Stalker golden ball completion like. Stalker Golden ball or Zhekan's adventures completion How to read corrupted documents. Walkthrough Stalker Shadow of Chernobyl: Walkthrough Golden Ball: Completion Guide

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

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

Each artifact formed in the Exclusion Zone consists of material and energy. Material is those substances or objects that have come under anomalous influence, and energy is the power of the Zone. With the Remote, you will be able to decompose widely distributed artifacts while releasing some anomalous energy. It penetrates our body and endows it with beneficial properties. Each type of artifact, when decaying, gives a certain set of properties.

In order to find the remote artifact you need:

  1. Complete the Escape quest. During its execution, it is necessary to search the main premises of the military checkpoint and take a note (we are looking for it next to the sofa).
  2. Return to the camp of beginners and go down to the basement to take the quest from Sani-On the live bait. After successful completion, you will have the opportunity to take the quest - kitchen attendant. After the dialogue main character tells Sana about the found note.
  3. After completing the kitchen attendant quest, we go to the trader Skidan and hand over the quest and the note to him.
  4. Upon completion of business with the merchant, we take the quest - Just Spit. During the passage of the task, you will need to find Vadim's abandoned swag. The swag will be hidden in a backpack, inside of which the Remote artifact will lie.

In no case, do not give or sell the Remote to a merchant!

How to use the Remote.

When the treasured artifact is in our hands, it must be activated for further use, this is done in the inventory, by moving it to the belt of our character. After moving to the slot, you will hear the characteristic sound of breaking glass, which will mean its complete destruction. After that, in the upper left corner of the game hud you will see the inscription F5 - Artifacts, when you press the F5 key, now you can call up the artifact decomposition menu, consisting of 6 groups and broken down by artifact properties.

Now you know how to find and use the Remote artifact, however, if you nevertheless completed these quests and unknowingly sold it to you, a spawner will help you, with which you can restore it.

Hi all!!!

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

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

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

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

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

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

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

Golden Ball
Zhekan
Golden Orb: Completion

Hi all!!!

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

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

Hi all!!!

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

never throw them away or sell them

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

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

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

Hi all!!!

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

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

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

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

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

Hi all!!!

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

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

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WebMoney R424585039563

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

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

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

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

Hi all!!!

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

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

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

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

Hi all!!!

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

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

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WebMoney R424585039563

Qiwi +79146662146

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

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

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

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

Hi all!!!

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

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Help in the development of the channel:
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Sberbank (card) 4276 5000 1086 4856

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Qiwi +79146662146

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

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

Hi all!!! (video for beginners)

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

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

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

Hi all!!!

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

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Help in the development of the channel:
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:) I express my deep gratitude to everyone for subscribing, like, kind words and financial support!!! :)

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

Hi all!!!

