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Walkthrough of the game stalker golden ball completion bar. Modification Guide - Golden Ball - Completion

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

So: The action takes place in 2008 (more specifically, August 18). A year has passed since the second explosion. The Zone is still young, but anomalous activity in it is already widespread. There are no groups (everyone who got inside calls themselves “scouts” or “newcomers” depending on their experience), there are no bases, in total there are from 30 to 50 people in the Zone (not counting the military at checkpoints). No one really knows anything about anomalies, mutants, etc., but the first artifacts have already fallen into the hands of scientists and humanity has been able to appreciate them.
A young man comes to the Zone. Only the following are known about him: 1) Nickname (Zhekan); 2) Goal in the Zone (find the “Wish Granter”); 3) In the past, he is an ordinary person, without experience of surviving in extreme conditions.

1) CORDON.
The passage begins with the fact that you need to overcome the checkpoint at the Cordon in order to get into the Zone itself. In the process, the hero is caught by soldiers, locked in one of the rooms and interrogated. After the interrogation, the opportunity to escape appears. You need to talk through the window with a recruit who often runs to the toilet. During the conversation he will pretend that we feel bad. Ask for medicine, hurry up. The soldier will believe (to believe, you need to take the 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 your escape safer, you can take morphine.
After liberation, we must meet with a person who will show us the shelter of local intelligence officers. We know the coordinates of the contact. We go to him, he takes us to the village. There we immediately talk to Sanya, he advises us to contact Skidan (merchant). Skidan in the bunker gives us some things and tells us about the local residents. Then we can act independently. While exploring Cordon, we come across an obstacle that makes it impossible to cross the railway bridge and the entire railway track dividing the location into 2 parts. This obstacle is a vast anomaly that kills anyone who approaches the railway. Locals also call it "Zhelezka". There is a version according to which the “Zhelezka” can only be overcome by sacrificing a living person to it. After this, 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 talk to the newcomer sitting inside. This is the Wolf. He found himself 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 key to the doors 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 offers to wait until the strangers return and follow them. We hide in the bushes and wait. Three strangers enter the mill. As soon as we approach the window to look at them, they disappear, as if dissolving into thin air. On the floor in the place where they stood, we find an object similar to a flash drive. We take it and show it to Skidan (as the most experienced). It recognizes the electronic key in the flash drive. He has no versions regarding the appearance of strange armed people in the Zone. Further events develop as follows: not far from the village we receive 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 the strangers from the mill. You can simply run away, or you can fight. After defeating them, we speak with the former “wounded” man, 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 Skidan about the events. He is concerned about the threat that has arisen and advises us to overcome the “Zhelezka” as soon as possible and go to the Zone, arguing that on the small Cordon the pursuers will easily find us and innocent people may suffer along with us. We decide to follow his advice. The question arises: who should be sacrificed to the anomaly? 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 Zhelezka. We agree and go to the bridge, lying down there and waiting for a signal from the merchant. The signal comes a few minutes later - strangers visited the village, asked about us and are now heading to the bridge. We are preparing for the attack. Three armed men approach the bridge and start looking for us. We provoke them to attack (before this you need to remain unnoticed!), after one of them is killed by the “Zhelezka” - 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.
If 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 pass through the tunnel because of it, but Skidan tells us that if we put on a special scientific suit, then theoretically we can withstand the blow of the Arc and break through to the other side. The suit is at the military checkpoint, it lies in a locked safe in the barracks where we were kept for interrogation. You need to: a) put on Skidan’s camouflage suit (to hide from army snipers), b) quietly get to the checkpoint and into the barracks itself (you should climb over the fence near the toilet and try not to be noticed), 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.

Next, our goal will be to meet with a local intelligence officer (scouts are the prototype of the first stalkers). We find him on a farm, where we help him fight off the wild boars. Then we go with him to a shelter located nearby. There we can find water, a fireplace and a place to sleep (there are similar shelters in other locations). During the first conversation, Andrey (that’s the intelligence officer’s name) 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 this, he falls to the ground and loses consciousness. Andrei orders us to immediately go to his cache and bring an artifact that has healing properties - they can help the wounded. We bring the artifact and see that the military man is already much better and is conscious. Andrey admits that he needed the artifact as a test of our integrity. We talk with the military man (Major Ovrakh). He says that he is the co-pilot of an MI-24 helicopter that crashed nearby. During landing, the car hit a moving 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 Zhelezka, there is supposedly a way to get through it without making human sacrifices. To do this, you need to have some unique artifact with you - this will give you a single opportunity to overcome this deadly barrier. This artifact is owned by another intelligence officer named Vasily, who lives further north, in the Landfill. Since Andrei also needs to get there, we have no choice. The three of us decide to go to the Landfill.
On the way to the Landfill there 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. This is Tyrsa (the main one), Shustrila (his assistant) and a certain Abdul, who at first glance looks like he’s crazy. The passage to the Landfill is blocked by a door, the key to which is in Tyrsa’s pocket. He demands a lot of money for passage: 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 psionic blow emanating from his body, from which they lose consciousness. We ourselves also suffer from it, but much less. After this, Tyrsa invites us personally to get out, claiming that the intelligence officer and the military man will be finished off anyway, and there is nothing to take from us personally. Seeing the helplessness of our friends, we can do the following: contact Abdul directly, show him the found “flash drive-key” and when he demands to give it to him, in return demand a psi-strike now on Tyrsa and Shustrile, which he does. Having regained consciousness, Andrei and the major drive away the racketeers from the checkpoint (we will meet with them later), having previously taken from them the key to the door to the Landfill. Abdul, having received our "key", disappears like strangers from the mill.

2) DUMP.
After we have received access to the Landfill, 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 (we must try to keep them alive). We get to the southern edge of the location, where we find the trailer-shelter of scout Vasily. Soon he himself appears. We all settle down together in his shelter and talk with the owner. We ask him about the way to the center of the Zone (where, according to legend, there is a “Wish Granter” that we need). He says that the passage directly to the north (to the territory of the Rostock plant) is mined. You can't sneak through the mines, but there is another option: repair the abandoned armored personnel carrier and cross the dangerous section of the road with it. It is possible to get into the Dark Valley, where we can find a spare part to repair the car. According to Vasily, it should be in an abandoned factory. In turn, the passage to the Valley is blocked by the large Cloud Cloud anomaly. To defuse it, you need to find artifacts “green”, “red” and “yellow balls” in the Landfill. We find them and find ourselves in the Dark Valley.

3) VALLEY.
Near the crossing we are met by local intelligence officer 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 factory basement, died. Since they were engaged in collecting all sorts of things in workshops and premises, they most likely had the spare parts for the armored personnel carrier that we needed. You will need to find their remains, get the key to the shelter, unlock the door and enter the basement. In the basement we find the scouts' diary, it says that someone who got out from behind a rusty door in the very corner of the basement robbed their cache and, among other things, took away a part from an armored personnel carrier. Our next step will be to find spare parts for the welding machine on the territory of the factory, use it to unlock the aforementioned door (welded by the scouts) and enter the secret laboratory (X-18).

