3 final) Repack from SeregA-Lus. Wind of Time (1.3 final) Repack from SeregA-Lus Wind of Time 1.3 final walkthrough

Year of issue: 2017
Genre: Action / Shooter / 3D / 1st Person
Developer: GSC Game World
Publisher: akmc47u
Edition type: Repack
Game version: 1.6.02
Mod version: 1.3 final + patch 15.06
Interface language: Russian
Voice language: Russian
Tablet: Sewn

SYSTEM REQUIREMENTS:
✔ Operating system: Windows 7 / Windows 8.1 / Windows 10 (preferably 64bit, 32bit at your own peril and risk)
✔ Processor: Intel® Core ™ 2 Duo 2.4 GHz / AMD Athlon ™ X4
✔ RAM: 3GB GB
✔ Video Card: 1024 Mb / nVIDIA® GeForce ™ / ATI Radeon®
✔ Sound Card: Sound device compatible with DirectX® 9.0c
✔ Free space on hard disk: 11 GB DESCRIPTION:
The mod is partly a change to the latest versions of Shadows of Chernobyl. The content of the modification is based on the original PM game. In the fall of the 14th year, in the area of \u200b\u200bthe Chernobyl Zone, the largest surge of psi radiation occurred in history, due to which the anomalous disease began to absorb more and more living zones of the earth, thereby showing that very soon the Earth would become uninhabitable.
In the 48th year, the time machine was invented, and its inventor, Professor Demyanenko, had a plan to preserve all living things. It consisted in sending a military specialist to the affected areas of the Zone, who would be able to find the cause of all emissions in the Zone and stop their appearance.

Major changes 1.3 final:
In the most recent modification patch, a small number of new side quests and a new territory for them were added. Also, some of the side quests have been improved. An improved simulation of survival in the Zone has appeared, as well as the conditions in some locations have been replaced. Emissions and psi-storms were introduced, and work was done on the balance in the game. Dynamic music has also undergone changes. The mod's soundtracks were changed to music from old Stalker's videos from 2002-2005. Optimization was carried out in the following territories: Limansk, Red Forest, Bar and other places. Now problems with static lighting should not arise. (optional) HD Models Addon implemented - it is installed separately and requires at least 3GB of RAM. Key Features

Game process
Despite the fact that the plot of the mod takes its origin in the future, there are absolutely no elements of fiction in the mod, with the exception of the world of the Zone, invented by the developers from GSC Game World. There are no blasters in the mod (with the exception of the gauss cannon, if you can call it that), starships, aliens, wars with space people and the like.
The main action takes place in 2014 and is a continuation of the original trilogy.
The plot of the mod is calm and semi-freeplay, it does not lead the player along the tracks. Completing the main quests, new levels are opened with additional tasks, some of which will lead to unique locations.

Gameplay:
- a new plot;
- new locations;
- some recovered features from PM;
- a feeling of thirst inscribed in the engine;
- there are elements of mysticism and horror;
- Reworked artifact system;
- introduced STCoP Weapon Pack 2.9.

Graphic arts:
- Introduced Atmosfear 3 (along with psi-storms and emissions);
- introduced Absolute Nature 4;
- textures of landscapes and nature are changed to the October version.

Sound and Music:
- Soundtrack by Tangerine Dream, terror, Dimitriy Dyachenko, Ugasanie, Apocryphos, Smokey Emery and MoozE;
- dynamic music is completely replaced with dynamic tracks from old stalker trails for 2002-2005.

List of locations:
- Yuzhny Limansk (ChN);
- Red Forest (CHN);
- Amber (CHN + PM);
- Bar (build 2215 + PM);
- Army warehouses (CHN);
- Abandoned factory (from some build);
- Research Institute Agroprom (TCh);
- Generators (build 1935);
- Radar (from the Call of Chernobyl mod);
- Dungeons of Agroprom (PM);
- Dungeons of the Burner (by Audron);
- SRI ChZO (homemade + PM);
- Military laboratory (build 1935);
- Generator Dungeons (build 1935);
- Laboratory X16 (from PM);
- Laboratory X19 (from the Death in spite of 2 mod);
- Dead city (from the Call of Chernobyl mod);
- Space bubble (homemade + CHN).
There are 18 locations in total, many of them have been changed.

