.
Then we take a map from his body and go to the door to the lower tier, together with other experimental subjects we go down. Aggressive test subjects roam below, killing with a look, you need to run up to them from the back and beat them with a knife. The tenth asks to find 5 chips, they are in drawers on the lower tier of the lab.

We bring them, the controller (mutant) appears, we bring him down. Then the door opens, but do not immediately run forward - there are two turrets.

They can be disabled with grenades from the pantry.

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

Let's go to him.

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

Seryoga first sends us in search of the "Beehive" artifact, we go to the indicated place, we see a Werewolf Izlom there.

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

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

He will give us "Beehive".

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

Agents are executing Seryoga in our presence.
Together with us, Abdul is in prison, we ask him and get detailed information about the Chief Scientist and a little about the Golden Ball (allegedly he is in Pripyat).

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

Not far from the generator there will be a Gamma-substance crystal, it must be broken. Once we do that, all agents will fall unconscious. You can also go to the leader's office, where you can get the key to the artsenal in the box (our confiscated things are there).

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

Let's go to the Landfill.



 
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