4) X-18.
At the entrance, we are immediately attacked by experimental subjects (mutated people) and locked in a punishment cell. Another of the mutants is sitting with us, we can talk to him. It turns out that the dungeon is inhabited by a number of former experimental subjects of the X-18 laboratory. After the second accident, the staff hastily left it, and the experimental subjects, having got out of the cells, founded a kind of society with their own hierarchy. Their society is built on semi-religious principles and rules, somewhat similar to the biblical commandments. They consider their “God” to be a certain “Great Doctor” - the last surviving scientist of the laboratory, who has barricaded himself at the lowest level and controls the lives of the experimental subjects through a surveillance system and intercom. Our main task (along with searching for spare parts for the armored personnel carrier) is to find a way to leave the laboratory, since the experimental subjects, observing the Doctor’s rule, do not let anyone out of it. After some time, test subject Thirteen comes to the punishment cell, he conducts a short interrogation, after which he sentences us to death. However, he is not interested in simply killing us and decides to benefit from it. We are driven into a heavily radiation-contaminated section of the laboratory, where we must fix a broken electrical device in a short time. 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 chance 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 this, 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 on the first level of the laboratory and install them in the generator processor. This generator must be started on the orders of the Doctor himself. In the process of searching, we get acquainted with some members of this society and find out that among them a conspiracy is brewing against second-level test subjects - more privileged ones, chosen by the Doctor for a certain purpose. The chosen ones do not engage in menial labor or food gathering; all supplies for them are supplied by first-level test subjects. IMPORTANT: as soon as you gain freedom of movement in the lab, immediately go to the room with the tank and take the gearbox from the armored personnel carrier in the box there. Next, we must first help Nineteen (find the encoder and unlock the safes), then he will ask us to give food to his comrade sitting in the punishment cell. We talk to Thirteenth, he lets us in there. We talk to Ten, he explains the situation and we agree to help him make a coup. After the punishment cell we go to the prisoners sitting in the kitchen and exchange three rat carcasses for a knife. Next, we go to the Thirteenth and ask to participate in the test of the Caymanov emitter. During the procedure, we press a hidden switch (from the wall), the device overloads, a surge of radiation occurs and Thirteen faints. You need to have time to kill him with a knife. Then we take the map from his body and go to the door to the lower tier, together with other experimental subjects we go downstairs. Aggressive test subjects roam below, killing with their gaze; you need to run up to them from behind and hit them with a knife. The tenth asks to find 5 microcircuits, they are in boxes on the lower tier of the lab. We bring them, a controller (mutant) appears, we bring him down. Then the door opens, but you shouldn’t immediately run forward - there are two turrets there. They can be neutralized with grenades from the pantry. Then we make our way into the room at the top, there we talk 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 scout Seryoga, he wants to talk. Let's go to him. Seryoga noticed something interesting in the unfinished building, wants to get there and asks us to cover it. We agree. Seryoga first sends us in search of the “Hive” artifact, we go to the indicated place, we see Izlom the werewolf there. You can immediately attack him, but you can talk to him. If you agree to get him medicine, you will need to call the scientists from Dr. Pillman on the laptop (in the shelter), then buy pills from them and bring them to Izlom. He will give us "Hive". We return to Seryoga, make our way with him through the gallery into the unfinished building. We find ourselves in a stretch there, we come to our senses already in captivity of the agents (in a cage). Our agents are executing Seryoga. Abdul is sitting in prison with us, we ask him and get detailed information about the Chief Scientist and a little about the Golden Ball (supposedly it is located in Pripyat). Next, we agree to escape, throw bolts at the button on the wall until it breaks and the cage door opens. Now you need to carefully make your way past all the agents (there are about 15 of them) and climb to the upper floor, where you can find the generator (according to the sound) and turn it off. This will also disable the security turrets around the base. Not far from the generator there will be a crystal of Gamma substance; it must be broken. As soon as we do this, all agents will fall unconscious. You can also go to the leader’s office, where you can take the key to the armory in the box (our confiscated things are there). Next we talk to Abdul, he warns about the agent’s helicopter coming towards us. We run with him to the shelter car (hiding from the bullets of the helicopter), as soon as we go inside, the helicopter will fly away. We talk to 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, Andrei and the major; there is a note on the floor. In it, on behalf of Tyrsa, there is an invitation to the “strelka” and words about ransom. We tell Abdul, he gives us the “Itching” artifact, we go to the place of the “arrow”, Abdul hides. We speak with Tyrsa, immediately after the last remark we use “Zuda” 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 recruiter and free the prisoners. Now we talk to Vasily, give him the gearbox, he repairs the armored personnel carrier and you can drive 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 talk to Abdul, go to the Bus anomaly. To overcome it, we need to quickly move from one skeleton to another until we find ourselves at the front door of the bus. We see a tape recorder in the cabin, turn it off and the anomaly is discharged. We talk to Abdul, go to the place where a broken UAZ stands by the road and the radio hisses. We select it, use it and get in touch with the scientist. We talk to Abdul again, find out that a virus is raging in the bar and break through the crowds of infectious zombies to the tower. In the tower we speak with Vladimir, he asks us to find the medicine that fell from the helicopter and gives a mark to it. According to the mark, there is no cure, 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 it in the forehead. To kill him, you need to shoot at him while being near the green anomaly that periodically appears on the boxes. 6-7 hits from the anomaly are enough and the monster is ready. We talk to Alan, take the Cheburashka from the safe next to it, go to the dwarf and use the toy near him. The dwarf gives in return a can of vaccine. We go to Vladimir, he reveals the cards. We come to an agreement 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 to passage by a large electrical anomaly. Abdul asks to find special material at 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. There is no need to chase him, you should go to barracks 1 and take the documents in the box there (killing the poltergeist along the way). Then, using the mark, we find the psycho’s cache, take the key there and go to barracks 2, we see there a spatial anomaly that shimmers in different colors. Passage order: white-blue-red. We go through it, find more documents in the box there and get a mark for another cache. In this hiding place we find a strange bottle, drink, pass out 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 the bloodsuckers. We examine the houses he asks for, bring him objects (including a strange device), then we receive the task of finding either parts of a broken icon, or doing something with the device. If you choose to search for an icon: we find the parts by the marks in the boxes. When we find all 4, they will be connected together, we will return to our grandfather’s house and the anomaly around the village will be discharged, it will be possible to move freely around the location. If you have chosen a device: we climb with it to the upper tier of the water tower, there we use the device in the inventory and the anomaly is discharged, you can return to your grandfather and leave the village. Now we go to the crazy warrant officer, talk to him and show him the device. He confesses everything, tells us that to defuse the anomaly on the barrier, you just need to turn on the antenna installation here, on the territory of the unit. We do this and return to Abdul. Now you can go with him to the Radar.