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

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

In this video we will start the Dirty Work quest

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

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

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

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

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

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

1) CORDON.
The passage begins with the fact that you need to overcome the checkpoint on the Cordon in order to get into the Zone itself. In the process, this hero is caught by soldiers, locked in one of the rooms and interrogated. After the interrogation, there is an opportunity to escape. You need to talk through the window with a recruit who often runs to the toilet. During the conversation, pretend that we feel bad. Ask for medicine, hurry up. The soldier will believe (to believe, you need to drink pills from the first-aid kit on the table), open the door and we must run. We have about 30 seconds to get to a safe distance before the military opens fire. To make the escape safer, you can take morphine.
After the release, we must meet with a man who will show us the shelter of local scouts. We know the contact's coordinates. We go to him, he takes us to the village. There we immediately speak with Sanya, he advises to turn to Skidan (merchant). Skidan in the bunker gives us some things and talks about the locals. Then we can act on our own. While exploring Cordon, we stumble upon an obstacle that makes it impossible to overcome the railway bridge and the entire railway track, which divides the location into 2 parts. This barrier is a vast anomaly that kills anyone who approaches the railroad. The locals also call it "The Railroad". There is a version according to which "Zhelezka" can be overcome only by sacrificing a living person to it. After that, it is deactivated for a short time and the railway track can be crossed in time.
Not far from the bridge, we catch a signal on our PDA asking for help, it comes from a locked mill. We approach it and through the window we speak with a newcomer sitting inside. This is Wolf. He was trapped because of his curiosity: some strangers locked him here while he searched the premises. The wolf asks us to go to their camp, located to the east, steal the door key from there and free him. After we do this (you need to steal the key from the backpack lying by the fire. You should approach the camp from the side of the sentry who is sleeping), the Wolf suggests waiting for the strangers to return and follow them. We hide in the bushes and wait. Three strangers enter the mill. As soon as we approach the window to view them, they disappear, as if dissolving into thin air. On the floor in the place where they stood, we find an object that looks like a flash drive. We pick it up and show it to Skidan (as the most experienced). It recognizes an electronic key in the "flash drive". As for the appearance of strange armed people in the Zone, he has no versions. Further, events develop as follows: not far from the village, we catch a signal on the PDA that there is a wounded person nearby and he needs help. We find him in a trailer by the road, but as soon as we agree to help, we are attacked by three armed men who look just like strangers from the mill. You can just run away, you can join the fight. After defeating them, we speak with the old "wounded" who threatens us and disappears out of the blue, like his comrades. During the conversation, he asks us to return the "key" we found earlier, but is refused.
We tell about the events of Skidan. He is concerned about the threat that has arisen and advises us to overcome the "Iron" as soon as possible and go to the Zone, arguing that on the small Cordon the pursuers will easily find us and innocent people can suffer along with us. We decide to follow his advice. The question arises: whom to donate anomalies? Skidan tells us that we must first provoke 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. It is 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 near the toilet and try not to be seen), c) pick up the code to the safe with the arsenal (there will be a hint) and, having taken the suit from there, leave the checkpoint in any possible way.

Further, our goal will be a meeting with a local intelligence officer (scouts are the prototype of the first stalkers). We find him on a farm, where we help fight off wild boars. Then we go with him to the shelter located nearby. There we can find water, a hearth and a place to sleep (there are similar shelters in other locations). During the first conversation, Andrei (that's the name of the scout) treated us coolly, without much trust. Suddenly, footsteps are heard and a wounded man in military uniform runs into the room, screaming for help. After that, he falls to the ground and loses consciousness. Andrei orders us to immediately go to his cache and bring an artifact that has a healing property - they can help the wounded. We bring the artifact and see that the military is already much better and he is conscious. Andrei admits that he needed the artifact as a test of our decency. We talk with the military (Major Ovrakh). He says that he is the co-pilot of an MI-24 helicopter that crashed nearby. When landing, the car fell into a mobile anomaly, the crew died and only he managed to escape. The major wants to return to the checkpoint, knowing that a rescue expedition will not be sent for him soon. Andrey, who intervened in the conversation, says that although the way back is blocked by the Iron, there is supposedly a way to get through it without causing human casualties. To do this, you need to have some unique artifact- 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 found "flash key" and when he needs to give it to him, in return, demand to inflict a psi-strike now on Tyrsa and Shustril, which he does. Andrey and the Major, who have regained consciousness, drive the raiders from the checkpoint (we will meet with them later), having previously taken away the key to the door to the Landfill from them. Abdul, having received our "key", disappears like strangers from a mill.

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

3) VALLEY.
Near the crossing we are met by a local scout Seryoga, he shows us the way to his shelter and explains the situation. Mutants and many anomalies have settled in the factory. His comrades, who had previously set up a shelter in the basement of the factory, died. Since they were engaged in the collection of all sorts of things in the shops and premises, then the spare part from the armored personnel carrier, which we needed, most likely they have. You will need to find their remains, get the key to the shelter, unlock the door and enter the basement. In the basement we find the scouts' diary, it says that someone who got out from behind a rusty door in the very corner of the basement robbed their caches and, among other things, took away a part from an armored personnel carrier. Our next step 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).

