Walkthroughs Stalker Shadow of Chernobyl: Walkthrough Golden Ball: Completion Guide. Golden Ball. Completion - Achievements Stalker golden ball completion where are the icons

Modders don't sit idle. Another modifier has been released for Stalker: Shadow of Chernobyl, which has a full-fledged storyline and many additional tasks. Also, as a pleasant bonus for researchers, an anomalous album has been prepared, which should contain icons. These same badges will be collected by the main character.

Plot

The events of the game take place in August 2008, when only one year has passed since the second explosion in Chernobyl. The zone was just beginning to be revived, but the anomalies in it were quickly spreading. Groups had not yet appeared on the territory of the Zone, and those who found themselves inside called themselves newcomers or scouts. The rank of seekers depended on their experience and time spent in the Zone. At that time, the anomalous environment could boast a small number of people: about 30-50 people, if you do not take into account the military on the border. Stalkers had just begun to appear, and no one had any idea about the mutants living there, the deadly anomalies and other dangers.

The main character, nicknamed Zhekan, decides to go to the heart of the Zone and find the mysterious “Wish Granter”, without having the experience of a stalker or seeker. After he gets into the Zone, the military is sent after him and Zhekan has no choice but to surrender. After receiving treatment in the cell, a soldier turns to the main character and helps him escape from the checkpoint. However, there is no time to explore the territory, since within just a few minutes you need to hide, otherwise the main character will be killed by a sniper.

Innovations

Many locations in this mod do not affect the territory of the main game, but at the same time they are drawn in detail and are highly optimized. In addition to the new locations, you can notice an updated Samsung PDA, and it has a new system of in-game achievements.

Badge collection

The first icon appears after the player finds Mordaty’s swag, which is located on the territory of Cordon, in the Village, where the stalker ends up at the very beginning of the game. The backpack lies behind the basement, and in it is the “Rubble” artifact, a first aid kit, lard and the “50 USSR” badge.

The second icon is in Korbut’s swag, and Korbut himself lies dead near the railway anomaly, under the bridge. After searching the corpse, a mark appears in the PDA with the location of the swag. The backpack with swag contains the “Klubok” artifact, two vodkas and the “Excellence” badge.

The next stalker icon is located next to the train tunnel, which is home to an electrical anomaly. Jack's corpse lies there, but you need to approach it carefully, since this anomaly kills the first time, regardless of the player's equipment. As soon as the inscription “search the corpse” appears, we press the corresponding key and look at the coordinates of Jack’s swag on the map. There is a third Soviet badge there.

The stalker continues to collect badges while traveling around Cordon. There is a truck on the road, and in it is a certain Madison and his comrades, and each of them has a tip on the swag. The cache itself lies near a stump, opposite the farm, next to a burnt car. The backpack contains three medical kits, damaged documents and a badge.

In the fashion “Stalker: Golden Ball. Completion” icons to look for if you follow the prompts are quite interesting. The fifth badge is in Martyn's swag, and his corpse lies under the railway bridge. You can search it only with the “Conductor” artifact, otherwise the player will be killed by the anomaly. Not far from the overturned locomotive, among the stones, lies a backpack containing the Iron Eagle artifact, an army first aid kit, three anti-radiation drugs and a Drummer badge.

The stalker's search for icons for the anomalous album comes up against information from the Weasel, who leads the player into the corridor on the way to the unfinished building in the Valley. Rogue's backpack is located in the bushes near the unfinished building, and there is a sixth badge in it.

In search of this part of the anomalous album, the stalker will find the icon in the Wild Territory. The seventh one in a row, it lies inside the truck garage. There will be a fiery anomaly here - it’s not difficult to get past it, then in the very corner there will be a box, and in it there will be an icon.

The next icon is not easy to find, since there is no lead to the cache. This icon is located on the outskirts of the Zone in an abandoned house. At the entrance, there will be an anomaly hanging on the ceiling; you need to pass it and go to the next room, where there is a backpack with a badge.

Anomalous album

In Stalker: Golden Ball, icons are scattered throughout the Zone. The anomalous album itself lies in the starting village, in one of the houses where anomalies hang from the ceiling. After the player collects all the icons, you can take advantage of the useful bonus of the anomalous album, namely, transform some artifacts into others.

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

So: The action takes place in 2008 (more specifically, 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 calls themselves “scouts” or “newcomers” depending on their experience), there are no bases, in total there are from 30 to 50 people in the Zone (not counting the military at checkpoints). No one really knows anything about anomalies, mutants, etc., but the first artifacts have already fallen into the hands of scientists and humanity has been able to appreciate them.
A young man comes to the Zone. Only the following are known about him: 1) Nickname (Zhekan); 2) Goal in the Zone (find the “Wish Granter”); 3) In the past, he is an ordinary person, without experience of surviving in extreme conditions.

1) CORDON.
The passage begins with the fact that you need to overcome the checkpoint at the Cordon in order to get into the Zone itself. In the process, the hero is caught by soldiers, locked in one of the rooms and interrogated. After the interrogation, the opportunity to escape appears. You need to talk through the window with a recruit who often runs to the toilet. During the conversation he will pretend that we feel bad. Ask for medicine, hurry up. The soldier will believe (to believe, you need to take the 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 your escape safer, you can take morphine.
After liberation, we must meet with a person who will show us the shelter of local intelligence officers. We know the coordinates of the contact. We go to him, he takes us to the village. There we immediately talk to Sanya, he advises us to contact Skidan (merchant). Skidan in the bunker gives us some things and tells us about the local residents. Then we can act independently. While exploring Cordon, we come across an obstacle that makes it impossible to cross the railway bridge and the entire railway track dividing the location into 2 parts. This obstacle is a vast anomaly that kills anyone who approaches the railway. Locals also call it "Zhelezka". There is a version according to which the “Zhelezka” can only be overcome by sacrificing a living person to it. After this, 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 talk to the newcomer sitting inside. This is the Wolf. He found himself 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 key to the doors from there and free him. After we do this (you need to steal the key from the backpack lying by the fire. You should approach the camp from the side of the sentry who is sleeping), the Wolf offers to wait until the strangers return and follow them. We hide in the bushes and wait. Three strangers enter the mill. As soon as we approach the window to look at them, they disappear, as if dissolving into thin air. On the floor in the place where they stood, we find an object similar to a flash drive. We take it and show it to Skidan (as the most experienced). It recognizes the electronic key in the flash drive. He has no versions regarding the appearance of strange armed people in the Zone. Further events develop as follows: not far from the village we receive 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 the strangers from the mill. You can simply run away, or you can fight. After defeating them, we speak with the former “wounded” man, 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 Skidan about the events. He is concerned about the threat that has arisen and advises us to overcome the “Zhelezka” as soon as possible and go to the Zone, arguing that on the small Cordon the pursuers will easily find us and innocent people may suffer along with us. We decide to follow his advice. The question arises: who should be sacrificed to the anomaly? Skidan tells us that we must first provoke the strangers to attack, then lure one of them into the anomaly, and when it works, quickly break through the Zhelezka. We agree and go to the bridge, lying down there and waiting for a signal from the merchant. The signal comes a few minutes later - strangers visited the village, asked about us and are now heading to the bridge. We are preparing for the attack. Three armed men approach the bridge and start looking for us. We provoke them to attack (before this you need to remain unnoticed!), after one of them is killed by the “Zhelezka” - 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.
If 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 pass through the tunnel because of it, but Skidan tells us that if we put on a special scientific suit, then theoretically we can withstand the blow of the Arc and break through to the other side. The suit is at the military checkpoint, it lies in a locked safe in the barracks where we were kept for interrogation. You need 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 noticed), c) pick up the code to the safe with the arsenal (there will be a hint) and, taking the suit from there, leave the checkpoint in any possible way.

Next, our goal will be to meet with a local intelligence officer (scouts are the prototype of the first stalkers). We find him on a farm, where we help him fight off the wild boars. Then we go with him to a shelter located nearby. There we can find water, a fireplace and a place to sleep (there are similar shelters in other locations). During the first conversation, Andrey (that’s the intelligence officer’s name) 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 this, he falls to the ground and loses consciousness. Andrei orders us to immediately go to his cache and bring an artifact that has healing properties - they can help the wounded. We bring the artifact and see that the military man is already much better and is conscious. Andrey admits that he needed the artifact as a test of our integrity. We talk with the military man (Major Ovrakh). He says that he is the co-pilot of an MI-24 helicopter that crashed nearby. During landing, the car hit a moving 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. Andrei, who intervened in the conversation, says that although the way back is blocked by the Zhelezka, there is supposedly a way to get through it without making human sacrifices. To do this, you need to have some unique artifact with you - this will give you a single opportunity to overcome this deadly barrier. This artifact is owned by another intelligence officer named Vasily, who lives further north, in the Landfill. Since Andrei also needs to get there, we have no choice. The three of us decide to go to the Landfill.
On the way to the Landfill there 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. This is Tyrsa (the main one), Shustrila (his assistant) and a certain Abdul, who at first glance looks like he’s crazy. The passage to the Landfill is blocked by a door, the key to which is in Tyrsa’s pocket. He demands a lot of money for passage: 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 psionic blow emanating from his body, from which they lose consciousness. We ourselves also suffer from it, but much less. After this, Tyrsa invites us personally to get out, claiming that the intelligence officer and the military man will be finished off anyway, and there is nothing to take from us personally. Seeing the helplessness of our friends, we can do the following: contact Abdul directly, show him the found “flash drive-key” and when he demands to give it to him, in return demand a psi-strike now on Tyrsa and Shustrile, which he does. Having regained consciousness, Andrei and the major drive away the racketeers from the checkpoint (we will meet with them later), having previously taken from them the key to the door to the Landfill. Abdul, having received our "key", disappears like strangers from the mill.

2) DUMP.
After we have received access to the Landfill, 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 (we must try to keep them alive). We get to the southern edge of the location, where we find the trailer-shelter of scout Vasily. Soon he himself appears. We all settle down together in his shelter and talk with the owner. We ask him about the way to the center of the Zone (where, according to legend, there is a “Wish Granter” that we need). He says that the passage directly to the north (to the territory of the Rostock plant) is mined. You can't sneak through the mines, but there is another option: repair the abandoned armored personnel carrier and cross the dangerous section of the road with it. It is possible to get into the Dark Valley, where we can find a spare part to repair the car. According to Vasily, it should be in an abandoned factory. In turn, the passage to the Valley is blocked by a large anomaly called “Cloud”. To defuse it, you need to find artifacts “green”, “red” and “yellow balls” in the Landfill. We find them and find ourselves in the Dark Valley.

3) VALLEY.
Near the crossing we are met by local intelligence officer 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 factory basement, died. Since they were engaged in collecting all sorts of things in workshops and premises, they most likely had the spare parts for the armored personnel carrier that we needed. You will need to find their remains, get the key to the shelter, unlock the door and enter the basement. In the basement we find the scouts' diary, it says that someone who got out from behind a rusty door in the very corner of the basement robbed their cache and, among other things, took away a part from an armored personnel carrier. Our next step will be to find spare parts for the welding machine on the territory of the factory, use it to unlock the aforementioned door (welded by the scouts) and enter the secret laboratory (X-18).

4) X-18.
At the entrance, we are immediately attacked by experimental subjects (mutated people) and locked in a punishment cell. Another of the mutants is sitting with us, we can talk to him. It turns out that the dungeon is inhabited by a number of former experimental subjects of the X-18 laboratory. After the second accident, the staff hastily left it, and the experimental subjects, having got out of the cells, 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 surviving scientist of the laboratory, who has barricaded himself at the lowest level and controls the lives of the experimental subjects through a surveillance system and intercom. Our main task (along with searching for spare parts for the armored personnel carrier) is to find a way to leave the laboratory, since the experimental subjects, observing the Doctor’s rule, do not let anyone out of it. After some time, test subject Thirteen comes to the punishment cell, he conducts a short interrogation, after which he sentences us to death. However, he is not interested in simply killing us and decides to benefit from it. We are driven into a heavily radiation-contaminated section of the laboratory, where we must fix a broken electrical device in a short time. 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 aid: among the wreckage of equipment, we find a stash of anti-radiation drugs left by someone and thus stay alive. After this, 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 on the first level of the laboratory and install them in the generator processor. This generator must be started on the orders of the Doctor himself. In the process of searching, we meet some members of this society and find out that among them a conspiracy is brewing against second-level test subjects - more privileged ones, chosen by the Doctor for a certain purpose. The chosen ones do not engage in menial labor or food gathering; all supplies for them are supplied by first-level test subjects. IMPORTANT: as soon as you gain freedom of movement in the lab, immediately go to the room with the tank and take the gearbox from the armored personnel carrier in the box there. Next, we must first help Nineteen (find the encoder and unlock the safes), then he will ask us to give food to his comrade sitting in the punishment cell. We talk to Thirteenth, he lets us in there. We talk to Ten, he explains the situation and we agree to help him make a coup. After the punishment cell we go to the prisoners sitting in the kitchen and exchange three rat carcasses for a knife. Next, we go to the Thirteenth and ask to participate in the test of the Caymanov emitter. During the procedure, we press a hidden switch (from the wall), the device overloads, a surge of radiation occurs and Thirteen faints. You need to have time to kill him with a knife. Then we take the map from his body and go to the door to the lower tier, together with other experimental subjects we go downstairs. Aggressive test subjects roam below, killing with their gaze; you need to run up to them from behind and hit them with a knife. The tenth asks to find 5 microcircuits, they are in boxes on the lower tier of the lab. We bring them, a controller (mutant) appears, we bring him down. Then the door opens, but you shouldn’t immediately run forward - there are two turrets there. They can be neutralized with grenades from the pantry. Then we make our way into the room at the top, there we talk with the Great Doctor, we get the key and the opportunity to get out of the X-18 laboratory.

5) VALLEY.
As soon as we get out of the dungeon, a message comes from scout Seryoga, he wants to talk. Let's go to him. Seryoga noticed something interesting in the unfinished building, wants to get there and asks us to cover it. We agree. Seryoga first sends us in search of the “Hive” artifact, we go to the indicated place, we see Izlom the werewolf there. You can immediately attack him, but you can talk to him. If you agree to get him medicine, you will need to call the scientists from Dr. Pillman on the laptop (in the shelter), then buy pills from them and bring them to Izlom. He will give us Uley. We return to Seryoga, make our way with him through the gallery into the unfinished building. We find ourselves in a stretch there, we come to our senses already in captivity of the agents (in a cage). Our agents are executing Seryoga. Abdul is sitting in prison with us, we ask him and get detailed information about the Chief Scientist and a little about the Golden Ball (supposedly it is located in Pripyat). Next, we agree to escape, throw bolts at the button on the wall until it breaks and the cage door opens. Now you need to carefully make your way past all the agents (there are about 15 of them) and climb to the upper floor, where you can find the generator (according to the sound) and turn it off. This will also disable the security turrets around the base. Not far from the generator there will be a crystal of Gamma substance; it must be broken. As soon as we do this, all agents will fall unconscious. You can also go to the leader’s office, where you can take the key to the armory in the box (our confiscated things are there). Next we talk to Abdul, he warns about the agent’s helicopter coming towards us. We run with him to the shelter car (hiding from the bullets of the helicopter), as soon as we go inside, the helicopter will fly away. We talk to 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, Andrei and the major; there is a note on the floor. In it, on behalf of Tyrsa, there is an invitation to the “strelka” and words about ransom. We tell Abdul, he gives us the “Itch” artifact, we go to the place of the “arrow”, Abdul hides. We speak with Tyrsa, immediately after the last remark we use “Zuda” 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 recruiter and free the prisoners. Now we talk to Vasily, give him the gearbox, he repairs the armored personnel carrier and you can drive 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 talk to Abdul, go to the Bus anomaly. To overcome it, we need to quickly move from one skeleton to another until we find ourselves at the front door of the bus. We see a tape recorder in the cabin, turn it off and the anomaly is discharged. We talk to Abdul, go to the place where a broken UAZ stands by the road and the radio hisses. We select it, use it and get in touch with the scientist. We talk to Abdul again, find out that a virus is raging in the bar and break through the crowds of infectious zombies to the tower. In the tower we speak with Vladimir, he asks us to find the medicine that fell from the helicopter and gives a mark to it. According to the mark, there is no cure, 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 it in the forehead. To kill him, you need to shoot at him while being near the green anomaly that periodically appears on the boxes. 6-7 hits from the anomaly are enough and the monster is ready. We talk to Alan, take the Cheburashka from the safe next to it, go to the dwarf and use the toy near him. The dwarf gives in return a can of vaccine. We go to Vladimir, he reveals the cards. We come to an agreement 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 to passage by a large electrical anomaly. Abdul asks to find special material at 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. There is no need to chase him, you should go to barracks 1 and take the documents in the box there (killing the poltergeist along the way). Then, using the mark, we find the psycho’s cache, take the key there and go to barracks 2, we see there a spatial anomaly that shimmers in different colors. Passage order: white-blue-red. We go through it, find more documents in the box there and get a mark for another cache. In this hiding place we find a strange bottle, drink, pass out 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 the bloodsuckers. We examine the houses he asks for, bring him objects (including a strange device), then we receive the task of finding either parts of a broken icon, or doing something with the device. If you choose to search for an icon: we find the parts by the marks in the boxes. When we find all 4, they will be connected together, we will return to our grandfather’s house and the anomaly around the village will be discharged, it will be possible to move freely around the location. If you have chosen a device: we climb with it to the upper tier of the water tower, there we use the device in the inventory and the anomaly is discharged, you can return to your grandfather and leave the village. Now we go to the crazy warrant officer, talk to him and show him the device. He confesses everything, tells us that to defuse the anomaly on the barrier, you just need to turn on the antenna installation here, on the territory of the unit. We do this and return to Abdul. Now you can go with him to the Radar.

9) RADAR.
Immediately after switching to 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 falls into a tripwire (he is wounded), 4 agents immediately appear, they must be eliminated. After the fight, we talk to 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, he will teleport, you need to hit him in the head, then he will fall and you can interrogate him. After this, we return to Abdul and see that he was kidnapped. In the note he left, he says that they want to take him to an underground bunker (X-10). We can go straight to Pripyat, or we can go to the entrance to X-10 and try to save Abdul. If we wear an agent costume and a gas mask, then they will not attack us first, we can communicate with them and gain access to X-10 through a chain of quests. You can attack immediately, then the key to the entrance will be on the body of the Prophet's agent.

10) X-10.
If we fight our way into the bunker, a timer will start, after which Abdul (who is in the back room) can be killed by the 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. We turn on the switch in the main hall and quickly run to the exit.

11) RADAR.
Here we need to run very quickly to the transition to Pripyat, if we do not make it before the end of the countdown, 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 be automatically activated, which will contain a note with instructions on what to do next. If we came with Abdul, then we talk to him and move along the street. At the crossroads, Abdul is mortally wounded by a sniper; in the last conversation, he asks us to find a time capsule. We follow the new mark to the kindergarten, there, first in the yard by the car we take documents from the suitcase, then we crawl inside. We need to beware of the teleporter in the corridor, it will throw us into the courtyard. On the first floor we find a brownie, kill him (by sound, but you can just beat around yourself at random), the key to the first-aid post falls from him. In the center (second floor) we read the magazine, go to the first floor, there we kill the second brownie and the key to the refrigerator falls out of him. We go to the kitchen and find a bottle of pills in the refrigerator. Now we jump into the teleport in the corridor, it will transfer you to a secret room with teleports. We go through three such rooms in turn and eventually find ourselves in the director’s office. There in the safe we ​​find a newspaper with a mention of a time capsule. Now we need to go to the bus station.
At the bus station we see a safe in the room, we fight with the bloodsucker (it’s very easy to kill him with a military icon), we kill him and open the safe with his claw. It contains a note that you need to meet at the specified place. We go there, the leader of the agents, Apostle, meets us there (he will be neutral). We talk to him and we have 2 options: either agree to listen to his sermon, or attack. If we attack: 10 more agents come running, we kill them. We take the key to the stadium from the body of the Apostle and go there. If we agree: we are transported to the scene where the Apostle is reading a speech. After finishing, we approach him, he makes us drink something and we lose consciousness, coming to our senses on the roof of the house. Our Mind appears, we talk to it, protect it from the ghosts of obscurantism, and as soon as the last one is killed, we are transported back to the stage. All agents will be inactive; after interrogating the Apostle, you can take the key to the stadium from him and go there.
As soon as we step into the stadium, a helicopter will fly in and shoot at us. We quickly run to the fallen turntable, take an RPG from the box and shoot it down (1 hit). Now you need to search the agent’s corpse in the trailer and find the time capsule, which will contain the microcircuit, using the marks. We can safely go to the Chernobyl nuclear power plant.

13) Chernobyl nuclear power plant.
The entire area is under the influence of a large weather anomaly and is highly radioactive. There are many vortices here that damage our armor and infect us 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 tag and search the corpses of the agents; when we do this, a radioactive storm begins. You need to hide from him in special places (marked on the map). We find the last agent, he is alive, but running away from us. We read the information from his laptop (where he was sitting), 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. Outside the door there will be an ambush waiting for 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 we see a computer on the table; we activate it using a microcircuit. The Chief Scientist appears and explains what's what. Next, we use the computer to disable the Golden Ball’s protection system and the door to the hall with the Ball will open. We approach it and we have 2 options: touch the Ball or wait until it overheats and escape through another exit. Depending on the choice, we get one ending or another.

That's all.

ADDITIONALLY:
10) OUTDOORS (Westroom).
Write a walkthrough

The ritual began with the young man being dressed in every possible way in gold jewelry, given clean and expensive clothes, and shown signs of attention. For some time he is taught to play the flute, manners, food and drink culture. When the young man went out for a walk, the people who met him fell to their knees and prayed with tears, honoring him as a god. The chief priest himself made sure that the young man had everything, but at the same time that luxury did not affect his physical attractiveness. The 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 his wives, and five days later, magnificent 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 his body down in their arms, after which they cut off his head.

About the article:
In addition to the branched plot, various achievements were introduced into the modification Golden Ball: Completions, which increase the skills of the Main Character in a given situation

Gunsmith

You are a true gun lover! Having studied a sufficient amount of educational material, you have gained the skill of installing additional add-ons (sights, silencers, under-barrel grenade launchers).

Collector

You are a real artifact hunter! Having found all the types of artifacts found in the Zone, you have become familiar with their characteristics. This will allow you to receive artifacts from anomalous zones more often.

Rogue

You are a true thrill seeker! Having gone through all the most dangerous anomalies of the Zone, you have strengthened your character and increased your authority. This will allow you to pass through the most dangerous places without risking your life.

Warrior

You are a real fighter! By destroying the leaders of all major societies in the Zone, you showed who is boss here. This will increase your authority and allow you to earn more income from selling artifacts.

Patriot

You are a true citizen of your country! By providing invaluable assistance to the military in the fight against the dangers of the Zone, you have provided a significant security service. This has raised your authority and will allow you to receive regular free assistance from the army in the form of weapons, ammunition and provisions.

Komsomolets

You are a real Komsomol member! By preserving one of the symbols of communism, you showed your respect for socialist values. Now some previously useless cobblestones you find in the Zone can turn into valuable artifacts right in your hands. For the Motherland, for Lenin!

Black Digger

You are a real treasure hunter! Having excavated a sufficient number of graves belonging to various good and not so good people, you increased the anomalous energy of the “Head” artifact, which pointed you to such an exciting activity. Now this artifact has acquired very useful properties and changed its appearance, becoming an “Abnormal Skull”.

Butcher

You are a real butcher! By stealthily killing a dangerous enemy with a knife, you have proven that you can wield this weapon better than many others. Now your skill with knives has increased and the effectiveness of close combat has improved so much that you can deal with most opponents with one blow.

Sniper

You are a real sniper! By destroying more than 20 enemies with rifles and other sniper weapons, you have increased your skill in handling this type of weapon. You now have the ability to shoot more effectively using Sniper Rifle and Power Sniper Rifle weapons.

For those in borscht!

You are a cruel person! Having destroyed 10 enemies with direct shots from a short distance using a sawn-off shotgun, you have earned the reputation of a brutal killer.

Scout

You are a cautious and cold-blooded intelligence officer. By sneaking past all of the Scientist's agents in Underconstruction without ever revealing yourself, you have increased your stealth skill.

Curious

You are a curious person. After spending your time collecting seemingly useless items, you gained the ability to transform one artifact into another using an anomalous artifact album.

Hi all!!!

In this video I will tell you how to read damaged documents.

Stalker "The Golden Ball or the Adventures of Zhekan completion" How to read damaged documents

In this video we will read damaged documents using an anomalous lamp.

Golden Ball: Completion - Where to find the 3 Lens artifacts and how to read the documents

In this video I tell you where to find three Lens artifacts on the Outskirts and how to read documents using a lamp.
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S.T.A.L.K.E.R.: Shadow of Chernobyl - Golden Ball #19 ~ Corrupted Documents 📄

Difficulty: Master
10:24 - radio repair
13:24 - crashed helicopter
19:27 - lens for lamp No. 1
20:17 - Saurus cache
31:11 - lenses for lamp No. 2 and No. 3
33:00 - reading damaged documents
Platform: Shadows of Chernobyl 1.0004
Developer: Jek@n, Charsi
Quality Settings: Maximum
Playlist:
My VK group:
Golden Ball: Completion - This is a completely new story of a Stalker nicknamed Zhekan. In this modification you will find many unique innovations that you have not seen before. An extraordinary plot, a large number of gameplay innovations, a huge number of secondary quests, a variety of weapons and equipment, a still young, deserted Zone, and much more are waiting for you in the Golden Ball: Completion fashion. The plot will take us through the standard levels of Shadows of Chernobyl, and will also take us to new territories.

My PC:
OS: Windows 10 Home
Processor: Intel(R) Core(TM) i5-4670 CPU@ 3.40GHz
RAM: 8.00 GB (available: 7.89 GB)
Video card: GeForce GTX 1050 Ti
*==========================================================================================*
#STALKERShadows of Chernobyl
#Action
#RPG
#stalker
#survival
#simulator
#goldenball

Golden Ball
Zhekan
Golden Ball: Completion

Hi all!!!

In this video I will tell you what we get after reading the damaged documents found on the 2nd floor of the Atp Cordon, we read them with the help of a Table Lamp and 3 Lens artifacts

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YandexMoney 410012286217710

WebMoney R424585039563

Qiwi +79146662146

GOLDEN BALL. COMPLETION - where to find damaged documents? and what are they for (useful)

Hi all!!!

In this video I will tell you where to find damaged documents. Video for Beginners :)

Do not under any circumstances throw them away or sell them.

GOLDEN BALL. COMPLETION - Anomalous Kalash. What will we get after reading damaged documents?

In this video I will tell you what we get after reading the damaged documents found on the 2nd floor of the Atp Cordon, we read them with the help of a Table Lamp and 3 Lens artifacts
Mod GOLDEN BALL. COMPLETION Patch 3.3
Link to playlist with full walkthrough
Link to playlist with difficult parts (how to do it)
Enjoy watching!!)😀

GOLDEN BALL. COMPLETION - how to get to Bitard's cave. Throws out of the cave to the surface

Hi all!!!

In this video I will tell you how to get into Bitard's cave after you decide to leave him alive.

And so he will give you two semi-artifacts, one for the exit and the other for the entrance, when you use the semi-art to exit the cave, throw it behind this drug addict (Bitord) because if you throw the semi-art where you appeared for the first time, a Teleport will be formed there and The next time you come, you will go from one room of the cave straight into the teleport at Bithard and will be thrown out to the surface.

And second, when using an artifact to return to the cave, do it away from the cave itself, since if you do this nearby you will be teleported to the clearing and not to the cave.

It seems that now you can carry morphine to a drug addict, the emerald will not help him (he won’t take it) it’s the end.

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(Anyone who donates, please write a DM in contact(), since I will make a memorial of honor in the VK group so that no one will be forgotten!!! Thank you all)

Sberbank (card) 4276 5000 1086 4856

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WebMoney R424585039563

Qiwi +79146662146

:) I express my deep gratitude to everyone for subscribing, liking, kind words and financial support!!! :)

GOLDEN BALL. COMPLETION - Receiver. Why is it needed and how to use it?

Hi all!!!

In this video I will tell you how to use the Receiver that we found while completing the Web quest

VK group:

Help in channel development:
(Anyone who donates, please write a DM in contact(), since I will make a memorial of honor in the VK group so that no one will be forgotten!!! Thank you all)

Sberbank (card) 4276 5000 1086 4856

YandexMoney 410012286217710

WebMoney R424585039563

Qiwi +79146662146

:) I express my deep gratitude to everyone for subscribing, liking, kind words and financial support!!! :)

Stalker "The Golden Ball or the adventures of Zhekan completion" Documents for the quest "Unexpected Guest"

In this video I will show you where to find a scout tablet for the Unexpected Guest quest.

GOLDEN BALL. COMPLETION - How to repair a car (armored personnel carrier)? How to start the car?

Hi all!!!

In this video I will show you how to fix your cart :)

Donate to the streamer:

VK group:

Help in channel development:
(Anyone who donates, please write a DM in contact(), since I will make a memorial of honor in the VK group so that no one will be forgotten!!! Thank you all)

Sberbank (card) 4276 5000 1086 4856

YandexMoney 410012286217710

WebMoney R424585039563

Qiwi +79146662146

:) I express my deep gratitude to everyone for subscribing, liking, kind words and financial support!!! :)

GOLDEN BALL. COMPLETION - completing the quest The Forgotten Experiment: Documents No. 2

Hi all!!!

In this video I will show you where to find the second part of the documents for the quest The Forgotten Experiment

VK group:

Help in channel development:
(Anyone who donates, please write a DM in contact(), since I will make a memorial of honor in the VK group so that no one will be forgotten!!! Thank you all)

Sberbank (card) 4276 5000 1086 4856

YandexMoney 410012286217710

WebMoney R424585039563

Qiwi +79146662146

:) I express my deep gratitude to everyone for subscribing, liking, kind words and financial support!!! :)

Stalker "The Golden Ball or the adventures of Zhekan completion" Swag Snowden and the Evil Nerd

This video shows where the swag of Snowden and the Evil Nerd is located.

GOLDEN BALL. COMPLETION - How to repair an armored personnel carrier on the outskirts of the zone? Where can I find the Inspection Kit?

Hi all!!!

In this video I will tell you where to find components for repairing an armored personnel carrier on the outskirts of the zone and how to repair it.
He doesn't shoot!!!
You can only fix it by playing as military!!!
Only Prapor repairs!

Donate to the streamer:

VK group:

Help in channel development:
(Anyone who donates, please write a DM in contact(), since I will make a memorial of honor in the VK group so that no one will be forgotten!!! Thank you all)

Sberbank (card) 4276 5000 1086 4856

YandexMoney 410012286217710

WebMoney R424585039563

Qiwi +79146662146

:) I express my deep gratitude to everyone for subscribing, liking, kind words and financial support!!! :)

GOLDEN BALL. COMPLETION - Guide for beginners. How to split an artifact? Where to find an artifact Remote control

Hi all!!! (video for beginners)

In this video I'll tell you why you didn't have a task to search for an artifact (remote control) and what to do to make your console work on f5 --- decomposition of artifacts

VK group:

Help in channel development:
(Anyone who donates, please write a DM in contact(), since I will make a memorial of honor in the VK group so that no one will be forgotten!!! Thank you all)

Sberbank (card) 4276 5000 1086 4856

YandexMoney 410012286217710

WebMoney R424585039563

Qiwi +79146662146

:) I express my deep gratitude to everyone for subscribing, liking, kind words and financial support!!! :)

GOLDEN BALL. COMPLETION - How to get the death lamp? (Without using artifact splitting)

Hi all!!!

In this video I will show you how to get a death lamp without using artifact splitting.

Donate to the streamer:

VK group:

Help in channel development:
(Anyone who donates, please write a DM in contact(), since I will make a memorial of honor in the VK group so that no one will be forgotten!!! Thank you all)

Sberbank (card) 4276 5000 1086 4856

YandexMoney 410012286217710

WebMoney R424585039563

Qiwi +79146662146

:) I express my deep gratitude to everyone for subscribing, liking, kind words and financial support!!! :)

GOLDEN BALL. COMPLETION - Fire Chief's Key, how to open the break room

Hi all!!!

In this video I will tell you all about the security chief's key. Why is this key needed and what does it open?

Stalker "The Golden Ball or the Adventures of Zhekan completion" quest "Dirty Work" Part 1

In this video we will begin the quest Dirty Job

GOLDEN BALL. COMPLETION How to save Helmet from the night blindness anomaly

Hello everyone, in this video I will show you how to save a stalker (master key) Slap from the night blindness anomaly

Stalker "The Golden Ball or the adventures of Zhekan completion" how to get into the rest room

In this video I will show you how to get into the rest room, which is closed with bars.
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