9) RADAR.
Immediately after switching to 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 falls into a tripwire (he is wounded), 4 agents immediately appear, they must be eliminated. After the fight, we talk to 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, he will teleport, you need to hit him in the head, then he will fall and you can interrogate him. After this, we return to Abdul and see that he was kidnapped. In the note he left, he says that they want to take him to an underground bunker (X-10). We can go straight to Pripyat, or we can go to the entrance to X-10 and try to save Abdul. If we wear an agent costume and a gas mask, then they will not attack us first, we can communicate with them and gain access to X-10 through a chain of quests. You can attack immediately, then the key to the entrance will be on the body of the Prophet's agent.

10) X-10.
If we fight our way into the bunker, a timer will start, after which Abdul (who is in the back room) can be killed by the agents, so we will need to have time to get to him, eliminating everyone along the way. We save Abdul, he asks us to turn on the brain burner. We turn on the switch in the main hall and quickly run to the exit.

11) RADAR.
Here we need to run very quickly to the transition to Pripyat, if we do not make it before the end of the countdown, 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 be automatically activated, which will contain a note with instructions on what to do next. If we came with Abdul, then we talk to him and move along the street. At the crossroads, Abdul is mortally wounded by a sniper; in the last conversation, he asks us to find a time capsule. We follow the new mark to the kindergarten, there, first in the yard by the car we take documents from the suitcase, then we crawl inside. We need to beware of the teleporter in the corridor, it will throw us into the courtyard. On the first floor we find a brownie, kill him (by sound, but you can just beat around yourself at random), the key to the first-aid post falls from him. In the center (second floor) we read the magazine, go to the first floor, there we kill the second brownie and the key to the refrigerator falls out of him. We go to the kitchen and find a bottle of pills in the refrigerator. Now we jump into the teleport in the corridor, it will transfer you to a secret room with teleports. We go through three such rooms in turn and eventually find ourselves in the director’s office. There in the safe we ​​find a newspaper with a mention of a time capsule. Now we need to go to the bus station.
At the bus station we see a safe in the room, we fight with the bloodsucker (it’s very easy to kill him with a military icon), we kill him and open the safe with his claw. It contains a note that you need to meet at the specified place. We go there, the leader of the agents, Apostle, meets us there (he will be neutral). We talk to him and we have 2 options: either agree to listen to his sermon, or attack. If we attack: 10 more agents come running, we kill them. We take the key to the stadium from the body of the Apostle and go there. If we agree: we are transported to the scene where the Apostle is reading a speech. After finishing, we approach him, he makes us drink something and we lose consciousness, coming to our senses on the roof of the house. Our Mind appears, we talk to it, protect it from the ghosts of obscurantism, and as soon as the last one is killed, we are transported back to the stage. All agents will be inactive; after interrogating the Apostle, you can take the key to the stadium from him and go there.
As soon as we step into the stadium, a helicopter will fly in and shoot at us. We quickly run to the fallen turntable, take an RPG from the box and shoot it down (1 hit). Now you need to search the agent’s corpse in the trailer and find the time capsule, which will contain the microcircuit, using the marks. We can safely go to the Chernobyl nuclear power plant.

13) Chernobyl nuclear power plant.
The entire area is under the influence of a large weather anomaly and is highly radioactive. There are many vortices here that damage our armor and infect us 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 tag and search the corpses of the agents; when we do this, a radioactive storm begins. You need to hide from him in special places (marked on the map). We find the last agent, he is alive, but running away from us. We read the information from his laptop (where he was sitting), 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. Outside the door there will be an ambush waiting for 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 we see a computer on the table; we activate it using a microcircuit. The Chief Scientist appears and explains what's what. Next, we use the computer to disable the Golden Ball’s protection system and the door to the hall with the Ball will open. We approach it and we have 2 options: touch the Ball or wait until it overheats and escape through another exit. Depending on the choice, we get one ending or another.

That's all.

ADDITIONALLY:
10) OUTDOORS (Westroom).
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The ritual began with the young man being dressed in every possible way in gold jewelry, given clean and expensive clothes, and shown signs of attention. For some time he is taught to play the flute, manners, food and drink culture. When the young man went out for a walk, the people who met him fell to their knees and prayed with tears, honoring him as a god. The chief 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 his wives, and five days later, magnificent 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 his body down in their arms, after which they cut off his head.

In today's article we will touch on the passage of several key levels of the new story addition for the game S.T.A.L.K.E.R. While fans around the world are waiting for a long time for the continuation of the beloved game, amateur developers are trying to create something new based on the original plot.

The passage of "Stalker: The Golden Ball or the Adventures of Zhekan" is a completely new story. In addition to the original plot, players will find a number of innovations: the mod has acquired a survival system, unique artifacts and much, much more.

Our guide to "Stalker: The Golden Ball or the Adventures of Zhekan" will help you through two random locations that could cause minor difficulties for some users.

But first, let's talk about the storyline.

Story

The second disaster leads to the fact that the Chernobyl exclusion zone begins to rapidly expand, covering vast territories. Naturally, this leads to increased mortality - stalkers disappear and die every day. Now scientists have to join forces with military forces to find out the true cause of the disaster. For this purpose, numerous forays into the Zone are being undertaken, but none of them have been able to bring any results. Those who managed to survive say that the changes affecting the Zone are happening right before our eyes. The territory was filled with previously unexplored anomalous phenomena and mutated living organisms.

After some time, another stalker is sent outside the perimeter in the hope of finding an amazing artifact known as the “Wish Granter.” But is this really so? Perhaps this stalker is driven by something else? Answers to these questions can be found during the passage of "Stalker: The Golden Ball or the Adventures of Zhekan."

Location "Dump"

We carefully make our way towards the carriage, which is located next to the transition to Bar. In this case, it is necessary to move in such a way as to avoid the influence of anomaly clouds on the hero. Stalker Vasily will not be in the carriage, but if you wait a little, he will definitely appear. From him we learn that on the way to Bar there is a road through which you can only get through with the help of an armored personnel carrier. But it doesn't work. To repair it, you need a gearbox, which can only be found in the Dark Valley.

On the way to a new location, we encounter a Cloud, another dangerous anomaly. To go further, you will have to combine three multi-colored artifacts, which you can find using a hint at the shelter.

Location "Dark Valley"

We continue the passage of "Stalker: The Golden Ball or the Adventures of Zhekan." At the crossing we are met by a scout named Seryoga, from whom we learn the history of the Pied Piper and receive a lot of useful information about the gearbox. Next, we go to the factory and search the remains, after which our inventory will be replenished with a flamethrower, a suit and an empty canister. We read the note. After that, we explore the factory and find another canister.

Fuel can be taken there, from the tank - it will be needed to charge the flamethrower. Ready! We put on a suit and fight with mutants. After the lair is cleared, we select the key and make our way into the shelter. There we find the remaining equipment of the Pied Piper and the door leading to the laboratory, which turns out to be locked. In order to open it, you need to start the cutter and then cut the blockage.

Main innovations

And in conclusion, “Stalker: The Golden Ball or the Adventures of Zhekan” is a truly worthwhile modification that all fans of the original S.T.A.L.K.E.R. should play. Meanwhile, we will sum up the results and put together all the innovations and unique features:

  • An original story telling about the adventures of the stalker Zhekan, a character we have not met before.
  • Long-lasting quests.
  • New heroes and types of transport.
  • Changed maps from "Shadow of Chernobyl": now on once familiar paths a variety of dangers may lurk.