4) X-18.
At the entrance, we are immediately attacked by guinea pigs (mutated people) and locked in a punishment cell. Another of the mutants is sitting with us, you can talk to him. It turns out that the dungeon is inhabited by a number of former test subjects of the X-18 laboratory. After the second accident, the staff hurriedly left it, and the test subjects, having got out of the cages, founded a kind of society with its own hierarchy. Their society is built on semi-religious principles and rules, somewhat similar to the biblical commandments. They consider their "God" 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. Next, we must first help the Nineteenth (find the coder and unlock the safes), then he will ask us to transfer food to his comrade sitting in the punishment cell. We speak with the Thirteenth, he lets us go there. We speak with the Tenth, he explains the situation and we agree to help him make a coup. After the punishment cell, we go to the prisoners sitting in the kitchen, we change three rat carcasses for a knife. Next, we go to the Thirteenth and ask to participate in the test of the Kaimanov emitter. During the procedure, we press a hidden knife switch (from the wall), the device is overloaded, a burst of radiation occurs and the Thirteenth faints. You need to have time to kill him with a knife. Then we take a map from his body and go to the door to the lower tier, together with other experimental subjects we go down. Aggressive test subjects roam below, killing with a look, you need to run up to them from the back and beat them with a knife. The tenth asks to find 5 chips, they are in drawers on the lower tier of the lab. We bring them, the controller (mutant) appears, we bring him down. Then the door opens, but do not immediately run forward - there are two turrets. They can be disabled with grenades from the pantry. Then we make our way to the room upstairs, there we speak with the Great Doctor, we get the key and the opportunity to get out of the X-18 laboratory.

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

6) Dump.
At the Dump in the shelter we see the absence of Vasily, Andrey and the major, there is a note on the floor. In it, on behalf of Tyrsa, an invitation to the "arrow" and words about a ransom. We tell Abdul, he gives us the artifact "Itching", we go to the place of the "arrow", Abdul is hiding. We speak with Tyrsa, right after the last remark we use "Itching" in our inventory. The bandits fall unconscious, Abdul kills Tyrsa from an ambush, we take the PDA from his body and read the information. We run quickly to the point that appears on the map. There we kill the last racketeer and free the captives. Now we are talking with Vasily, we give him the gearbox, he repairs the armored personnel carrier and you can move on it through the minefield to Bar.

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

8) ARM.WAREHOUSES.
At the beginning, we talk with Abdul and go to the barrier, which is closed for passage by a large electrical anomaly. Abdul asks to find special material on the military unit that will allow us to overcome it, let's go there. In the central building in the refrigerator we find a frightened scout who pretends to be crazy and runs away from us. You don't need to chase him, you should go to the barracks 1 and take the documents in the box there (killing the poltergeist along the way). Then, by the mark, we find the cache of the psycho, take the key there and go to the barracks 2, we see 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 switching to the Radar, we feel bad, we lose consciousness and see the Chief Scientist in front of us, who is trying to find out our plans. After talking with him, we come to our senses, talk to Abdul and move forward. Abdul gets into a stretch (he is injured), 4 agents immediately appear, they must be eliminated. After the fight, we talk with Abdul, he asks for time to recover and sends him to fight with the best agent Phoenix. We go to the fallen helicopter, when we approach, Phoenix comes running. If you just shoot at him, then he will teleport, you need to hit his head, then he will fall and you can interrogate him. After that, we return to Abdul and see that he was kidnapped. In the note left, he says that they want to take him to an underground bunker (X-10). We can immediately go to Pripyat, or we can go to the entrance to X-10 and try to save Abdul. If at the same time put on a suit of agents and a gas mask, then they will not attack us first, it will be possible to talk with them and get access to X-10 for a chain of quests. You can immediately attack, then the key to the entrance will be on the body of the agent of the Prophet.

10) X-10.
If we made our way into the bunker with a fight, then a timer will turn on, after which Abdul (located in the back room) can be killed by agents, so we will need to 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.
Here we must run very quickly to the transition to Pripyat, if we do not have time before the end of the countdown, then the Burner will turn on and kill us.

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

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

That's all.

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

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



 
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