Used developments
Absolute Nature, Shoker Weapon Mod, Path in the Haze, Despite Death, Valley of Rustles, Pripyat: Starting Point, STCoP, Cubic Mini Mod, Spatial Anomaly, Call of Chernobyl, SWTC, SGM, AMK. If you notice your own development in the fashion, but it is not included in any of these mods, then I apologize, since I do not remember all other people's developments that were used in the development of the modification.

Questions on the passage

Question: Regarding the search for documents in the X19 laboratory near Bar
Answer: In the laboratory to hand over the quest, you need to find 4 parts of the documents. All of them are in laboratory buildings, there is no need to go into tunnels. If you bring 3 documents or less to Herman, the quest will not give up.

Question: Where can I find tools?
Answer: For rough work: in Bar and Army warehouses; for fine work: at Yantar and Army warehouses; for calibration: in laboratory X19 and at Agroprom. For more information, contact the Informant (informant in the Bar).

Question: Where is the key to the door in the mines with scientists?
Answer: Near a closed door.

Question: SMS from Forester / Fan does not come.
Answer: From the Forester and the Fan SMS comes a few hours later. You can skip the time simply by sleeping at the Dolga checkpoint.

Question: How to get to the Dead City?
Answer: During a secondary mission and when selecting a specific branch in the same mission.

Question: In the laboratory under Gene. I find myself in a room from which there is no exit.
Answer: Replay the dialogue with the inhabitant of the laboratory until you get to the right place.

Repack features:
A game:
- Nothing is cut
- Nothing recoded
- Game version: 1.3 final + patch 15.06

Important:
_ For Windows 7/8/10 owners, if User Account Control (UAC) is enabled, run the game with administrator rights.
_ If saving in the game does not work, then run the game with administrator rights.
_ Do not put the repack on drive "C" (where Windows is)
_ For Windows 8/10 owners, if the mod crashes when starting the mod, put compatibility with Windows 7 in the shortcut.


Mod name: Wind of Time
Current version: 1.0 (from 16.01.2017)
Developer: akmc47u
Type: global (plot)
Platform: ZP 1.6.02

Attention! The mod is designed strictly for 16: 9 resolution, it is advisable to play at least on DX9 lighting. If you have a 4: 3 monitor, then in the graphics settings set the resolution to 16: 9 (for example, 1280x720, 1680x1050 or 1920x1080), otherwise it will crash when you start a new game. When playing on static lighting, crashes may occur with a lack of one or another shader.

About modification

The mod is partially a remake of the final version of PM. The plot of the modification is based on the original version of PM.


Background

In the fall of 2014, in the vicinity of the Exclusion Zone, the largest emission in history occurred, as a result of which the Zone began to absorb more and more areas of the Earth, threatening the existence of life on the planet. In 2048, a time machine is invented, and its creator, Professor Demyanenko, has a plan to save humanity, which consists in sending a military specialist into the past who is able to understand the causes of emissions and prevent it.


Game process

Despite the fact that the plot of the mod takes its origin in the future, there are absolutely no elements of fiction in the mod, with the exception of the world of the Zone, invented by the developers from GSC Game World. There are no blasters in the mod (with the exception of the gauss cannon, if you can call it that), starships, aliens, wars with space people and the like.
The main action takes place in 2014 and is a continuation of the original trilogy.
The plot of the mod is calm and semi-freeplay, it does not lead the player along the tracks. Completing the main quests, new levels are opened with additional tasks, some of which will lead to unique locations.