  • Adding new game systems: users can now try their hand at Survival, Hunger, Thirst and Luck. Also, the passage of "Stalker: The Golden Ball or the Adventures of Zhekan" includes a unique achievement system.
  • The creation of the mod was based on the project OGSE0.6.9.2R2, familiar to many players.

The mod has an interesting plot, which should be completed step by step, as the author intended it. If there are 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 find ourselves in a shelter.
  1. In the scouts' shelter we speak with Sanya, then with the merchant Skidan. The “Zhelezka” anomaly is blocking our way. Near the bridge we catch an SOS signal on our PDA. We see the Wolf locked in the mill. He asks us to free him. From the camp you need to steal the key lying in the backpack by the fire. We follow the Wolf, we see three who 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 a wounded man, he is in a carriage near the road. Three people attack us, we fight back and tell Skidan about what happened. We organize an ambush with Skidan. Three people will look for us at the bridge, we won’t stick our heads out. When they approach the “Zhelezka” 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 landfill we find a checkpoint. We communicate with the inhabitants of the checkpoint, and as a result, after strange events with Abdul’s psionic blow, we gain access to the landfill.
  1. At the landfill we go through the field of anomalies together with Andrei and the major, but so that they both survive. We go into Vasily's carriage. We learn from him about the armored personnel carrier, we find three artifacts in the landfill to neutralize the anomaly that prevents us from getting into the dark valley.
  1. In the dark valley we speak with Seryoga. Based on his guidance, we look for parts of the welding machine on the territory of the plant and find ourselves in the underground laboratory X-18.
  1. In the laboratory we speak with the experimental subject. In the room 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, destroying the turrets with grenades.
  1. In the dark valley we are looking for the “Beehive” artifact with Seryoga, we help the lonely kink - we receive an artifact from him. We get caught in a tripwire and wake up already in captivity. We throw the bolts at the button on the wall and run. We crawl quietly past the agents upstairs and turn off the generator and break the crystal. We take our swag, talk to Abdul, then run to the carriage, hiding from the helicopter.
  1. At the landfill, together with Abdul, we deal with the racketeers, repair the armored personnel carrier and drive through a minefield on it, we go to Bar.
  1. When we get into a 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. We find a walkie-talkie near the broken UAZ and 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 are heading to the army warehouses.
  1. At the warehouses we meet a scout who is running away from us. In the first barracks we take documents. We find the psycho's cache and gain access to the second barracks. We pass through an anomaly in the barracks, the order is white, blue, red. We find a bottle in the hiding place, 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 proceed to deal with Agent Phoenix, shooting him in the head. We quickly run to Pripyat, otherwise the brain burner will eat us, we make it before the countdown.
  1. In Pripyat we head to the kindergarten. In the yard near the car we pick up the documents and climb inside. We don’t get caught in the teleport, we kill the brownie simply by shooting in all directions, and we pick up the key. Then we kill the second brownie, the key is ours again, 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 a 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 select an RPG and shoot down the helicopter, search the agent’s corpse in the carriage - our time capsule plus a microcircuit.
  1. We rush to the Chernobyl Nuclear Power Plant, wearing a scientific suit, otherwise it will be difficult. We search the agent's body at the bridge. We solve an easy series of quests with agent codes and find ourselves in the control center, having fought off an ambush.
  1. In the control center we activate the computer with our microcircuit. We disable the Golden Ball protection on the computer. We will have two options - touch the Ball or wait until it overheats and go out the other exit. One or another ending of the game depends on our choice.
  1. Once at the Rostok plant, we talk to the drunken Grigory. There is a note in the carriage nearby. We collect three parts of the diary and give them to Grisha. He directs us into a boarded-up house. Our goal is a bust of Lenin, we get the Otrezvin tablet and give it to Grisha. We are waiting for a helicopter with military personnel.
  1. On Yantar we go to the scientists' base. We are not allowed in, but we receive a message on the PDA. We are completing the quest to kill the burer, you need to kill him with a sniper rifle when he approaches the tree, otherwise we will not get the coordinates of the cache. We find the walkie-talkie, and drag the corpse of the burer to the commander. We go hunting for burers, and as a result we end up with 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 the snorks at the control panel. We turn on three switches and the installation. After the attack of the burers, we run with Sakharov, set fire to the canister near the wall and disappear into the resulting hole.
  1. On Yantar, Sakharov asks to bring him a flash drive from the scout camp near the plant. We activate the device and three scanners. Bashka will fall out of the anomaly, we help him. Then a stretch and again Bashka ran away, who gives us a flash drive for Sakharov.
  1. Arriving on the outskirts, we can join either the military or the smugglers - the further small plot depends on this. Our task is to kill the warring faction and complete the last command quest. End.

The action takes place in 2008 (more specifically, August 18).
A year has passed since the second explosion. The Zone is still young, but anomalous activity in it is already widespread.
There are no groups (everyone who got inside calls themselves “scouts” or “newcomers” depending on their experience), there are no bases, in total there are from 30 to 50 people in the Zone (not counting the military at checkpoints). No one really knows anything about anomalies, mutants, etc., but the first artifacts have already fallen into the hands of scientists and humanity has been able to appreciate them.
A young man comes to the Zone. All that is known about him is:
1) Nickname (Zhekan);
2) Goal in the Zone (find the “Wish Granter”);
3) In the past, he is an ordinary person, without experience of surviving 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 at the Cordon in order to get into the Zone itself.
In the process, the hero is caught by soldiers, locked in one of the rooms and interrogated.

After the interrogation, the opportunity to escape appears.
You need to talk through the window with a recruit who often runs to the toilet. During the conversation he will pretend that we feel bad. Ask for medicine, hurry up.
The soldier will believe (to believe, you need to take the 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 your escape safer, you can take morphine.
After liberation, we must meet with a person who will show us the shelter of local intelligence officers. We know the coordinates of the contact. We go to him, he takes us to the village. There we immediately talk to Sanya, he advises us to contact Skidan (merchant).
Skidan in the bunker gives us some things and tells us about the local residents.
Then we can act independently.

While exploring Cordon, we come across an obstacle that makes it impossible to cross the railway bridge and the entire railway track dividing the location into 2 parts.
This obstacle is a vast anomaly that kills anyone who approaches the railway.
Locals also call it "Zhelezka".
There is a version according to which the “Zhelezka” can only be overcome by sacrificing a living person to it.
After this, 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 talk to the newcomer sitting inside. This is the Wolf.

He found himself 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 key to the doors 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 offers to wait until the strangers return and follow them.

We hide in the bushes and wait.
Three strangers enter the mill.
As soon as we approach the window to look at them, they disappear, as if dissolving into thin air.
On the floor in the place where they stood, we find an object similar to a flash drive. We take it and show it to Skidan (as the most experienced).
It recognizes the electronic key in the flash drive.
He has no versions regarding the appearance of strange armed people in the Zone.
Further events develop as follows: not far from the village we receive 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 the strangers from the mill.
You can simply run away, or you can fight.
After defeating them, we speak with the former “wounded” man, 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 Skidan about the events.

