AMK guide passing folk hodgepodge. Passage of the folk hodgepodge

About the plot
Narodnaya Solyanka is a modification where you need to keep a lot of details and information for various quests in your head. This article contains tips for quests that are included in the questline for "Finding the Ghost" (Guide base: a185. Added: Admin (Spaa-team))

Quest line start:

Walkthrough guide: 1. Talk to Kruglov, to decrypt the diary he needs a working computer.
2. Talk to Arkhara, he must know where to find him.
3. Find the system unit in X-18 and bring it to Kruglov.
Where to find a system unit

The system manager is in the room where we took the documents

4.After that, Kruglov sends the GG to Yakut
(further branch will work after completing the branch on Fang and disabling the Burner)
5. We come to Yakut and ask where to find the Ghost and he sends the GG to the Agroprom dungeon.
6. In the basements of Agroprom we go to the shooter's stalk, along the way a message comes from the Ghost, he is waiting for us on the Radar
Where to find the Ghost on the Radar

The ghost sits in the forest on the Radar, where the stalkers' parking lot is located

7. The Ghost sends the GG to the Owl in the Swamps in order to repulse the Tusk flash drive from the Avengers, but the Tusk does not appear in this place, we take the documents from one of the avengers.
16. Owl will be killed in a shootout, we search him, we search his corpse and get a tip on his cache in the X-10
Where to find Sych's cache

In X10. The last room in front of the burner console

17. Visit the Ghost again, get the task to kill the Tusk on the Cordon, and bring his documents.
18. We go to the cordon and take out the Checkpoint, together with all the military and the Avengers, we take the PDA.
19. We report to the Ghost.

Attention!!!
Further quests are required to complete the plot of the hodgepodge. They become available only after the meeting of scientists in X10.
Corresponding quest line:

20. We take the task from the Ghost on the passage Sarcophagus-X10
21. We go to the Bar, we talk with Freeman about the transition, he sends to the Hollow to the Mercenaries
22. In the hollow we find mercenaries, we kill, we find documents from one of the mercenaries, we carry them to Freeman
23. We go to the Ghost, we get a task to find 2 gold slices
Where to find Gold Chunks

Search for the missing expedition


1. Search the corpse of the special forces officer Andrey, near the viaduct on the Cordon. (viaduct is a tunnel under the road from the village of novices to the bridge)
2. We find the bandit who stole the special forces' PDA, this is a "simulator" sending an SOS signal, at the Dump, but he has no PDA.
3. We are looking for the bandit who stole the PDA, this is Fraer. The same bandit has the assault abakan Broma (drunk Dolgovets from Bar). Bromine puts a tag in the PDA in place of Fraer's initial appearance in the Dark Valley. But Fraer travels from this place through the Garbage in the direction of Agroprom and its dungeons. We'll have to look exactly where he will be.
4. At Prapor at the Dump, for 10 scientific first-aid kits, we learn that the Barman's people will be able to repair the PDA.
5. The bartender asks for the repair of the Tears of Fire artifact.
6. We bring and find out that the Bartender's People have completely broken the PDA, the branch seems to be lost.
7. During the execution of Lukash's quest, according to the traitor Pavlik, we kill his "contact" Aru, and in his PDA we find information about the missing expedition.
8. In the Wild Territory, at the very transition to Yantar, we find the Sivoy group, from his PDA we learn that Sakharov knows about the expedition.
9. Sakharov will want to talk to us only after completing the Fang branch and disabling the Burner.
10. On a tip from Sakharov, we need to go X-10, but we have already been there, there is no expedition there, but Sakharov insisted, go and check.
11. And indeed we find two dead and one barely alive Ecologist, who asks to end his suffering and finish him off.
Gritting our hearts, we do it.
12. We tell about what happened to the Ghost. He suggests that there is another way out of the X-10, but where?
13. We talk with Freeman, in the Papers of the mercenary Jameson, he found a mention of the operation to capture the Monolith.
14. At the Dump we deal with the group of Tomaz, and we take away the Capture Plan.
15. From the Plan we learn about the path from X-10 to the Sarcophagus and back.
16. We go to the Ghost, if you found the missing expedition and exit from the X-10 to the Sarcophagus, we get the task to bring 10 Golden Chunks of meat from the Chernobyl-2 location.
17. We bring Lomti to the Ghost, and as a reward we receive information about the transition from the Sarcophagus to Chernobyl-2.
18. We receive the task to find 3 parts of the diary at ChNPP-2.
19. We bring the docks to the Ghost.