Major changes

Gameplay:

  • new plot;
  • new locations;
  • some recovered features from PM;
  • minimum occupancy of locations (except for the Bar);
  • feeling of thirst inscribed in the engine;
  • there are elements of mysticism and horror;
  • redesigned artifact system;
  • animation of weapons from the Re-Animation Project 2 mod;
  • the structure of dialogues with ordinary NPCs in the manner of the RFP.
Graphic arts:
  • sWTC implemented;
  • absolute Nature 4 was introduced at the main locations (not at all, because for unknown reasons, locks that are recompiled into the format of the Level Editor map editor are not compiled into the game format);
  • some locations have their own unique weather;
  • the textures of landscapes and nature are changed to the October version.
Sound and Music:
  • soundtrack by MoozE, Tangerine Dream, terror, Dimitriy Dyachenko;
  • ambient locations are taken from PM.


Used developments

Absolute Nature, Shocker Weapon Mod, Path in the Haze, Despite Death, Valley of Rustles, Pripyat: Starting Point, STCoP, Cubic Mini Mod, Spatial Anomaly, Call of Chernobyl, SWTC, Re-Animation. If you notice your own development in the fashion, but it is not included in any of these mods, then I apologize, since I do not remember all other people's developments that were used in the development of the modification.


Possible problems and solutions

In fashion, not everything is smooth and perfect, so revision is planned. The mod can crash quite often, so save as often as possible.
Before lowering the bridge in the Red Forest, be sure to save, then press the button. Also, do not save yourself while the bridge is lowering. All of this can lead to bridge problems and crashes.
Very rarely crashes without a log at the stage of loading the save. If this happens, load the save again.
Research Institute Agroprom - for unknown reasons, a very problematic place, the only one in the game. Try not to save on this location at all and not to die on it. Loading / saving on this location very often leads to a crash. If, when switching from Bar or Yantar to Agroprom, crashes when loading, try to load an autosave until the location is loaded without departure.

Screenshots





















Questions on the passage

Question: How to pass the river in the Red Forest?
Answer: When leaving Limansk on the right in the ulgu itself there is a lattice door, the key to it lies in the destroyed house

Question: How to find the space bubble near the anomaly in the Red Forest?
Answer: To the left of the anomaly there is a large cobblestone, leg scan it with the Forester's detector

Question: Where can I find a Fan fighter?
Answer: You need to talk to the Forester

Dual-core processor
3GB RAM
Windows 7 64 bit
1 GB video memory

For a normal game, you need to have at least 3GB of RAM, since the mod is very demanding: Atmosfear 3, Absolute Nature and STCoP Weapon Pack - all of them together are capable of causing a high load of RAM and processor. If you have less memory, then the first thing to do is change the graphics settings (for the worse).
If it crashes when going to Limansk, you may have a weak system. If on the contrary, try to do the following: start a new game, talk to Yakovlev, go to the main menu, click on the "End game" button, then start a new game again. If the system is weak, lower the graphics settings (primarily grass rendering, sun rays, sun shadow, shadow quality and texture quality). Put static lighting on the edge.
Additional tips: if you play at maximum graphics settings, you can lower the "Texture Quality" indicator in the graphics settings by two divisions. The quality of textures does not deteriorate much, and the probability of crashes associated with memory is guaranteed to decrease. In this case, there may be an increase in FPS.



Modification installation instructions:
1) Download the archive from the link.
2) Unpack.
3) Install the latest patch.
4) (optional) supply HD Models Addon and / or SWTC (links below).
5) Run the game through the Stalker-COP.exe file (as administrator!).
6) Play. Supplements:

  • HD Models Addon by Ninja_Nub
Original: link to moddb.com
Download link: sharemods.

Attention! If you want to play with a pack of models, it is recommended to start a new game, otherwise it will turn out like this: half of the models are replaced, and half are old.
Remember that if you decide to remove the HD pack during the game, then crashes associated with the absence of a particular model are inevitable.