He is concerned about the threat that has arisen and advises us to overcome the “Zhelezka” as soon as possible and go to the Zone, arguing that on the small Cordon the pursuers will easily find us and innocent people may suffer along with us.
We decide to follow his advice.
The question arises: Whom to donate to 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 Zhelezka.

We agree and go to the bridge, lying down there and waiting for a signal from the merchant.

The signal comes a few minutes later - strangers visited the village, asked about us and are now heading to the bridge. We are preparing for the attack. Three armed men approach the bridge and start looking for us.

We provoke them to attack (before this you need to remain unnoticed!), after one of them is killed by the “Zhelezka” - 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.

If 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 pass through the tunnel because of it, but Skidan tells us that if we put on a special scientific suit, then theoretically we can withstand the blow of the Arc and break through to the other side.

The suit is 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 (for shelter 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 noticed)
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.

Next, our goal will be to meet with a local intelligence officer (scouts are the prototype of the first stalkers).
We find him on a farm, where we help him fight off the wild boars. Then we go with him to a shelter located nearby.
There we can find water, a fireplace and a place to sleep (there are similar shelters in other locations).
During the first conversation, Andrey (that’s the intelligence officer’s name) 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 this, he falls to the ground and loses consciousness.
Andrei orders us to immediately go to his cache and bring an artifact that has healing properties - they can help the wounded.
We bring the artifact and see that the military man is already much better and is conscious.
Andrey admits that he needed the artifact as a test of our integrity.
We talk with the military man (Major Ovrakh).
He says that he is the co-pilot of an MI-24 helicopter that crashed nearby. During landing, the car hit a moving 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 Zhelezka, there is supposedly a way to get through it without making human sacrifices.
To do this, you need to have some unique artifact with you - this will give you a single opportunity to overcome this deadly barrier. This artifact is owned by another intelligence officer named Vasily, who lives further north, in the Landfill. Since Andrei also needs to get there, we have no choice. The three of us decide to go to the Landfill.
On the way to the Landfill there 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. This is Tyrsa (the main one), Shustrila (his assistant) and a certain Abdul, who at first glance looks like he’s crazy.
The passage to the Landfill is blocked by a door, the key to which is in Tyrsa’s pocket.
He demands a lot of money for passage: 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 psionic blow emanating from his body, from which they lose consciousness.
We ourselves also suffer from it, but much less.
After this, Tyrsa invites us personally to get out, claiming that the intelligence officer and the military man will be finished off anyway, and there is nothing to take from us personally.
Seeing the helplessness of our friends, we can do the following: turn directly to Abdul, show him the found “flash drive-key” and when he demands to give it to him, in return demand a psi-strike now on Tyrsa and Shustrila, which he does.

Having regained consciousness, Andrei and the major drive away the racketeers from the checkpoint (we will meet with them later), having previously taken from them the key to the door to the Landfill.

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

CORDON
The passage begins with the fact that you need to overcome the checkpoint at the Cordon in order to get into the Zone itself.
In the process, the hero is caught by soldiers, locked in one of the rooms and interrogated.

After the interrogation, the opportunity to escape appears.
You need to talk through the window with a recruit who often runs to the toilet. During the conversation he will pretend that we feel bad. Ask for medicine, hurry up.
The soldier will believe (to believe, you need to take the 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 your escape safer, you can take morphine.
After liberation, we must meet with a person who will show us the shelter of local intelligence officers. We know the coordinates of the contact. We go to him, he takes us to the village. There we immediately talk to Sanya, he advises us to contact Skidan (merchant).
Skidan in the bunker gives us some things and tells us about the local residents.
Then we can act independently.

While exploring Cordon, we come across an obstacle that makes it impossible to cross the railway bridge and the entire railway track dividing the location into 2 parts.
This obstacle is a vast anomaly that kills anyone who approaches the railway.
Locals also call it "Zhelezka".
There is a version according to which the “Zhelezka” can only be overcome by sacrificing a living person to it.
After this, 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 talk to the newcomer sitting inside. This is the Wolf.

He found himself 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 key to the doors 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 offers to wait until the strangers return and follow them.

We hide in the bushes and wait.
Three strangers enter the mill.
As soon as we approach the window to look at them, they disappear, as if dissolving into thin air.
On the floor in the place where they stood, we find an object similar to a flash drive. We take it and show it to Skidan (as the most experienced).
It recognizes the electronic key in the flash drive.
He has no versions regarding the appearance of strange armed people in the Zone.
Further events develop as follows: not far from the village we receive 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 the strangers from the mill.
You can simply run away, or you can fight.
After defeating them, we speak with the former “wounded” man, 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 Skidan about the events.

He is concerned about the threat that has arisen and advises us to overcome the “Zhelezka” as soon as possible and go to the Zone, arguing that on the small Cordon the pursuers will easily find us and innocent people may suffer along with us.
We decide to follow his advice.
The question arises: Whom to donate to 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 Zhelezka.

We agree and go to the bridge, lying down there and waiting for a signal from the merchant.

The signal comes a few minutes later - strangers visited the village, asked about us and are now heading to the bridge. We are preparing for the attack. Three armed men approach the bridge and start looking for us.

We provoke them to attack (before this you need to remain unnoticed!), after one of them is killed by the “Zhelezka” - 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.

If 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 pass through the tunnel because of it, but Skidan tells us that if we put on a special scientific suit, then theoretically we can withstand the blow of the Arc and break through to the other side.

The suit is 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 (for shelter 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 noticed)
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.

Next, our goal will be to meet with a local intelligence officer (scouts are the prototype of the first stalkers).
We find him on a farm, where we help him fight off the wild boars. Then we go with him to a shelter located nearby.
There we can find water, a fireplace and a place to sleep (there are similar shelters in other locations).
During the first conversation, Andrey (that’s the intelligence officer’s name) 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 this, he falls to the ground and loses consciousness.
Andrei orders us to immediately go to his cache and bring an artifact that has healing properties - they can help the wounded.
We bring the artifact and see that the military man is already much better and is conscious.
Andrey admits that he needed the artifact as a test of our integrity.
We talk with the military man (Major Ovrakh).
He says that he is the co-pilot of an MI-24 helicopter that crashed nearby. During landing, the car hit a moving 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 Zhelezka, there is supposedly a way to get through it without making human sacrifices.
To do this, you need to have some unique artifact with you - this will give you a single opportunity to overcome this deadly barrier. This artifact is owned by another intelligence officer named Vasily, who lives further north, in the Landfill. Since Andrei also needs to get there, we have no choice. The three of us decide to go to the Landfill.
On the way to the Landfill there 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. This is Tyrsa (the main one), Shustrila (his assistant) and a certain Abdul, who at first glance looks like he’s crazy.
The passage to the Landfill is blocked by a door, the key to which is in Tyrsa’s pocket.
He demands a lot of money for passage: 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 psionic blow emanating from his body, from which they lose consciousness.
We ourselves also suffer from it, but much less.
After this, Tyrsa invites us personally to get out, claiming that the intelligence officer and the military man will be finished off anyway, and there is nothing to take from us personally.
Seeing the helplessness of our friends, we can do the following: turn directly to Abdul, show him the found “flash drive-key” and when he demands to give it to him, in return demand a psi-strike now on Tyrsa and Shustrila, which he does.