Quest for Arkhara's laptop:

1. Talk to Dan (in the early versions he was in Cordon, later he moved to the Swamps).
2. We go to Agroprom (it is necessary to steal documents from the main task of the Stalker)
3. We speak with Zakhar (Bar) (along the way, you can take a quest to protect Dan's group)
4. We speak with Dan, he talks about the unusual activity of the Military at the Agroprom.
we receive a task to steal a parcel from the military at Agroprom.
(I usually put off talking about hitting and showdown with the Avengers group until I am well equipped)
5. We meet at Agroprom with Arkhara and his group, storm Agroprom, pick up the package.
6. We do not know what it is and why, we just attribute it to Dan.
7. Again we talk with Arkhara, we get the task, bring his notebook.
8. We go down into the Agroprom dungeon, find the corpse of Arkhara's friend and take the notebook.
9. We give the notebook to Arkhara, and we get the task to bring Arkhara's laptop, he also asks to visit Dan.
10. We speak with Dan and get the task for the Scientist's flash drive from X-18.
11. We bring and receive a customized psi-helmet, identical to that given by Sakharov.
12. On occasion or immediately go to the Radar and find Arkhara's laptop.
13. We bring the laptop to the Army Warehouses in Yakut.

The search for the Ghost and the Fang killers begins


0. Oddly enough, everything begins with the Freeman Pistol, we find and bring it.
1. Let's talk with Freeman and get the task to take Freeman's case from the mercenary Damson.
2. We find Jameson in the Wild Territory, he does not want to speak well, we "bring down" himself and his group, take the case, take it to Freeman.
3. We receive a task from Sakharov on the Ghost's PDA and bring it.
4. We speak with Kruglov (Semenov) about the Ghost, he asks to find the Ghost's Diary.
5. We find the diary (at Agroprom), we bring it to Kruglov
6. We speak with the Bartender, in exchange for information he asks to bring him Sibion, we bring it.

Find the Fang Assassins:

7. Let's talk with Voronin. He asks for the Psycho USB stick.
8. We go to the Psycho, who "lives" in the swamp at the Army Warehouses, we take the USB flash drive, we refer Voronin.
(Svobodovets Max asks to bring the same flash drive, you can also agree to this, just then do not forget to buy the flash drive from Max)
(one more thing, it is very active in the Swamp, and the living creatures often end the psycho before us, and his corpse can easily disappear, therefore, it will not be superfluous to deal with the psycho and remove the flash drive from him when you first visit the AU, without waiting for the quests for him)
9. We speak with the Informant in the Bar, for further progress we need the Tyrant's information.
10. We speak with Dan and take away from him the Tyrant's PDA.
(so that during a conversation Dan does not become an enemy, it helps to first ask him to repair something)
11. We bring the PDA to the Informant and ask him about the mercenary Le Havre.
12. We speak with Le Havre (AC), we learn that Freedom contacts the Mercenaries through Le Havre.
13. We speak with Le Havre, he asks to Fill the mercenary Bolt and bring his PDA.
14. We talk with Le Havre again and get the task to bring the docks from the corpse of the Monolith in X-10.
15. During a visit to X-10, we find the body of this guy, the papers are really with him, we take and bring them to Gavre.
15. We speak with Yakut, he suspects of a conspiracy, and sends to Freeman.
16. Talk to Freeman, learn about the meeting of the Mercenaries in the TD.
17. We take out the Blend detachment to the TD and bring the USB flash drive to Freeman. In the version of Solyanka from 08/14/2010, there was an alternative opportunity to peacefully "disperse" with Blend himself. And the detachment moved to another place.
18. We speak with Le Havre. Le Havre is offended at us for the Blend, poisoning and robbing GG to the skin.
(it will not be superfluous to go to Le Havre light, I usually throw everything off, in a hole in the hatch at the edge of the minefield, to the left of the entrance to the Freedom Base)
19. We speak with Le Havre again, he becomes an enemy, and with a clear conscience we bring down him and all his companions.
20. We speak with Yakut, he saw how the Box was dragged from the Freedom base to the outpost.
21. We carry out the outpost of the Mercenaries and we take away the box.
22. We bring the box to Yakut and get something from our swag, which Le Havre removed from the poisoned GG.

Finding the Ghost:

7. Talk to Kruglov, to decrypt the diary he needs a working computer.
8. Talk to Arkhara, he must know where to find him.
9. Find the system unit in X-18 and bring it to Kruglov.
10.After that, Kruglov sends the GG to Yakut
(further branch will work after completing the branch on Fang and disabling the Burner)
11. SMS comes from the Ghost
12. We come to Yakut and ask where to find the Ghost and he sends the GG to the Agroprom dungeon.
13. In the basements of the Agroprom we come across an Ambush, but they were obviously not waiting for us.
14. Again to Yakut he sends GG to the Radar. Find the Ghost here!
15. The Ghost sends the GG to the Owl on DT in order to repulse the Beast's flash drive from the Avengers. Starting from Solyanka on 08/14/2010, the Avengers and Owl moved to the Swamps.
16. Along the way, if the Owl is killed, we search his corpse and get a tip to his caches in X-10 from which we will find out who turned in the Ghost.
17. Visit the Ghost again, get the task to kill the Beast, and bring his documents.
18. We go to the cordon and take out the Checkpoint, together with all the military and the Avengers, we take the documents of the Beast.
19. We report to the Ghost.

