Guide to modifying the Golden Ball. Completion - Guide to the Dark Valley. "Stalker: Golden Ball". Walkthrough Stalker golden ball south pole

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

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

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

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

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

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

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

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

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

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

8) ARM.WAREHOUSES.
At the beginning, we talk with Abdul and go to the barrier, which is closed for passage by a large electrical anomaly. Abdul asks to find special material on the military unit that will allow us to overcome it, let's go there. In the central building in the refrigerator we find a frightened scout who pretends to be crazy and runs away from us. You don't need to chase him, you should go to the barracks 1 and take the documents in the box there (killing the poltergeist along the way). Then, by the mark, we find the cache of the psycho, take the key there and go to the barracks 2, we see a spatial anomaly there, which shimmers in different colors. Pass order: white-blue-red. We pass it, in the same place in the box we find more documents and get a label for another cache. In this cache we find a strange bottle, drink, cut down and come to our senses in a forgotten village. You can't just get out of it. We receive a message from grandfather Makar, we run to his house, dodging bloodsuckers. We examine the houses that he asks for, bring him objects (including a strange device), then we get the task to find either parts of a broken icon, or do something with the device. If you have chosen to search for an icon: we find the parts by the marks in the drawers. When we find all 4, they will merge together, we will return to the grandfather's house and the anomaly around the village will be discharged, it will be possible to move freely around the location. If you have chosen a device: we climb with it to the upper tier of the water tower, there we use the device in the inventory and the anomaly is discharged, you can return to your grandfather and leave the village. Now we go to the crazy ensign, talk to him and show the device. He confesses everything, tells us that in order to defuse the anomaly on the barrier, you just need to turn on the antenna installation here, on the territory of the unit. We carry out this and return to Abdul. Now you can go with him to the Radar.

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

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

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

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

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

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

That's all.

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

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

Description:
The modification "Golden Orb: Completion" turned out to be a very interesting, as well as a little confusing modification. This article contains hints for quests that take place in the Dark Valley location.

Download modification:

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)

1. After talking with Seryoga, we learn about the Ratslayer
2. We find the remains of the Ratslayer on the territory of the plant (There is a mark on the map)
3. We take a flamethrower from there, a canister suit. From the note we learn that we still need a canister with diesel fuel.
4. We go to the territory of the gas station. Carefully!!! The turrets will shoot at us.
5. We are looking for a corpse, from which we remove an empty canister


6. We rise to the tank, hiding behind the barrels, we get to the neck, we collect diesel fuel into an empty canister.


7. Combine 2 canisters by using 1 of them. Loading the flamethrower
8. Dress up the costume, destroy the lair, select the key


9. we make our way to the shelter (Entrance to the laboratory) We find the tools of the Pied Piper there, as well as his equipment, but the door to the laboratory is welded
10. We find everything necessary for the operation of the cutter.




11. Break open the door
12 Going down

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

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

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

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

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

The beginning of the video walkthrough Stalker Golden Ball:

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

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

Skidan

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


kink

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

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

Dump

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

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

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


Tower

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

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

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

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

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

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


Dead bloodsucker

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

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

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

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

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

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

Radar

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

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

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

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

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

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

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

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

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

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

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