Having regained consciousness, Andrei and the major drive away the racketeers from the checkpoint (we will meet with them later), having previously taken from them the key to the door to the Landfill.

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

DUMP.
After we have received access to the Landfill, 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 (we must try to keep them alive). We get to the southern edge of the location, where we find the trailer-shelter of scout Vasily.

Soon he himself appears. We all settle down together in his shelter and talk with the owner.

We ask him about the way to the center of the Zone (where, according to legend, there is a “Wish Granter” that we need). He says that the passage directly to the north (to the territory of the Rostock plant) is mined.

You can't sneak through the mines, but there is another option: repair the abandoned armored personnel carrier and cross the dangerous section of the road with it.
It is possible to get into the Dark Valley, where we can find a spare part to repair the car. According to Vasily, it should be in an abandoned factory.
In turn, the passage to the Valley is blocked by the large Cloud Cloud anomaly.

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

We find them and find ourselves in the Dark Valley.

VALLEY.
Near the crossing we are met by local intelligence officer 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 factory basement, died.

Since they were engaged in collecting all sorts of things in workshops and premises, they most likely had the spare parts for the armored personnel carrier that we needed.

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

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

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

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

Our main task (along with searching for spare parts for the armored personnel carrier) is to find a way to leave the laboratory, since the experimental subjects, observing the Doctor’s rule, do not let anyone out of it.

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

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

We are driven into a heavily radiation-contaminated section of the laboratory, where we must fix a broken electrical device in a short time.
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 chance 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 this, 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 on the first level of the laboratory and install them in the generator processor.

This generator must be started on the orders of the Doctor himself.

In the process of searching, we get acquainted with some members of this society and find out that among them a conspiracy is brewing against second-level test subjects - more privileged ones, chosen by the Doctor for a certain purpose.

The chosen ones do not engage in menial labor or food gathering; all supplies for them are supplied by first-level test subjects.

IMPORTANT: as soon as you gain freedom of movement in the lab, immediately go to the room with the tank and take the gearbox from the armored personnel carrier in the box there.

We talk to Ten, he explains the situation and we agree to help him make a coup.
After the punishment cell we go to the prisoners sitting in the kitchen and exchange three rat carcasses for a knife.
Next, we go to the Thirteenth and ask to participate in the test of the Caymanov emitter.
During the procedure, we press a hidden switch (from the wall), the device overloads, a surge of radiation occurs and Thirteen faints.
You need to have time to kill him with a knife.
Then we take the map from his body and go to the door to the lower tier, together with other experimental subjects we go downstairs. Aggressive test subjects roam below, killing with their gaze; you need to run up to them from behind and hit them with a knife. The tenth asks to find 5 microcircuits, they are in boxes on the lower tier of the lab.

We bring them, a controller (mutant) appears, we bring him down. Then the door opens, but you shouldn’t immediately run forward - there are two turrets there.

They can be neutralized with grenades from the pantry.

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

Let's go to him.

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

Seryoga first sends us in search of the “Hive” artifact, we go to the indicated place, we see Izlom the werewolf there.

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

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

He will give us "Hive".

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

Our agents are executing Seryoga.
Abdul is sitting in prison with us, we ask him and get detailed information about the Chief Scientist and a little about the Golden Ball (supposedly it is located in Pripyat).

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

Not far from the generator there will be a crystal of Gamma substance; it must be broken. As soon as we do this, all agents will fall unconscious. You can also go to the leader’s office, where you can take the key to the armory in the box (our confiscated things are there).

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

Let's go to the Landfill.

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

The search for Maxim Kammerer

The story begins with the GG finding 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 locations that the main plot does not affect.
1. Find the Doll in one of the Houses on Cordon
2. Based on the doll’s advice, we find the receiver and 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 soldier with a walkie-talkie
4. We repair the walkie-talkie using parts from the receiver, learn about the tablet. We go to the village, ask the locals about the tablet
5. We learn from Sanya about the Tablet, 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. We find out about the evacuation point at the research institute, we go there
7. We search the evacuation point, find out about the case at the research institute
8. In the building with the helipad we find the case, take it, find out about the convoy at the landfill
9. We find a convoy of cars at the Landfill, find out what we need for Yantar
10. Saving Professor Sakharov (See Below)
11. We speak with Camerrer, who is sitting in the bunker
12. We have a choice. Either give the doll away or keep it for yourself

Outskirts of the Zone

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

A) Smugglers. We kill the military, talk to Savik and quickly run with him and the others to the camp (otherwise a helicopter will fly to the checkpoint and open fire). In the camp we speak first with the merchant Moishe, then with Boar, he sends us to examine the body of the smuggler Zub, who died in the anomalies. We examine it, find the “Deception”, and bring it to the Boar. He teaches us how to activate it, we activate it and a teleport appears. We jump there and find ourselves in a cave. In the cave, you must first search Ruslan’s corpse, take the keys from him, unlock the cell with the master key, take another “decoy” from him, activate it and jump into the teleport again. Now we find ourselves in the secret room where Beatard sits, 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 he will periodically supply us with various “deceptions”. After we come to the surface, we go to Boar and talk about the cave and Ruslan. He asks us to go to the 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 us to bring herbs for treatment. We go to an abandoned village to get some grass. In the village we catch an SOS signal on the PDA; if you respond to it, you will need to complete the quest “Under the Hood” to get out. If you don’t respond and just take the herb, you can return to Bolt and exchange it with him for a thermos with a decoction. We bring a thermos to Boar, he treats the wounded with a decoction. He comes to his senses and tells about the place where the valuable cargo is hidden. The boar asks us to help the Courier deliver this cargo to its destination, we agree. The Courier arrives, we talk to him. He sees a helicopter patrolling the location and refuses to go on a hike. We talk to Boar, he asks to shoot down the helicopter, we agree. We go to the fire station, there we meet three looters fighting off the dogs. We help them and together with them we begin to look for an underground warehouse. We find the grate in the basement (you will need to activate it once), report to Lyonka. He says his men will break 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 us to look in the apartment upstairs and give us a coin. On the stairs to the apartment, throw a coin into the jar to pass. In the apartment itself, we read the commander’s documents, find his key (in the Lenin monument), open the grate in front of the safe with it, and in the safe itself we take a note with the code to the base gate. We report to Lyonka, he says that we need to go to the military. base on the hill, we stomp there with them. At the base, we first approach the frozen military man and pick up the key, then in the warehouse under the canopy in a breakable box we take a bottle of oil and 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. We take the key to the warehouse from the chimera, there we find an RPG. We go to the fire station, climb onto the tower, wait for the helicopter to fly up and shoot it down. We return to the Courier. We talk to him and accompany him through the entire location to his destination (mutants will attack). If the Courier is killed, then you can 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) Military. We kill the smugglers and talk to the Chernovs. He asks us to help catch the smuggler Kaban and his company and sends us for instructions to Alexandrov. He gives the coordinates of the camp, we go there, it’s empty. In the basement we take a PDA with a nifa from a corpse, and in the attic we take a key from another corpse. We unlock the basement of the house with this key, there on the table we take the list of radio frequencies and take it to Chernov. He sends us to the fire department, we go there and shoot three looters, we find a coin on the body of the main one (on the tower). We throw this coin into a jar at the entrance, go into the apartment, there we read the commander’s documents and, following a tip, take his key from the hiding place (the Lenin monument). 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, we go there and find the “decoy”, activate it and find ourselves in the cave. In the cave, you must first search Ruslan’s corpse, take the keys from him, unlock the cell with the master key, take another “decoy” from him, activate it and jump into the teleport again. Now we find ourselves in the secret room where Beatard sits, 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 he will periodically supply us with various “deceptions”. After we reach the surface, we go again to Chernov. Now he asks us to inspect the factory, we go there and there we meet Bolt, who will give us information about the smugglers' reserve camp. We arrive there, destroy the intruders and return to Chernov. He says that they spotted a Courier who must transport dangerous cargo and asks that he be eliminated and the cargo delivered to him. We agree, go to the farm, kill the Courier and the 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 assistant Chernov, we hand over the cargo to him. At the checkpoint we take the key from Alexandrov and maybe open the commander's safe with a reward. End.

