Gold balloon code australia. Mod Guide - Golden Orb - Completion. Continuation of the adventures of Zhekan: passage of the location "Dark Valley"

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In this video I will show you Where to find the Red Ball on the Nastradamus quest.

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In this video I will show Where to find the Yellow Ball on the quest Nastradamus

GOLDEN BALL. COMPLETION - where to find the Green Ball on the Nastradamus quest

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In this video I will show you where to find the Green Ball on the Nastradamus quest.

GOLDEN BALL. COMPLETION - Where to find the Red Ball on the Nastradamus quest

Stalker Golden Ball or Adventures of Zhekan # 8 Finding the Balls

We continue the passage of the Golden Ball mod or the adventures of Zhekan for the Stalker Shadow of Chernobyl in this series:
- 3:15 Bati's grave and balloon tips
- 4:00 PDA bespectacled
- 6:55 Crossbow Cache
- 7:30 We get to the tanks
- 9:50 We get the red ball
- 11:05 Find the yellow ball
- 14:10 Green ball
- 20:55 Pulls out the marauder's treasure
- 21:57 PDA Syoma
- View the passage of other mods
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Yellow ball. Nostradamus. Golden Ball. S.T.A.L.K.E.R.

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Golden Ball-Completion # 019 "Yellow, red and green ball, curious Klim"

Golden Ball - Completion. Dump. Nostradamus. Red ball.

Shown how to get to the red ball on the quest Nostradamus.

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- Stalker. OP-2
- Golden ball. Completion.
- Golden convoy 2
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GOLDEN BALL. COMPLETION - Where to find the Yellow Ball on the quest Nastradamus

In this video I will show Where to find the Yellow Ball on the quest Nastradamus
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Red ball. Nostradamus. Golden Ball. S.T.A.L.K.E.R.

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Stalker "Golden ball or Zhekan's adventures completion". Red ball on the quest "Nostradamus"

We complete the quest Nostradamus - Search for balls.

GOLDEN BALL. COMPLETION - Draft quest. How to save Red Shewhart? How to apply power to the cooker hood?

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In this video, I will tell you in detail and go through the Draft quest.

turn on the tilde more often and see that your game does not crash !!! if you have yellow or red lines, exit the game and load the save without such lines, otherwise the trouble is bad Kashmar Crash :(

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S.T.A.L.K.E.R. Golden ball. Completion # 15. Nostradamus.

Passage of mod for S.T.A.L.K.E.R. The shadow of Chernobyl. Golden ball. Completion.
Playlist:
1:17 - Go to the Garbage Dump. We get the Quest Where the wind blows from. We make our way to Vasily's shelter without losses;
18:50 - Quest Where the wind blows from. We are meeting with Vasily. We communicate with him;
35:30 - Protecting the Shelter from the raid of mutants;
36:51 - Quest Nostradamus. We are looking for a yellow, red and green ball;
37:01 - Quest Nostradamus. Where to find the yellow ball;
40:08 - Quest Nostradamus. Where to find the red ball;
48:19 - We communicate with messengers from Dr. Pilman. We sell him an artifact;
50:03 - Quest Nostradamus. Where to find the green ball.
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Yellow ball:

Red ball:

Green ball:

Golden Ball: Completion Find Flamethrower, Find Diesel Fuel, Rat Rock and Roll.

Golden Ball - Completion. Dump. Nostradamus. Yellow ball.

Shows how to get to the yellow ball on the quest Nostradamus.

Passage of one of the latest mods for the game STALKER - Golden Ball - completion.

Glad to see you on my channel. Here you will find the passage of mods for STALKER games. Shadow of Chernobyl, STALKER. Clear sky and STALKER. Call of Pripyat. Particular attention is paid to finding caches and artifacts.