Addon description:
- completely replaces all NPC models in the game (except for the exoskeleton and the military) with new high-quality analogues;
- completely changed the visuals of the key characters;
- added icons for each NPC model.

Attention! To avoid additional crashes associated with memory loss, you need at least 3 GB of RAM, and preferably all 4. It is also recommended to have a 4-core processor and a fairly modern video card if you intend to play at maximum graphics settings.

Additional tips: if you are playing at maximum graphics settings, it is advisable to lower the "Texture Quality" indicator in the graphics settings by two divisions. The quality of textures does not deteriorate much, and the probability of crashes associated with memory is guaranteed to decrease. In this case, there may be an increase in FPS.
A decrease in Grass Density can contribute to an increase in FPS.
Disable or decrease anti-aliasing to increase performance. When playing on the latest renders (DX10 / DX11), pay attention to the global illumination settings: HBAO - for NVIDIA video cards, HDAO - ATI Radeon, SSAO - light version.

How to install:
- download the archive;
- unpack the resources folder to the root folder of the mod;
- run and play.

  • SWTC by Vincent_Vega
Original:
Download link: link

Attention! A new game is required!

Addon description:
- atmospheric breathtaking sunrises and sunsets;
- gloomy fog with different visibility ranges;
- added different types of rain and thunderstorms, from time to time the sun peeping out from behind clouds;
- there is almost always a heavy fog before dawn;
- night is night, black and gloomy, like darkness itself;
- new moon and night illumination giving a sense of mystery and danger;
- Clouds have been worked out for all types of weather;
- soft rays of the sun in the morning and evening;
- some skycubes from the original were used to give greater integrity and similarity to the same stalker.
- rich color palette;
- for all types of renders.

Changes after adaptation:
- returned the original emission from the RFP;
- cut out psi-storm.

How to install:
- download the archive;
- unpack the patches and bin folders to the root directory of the modification, agree to the replacement;
- start a new game.

  • Bonus addition from players - spawner.
Download spawner (description inside) - link (from user GhosT_RecoN)

Background.
In the fall of 2014, in the vicinity of the Exclusion Zone, the largest emission in history occurred, as a result of which the Zone began to absorb more and more areas of the Earth, threatening the existence of life on the planet. In 2048, a time machine is invented, and its creator, Professor Demyanenko, has a plan to save humanity, which consists in sending a military specialist into the past who is able to understand the causes of emissions and prevent it.

Despite the fact that the plot of the mod takes its origin in the future, in the mod, the elements of fiction are minimized. There are no blasters in the mod (with the exception of the gauss cannon, if you can call it that), starships, aliens, wars with space people and the like. But there are elements of mysticism in the spirit of a stalker.
The main action takes place in 2014 and is a continuation of the original trilogy.
The plot of the mod is calm and semi-freeplay, it does not lead the player along the tracks. Completing the main quests, new levels are opened with additional tasks, some of which will lead to unique locations.

Gameplay:
- a new plot;
- new locations;
- some recovered features from PM;
- a feeling of thirst inscribed in the engine;
- there are elements of mysticism and horror;
- Reworked artifact system;
- introduced STCoP Weapon Pack 2.9.

Graphic arts:
- Introduced Atmosfear 3 (along with psi-storms and emissions);
- introduced Absolute Nature 4;
- textures of landscapes and nature are changed to the October version.

Sound and Music:
- Soundtrack by Tangerine Dream, terror, Dimitriy Dyachenko, Ugasanie, Apocryphos, Smokey Emery and MoozE;
- dynamic music is completely replaced with dynamic tracks from old stalker trails for 2002-2005.

List of locations:
- Yuzhny Limansk (ChN);
- Red Forest (CHN);
- Amber (CHN + PM);
- Bar (build 2215 + PM);
- Army warehouses (CHN);
- Abandoned factory (from some build);
- Research Institute Agroprom (TCh);
- Generators (build 1935);
- Radar (from the Call of Chernobyl mod);
- Dungeons of Agroprom (PM);
- Dungeons of the Burner (by Audron);
- SRI ChZO (homemade + PM);
- Military laboratory (build 1935);
- Generator Dungeons (build 1935);
- Laboratory X16 (from PM);
- Laboratory X19 (from the Death in spite of 2 mod);
- Dead city (from the Call of Chernobyl mod);
- Space bubble (homemade + CHN).
There are 18 locations in total, many of them have been changed.

Used developments:
Absolute Nature, Atmosfear, Shoker Weapon Mod, Path in the Dark, Despite Death, Valley of Rustles, Pripyat: Starting Point, STCoP Weapon Pack, Cubic Mini Mod, Spatial Anomaly, Call of Chernobyl, SWTC, SGM, AMK. If you notice your own development in the fashion, but it is not included in any of these mods, then I apologize, since I do not remember all other people's developments that were used in the development of the modification. Questions about the passage and those. Problems:
Question: Regarding the search for documents in the X19 laboratory near Bar
Answer: In the laboratory to hand over the quest, you need to find 4 parts of the documents. All of them are in laboratory buildings, there is no need to go into tunnels. If you bring 3 documents or less to Herman, the quest will not give up.

Question: Where to find tools?
Answer: For rough work: in Bar and Army warehouses; for fine work: at Yantar and Army warehouses; for calibration: in laboratory X19 and at Agroprom. For more information, contact the Informant (informant in the Bar).

Question: Where is the key to the door in the mines with scientists?
Answer: Near a closed door.

Question: SMS from Forester / Fan is not received.
Answer: From Forester and Fan SMS comes a few hours later. You can skip the time simply by sleeping at the Dolga checkpoint.

Question: How to get to the Dead City?
Answer: During a side quest and when selecting a certain branch in the same quest.

Question: In the laboratory under Gene. I find myself in a room from which there is no exit.
Answer: Replay the dialogue with the lab dweller until you get to the right place.

Question: Crash at the beginning of the game when moving to Limansk.
Answer:Try to restart the game, then after a dialogue with Yakovlev, go to the main menu, click on the "End game" button and start a new game again. If your system is weak by today's standards, try lowering your graphics settings. Also try to run the game as administrator and load the last autosave.

Question: The sound of the controller does not disappear after the death of the GG.
Answer: Save the game, then go to the main menu, click on the "Quit Game" button and load the last save.

Question:The bridge in the Red Forest, leading to Limansk, did not go down.
Answer:Load the save you made before interacting with it, then save and start lowering. The bridge must be strictly lowered to the very end, otherwise it can stand in one position and nothing can be done.

Question: Departures with the log "not enough storage", "out of memory"
Answer: Crashes related to memory loss. It should be taken into account that the game engine is 32-bit, that is, the game is physically unable to see more than 3.6 GB of RAM in the computer, even if a 64-bit OS is installed and the RAM is more than 4 GB. Tips: first of all, you should lower the graphics settings (lower the "Texture Quality", "Grass Density" parameter, turn off the shadows from the sun, sun rays, lower the quality of shadows. An increase in FPS and a decrease in the frequency of crashes with memory are guaranteed.

Question:
Departure with a log

The code
Expression: FS.exist (file_name, "$ game_spawn $", * m_spawn_name, ".spawn")
Function: CALifeSpawnRegistry :: load
File:. \\ Alife_spawn_registry.cpp
Line: 86
Description: Can "t find spawn file:
Arguments: ????? - autosave
Answer: run the game as administrator.


Question:
Departure with a log

The code
Expression:! Phrase_dialog-\u003e m_PhraseVector.empty ()
Function: CPhraseDialog :: SayPhrase
File:. \\ PhraseDialog.cpp
Line: 146
Description: No available phrase to say, dialog

Answer: most likely, the dialogue with the Dolgovtsy was missed at the checkpoint at the bridge in Limansk. His name is Captain Fursenko. He had to give the player a package for the Forester or be refused to deliver it. If so, then return to the checkpoint, find a long-term man named Captain Furseno and talk to him.

Question: Crash when trying to install the first scanner on the instructions of Herman at the Rostock plant.
Answer: If you have HD Models Addon, then do not complete this quest. It was still cut from version 1.2, but surfaced when the NPC model pack was installed.

Question: Crashes in the main menu when trying to apply certain graphics settings.
Answer: Departure sometimes happens. Apply the settings until the crash stops occurring.

The finale of the remarkable modification "Wind of Time" (version 1.3) brings us to the walls of the X8 laboratory, where an Unknown Essence appears before us - a disembodied, but powerful spirit created by the genius of O-Consciousness. The main character is faced with a difficult task - to survive in a confrontation with the spirit, while we are forbidden to use any weapon. The only thing we can do is run through the laboratory rooms and pick up more first-aid kits.

Immediately upon entering the final location of the Wind of Time mod, the Unknown Entity starts a dialogue with us. According to the plot, we need to find the control center of O-Consciousness, however, the labyrinths of the laboratory do not lead us anywhere. We have to outwit the ethereal monster. It is not clear to us where to go and what to do. The only thing we see on the map is the marked corpse of a scientist. Having searched his body, we get nothing we need, except for a note about an Unknown Entity that has gone out of control.

To go through the confusing finale of the "Wind of Time" modification, do the following:

  • We go to the large hall of the laboratory, where there are six large iron tanks. We do not go down, but we pass to the left into the distant opening. We see the descent down.
  • Below, in front of the iron door with a combination lock, the Entity stops us again and says that it will not let me into the control room.
  • After a long dialogue with the creature, we are teleported to the lower tiers of the laboratory, where the Unknown Entity begins to kill us - the main character is burned with chemical anomalies, objects are thrown at him, the brain is burned out with psi radiation, etc.
  • Our task is simply to eat first aid kits and survive this moment of the game, because there is nothing more we can do. During psi attacks, you can take psi blockade pills, and during chemical attacks, chemical defense pills.
  • We go up the stairs, which is behind the boxes. Once again we find ourselves in a dialogue with the creature, now they are trying to strangle us with poisonous gas. The one who was dressed in a Seva suit with a closed breathing system acted prudently, otherwise we eat first-aid kits.
  • After running around the location a minute later, the dialogue opens again. This time the Unknown Entity asks us - how best to kill us?
  • We need to deceive the Essence, to tell us to be killed, to take and tore apart our body. Do not answer the creature that you do not need to kill us, on the contrary, we act on the contrary in order to stun the disembodied spirit.
  • As a result, the Unknown Entity asks us to turn off the power installations in order to go into oblivion and calm down, we agree.
  • But we are offered the last test, so that fate would determine our survival - two teleports - one leads to death, and the second - sends to the room with the O-Consciousness feeding devices, which must be turned off.
  • At this point, we just save and go at random to one of the teleports. If we have not guessed right and swim as in weightlessness, then we are doomed to death - we load and try again, if we see a long corridor with a door in front of us, then our goal is close.
  • Next, we go to the control room, turn off all the switches of the power plants.
  • This is the end of the difficult stage. We watch the dialogue with the projection of Professor Kalanchi, and then we are transferred to Novikov.
  • We run after Novikov, covering him from snorks and zombies. Together we launch the installation, read the last dialogue with Novikov - the game is completed!

For connoisseurs of video guides - watch the video on the passage of the final of the "Wind of Time" mod.

Move back to the Rostock location, talk to Zulus, the local guide, located in the building near the descent to the bar. Also at the bar, chat with Herman (in the bunker of scientists - after which you will talk to Ozersky and decide whether to help him with an additional quest). In the same bar there will be Cast Iron - talk to find out for Marik. At the top, reach the point of transition to the Agroprom Research Institute.

Once there, follow the marker, and the same Marik will ask for help. Kill the bandits, take the reward and ask for the guide. Follow the marker and go down to the dungeon where the Arrow's cache was originally located. Go to the Shooter's cache, located below, and at the end of the corridor, under the stairs, find the corpse of the conductor. Search him, take the PDA and get into the Shooter's cache. Find documents inside in the hole in the wall, then get out of the cache and fall into the trap.

After coming to your senses and talking with the military, follow the marker to get your things back. But this is all optional. Items are hidden inside the base. Due to the darkness, it is possible to enter the building without raising an alarm.

Go to the "Radar" location. When you try to go there from the territory of army warehouses, the task will appear to talk to Cap. Ask the Barrier leader if they need help. Agree to help, go to the marker and wait. Soon you will be told to go and find out why the Monoliths are not coming your way. Follow there, chat with the soldiers and return, reporting everything to Cap.

Move to the Radar, move towards the marker until the target is updated - you need to help Max's group. Follow the sign on the map, jump over the hole in the fence to the right of the gate and kill all opponents.

After that, together with the soldiers, enter the shelter and wait for the end of the ejection. In parallel, a conversation with Max will automatically start.

You will learn about the next quest, Subterranean Plague, but you can also decide whether to help them in the side mission. We will not describe it, but we note that in case of refusal, you will not have a second chance.

Follow the marker and search the corpses of scientists. Let me remind you that all the corpses on the map are marked with white dots - the required PDA is located in the corpse, a little further from the yellow marker. When you find the PDA, you can open your inventory and find out the code combination by hovering your mouse cursor over the item. Go up to the marked door and enter this code - it has six digits.

Go inside the store and take medicines from the shelves on the left, among which there will be the desired drug. In the inventory, take it, and then go to the indicated point.

Here, all that is required of you is to find a tunnel into which the rails go to get to a completely different location - to the bunker with the Scorcher.

To go through the confusing finale of the "Wind of Time" modification, do the following:

  • We go to the large hall of the laboratory, where there are six large iron tanks. We do not go down, but we pass to the left into the distant opening. We see the descent down.
  • Downstairs in front of the iron door with a combination lock, the Entity stops us again and says that it will not let me into the control room.
  • After a long dialogue with the creature, we are teleported to the lower tiers of the laboratory, where the Unknown Entity begins to kill us - the main character is burned with chemical anomalies, objects are thrown at him, the brain is burned out with psi radiation, etc.
  • Our task is simply to eat first-aid kits and survive this moment of the game, because there is nothing more we can do. During psi attacks, you can take psi blockade pills, and during chemical attacks, chemical defense pills.
  • We go up the stairs, which is behind the boxes. Once again we find ourselves in a dialogue with the creature, now they are trying to strangle us with poisonous gas. The one who was dressed in the "Seva" suit with a closed breathing system acted prudently, otherwise we eat first-aid kits.
  • After running around the location a minute later, the dialogue opens again. This time the Unknown Entity asks us - how best to kill us?
  • We need to deceive the Essence, to tell us to be killed, to take and tore apart our body. Do not answer to the being that it is not necessary to kill us, on the contrary, we act on the contrary in order to stun the disembodied spirit.
  • As a result, the Unknown Entity asks us to turn off the power installations in order to go into oblivion and calm down, we agree.
  • But we are offered the last test so that fate determines our survival - two teleports - one leads to death, and the second - sends to the room with the O-Consciousness feeding devices that need to be turned off.
  • At this point, we just save and go at random to one of the teleports. If we have not guessed right and swim as in zero gravity, then we are doomed to death - we load and try again, if we see a long corridor with a door in front of us, then our goal is close.
  • Next, we go to the control room, turn off all the switches of the power plants.
  • This is the end of the difficult stage. We watch the dialogue with the projection of Professor Kalanchi, and then we are transferred to Novikov.
  • We run after Novikov, covering him from snorks and zombies. Together we launch the installation, read the last dialogue with Novikov - the game is completed!
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