Dump: Search for the Dyatlov group

1. We talk with Vasily, we find out 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. Find the required sewer hatch. Let's go down


4. Immediately after the passage we find the corpse, search it, read the information.
5. Carefully and 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 one 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 don’t smell us)
7. At the end of the path, near the wreckage of the crane, we find a note and read it.


8. And we find out about the notes about the hiding place in the crane cabin, we climb there and find the note. All the goods were taken somewhere.


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


10. We arrive at the place marked on the map, in the forest area at the Landfill. We find a safe, PDA.
11. We take the safe to Vasily, we receive a 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. We make our way through the roof into the complex, where we meet Stalker
3. We talk, we find out about the invisible brownie, we kill, we talk again. We learn about the dungeons, the safe, the documents.
4. Find 1 part of the documents in the frame of the truck


5. We find part 2 of documents in the back of the Kamaz truck


6. We talk with Stalker, we learn about electrical panels.
7. Let's go look for a suit 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. We activate 2 switches on the 1st floor of the complex



10. We speak with the Stalker, then we go on reconnaissance to the neighboring building
11. We find a mysterious thing in the building, as well as corpses, search them, read the 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 about 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 the 1st place, the Stalker moves to the 2nd place, calls the GG to come to him
16. We learn that we need dynamite, we go to another complex
17. At the entrance to the complex we talk with Yuri, find out about the shelter and the keys to the door, we go in search 18. We find the keys in the excavator cabin



19. We go into the shelter, search the backpack, take the suits, Redrick Shewhart meets us at the exit, warns us about our partner, and informs us that we need to open container 11-78
20. After the conversation, we go to Yura, talk to him, and go to explore the complex.
21. We find Smolin in one of his houses, talk to him, look in the same room (in boxes, safes, backpacks) for shoulder straps (safe code: 178)
22. We give Smolin his 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 military men
24. We speak with Yuri, we go to undermine the entrance to the catacombs
25. We plant dynamite, blow up the entrance, and go down.
26. After the descent, we talk to our partner and go look for the container.
27. Having moved a little forward, we come across the corpse of the Stalker and a 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 the electrics



29. After we have collected all 3 balls, we stand in 3 luminous circles, which are not far from the corpse, after which 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 teleports us back.
31. Open the door and move on.
32. In the hall where the bloodsucker originally lived, we find a hood, talk to our partner, and move on.
33. When we arrive at the large tanks, we talk with our partner.
34. We rise 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 taking into account this development of events)
35. A partner comes up to us, finds out about the container, and abandons us.
36. After some time, Red comes to us and helps us get out of the tank. We go down with him to the locked door and talk.
37. While Red opens the door, we protect him.
38. After the door is open, we go to the exit.
39. Along the way, Red falls into the jelly, we talk to him, we learn about the container (At this moment we have a choice: Leave Red and save ourselves, or help Red, turn on the hood, and save ourselves together. I chose option 2. Further actions are being considered taking this development into account)
40. Let's go look for the remote control to turn on the electricity supply. It is not far from the tunnel with electricians


41. Return to the remote control next to the hood, turn it on


42. We wait until the timer runs out, guarding Red
43. After Red gets up and the timer runs out, talk to him and get 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 back, throw some kind of suit under your feet)
45. We find the 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 task is completed. See above
1. We receive a task, we learn about a group of scientists who are locked on the roof of the complex
2. Goes to the complex, we find corpses there, read the information we received from them, learn about the anomaly.
3. We need to start the elevator generator. For 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 top floor
5. We go out onto the roof, we see scientists and military men standing around the artifact. 6. We destroy the artifact, the entire squad dies, except for 1 scientist, we talk to him, we go down to the street.
7. We talk to him again, accompany him to the shelter
8. Talk to Red, get a reward Dark Valley Rescue Angela

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


8. We catch the teleport in the swamp. Teleport to Angela. We talk to her, get a pistol, defend ourselves from jerboas (The backpack was lost during teleportation.)
9. After we talk to 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 trees to hear the rumbling of an owl. Afterwards green teleporters will appear, shoot them. You need to destroy all 3 teleports, they can be called again
11 after destroying the teleports - leads Angela to the lair (We can also pick up the lost backpack, it is marked on the map)
12 After all our adventures, we were left with an artifact that greatly simplifies moving around locations (teleporters have appeared that allow you to move from one part of the location to another) Bar Perpetual Motion Machine Help Alan

1. We learn from Alan about the safe in 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, we see a Stalker in the window. We talk to him.


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


6. All that was left of the person we talked to were bones and a capacitor. Let's take it, it will be useful to us
7. Open the door to the boiler room. Another obstacle appears before us, anomalies
8. Information that was obtained from the corpse that lies in the boiler room says that the anomalies can be bypassed by turning off the fans
9. Find the fans outside and turn them off using a capacitor


10. We go to the safe, use the hint to open it, take the artifact
11. Talk to 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. When entering the Wild Territory, we carefully make our way to the Stalker (turrets from the building will shoot at us)
2. He's drunk as hell. He can't talk to us. Let's go to the outbuilding that stands nearby


3. There is a note on the floor, read it
4. Go to the Stalker again, talk, sing a song, get the key to the gallery
5. Let's move on. We find the corpse of a scout on the towers, read his diary


6. We climb into the nearby house through the roof, find a note there, read it, go look for the key to the office
7. The path to the Scouts’ shelter is blocked by an electrical anomaly; we need to find a switch to turn it off
8. Disable the anomaly


