Passage of the game stalker gold ball outskirts. "Golden Ball

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

Search for Maxim Kammerer

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

Outskirts of the Zone

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

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

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

Dump: Search for the Dyatlov group

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


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


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


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


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


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

Research Institute Agroprom Yuri, Redrick Shewhart, Agroprom Dungeon

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


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


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


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


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



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



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



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


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


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

Fire Water and Copper pipes

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



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

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


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

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


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


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


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

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


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


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


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


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

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


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


9. Let's go pick up the cache


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


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


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


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

Enchanted Place, Anton, Searching for the research flash drive

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


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

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

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

First container



Second container


Army Warehouses After completing the story task "Our sins are grave" in an abandoned village in the Army warehouses, you can get several secondary tasks

SMALL CREATURES IN STOCK

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


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

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

NEW LIFE

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


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

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

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

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

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

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

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

About the 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 PM, as well as capture new territories from the modification.

Search for Maxim Kammerer

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

Outskirts of the Zone

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

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

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

Dump: Search for the Dyatlov group

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


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


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


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


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


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

Research Institute Agroprom Yuri, Redrick Shewhart, Agroprom Dungeon

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


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


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


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


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



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



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



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


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


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

Fire Water and Copper pipes

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



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

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


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

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


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


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


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

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


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


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


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


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

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


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


9. Let's go pick up the cache


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


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


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


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

Enchanted Place, Anton, Searching for the research flash drive

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


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

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

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

First container



Second container


Army Warehouses After completing the story task "Our sins are grave" in an abandoned village in the Army warehouses, you can get several secondary tasks

SMALL CREATURES IN STOCK

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


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

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

NEW LIFE

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


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

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

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

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

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

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

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

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

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

Internet