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- Stalker. OP-2
- Golden ball. Completion.
- Golden convoy 2
- Sigerous Mode

Stalker "Golden ball or Zhekan's adventures completion". Yellow ball on the quest "Nostradamus"

In this video I will show you how to get the Yellow Ball artifact for the Nostradamus quest

Golden Ball: Completion of Nostradamus

Golden Ball: Completion - 16: The Stories of Basil, Nostradamus, Death Walking on the Trail

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00:20 We talk to Vasily and learn a lot of interesting things about the Dump
11:49 Laptop
13:08 Wave of mutants
14:08 Inscription on the cross
16:50 Yellow ball
18:46 Green ball
21:51 Red ball
28:07 Hangar Quest: Death Tracking
28:55 Rustem's Diary
30:01 We penetrate the hangar
30:24 Zolotarev's Diary
31:43 We get out to the upper tier of the hangar
32:17 Thibault's Diary
35:27 We get out to the roof of the hangar
37:30 Find Dyatlov's note
39:46 Hiding place in the crane booth
42:53 PDA in the hangar
43:23 Find the body of the Flayer
44:24 We get to the tower using the teleport and find a cache in which the key from the Cossack
45:25 We leave on a Zaporozhets from the territory of the hangar

GOLDEN BALL. COMPLETION - Completion of the Nastradamus quest. How do I create the Explorer artifact?

Hello everyone!!!

In this video I will show you how to create the Conductor artifact and remove the Cloud anomaly that prevents us from entering the dark valley.

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

Now about the sore point.

There are a lot of bugs. Really - too much. Moreover, the third patch has already been released. And the first Stalker himself often flew out, the same mod flies out literally from scratch: I talked to a sergeant in army warehouses - it flew steadily, killed one of the enemies on the Brain Burner - it flew steadily. Moreover, even the steamers on YouTube who passed this mod for the video speak directly about this: where and when will you fly out. And this is very disappointing. Because the game is good.

Slightly less offensive bugs are when you see grammatical errors in the texts of dialogues. But here you can understand: fingers are dancing on the keyboard, you can not see all the mistakes.

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

The second unpleasant feature is scripting. The biggest plus of the original stalker was that you could go through the game without bothering too much with quests. There were a couple of missions that you can't do without (especially in the 3rd part), but in general you could run through all the maps without any problems. You could not kill anyone, but you could kill everyone in a row, you could complete missions, or make money by dragging a swag. It was possible to kill soldiers, svobodovtsy, dolgovtsy, and EVERYTHING LIKE to reach the Monolith. This is not the case in the Golden Ball. There is a line of quests that you still have to go through. For otherwise, other quests will not open. In fact, this is not a shooter with quest elements. This is a quest with elements of a first-person shooter. If you haven’t done something, you haven’t talked to someone - you can even run on the map until you are blue in the face - in most cases you will not receive the next quest. Running from Kordon to the Chernobyl nuclear power plant without talking to key figures will not work: in Kordon you will get stuck on the railway, in the Garbage dump - in a minefield in front of Bar.

This, incidentally, applies to most individual quests: you can find a box, but it does not open until you talk to the key character. The result is a lot of empty bustle.

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

The third feature: I have not mastered half of the quests. This is because there are often no prompts, or the prompts are not particularly user-friendly. In Bar, many times you had to run from a key item to a key character, and back. This is annoying.

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

The fourth feature: you may not get to some locations at all. I never got to the outskirts of the zone, and I just looked into the Wild Territory: the entrance was closed by a grate, I thought that then there would be a quest to get there, but no, I can't go back. And this is insulting. Because the first game could be run in all directions.

Accordingly, I did not go to Amber to see scientists either.

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

It is especially offensive for the "Eye" artifact: in theory, it should have created teleports, at least within one map. In fact, this feature only worked in the Junkyard and in the Dark Valley. It's a shame.

In general, there are a lot of good chips that, in principle, could improve the game, but were not fully deployed: teleporters, radio, walkie-talkies (there were as many as 3 of them in the backpack. in theory, it should have reported about the enemy's stings, but it never reported anything), a completely unnecessary tape recorder with cassettes (I threw it out of my backpack in Bar) ...

Transport is also present, you can repair it and ride it, but in fact, in order to assemble the car, you need to run, and there is nowhere to go: anomaly on anomalies. In fact, it turned out only to get into the armored personnel carrier, and then only because without it it was impossible to get to the Bar.

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

Separately, I would like to say about the weapon: it is ... but all somehow in passing, or something ... I saw cool samples on YouTube. But you won't carry them in your backpack (you run out of steam very quickly. Even if there is 30-40 kg of free space left), and if you abandoned them, you won't be able to go back and pick them up. And this is insulting. I never found either a SVD or a custom M16 with a silencer that fired single-handed, and the screw cutter was found only at the Chernobyl nuclear power plant.