9. On the roof of buildings with a shield we find a cache with a passport and a pack of cigarettes
10. In the shelter we also find part 2 of the diary (In the same shelter there is a safe with an unusual artifact)
11. From the note we learn that Grigory has the key to the Garage. Let's go to him, take the key
12. In the Garage we find part 3 of the diary. We read, and also take the icon from the cache
13. We find part 4 of the documents in the hangar nearby.
14. Read the diary, leave the bunker. We meet Seryoga, we talk, Seryoga disappears.
15. We climb into the body of the Kamaz, we find part 5 of the diary there
16. Afterwards we go talk to Gregory and find out 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 carriages in search of the second part of Gregory’s Diary
19. We go talk to Grigory, we get a crowbar from him, we go to break down 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 will get the Communist achievement)


21. We receive a message that a poltergeist is waiting for us in the yard
22. We go to the square to the Kamaz truck, we see a poltergeist with Lenin’s face. We kill, take the note from the body, and the medicine
23. We talk with Gregory, we find out about the road to Yantar. We receive a task to find Gregory's hiding place (the mark will be on the map)
24. We take 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 men who ask to bring Gregory to them, we agree
27. We bring Gregory to the Roof of the unfinished building, we speak again. We take the pen from him. He gives us one more task - to take the flash drive to Sakharov - we agree Amber Rescue of Sakharov and X16

1. At the entrance to the scientists’ base, we speak with the Military, give a bribe, and pass
2. The door to the scientists is locked, we talk to the local authorities
3. We fight off the attack of monsters
4. We talk to the authorities again, but no one is going to let us see the scientists.
5. We go to the helicopter that crashed near the swamps, but before reaching it we receive a message from a soldier. Let's go back


6. We talk with the soldier, we 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 infiltrator. If not, we climb into the swamp and look for a corpse with a rifle.
7. On the Roof of the bunker we stand at the indicated point, take binoculars, wait for the scout
8. As soon as the spy places the cache, he will need to be shot


9. Let's go get the cache


10. We drag the scout to the Major’s camp
11. Talk to the major
12. We go in search of the missing squad
13. The entrance to the plant territory is blocked. At the place where the squad went missing, we use the radio we found earlier and contact the surviving military man. Let's learn about the rope
14. In the marked area we find a rope and use it. We find ourselves on the territory of the plant. We are looking for a soldier


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


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


22. We take the documents to Sakharov, we receive the task: Measure the temperature of the saline solution in the flask. go to 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 get close, we talk to it, get information, return to Sakharov
24. Let's go, activate 3 switches, as we did in the original TC
25. We turn on the Switches, talk with Sakharov, learn about the modes of brain operation. We can choose the mode ourselves, or we can ask the brain which mode we need
ATTENTION: The choice in this dialogue will entail certain consequences. I chose option 2
26. We learn information from the brain, return to Sakharov, talk to him. Looking forward to an audience with the dwarves
27. Talk to the Dwarves. We find out that they want to kill us, we run away into the room where the 2nd part of the documents lay. We are waiting for Sakharov, closing the door
28. We talk with Sakharov, get matches, set fire to the fuel
29. We escape through the underground complex to the camp, talk with the major there, and then with Sakharov. We receive a reward
30. Afterwards we talk with the Sergeant, who was decommissioned at the factory, he sits next to the major, he will give our things

Enchanted Place, Anton, Search for a flash drive with research

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, read
3. Activate the Device, find 3 scanners near the Camp


4. We insert 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 it off
6. After choosing action 2, talk to him
7. We take the Stalker to the Scientists’ Camp, talk to him there, find out about the hiding place
8. Upon arrival at the place with the cache, we step on the tripwire.
9. We return to the Camp, talk with the major, find out about where the Stalker went
10. Moving towards the Wild Territory
11. At the crossing we meet the Stalker, talk to him, find out what happened to him, as well as the code for the box in the flash drive
12. We return to the Stalkers camp near the plant, open the box (Code 377541)
13. We bring the flash drive to Sakharov. Receiving a Reward

Lost and Found, Search for a military container at a factory

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

First container



Second container


Army Warehouses After completing the story quest “Our Grave Sins” in an abandoned village at the Army Warehouses, you can receive several secondary quests

SMALL CREATURES IN THE WAREHOUSE

1. After talking with Warrant Officer Volodarsky and receiving the code from the antenna installation, the 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, get the key to the warehouse and go to the building where the Cook was originally located.
3. In the back room of the warehouse, we break the box, which contains a red jerboa. We kill and when searching the body we find the Head of the Stew King

4. We shoot the running jerboas and return to the Ensign for the reward - the “Mushroom” artifact 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, Donut), then in the dialogue “On the second floor of the building I saw a locked door. Is this the headquarters?” a new conversation option 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 must 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 contact the Chernobyl People's Republic using Prapor's radio and move towards the northern village.

4. At 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 chosen, we receive the task “No pasaran” - to support Chekhov’s group in a battle with Ukrainian Armed Forces fighters. After destroying the military on the Southern Farm, we receive a reward - a western bulletproof vest and the Devil's Egg artifact.
5. If we choose the option of a peaceful development of events, “I think you should be told,” Chekhov entrusts us with the mission of negotiating.
6. Leaving the farm to the north towards the stones, we receive an SMS message asking for help. We need to go a little further to the stones and help 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 find a rangefinder on armored vehicles. The key phrase in the conversation is “Trunk... uh... what?”
9. The locations of armored vehicles will appear on the map. Every tank or armored personnel carrier has a cache. The note with the rangefinder guidance is in a box next to the armored personnel carrier in the swamp.

10. In the house in the swamp, we pick up the rangefinder and give it to the Goblin. The task "Golden Hands" is completed, the reward is Anomalous Gloves.
11. We ask the Goblin to help in destroying the “Weightlessness” anomaly; for this he needs fuel. We receive the task “If you don’t oil it, you won’t go,” a canister and head to the fuel tank at the fork in the road.

12. We return to the Goblin with fuel, give the canister (completion of the task “If you don’t oil it, you won’t go”) and go to the anomaly. As we approach the anomaly, we watch a cut-scene; the anomaly disappears. We search the body of Colonel Shariy.
13. We return to the scout Ivan, he gives the key to the scouts’ shelter. We go to the scouts' shelter and accept the task from Hoarse Hugh.
14. We find the artifact and call Hoarse Hugh again. We agree with him on the documents. We give back the found artifact and wait for the helicopter to fly away.
15. Again we take the order from Hoarse Hugh, find the artifact and call the customer. Now we get a ready-made passport and money for the artifact.
16. We go to the Ensign, give him money and documents, and get the key to the commander’s office. The task "New Life" is completed.
17. Open the grate and take the Military Unit Database from the computer

18. We go to Chekhov, talk to him, get a mine detector. The task "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 the 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 the barn and talk with Private Petrenko. We receive a tip on a box with medicines.
22. We leave the barn and the same way we came, we leave the farm to look for the box. It is important not to get noticed by Sergeant Gerashchenko.
23. We find a box behind the scouts’ shelter and return to the farm.

24. We give the 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. The quests "On the True Path" and "Small Country" are completed. Author of this quest: