Poisoned in a stalker golden ball what to do. Golden Ball

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

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

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

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

After appearing on the territory of the Zone, move to the checkpoint until the pursuit 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 to 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 passage 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 be taken to the camp, where you will meet the inhabitants. Skidan will give the equipment. I recommend that you fulfill all the requests that stalkers have on the territory of the location. To get to the other side, you must cross the railroad embankment. Next to the mill near the bridge, catch the signal for help. Move to the window and chat with the Wolf. He was locked, and the key is in the possession of unknown people. Agree to help by stealing the key.

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

Skidan

When you walk past the car next to the road, you will again catch the distress signal. Go to the wounded person, agree to help him, and then immediately face the unknown. You can run away from here, you can kill everyone, one way or another, the wounded will disappear. Tell Skidan what happened. He will tell you what you need to move behind the railway, and also tell you how exactly this can be cranked. 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 go into the anomaly, then run through the piece of iron. There will be no more than 15 seconds! The path to the Zone is clear, but so far it is impossible to return back.

There is also an alternative way of passing this section. Skidan will tell you about the tunnel in which the anomaly is located. It's not easy to get through it! 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), enter 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, at the same time you will be given a hint.From the safe you can pick up a suit, 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 needs to be done, go back and see that the soldier has already recovered. In a conversation with Andrey, you 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 you can't 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 three of us. 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 have that kind of money. You are offered to hide from the checkpoint, but the main character decides to talk to Abdul. Show that the flash drive found earlier. Give it back, and in return ask to neutralize the bandits. Abdul will fulfill the request. You will receive a key, after which you can proceed further. Abdul will disappear.

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

Once on the territory of the landfill, pay attention to the clouds-anomalies. 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 carriage 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 you can't get into the bar because of the minefield. You can get through it on an armored personnel carrier, but that one is broken. You must find the machine gearbox 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 artifact-balls - 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. There is a green artifact 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 ball lies on a barrel near the ruins. To climb the barrel, you need to catch the teleporter that lives nearby. Wait for a teleport (a spot of light) to fly up to you so that it will transfer you to the red ball.

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

Near the transition point, you will meet Seryoga, who is a scout. Together with him you will find yourself in a refuge, where you will hear the story of the Pied Piper and mutants in the factory. Also you will recognize for the same reducer. 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 another fuel canister is required. Go to the gas station, but be careful - there are security turrets here. Find a corpse with 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), load the flamethrower, put on the suit and clear out the mutants' lair. After that, take the key and make your way inside the shelter. Find the Pied Piper's Tools and Equipment. The door to the laboratory will be closed. Find the parts for starting the cutter, cut the blockage and go down into the dungeon.

"Stalker: Golden Ball". Walkthrough location "Laboratory X-18"

A test subject attacks you at the entrance. After 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 on experiments. The hero will be in a cell with increased radiation. Chat with another test subject to find out 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 (found on the Internet).

After taking the items, you will be able to exit, since the Thirteenth will release you. But you cannot leave the laboratory yet, but you can move freely around it. Search the room with the barrel, take the gearbox for the armored vehicle and meet other mutants. You can complete their tasks. Having done this, you will have to find yourself helping the Twelfth in opening the safe. To do this, you need a decoder located in the room near the entrance to the laboratory. Approach him, but the door will be closed. Electricity is required. 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 the decoder can be taken from the diplomat.

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

Search the corpse and take the map, and then follow to the first tier, where you will need to finish off the mutants in robes. 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 around the boxes and backpacks in the laboratory. Having found 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 box to find grenades. Use grenades to destroy the turrets and go to the doctor's office. After talking with him, take the key, things and leave the laboratory.

Continuation of the adventures of Zhekan: passage of the location "Dark Valley"

When you sort out the laboratories and find yourself on the surface, you will receive a message from Serega. Go to him and chat. So you will learn about the building, the "Hive" artifact. The latter, by the way, needs to be found. Find the thief's lair, where you have to meet with Broken. Talk to the creature to learn about the headache. He asks to find pills. After agreeing, using the laptop, talk to Pilman. So you will learn about the scientists who are waiting for you at the location. Find a marker and follow to them. Scientists offer to redeem the artifact, but to get the pills, you need a level 3 artifact Agree, give the tablets to Izlom in the den and ask for the "Hive". Which is located near a metal building.


Break

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

When you find the key inside the backpack on the first floor, in the room opposite the arsenal, then go to Boar's office and take another key from the arsenal. Find the generator on the roof of this building, disarm the turrets and disable the protective barrier. Destroy the crystal on the same roof, go down to Abdul and talk to the man. Follow to the shelter, talk to Abdul there and return to the Dump to the armored personnel carrier.

Dump

Unfortunately, there are no more partners at the Dump. Find the note and read it. Talk to Abdul and tell him about the kidnapping. He will share the interception plan. Go to a meeting with the bandits, talk to Abdul again near the camp and move to the racketeer with whom you need to talk. After completing the dialogue, 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 back the gearbox, jump into the APC, start it up and go to the bar.

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

Once on the territory of the bar, leave the APC and talk to Abdul in order to advance further afterwards. There is an anomaly on the bus. Without getting 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 the soldier, near which the radio is lying around. After taking it, contact the scientist to find out that he is located inside the tower at the factory. Talk to Abdul to learn about the machine gun inside the truck. Follow the tower and kill the dead. When you are near her, chat with a scientist about the virus, and then with Abdul to find out that the man is also infected, and the medicine is not working.


Tower

Talk to the scientist again and find out about another medicine that was lost during planting. 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. Continue following the Dwarf, find out that you must find the Cheburashka. Head back to the scientist and chat with him about the Cheburashka. You will recognize the warehouse, a label will appear. Opening the door with the key reveals a zombie with a weapon. Move to the basement and go through the door leading to the arena.

Talk to Alan, find out for a mutant and go to battle. We are talking about a pseudo-giant. The arena will have a green anomaly. Damage to the mutant is possible only when a person located inside the anomaly gets into it. 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 find out as a scientist. Take the toy from the safe, use it near the Dwarf and get the vaccine in return. Return to the scientist to find out about everything. The vaccine can be administered by a person in the helicopter. Also, a group of customers needs the vaccine, so the hero will have to buy it back. 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. Until then, you can help Alan.

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

Talk to Abdul and move to the barrier, which will be closed by an electrical anomaly. The man will ask you to find a unique material with which the anomaly can be passed. Go to the place, a scout hid in the central structure inside the refrigerator. He pretends to be crazy and tries to escape from GG. There is no point in pursuing 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. It is easy to pass it - 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 it. Drink the contents, and when you come to your senses, you will be in some village. Leaving her is not easy. You will receive a message from Makar. Run to his house, avoiding bloodsuckers. Examine the buildings, bring the items you need and get the task. You need to either find the details of the icon, or fix the device. If you decide to fix 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 take up the device, then climb up the tower and use the device from your inventory. This will dispel the anomaly. Return to Makar and leave the village. Go to the madman, talk to him and show the device. He will say that in order to discharge the anomaly at the barrier, you need to turn on the antenna. Do this and return to Abdul. Go to Radar with him.

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

As soon as you find yourself on 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 in stretch marks and will be injured. Four agents will appear, which you must finish off. Having done this, talk again with Abdul, who will ask for time to recover, but for now he will offer to engage in the destruction of the agent Phoenix, the best in his field.

Go to the crashed helicopter where Phoenix will appear. If you shoot at him, he will use teleportation. You must hit the agent's head. This will lead to the fact that he will fall off his feet, and you can interrogate him. Then return to Abdul and see that he was abducted. Read the note at the crime scene to find out its location - laboratory X-10. You can immediately go to Pripyat, or you can go to the laboratory and try to save Abdul. If, in this case, wear 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 Lab X-10. But you can immediately attack them in order to find the key to the entrance to the bunker from the Prophet.

"Stalker: Golden Ball". Walkthrough location "Laboratory X-10"

If you hit here with a fight, the timer is activated. When time runs out, agents will kill Abdul. Therefore, you need to try to get to the distant 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 as soon as possible to the transition point to Pripyat. If you do not have time before the end of the time, then the burner will kill including the GG.

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

If you came here without saving Abdul, then the task related to the search for his caches is activated. In the stash, you will find a note telling you what to do next. If you came 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 a case in the yard near the car and take out the documents from it, and then make your way inside.

In kindergarten, you need to avoid the teleport moving along the corridor, otherwise you will return to the courtyard. Find the brownie on the first tier. After killing him (be guided by the sound), pick up the key from the first-aid post. Inside the infirmary on the second tier, read the journal, follow down and kill the second brownie. Take the key to the refrigerator, follow to the kitchen and find a jar of pills inside the refrigerator. Jump to the teleporter located in the corridor to transfer the main character to a secret room with teleporters. Go through three similar rooms and at the end you will find yourself in the director's office. There is a newspaper inside the safe that tells 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 open this safe with a claw. There will be a note inside with a 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 ready to fight with a dozen more enemies, which should be killed. On the body of the Apostle there will be a 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 giving a speech. Once completed, he will ask you for a drink. You will lose consciousness, and will come to your senses already on the roof of the house. Reason 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 it in the direction of the fallen helicopter, take out the rocket launcher and shoot down the enemy's turntable with one hit. Search the corpse of the agent inside the carriage 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. It is best to use a science suit in this area. Search the corpse near the bridge for the task of finding the fourth part of the code for the door leading to the station. Follow the markers and search the dead. A radioactive storm will begin. Hide from him in the specially designated areas indicated on the map.

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

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

This is the last level that you will overcome without interference. Find the computer in the central room on the table. Apply the microcircuit to it so that the chief scientist appears. Talk to him. Using the computer, 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 will define the ending that was gone.

The mod has an interesting plot, which should be passed in stages, as the author intended. With strong deviations from the main plot towards the exploration of 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 a medicine, while he is busy looking, we run away from the camp. We fall into the shelter.
  1. In the scouts' hideout we speak with Sanya, then with the merchant Skidan. The "Iron" anomaly is blocking our way. Next to the bridge we catch an SOS signal on our PDA. We see the Wolf trapped in the mill. He asks us to release him. From the camp you need to steal the key that is in the backpack by the fire. We follow the Wolf, we see three disappeared in the mill, in their place we take the USB flash drive and give it to Skidan.
  1. We receive a message on the PDA about a wounded man, he is in a carriage by the road. Three of us are attacking, we fight back, we tell Skidan about what happened. We organize an ambush with Skidan. Three will look for us at the bridge, do not stick out. When they come to the "Iron" anomaly, we provoke them to attack, if one of them is killed - we immediately run the anomaly - there will be no way 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 Abdul's psi-strike, we get access to the dump.
  1. At the dump, we pass the field of anomalies together with Andrey and the major, but so that both of them survived. We go into Vasily's carriage. We learn from him about the armored personnel carrier, we find three artifacts at the dump 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 find ourselves in the underground laboratory X-18.
  1. In the laboratory, we speak with the subject. In the hall with the tank we take 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 "Beehive" artifact with Seryoga, we help a lonely break - we get an artifact from him. We fall on the stretch, we wake up already in captivity. We throw the bolts into the button on the wall and run. We creep quietly past the agents upstairs and turn off the generator, break the crystal. We take our swag, talk to Abdul, then run to the carriage, hiding from the helicopter.
  1. At the dump, together with Abdul, we deal with the racketeers, repair the armored personnel carrier and drive through a minefield on it, go to Bar.
  1. If we hit the bar, we immediately jump out of the APC, otherwise we will explode. We pass the anomaly "Bus" 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 a dwarf and scientists, we shoot a pseudo-giant when approaching an anomaly, she will kill him. We follow to the army warehouses.
  1. In the warehouses we meet a scout who is running away from us. In the first barracks we take documents. We find the caches of the psycho and get access to the second barracks. We pass the anomaly in the barracks, the order is as follows - white, blue, red. We find a bottle in a cache, drink it and find ourselves in a forgotten village. A series of quests with grandfather Makar and a warrant officer follows. After them we return to Abdul.
  1. We follow the radar. Abdul is wounded, we remove 4 agents, then we deal with agent Phoenix by 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. In the yard near the car we take away the documents, we 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 \u200b\u200bfind a newspaper with a note about the time capsule.
  1. At the bus station we kill the bloodsucker and open the safe with its claw. We speak with the apostle, it is better to kill him and 10 of his minions. We get to the stadium. We select an RPG and shoot down a helicopter, we search the body of an agent in the car - our time capsule plus a microcircuit.
  1. We hurry to the Chernobyl nuclear power plant, wearing a scientific spacesuit, 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 to the control center, beating off an ambush.
  1. In the control center, we activate the computer with our microcircuit. 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. This or that ending of the game depends on our choice.
  1. Once at the Rostok plant, we speak with a drunken Grigory. There is a note in the car next to it. We collect three parts of the diary, we give them to Grisha. He directs us into 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 the helicopter with the military.
  1. On Yantar we go to the scientists' base. They won't let us in, but we get a message on the PDA. We carry out the quest to kill the byurer, you need to kill him with a sniper rifle when he comes to the tree, otherwise we will not get the coordinates of the cache. We find the radio, and we drag the burer's corpse 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 next to the acid anomalies below, the second - in the room with snorks at the remote control. We turn on three switches and installation. After the attack by the burers, we run with Sakharov, set fire to the canister against the wall and disappear into the hole that has formed.
  1. At Yantar, Sakharov asks to bring him a flash drive from the scout camp near the factory. We activate the device and three scanners. The Bashka will fall out of the anomaly, help him. Then a stretching and again Bashka ran away, who gives us a USB flash drive for Sakharov.
  1. Arriving on the outskirts, we can join either the military or the smugglers - the further small plot depends on this. Our task is to kill the warring group and complete the last command quest. The end.

Description:
The action takes place in 2008 (more specifically - on August 18). A year has passed since the second explosion, the Zone is still young, but anomalous activity in it is already widespread. There are no groups (everyone who got inside call themselves "scouts" or "newcomers" depending on their experience), there are no bases, there are from 30 to 50 people in the Zone (not counting the military at checkpoints). No one really knows anything about anomalies, mutants, etc., but the first artifacts have already fallen into the hands of scientists and mankind has been able to appreciate them.
A young man comes to the Zone.

Download modification:

Question: Where is the key to the Gopher's house?
Answer Near the house, in the bushes, in a backpack

Question: How to get to the closed house in the beginners' village?
Answer Jump from the next house and climb through the attic

Question: Where to drag the corpse of a stalker on the Cordon?
Answer First, drag it to the fire, where the Stalkers' shelter is located, then take it to the cemetery

Question: What to do with the controller at the ATU?
Answer It is highly recommended to kill him quietly with a knife, for this we pass to the left into the bush and try to make sure that the zombies do not notice you (I did it 5 times)

Question: Where can I get a doll?
Answer In the house near which the Wolf originally stood

Question: How to talk to the Wolf at the mill?
Answer Go to the window

Question: I eat something and start vomiting, what is it?
The answer The loafs have been slipped nowadays. This is the departure. It is treated with water and normal food intake

Question: I caught an infection, what should I do?
Answer Buy medicine for the plague (Skidan has 5k)

Question: Where can I find spare parts for the gun on the instructions of Skidan?
At the Garbage. In the vehicle graveyard, the corpse of a foreigner has a broken rifle. You give it to Skidan

Question: How to get around the anomalies at the Garbage?
Answer At the beginning of the loki, take immediately to the right up the hill into the radiation and run, having thought out the route a little

Question: What to do on the outskirts?
Answer This is not an obligatory location, but a large number of interesting quests await you on it.

Question: How to get back through the piece of iron? I have a guide, but I die anyway
Answer Find the hole in the bridge. Everything is as in the original. (it's not clear if it's a bug or a "feature")

Question: Where can I find the artifact for the "Chance" mission?
Answer To the technique graveyard. Dump. Go to the booth, then you will understand

Q: How do I get the Death Lamp?
Only with a swoop. Three flashes and you are dead. Try (it happened 10 times somewhere)

Question: How to get to the columns to get the ball on assignment at the Landfill?
Answer First catch the teleporter, then walk along the edge of the first column

Question: How to complete the task "Under the Hood"?
Answer Destroy the boars, take and put the artifact where you need to, then find the stalker's corpse (the doll will say in which house, when you approach it) and take the black keys from the corpse (you can simply not notice them), then find what you can find with these keys, here you will already understand (the basement in the house where the artifact was thrown)

Question: I can not open the "Observers' Safe" on the outskirts
Answer After finding the right key, you do not need to open the basement, it is tedious to open the save (most likely a bug in the description or in the quest as a whole, how to get to the basement is not clear)

Question: Saves on the outskirts are crashing
Answer Not all of them fly off, most likely, boot from the workers, or save on it only through the console (they say it helps)

Question: What to do with a camera found in a pile of garbage near a corpse?
Answer Go to Vasily and from there the "X-Files" quest will begin. You will need to photograph something soon

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

Now about the sore point.

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

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

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

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

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

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

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

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

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

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

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

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

In general, there are a lot of good chips that, in principle, could improve the game, but were not fully deployed: teleporters, radio, walkie-talkies (there were as many as 3 of them in the backpack. And no sense), guitar, radio in theory, it should have reported about the enemy's stings, but it never reported anything), a completely unnecessary tape recorder with cassettes (I threw it out of my backpack in Bar) ...

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

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

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

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

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

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

Characters.

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

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

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

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

Artifacts.

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

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

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

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

Solitaire Solitaire