All improvements (scopes, silencers, grenade launchers) are hung only after reading the documentation. Which I, of course, did not find. And this is also insulting. In Stalker, such things were duplicated: I did not find it in one place - it is in another. Perhaps in the Golden Ball the same way ... but the optional nature of some locations (I wrote about this above), as well as endless hiding places (which you can't find without cheats!) Make the search process not particularly exciting. In general, I found 4 scopes, 2 silencers and 3 grenade launchers, but I never used them.

In the beginning there is also a "samopal", but this is completely useless garbage. Doesn't kill anyone at all.

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

Characters.

They do not differ in intelligence. All polls climb into anomalies (the dude who set up the trajectories - he's a shame!). At the same time, the key characters are immortal, and the enemies always die right away.

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

In general, the Zone in the Golden Ball is extremely deserted. In the original Stalker, there were many characters with whom you could trade, or receive additional quests, or just information. There is nothing like that here, only those who perform some action in the plot, or enemies. There are only two types of human enemies: either military (at the beginning) or "agents". Boring.

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

Artifacts.

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

In general, the passage left a twofold feeling: it was interesting to play, but the unfriendly interface was annoying. There were not enough people, and there was not enough freedom of movement. This mod is worse, but much better than many others that I have played.

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

Z. Special thanks to the "Top Secret" YouTube channel, which completed this game and dealt with the quests, otherwise I would have abandoned this game long ago.

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

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

1) CORDON.
The passage begins with the fact that you need to overcome the checkpoint on the Cordon in order to get into the Zone itself. In the process, the hero is caught by soldiers, locked in one of the rooms and interrogated. After interrogation, the opportunity arises to escape. You need to talk through the window with a rookie who often runs to the toilet. During the conversation, she will pretend that we feel bad. Ask to give medicine, hurry up. The soldier will believe (to believe, you need to take pills from the first-aid kit on the table), open the door and we must run. We have about 30 seconds to get a safe distance before the military opens fire. Morphine can be taken to make the escape more secure.
After liberation, we must meet with a man who will show us the shelter of local scouts. We know the coordinates of the connected person. We go to him, he takes us to the village. There we immediately talk to Sanya, he advises to turn to Skidan (the merchant). Skidan in the bunker gives us some things and talks about the local people. Then we can act independently. During the exploration of Cordon, we come across an obstacle, because of which it is impossible to overcome the railway bridge and all the railway track, dividing the location into 2 parts. This barrier is a vast anomaly that kills anyone who comes close to the railroad. Locals also call it "Iron". There is a version according to which the "piece of iron" can be overcome only by giving it a living person as a sacrifice. After that, it is deactivated for a short time and the track can be crossed in time.
Not far from the bridge, we catch on our PDA a signal asking for help, it comes from a locked mill. We approach it and speak through the window with the newcomer sitting inside. This is the Wolf. He was trapped because of his curiosity: some strangers locked him here while he ransacked the premises. The wolf asks us to go to their camp located to the east, steal the key from the door from there and free him. After we do this (you need to steal the key from the backpack lying by the fire. You should get to the camp from the side of the sentry who is sleeping), the Wolf offers to wait until the strangers return and track them. We hide in the bushes and wait. Three strangers enter the mill. As soon as we come to the window to examine them, they disappear, as if vanishing into thin air. On the floor in the place where they stood, we find an object that looks like a USB flash drive. We take it and show it to Skidan (as the most experienced one). He recognizes the electronic key in the "flash drive". He has no versions about the appearance of strange armed people in the Zone. Further events develop as follows: not far from the village, we catch on the PDA a signal that there is a wounded man nearby and he needs help. We find him in a trailer near the road, but as soon as we agree to help, we are attacked by three armed people who look just like strangers from the mill. You can just run away, you can join the battle. After defeating them, we speak with the recent "wounded" who threatens us and disappears out of the blue, like his comrades. During the conversation, he asks us to return the "key" we found earlier, but he is refused.
We tell Skidan about the events. He is concerned about the threat that has arisen and advises us to overcome the "Iron" as soon as possible and go to the Zone, arguing that on the small Cordon the pursuers will easily find us and innocent people may suffer along with us. We decide to follow his advice. The question arises: who to donate to the anomalies? Skidan tells us that we must first provoke the strangers to attack, then lure one of them into the anomaly, and when it works, quickly break through for the "Iron". We agree and go to the bridge, lying down there and waiting for a signal from the merchant. The signal comes after a few minutes - strangers visited the village, asked about us, and now they are walking towards the bridge. Preparing for the attack. Three armed men approach the bridge and start looking for us. We provoke them to attack (before that you need to remain unnoticed!), After one of them is killed by the "Iron" - we quickly break through the bridge (we have about 15 seconds). Thus, the way to the Zone is open for us, but the bridges back are burned.
In case we do not have time to cross the railway track, there is another option. To the west of the bridge, there is a tunnel in the embankment with a powerful Arc anomaly. It is impossible to go through the tunnel because of her, but Skidan tells us that if you put on a special scientific spacesuit, then theoretically you can withstand the impact of the "Dugi" and break through to the other side. The spacesuit is at the military checkpoint, it lies in a locked safe in the barracks, where we were held for interrogation. It is necessary: ​​a) put on a skidan camouflage suit (for shelter from army snipers), b) sneak into the checkpoint and into the barracks itself (you should climb over the fence in the outhouse area and try not to be noticed), c) pick up the code for the safe with the arsenal (there will be a hint) and, taking the suit from there, leave the checkpoint in any possible way.

Further, our goal will be a meeting with a local scout (scouts are the prototype of the first stalkers). We find him on the farm, where we help to fight off wild boars. Then we leave with him to the shelter located nearby. There we can find water, a hearth and a place to sleep (there are similar shelters in other locations). In the course of the first conversation, Andrei (that is the name of the scout) treated us coolly, without much trust. Suddenly footsteps are heard and a wounded man in military uniform rushes into the room, shouting for help. After that, he falls to the ground and loses consciousness. Andrey orders us to immediately go to his hideout and bring an artifact that has healing properties - they can help the wounded. We bring the artifact and see that the military man is already much better and he is conscious. Andrei admits that he needed the artifact as a test of our decency. We talk with the military (Major Ovrakh). He says that he is the co-pilot of an MI-24 helicopter that crashed nearby. When landing, the car got into a moving anomaly, the crew died and only he managed to escape. The major wants to return to the checkpoint, knowing that the rescue expedition will not be sent for him soon. Andrei, who intervened in the conversation, says that although the way back is blocked by the "Iron", there is supposedly a way to get through it without bringing human casualties. To do this, you need to have some unique artifact with you - this will give you a single opportunity to overcome this deadly obstacle. This artifact is owned by another scout named Vasily, who lives to the north, in the Garbage. Since Andrey also needs to make his way there, there is no way out for us either. The decision is made to go to the Landfill in three.
On the way to the Dump there is an old checkpoint. On the approaches to him, Andrei notices the corpses of newcomers whom he met here earlier and warns us of the danger. At the checkpoint itself, we see a company of people settled there. These are Tyrsa (chief), Shustrila (his assistant) and someone Abdul, who at first glance looks like a madman. The passage to the Dump is blocked by a door, the key to which is in Tyrsa's pocket. For the passage, he demands a lot of money: 200 thousand rubles. Since there is nowhere to take them, Andrei begins to threaten Tyrsa, but Abdul hits him and the major with a directed psi-blow emanating from his body, from which they lose consciousness. We ourselves also suffer from it, but much less. After that, Tyrsa invites us personally to get out, claiming that the scout and the military will still be finished off, and there is nothing to take from us personally. Seeing the helplessness of our friends, we can do the following: turn directly to Abdul, show him the found "flash drive-key" and when he demands to give it to him, in return demand to inflict a psi-strike on Tyrsa and Shustrila, which he does. Andrei and the major, who have regained consciousness, chase the reketers from the checkpoint (we will meet with them later), having previously taken the key to the door to the Dump from them. Abdul, having received our "key", disappears like strangers from the mill.

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

3) VALLEY.
Near the crossing, we are met by a local scout Seryoga, he shows us the way to his shelter and explains the situation. The factory is home to mutants and many anomalies. His comrades, who had previously arranged a shelter in the basement of the factory, were killed. Since they were collecting all sorts of things in the workshops and premises, the spare part from the armored personnel carrier that we need is most likely with them. You will need to find their remains, get the key to the shelter, unlock the door and enter the basement. In the basement we find the scouts' diary, it says that someone who got out from behind a rusty door in the very corner of the basement robbed their cache and, among other things, took away a part from the armored personnel carrier. Our next step is to find spare parts from the welding machine on the territory of the factory, unlock the aforementioned door (welded by scouts) with it and enter the secret laboratory (X-18).

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

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

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

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

8) ARM.KKLADY.
At the beginning, we talk with Abdul and go to the barrier, which is closed for passage by a large electrical anomaly. Abdul asks to find a special material on the military unit that will allow you to overcome it, we go there. In the central building in the refrigerator we find a frightened scout who pretends to be crazy and runs away from us. There is no need to chase him, you should go to barracks 1 and take the documents there in the box (along the way, kill the poltergeist). Then, according to the mark, we find the caches of the psycho, we take the key there and idm into the barracks 2, we see there a spatial anomaly that shimmers in different colors. Passing order: white-blue-red. We pass it, in the same place in the box we find more documents and we get a mark for another cache. In this cache we find a strange bottle, we drink, we cut out and come to our senses in a forgotten village. You just can't get out of it. We receive a message from our grandfather Makar, we run to his house, avoiding the bloodsuckers. We examine the houses that he asks for, bring him objects (including a strange device), then we get the task to find either parts of the broken icon, or do something with the device. If you have chosen to search for an icon: we find the parts by marks in the boxes. When we find all 4, they will connect together, we will return to the grandfather's house and the anomaly around the village will be discharged, it will be possible to move freely around the location. If you have chosen a device: we climb with it to the upper tier of the water tower, there we use the device in the inventory and the anomaly is discharged, you can return to your grandfather and leave the village. Now we go to the crazy warrant officer, talk to him and show the device. He confesses everything, tells us that in order to discharge the anomaly on the barrier, you just need to turn on the antenna installation here, on the territory of the unit. We carry out this and return to Abdul. Now you can go with him to the Radar.

9) RADAR.
Immediately after switching to the Radar, we feel bad, we lose consciousness and see the Chief Scientist in front of us, who is trying to find out our plans. After talking with him, we come to our senses, talk with Abdul and move forward. Abdul gets into a stretch (he is wounded), then 4 agents appear, they must be eliminated. After the fight, we talk with Abdul, he asks for time to recover and sends him to fight with the best agent Phoenix. We go to the fallen helicopter, when we approach, Phoenix resorts. If you just shoot at him, he will teleport, you need to hit him in the head, then he will fall and you can interrogate him. After that, we return to Abdul and see that he was kidnapped. In a note left, he says that they want to take him to an underground bunker (X-10). We can immediately go to Pripyat, or we can go to the entrance to the X-10 and try to save Abdul. If at the same time you put on a costume of agents and a gas mask, then they will not attack us first, you can talk to them and get access to X-10 for a chain of quests. You can immediately attack, then the key to the entrance will be on the body of the Prophet's agent.

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

11) RADAR.
Here we have to run very quickly to the transition to Pripyat, if we do not make it before the end of the countdown, then the Scorcher will turn on and kill us.

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

13) ChNPP.
The entire area is under the influence of a large weather anomaly and is highly radioactive. There are many vortices here, damaging our armor and contaminating with radiation. It is imperative to put on a scientific suit, then search the body of the agent at the bridge. The task will appear to find 4 parts of the code from the door to the station. We find by the mark and search the corpses of the agents, when we do this, a radioactive storm begins. You need to hide from him in special places (marked on the map). We find the last agent, he is alive, but runs away from us. We read information from his laptop (where he was sitting), get a mark on the altar and search it. We find a shard in the altar, return to the agent and hand it to him, for which we get the last part of the code. We open the door. An ambush will await us outside the door and go to the control center.

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

That's all.

ADDITIONALLY:
10) Outskirts (dressing room).
Write a walkthrough,

The ceremony began with the fact that the young man was dressed up in gold jewelry in every possible way, given clean and expensive clothes and showed signs of attention. For some time he was taught to play the flute, manners, culture of food and drink. 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 "young god" was guarded by a special detachment, which was responsible with its head for its safety. Twenty days before the ceremony, the young man was given four noble maidens as wives, and five days before they organized magnificent feasts in his honor. Finally, on the last day, he was taken to a separate island, accompanied by servants. On that island, the priests opened his chest, took out his heart, and carried the body down on his hands, after which they chopped off his head.

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

1) CORDON.

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

2) DUMP.

3) DARK VALLEY.

4) X-18.

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

5) DARK VALLEY.

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

6) DUMP.

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

7) BAR.

8) ARM.KKLADY.

At the beginning, we talk with Abdul and go to the barrier, which is closed for passage by a large electrical anomaly. Abdul asks to find a special material on the military unit that will allow you to overcome it, we go there. In the central building in the refrigerator we find a frightened scout who pretends to be crazy and runs away from us. There is no need to chase him, you should go to barracks 1 and take the documents there in the box (along the way, kill the poltergeist). Then, according to the mark, we find the caches of the psycho, we take the key there and idm into the barracks 2, we see there a spatial anomaly that shimmers in different colors. Passing order: white-blue-red. We pass it, in the same place in the box we find more documents and we get a mark for another cache. In this cache we find a strange bottle, we drink, we cut out and come to our senses in a forgotten village. You just can't get out of it. We receive a message from our grandfather Makar, we run to his house, avoiding the bloodsuckers. We examine the houses that he asks for, bring him objects (including a strange device), then we get the task to find either parts of the broken icon, or do something with the device. If you have chosen to search for an icon: we find the parts by marks in the boxes. When we find all 4, they will connect together, we will return to the grandfather's house and the anomaly around the village will be discharged, it will be possible to move freely around the location. If you have chosen a device: we climb with it to the upper tier of the water tower, there we use the device in the inventory and the anomaly is discharged, you can return to your grandfather and leave the village. Now we go to the crazy warrant officer, talk to him and show the device. He confesses everything, tells us that in order to discharge the anomaly on the barrier, you just need to turn on the antenna installation here, on the territory of the unit. We carry out this and return to Abdul. Now you can go with him to the Radar.

9) RADAR.

Immediately after switching to the Radar, we feel like it, we lose consciousness and see the Chief Scientist in front of us, who is trying to find out our plans. After talking with him, we come to our senses, talk with Abdul and move forward. Abdul gets into a stretch (he is wounded), then 4 agents appear, they must be eliminated. After the fight, we talk with Abdul, he asks for time to recover and sends him to fight with the best agent Phoenix. We go to the fallen helicopter, when we go, Phoenix comes running. If you just shoot at him, he will teleport, you need to hit him in the head, then he will fall and you can interrogate him. After that, we return to Abdul and see that he was kidnapped. In a note left, he says that they want to take him to an underground bunker (X-10). We can immediately go to Pripyat, or we can go to the entrance to the X-10 and try to save Abdul. If at the same time you put on a costume of agents and a gas mask, then they will not attack us first, you can talk to them and get access to X-10 for a chain of quests. You can immediately attack, then the key to the entrance will be on the body of the Prophet's agent.

10) X-10.

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

11) RADAR. 12) PIPYAT.

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

13) ChNPP.

The entire area is under the influence of a large weather anomaly and is highly radioactive. There are many vortices here, damaging our armor and contaminating with radiation. It is imperative to put on a scientific suit, then search the body of the agent at the bridge. The task will appear to find 4 parts of the code from the door to the station. We find by the mark and search the corpses of the agents, when we do this, a radioactive storm begins. You need to hide from him in special places (marked on the map). We find the last agent, he is alive, but runs away from us. We read information from his laptop (where he was sitting), get a mark on the altar and search it. We find a shard in the altar, return to the agent and hand it to him, for which we get the last part of the code. We open the door. An ambush will await us outside the door and go to the control center.

14) CONTROL CENTER.

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



 
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The God. How much is hidden in this word. Only three letters, but such a deep meaning. To all believers, without exception, the pronunciation of this word gives freedom to thoughts, while their opponents - atheists - the concept of God and everything connected with him, literally
Revelation to the people of the new age
~~~~~~~~~~~~~~~~~ 12/21/2019 - End of the Last Seventh Genesis! Removal of the Seventh (last) seal, namely: compression-closure of time, followed by its complete stop and with all the ensuing (in a matter of months) consequences - the explosion of the sun and