Clear Sky Quests:

The transition to the Swamps is given by the Fan after completing the quest to protect the camp from mercenaries (after leaving X18). The transition is displayed in the PDA and is located just south of the village of beginners

1. At the entrance to the Swamps, we find Dyak on the farm and he gives a task to rescue a friend from the captivity of bandits. We go along the road to the church, we clean out the bandits and find the captured Sakhati, we talk to him.
2. We return to the Sexton, report on the completion of the task, obtain information about the teleportation to the base of the Clear Sky.
3. We go to the base, we meet 3 characters who give us quests - Vasily, Kholod and the leader of Chistonebovtsev Sviblov.
4. Vasily's task is to find a healing ointment.
4.1. We go to the Kalmyk hut - the place is marked on the map with a circle. In the hut there is a backpack on the floor with a grenade in it. We take a grenade and it explodes (the GG should have very good explosion protection - arts + suit). The Kalmyk appears.
4.2. We speak with Kalmyk, we get the task to bring the container. The location of the container is marked on the map with a circle.
4.3. We go to the backpack, we take away the container. There is at least 1 passage in the teleport around the backpack, but very narrow (+ \\ - half a meter to the side and it does not work), you need to find the place of this passage. It looks like the location of the passage is set randomly. Show persistence in your searches, come from different directions.
4.4. We bring the container to Kalmyk, find out the rates for the exchange of ointment. We bring swag and get 3 necessary jars, refer to Vasily
4.5. We hand over the ointment to Vasily and get the opportunity to upgrade and repair some suits.

5. The task of Cold is simple - to mark a unique pseudo-giant at Agroprom. The location is marked on the map in the PDA. If there is no mark, then the pseudo-giant is running in a ravine northeast of the complex in which Adrenaline is located (from the entrance from the side of the landfill, immediately to the right along the fence).
5.1. We mark the pseudo-giant from the weapon of Cold and report on the completion of the task.

Sviblov's quests are key for the further passage of the plot, incl. to open passages to new locations (Limansk and beyond).
6. We speak with Sviblov, we receive the task to bring the brain of a unique controller. the controller's spawn location is marked on the map. We go, kill the controller and accompanying monsters, take the brain.
7. We hand over the brain to Sviblov and in return we get the opportunity to exchange parts of unique monsters for weapons.
8. We talk to Sviblov again. We get the task to steal RMB from the bandits. And the mark in the PDA for Kaschei. Without delay, it is necessary to go and talk with Kashchei, otherwise he may die fighting the bandits or disappear into anomalies.
9. We speak with Kashchei, we get a clarification on the assignment.
10. We go to the territory of the bandyuk and through the cistern we climb onto the roof, go downstairs and take the PKM from the backpack. Before taking RMB, the bandits should not see the GG, otherwise the quest will fail.
11. At the moment of picking up the PKM, hunters led by Den will spawn, help to fight off the bandits, now it is already possible to fight with the bandits. After the cleanup, you can talk to Den, but more on that later.
12. We hand over the PKM to Sviblov, we get a new task - to control the Freebie deal. The quest is not critical for passing, you can not complete it and do not take it from Sviblov. The main reward is a swag, removed from killed mercenaries.
13. We go to the Cordon to the factory where the hunters with Den used to be (in the PDA tasks there is a typo that the Freebie will supposedly be on the farm).

Quests of the Cat or the search for the Black Doctor:


1. We speak with Den, we get the task to talk to the Cat and the mark on him in the PDA.
2. We go to the Cat, we say, we accompany him to the burnt-out farm. Right behind the Cat in the ruins in the center of increased radiation lies a corpse, which must be reached. The GG should have very good radiation protection.
3. We search the corpse of the monolith, take the card and give it to the Cat.
4. We accompany the Cat to the fence of the Chistonebovtsev base, actively cleaning the animals around, if the Cat suddenly stops. We go to the bar to the Cold, we speak with the Cat. We get the task to find the right person.
5. We talk to everyone in a row at the base, we find a Persian in a house with apparatuses next to the house where Sviblov stands, my name was Misha Los), we say. We get the task to bring the TV.
6. We go to the Cordon, near Akim we take away the TV set, give it to Elk. In return, we get information about the possible locations of the monoliths (marked on the map with circles).
7. We ransack the places of possible location of the Monoliths, find them, destroy them, take away the notebook.
8. We give the notebook to Kot, we agree on a subsequent meeting in Bar.
9. In reality, the Cat can appear in 2 places - directly in the Bar or at the AU in the parking lot of stalkers between the Freedom base and the village of bloodsuckers. What are the reasons and the dependence of the place of appearance - I know. We get the task from the Cat to bring the medicine from Kalmyk
10. We go to the Kalmyk, he needs the ingredients - we collect, we bring. We are waiting for the allotted time, taking the medicine.
11. We give the medicine to the Cat, we get the task to take the "tongue". We go to Agromprom.
12. To the south of the western complex we find the monoliths and free Chuk and Gek from their captivity. We speak with any of the sweet couple, we accompany both to the central complex. I recommend that you clear the territory along the route in advance - otherwise, these young creatures, worse than Kruglov, rush to fight everything that moves and they cannot be brought.
13. On the territory of the central complex we speak with Chuk or Gek, get valuable information, go to the Cat.
14. We share information with the Cat, learn about Rabinovich and get the task to go to the Curmudgeon, let's go.
15. From the Curmudgeon we get information that we need a Modest one.
16. In the village of bloodsuckers we find the Joker, talk, drink 3 bottles and get information about the Modest.
17. We go deep into the village, we find Modest wounded, we treat, we say, we get information about Rabinovich.
18. We go to Pripyat, we find Rabinovich in the house with the Deli near the hotel. I recommend saving before talking with Rabinovich.
19. We say, we get information about the "Black Doctor", we return to the Cat.
20. We report to the Cat, we get the task to talk to Zakhar.
21. We speak with Zakhar, we receive the task to take alive Brother Louis.
22. We go to the Swamps, the base of the avengers in the northeast of the location near the northern exit to the Cordon. We clear the guards without touching Brother Louis, we talk to him, we get information about the Frenchman.
23. At the Freedom base, we find the corpse of the Frenchman, take it to the PDA, hand it over to Zakhara.
24. We receive the task to find the Fang and go to perform a series of quests "Search for the box and the safe of the mysterious stalker", "Continuing the search for the mysterious stalker", "Meeting with the Fang ...".
25. After completing all the quests of the Fang, we go to Limansk, in one of the buildings we find a group of svobodovtsy led by Borman. We receive from Bormann the task to destroy the sniper.
26. We go to the construction site, we clean up all the unwrites, we destroy the sniper. An SMS comes from Sviblov about the need for a meeting.
27. We go to Bormann and hand over the task.
27. (a) An optional task for the plot from Bormann is to find a silencer and take it to the Curmudgeon. We go to the construction site, we find the muffler in one of the containers to the left of the construction site. For reference, the muffler can be stolen by the NPCs without you, so I do not recommend leaving the location before finding it and also ransacking all the corpses if you do not find the muffler in the containers.
We take the muffler to the Curmudgeon, wait 5 hours, pick it up, return it to the construction site and hand over the task to Bormann.
28. We go to Sviblov, we get the task to find a courier on the Radar.
29. On the Radar we find a courier next to the Ghost. It is recommended to stock up on medications and arts to restore health - they will be very useful.
30. We take the suitcase from the courier and carry it to Sakharov, despite all the calls for the task in the PDA "Return to Sviblov". Advice - teleports from Kostya in the game were not invented in vain and they help very well in this situation.
31. We hand over the suitcase to Sakharov. Before giving back, I recommend to eat tightly, because then we sleep for a long time. We speak with Sakharov and return to Sviblov.
32. We report on the completion of the task, we get a deactivator of teleports.
33. We go to Limansk, deactivate the teleport at the construction site, go north and go to the Hospital.
34. Not far from the entrance we find the Cat and the escort group. Together we make our way into the depths of the Hospital. Those who played in CHN can easily find their way.
35. At the northern exit from the hospital, we meet with the Black Doctor, communicate and learn new information. At the exit from the Hospital, you can talk to the Cat (optional).

Search for the box and safe of a mysterious stalker


Attention! Not all quests are displayed in the active tasks of the PDA, so it is necessary to remember the dialogues, issued tasks, codes, etc.
The key character of the branch is the Miner. To get the transition to the Cave, you need to take a quest to find the treasure in the Bar from Bald. Well, the Miner will definitely ask the GG to carry out a small assignment - to bring the Book from the Forgotten Forest. Don't be lazy - bring it.

1. We speak with the Miner, we receive the task - to save the escaped "prodigal son" (Fima Ugol) and bring the sentry's notebook.
2. In the Labyrinth, on the upper tier of passages in the large hall, we take the notebook from the guard, save the fugitive and receive from him, in gratitude, the transition from the Labyrinth to the Cave.
If in a shootout the Monolithians suddenly kill Fima Coal, we don't get upset, the main thing is that the Tagged One saved him and the quest will be counted.
3. We bring a notebook to Shakhter and observe the return of the prodigal son (even if he was killed by the Monolithians before). As a reward, we receive a recipe for a new Art, Rattle.
4. On the advice of the Miner, we talk with Fima and learn from him about the mysterious box and safe, the transition from the Labyrinth to Amber, and the need to communicate with Adrenaline. For the opportunity to learn about another transition, Fima asks to bring first-aid kits, bandages, "Soul" and soap.
5. We speak with Adrenaline, we get the task to bring the Box and the safe from the Labyrinth. At the same time, we get a transition to the Labyrinth from Amber.
6. We bring Fima a swag and he talks about the transition from the Labyrinth to a new location, the transition itself does not give, until early (later the transition will be given by the Miner).
7. In the Labyrinth we find the Box, in it - a note with interesting and useful information (codes for 2 doors). We bring the box to Adrenaline, tell us about the meeting with the immortal Shadow of the Monolith. We will find out that we need to talk to the Miner. (how to find the Box, you can find out in the answers to "Other questions", in the "Labyrinth" section)
8. We speak with the Miner, he talks about the need to join the Monolith and sends him to Sidorovich.
9. We speak with Sidorovich, we get the next task to search for repair kits and the Monolith amulet.
10. We go to the Labyrinth, on the way to the Labyrinth we try to keep as far as possible from neutrals and former friends! In the Labyrinth we find the Shadow of the Monolith and find out the 3rd missing code from the door to the Monolith bunker. In order for him to speak, it is necessary to bring him "Plasma Caterpillar" and "Rattle". We take away the safe and repair kits in the bunker. The repair kits can be picked up by one of the monoliths in the bunker - do not forget to bargain with them.
11. We go to Sidorovich, we return repair kits and the Monolith amulet.
12. We go to the Miner and give the safe. We get the transition to a new location, Undiscovered Land.

Continuing the search for the mysterious stalker:

This storyline will be available after completing the quests to find the Fang killers.
Once again, I strongly recommend that you do not replay carefully and read all the dialogues to the end, no one will repeat anything.
If you have multiple sclerosis, take screenshots of the dialogues. Go.

1. Take the safe, go to the upper level of the Labyrinth, find the transition point to the Unexplored Earth (NZ) and go there. The transition is at the uppermost level of the large hall, almost mirrored from the transition through which the GG enters the Labyrinth.
2. We speak with the Astrologer, we learn about some local residents.
3. We meet the Hermit, he talks about several more. We receive a bag with medicines for the Gynecologist.
4. We meet the Gynecologist, give the Bag and Safe.
5. We speak with Cyclops, from his poems we learn about the location of the Medicines. We learn about the transition point Dump -\u003e NZ.
6. We go to the Cordon and take away the Medicines.
7. We give the Medicines to the Cyclops or the Gynecologist, as appropriate.
8. We speak with Zhorka-Anomaly, he opened the first door, there was infa about Fang. But, to open the second door, he needs Batteries.
9. We speak with the Old Man at the entrance to the Cave. He talks about the Fire Cave (OP), about the fact that he saw the required batteries there, and asks, if they come across, to find the hours lost there.
10. Again we talk with the Hermit, he knows about the OP and knows some of its "inhabitants".
11. There are two entrances to the OP, both are visible, but not very well. At one entrance we find the Pilgrim and talk to him. He promises to help, both with batteries and with a clock, if we bring the Razor Razor from his stash. Now the Avengers are parked there, and he himself cannot go.
12. A simple stealth mission, we find the abandoned Pilgrim's backpack and take everything from there. If at least one Avenger dies while you report on the mission, the mission will fail.
13. We return the Machine, we receive the Clock.
14. We give back the Clock, and learn from the transition points АС -\u003e НЗ, ТД -\u003e НЗ.
15. Again we go to Pilgrim, he has already shaved and gladly gives us the Batteries. An SMS comes from the Hermit, asks to enter, there is information.
16. We speak with the Hermit. We find out that Adrenaline was looking for us, information about the owner of the Safe appeared. Says Adrenaline needs a new anomaly detector. Vitya-Hologram can help with the Detector.
17. We carry the Batteries to Jorke, for one we speak with Vitya. He asks to bring two Elite Detectors and a Plasma Caterpillar. SMS comes from Adrenaline, people came for the box.
18. We go to Yantar and buy detectors from Sakharov. That's the trouble with detectors! Well, if you play with ranks, then you should already have one. And the second one should appear on sale from Sakharov, with the same frequency as Bioradar, but personally I have never seen this device on sale. If someone bought without editing the configs, unsubscribe. It is very possible that in the future this matter will be corrected, but for now, I had to edit the Sakharov's trade config.
19. We bring Vitya two elite detectors and a plasma caterpillar, in response he sends us to Cyclops, who knows where to look for a cache with Viti's Detectors. We listen to his next tip in poetic form.
20. We go to the Garbage dump, we find the cache, there Two detectors, we will just leave one for ourselves, a wonderful thing, he sees both the Invisible Jelly and the Arkhara Star, and of course, all the rest.
21. We come to Adrenaline, we return the Detector. We learn that two people came for the Box, one of them the Astrologer, the second Adrenaline did not consider, it is a worn suit, which means the owner has been trampling the Zone for a long time. We were looking for Safe and GG. An SMS comes from the Gynecologist, the safe was opened.
22. We speak with the Gynecologist, in the Safe there was an old map of the territories near the Chernobyl nuclear power plant. The gynecologist asks to find information on the Perfuser. For nuances, as usual, we go to the Cyclops. Again we hear a tip in verse. The transition point to the Labyrinth appears.
23. We find in the Labyrinth a half-dead mercenary who is aware of Perfuser, and says where to look for a flask for him. The diskette with info is next to it. If, before that, you got to the Box through the teleport, you will find the mercenary quickly, he lies a little short of this teleport. We select a floppy disk, we treat the Mercenary.
24. We bring the diskette to the Gynecologist, and find out that we really need the flasks. In addition, we need Reagents, they can be asked from the leader of the snipers, here on the NZ, that's just how to get close to them, they shoot at everything that moves. We leave for the next portion of poetry to the Cyclops. We receive an SMS from an unknown stalker, the owner of the card, he does not mind that the GG made a copy, but the original will have to be returned through the Astrologer.
25. We go to the Army Warehouses, we find the required place, we select the Flasks.
26. We return, we give the Flasks to the Gynecologist. To build the installation, he asks to find Power supplies and a control chip from Exa Svoboda. In addition, we give the Fang cards to the Gynecologist so that he can make copies.
27. We go to the place of the fall of the meteorite, we find the deactivator of teleports, we get into the cave through one of the entrances. (We find the deactivator of the second teleport already in the cave. Another tip, it's pretty hot at the entrance, it won't hurt to hang artifacts from the heat.
28. We find the Pilgrim in the cave, he helps to find an approach to the Mercenaries. We rummage around the cave, find the power supply unit and boards.
29. We go to the Chimera, the leader of the Avengers on NZ. He has a small request to fill up a competitor - Sidorovich and bring his head as proof ...
- a small note, between paragraphs 28-29 you need to do without intermediate saves / restores, otherwise the Avengers will become enemies
30. Found in the Cave ingredients for the installation, we refer to the Gynecologist. We take away the original and a copy of the Fang card. We inform the Gynecologist that Sidorovich's head is needed for success. Shura suggests giving the Avengers a stuffed animal, and Owl, the commander of the Hunters, can help us with this, they also live nearby.
31. The owl agrees to help, but for work you need a Controller, just the right one was filled up on the Radar, you have to run to pick it up.
32. We run we select. We bring the owl.
33. For work, he asks for 10 Chimera Claws +100 tr. We collect, bring, select the head of "Sidorovich".
34. We go to the Chimera, we return the head. He does not give us the reagents, but we find out that his eagles are training on the NZ, and later they will go in search of some lump's daughter, she disappeared here in the Zone. An SMS comes from Cyclops, there is a tip to the cache.
35. We listen to the next portion of poetic revelations and stomp on a tip. In the nychera we take away flasks with reagents.
36. We carry the found to the Gynecologist. Admiring the charged Perfuser. We receive SMS from Fang, he wants to meet.
37. We speak with Cyclops and get the last tip.
38. Come on, take everything from the cache as a bonus.

Fang's Quests (Warlab, Red Forest):

This storyline begins immediately after collecting the perfuser for the patients of the Gynecologist's hospital.
Important! Before talking with Lukash on item 6 (about the seal of the mercenary), you need to complete as many tasks as possible for Lukash and the Curmudgeon, so that all Svobodovtsy become friends ("turn green" in the PDA). It is highly discouraged to even accidentally kill the Svobodites. Otherwise, during the execution of Panther's quests, part of Freedom will become enemies and it will be almost impossible to correct the situation.
In addition, each time you enter the AU, check if there are monsters that attack Svobodovtsy at the barrier. This process continuously lowers the reputation of the Marked with freedom and this greatly affects the possibility of "blushing" Svoboda after the tasks of the Panther.

1. We receive SMS from Fang (p. 36 from the "Continuing the search for the mysterious stalker" branch), go through the upper entrance (through the swamp) into the fire cave.
2. We speak with the Fang, we get the task to scout a new territory (military laboratory or Varlab), we get the transition from Radar to Varlab and from Varlab to X16.
3. We go to the Radar, there is a passage behind the door with a coded lock. Syak gives the code from the castle after you bring him the tools from Sidorovich. We find ourselves in Varlab for a sharp showdown between the monoliths and mercenaries. You can just quietly stand at the entrance for 10-15 minutes, until the enemies destroy most of each other.
4. We find the corpse of the mercenary Bonecrusher in the billiard room, we take away the mercenary's notebook from it. Not far from the corpse, we receive SMS from Fang.
5. We go to the AS to Fang, he is on the farm, where Dolgovtsy were based before, we talk with Fang, we get the task to get into the trust of the mercenaries, in which Lukash will help us.
6. We speak with Lukash, learn about the signet and the Spider.
7. We go to the Radar, kill the Spider near the exit to the Dark Valley, take the signet and become a mercenary. During further movements, we try to avoid contact with any groupings, especially with former neutrals and friends - after killing them, you may find yourself in a hopeless situation.
8. We go to Varlab, find the Panther in the billiard room, talk to her and get the task to find the radio for a while, we find it in one of the backpacks. I met 3 backpacks in total - in the elevator shaft upstairs, on the "central" platform at the entrance to the room with green metal lockers and in the hole under the flight of stairs in the room, which is located directly opposite the entrance stairs on the level below. I had a radio in my last backpack. We return the radio, we find out that the big guy wants to talk to us.
9. We speak with Dembel, we get the task to pick up a stuffed dog from Lukash's headquarters. We get the coordinates of the transition from Varlab to the AS.
10. We speak with the Panther, we get the task to intercept the messenger on the Cordon and take the disk. In the PDA we see a photo of the place we need to get to. We carefully get to Cordon. I recommend having a teleport from Sakharov with you in order to immediately teleport to the Cordon. We climb to the upper structures of the bridge, we reach the edge of the torn truss, we get the Panther's SMS that we are in place, a messenger (Sergeant Kostylnoga) should appear, take the disk from him.

11. We leave with the Panther to the side and get the task to bring a backpack from Lukash's headquarters. We get the exu-invisibility.
12. We go to the AU, find a backpack in the weapon room of Freedom and take from it a prototype of an armored vehicle (we don't try it on ourselves so as not to damage it!), On the 2nd floor we find a stuffed dog, we also take it.
13. We go to Varlab, we give the stuffed animal to Dembel and the armored man to the Panther, the boss of the mercenaries wants to talk with the Bullseye.
14. We talk to the boss and understand that the showdown with Le Havre was childish, but there is a big plus - the Bullseye is now being helped by 3 immortal characters. We help the Panther and her guards to clear the Varlab from the mercenaries.
15. We speak with the Panther and with Dembel, we receive information and a reward for helping the Panther.
16. We go to the Fang in the Bar, share information. Fang sends to Lukash. At the same time, we can get, transitions to Krasny Les and Limansk, as well as the task to pick up documents in Krasny Les.
17. We go to Lukash and give the seal of the mercenaries.

18. We speak with Lukash, we receive the task to accompany the Svobodists. SMS comes from Panther.
19. We speak with Vitamin, make an appointment on the Radar.
20. We go to the Radar, if we haven't cleaned the Radar for a long time, then I recommend cleaning the route to Varlab from extra teeth and trunks. After that, we talk to Vitamin (the group is still standing at the entrance to the loka), we accompany the group to a hole in the mesh fence, again we talk with Vitamin and go to Varlab. It is important - it is enough to bring only Vitamin to Varlab alive.
21. If there is no ardent desire to fight the dogs, we calmly wait until the Svoboda activists clean up Varlab and Vitamin comes to the billiard room.
22. We speak with Vitamin, the blocking teleport is turned off and we get a reward - a gold bar of a free man. We receive SMS from Cyclops - we do not react yet.
23. In the right elevator shaft we go up the stairs to the secret part of Varlab, talk to the Lazy. Let's find out about the chief scientist.
24. We find Klenov, speak and get a lot of interesting information, we get the task to bring the Hologram to Varlab.
25. We go to the NZ, we speak with the Cyclops, we get another tip on the cache.
26. We speak with the Hologram, we accompany him to the transition to the AU.
27. We go to Varlab, talk to Klenov, get the task to bring art and cobblestones.
28. Go to the Cave and take the Heart of the Poltergeist from the Miner. The miner gives the art only after meeting with the Doctor in Pripyat, receiving the Doctor's task to take the medallion to the Miner. Also, the miner will ask for flashlights - where and how to find all this is described in other sections of the Guide.
Where to look for 10 cobblestones - everyone decides for himself. They periodically spawn in the Cave, some of your art will turn into boulders when you first enter the Radar, etc.
29. We go to Klenov, we return the art.
30. If you have not received the transitions and the task from paragraph 17 of the description - we get it, go to the Red Forest. Near the transition we meet a group led by Shadowman and help him complete 2 tasks - free the bridge and fight off a flock of monsters.
31. The location of the hunters is marked on the map in the PDA, we find the "senior" hunter (who has a dialogue) and get the task to return the stolen backpack.
32. We go to the Swamps to the Cold, we say, we get information about the location of the thief, we go on a tip and find a captured thief.
33. We agree with the captors of Mitka about the ransom, we talk with Mitka, we take the backpack, we carry it to the hunters in the Red Forest.
34. We return the backpack, get a tip on the location of the backpack with documents. We fight off monsters, we find a backpack, we take away documents, we carry it to the Fang.
35. Fang gives a new task - to find and save Denis. We go to the Red Forest in the mine, we clean up the monsters, we find and save Denis, we accompany the stalkers to the parking lot, we return to the Fang.
36. We hand over the assignment and find out that the Astrologer was looking for us.

Continuation of Fang's quests in the Old Village:

To begin with, I will note that there is a small glitch in the dialogues - after completing Varlab's quests and bringing artifacts to Klenov, the GG says that I need to go to Cordon - don't believe it, it's not. The storyline for the quests of the Old Village begins only after the completion of the previously described quests of the Fang.

1. After rescuing Denis in the Red Forest, we go to the Fang, report on salvation and receive from him the task to go to Kodon to talk to the Astrologer. Let's go talk. In the last dialogue, it is written that the GG must go to Sidorovich.
2. We go in the direction of Sidorovich, an SMS comes from Fang about the need to save Pilgrim and the transition from Pripyat to the Old Village opens. We immediately forget about Sidorovich and move towards Pripyat.
3. We go to the Old village, at the entrance we speak with the Pilgrim. The exit from the trap is blocked.
4. We are waiting for the approach of a group of stalkers who disable the transition. Their eldest is Kolmogor, we speak and get the task to clean up the soldier at the store.
5. We go to the store, we clean the soldier, we speak with Kolmogor - we get a new task - to capture the headquarters.
6. Let's go, seize the headquarters, SMS comes from the Panther. We report to Kolmogor, we receive the task to survey the village.
7. We speak with the Pilgrim, walk around the village, receive SMS from Kolmogor, return.
8. We speak with Kolmogor, we receive the task to find the Panther and the coordinates of the transition to Limansk. We go to the transition, an SMS comes from the Panther and a mark appears on the map in the PDA.
9. We go to the Swamps to the Panther. For those who did not have a mark - Panther on the southern tip of the peninsula, near which there is a farm of controllers (where the red brain was mined for Sviblov).
When approaching the Panther, an SMS comes from Fang about the approximate coordinates of the transition to the Old Village and a mark appears in the PDA.
10. Talk to the Panther, go north from her and find the Swamp Expert in the center of the circle with a mark in the PDA.
11. We speak with the Expert, we get the task to bring the zombie embryos and clean the farm.
We go, we clean, we find backpacks and embryos.

12. We return to the Connoisseur, we say, we go to the Panther, we bring her to the Connoisseur. Talk to the Expert again.
13. We go after the Expert. When it stops, we speak and we get a mark of the transition from the Swamps to the Old Village, go to the transition.
14. We take the Panther to Kolmogor, from which we receive the task to protect the village.
15. We heroically defend, so that the life of GG does not seem like honey, during the execution of this task a new SMS comes from Kolmogor with the demand to clear out the other part of the village alone.
16. GG is no stranger - we go to the low-lying part of the village, we clean up the warrior, a joyful SMS comes from Kolmogor, we return.
17. We report to Kolmogor, an SMS comes from Klenov with a request to come. We speak with Pilgrim, after which we leave for Varlab.
According to the logic of the plot, the further part should work only after completing the Cat's quests and meeting the Black Doctor, but it turns out that it works like that.
18. In Varlaba, we receive several SMS in a row, which will be interesting for the development of the plot in the final addition of Solyanka. We go to Klenov, we get the task to find the psi-antenna. We are moving to Cordon.
19. My label on the antenna in the PDA was not displayed - the antenna we need on the truck, from which the GG fell out at the beginning of the game.
Advice - do not rush to immediately pick up the antenna - when you approach it, an honor guard and a committee for a ceremonial meeting appear. As a true humble warrior of Good, my GG did not wait for fanfare and pomp - he quickly ran next to the truck and dealt with the honor guard and the red carpet committee from afar, from a sniper rifle.
We take away the antenna, we carry Klenova.
20. We return the antenna to Klenov.
21. We go to the Pilgrim, talk to him and the next storyline begins.

Generators or the elusive astrologer:

The storyline begins after the last communication with the Pilgrim in the Old Village.
Attention! Before going to the Generators, be sure to complete the Cat's quest line and go to Limansk and the Hospital, you must meet the Black Doctor.
1. There is an exchange of SMS with Fang, we find out that GG is needed at ChNPP1. Those who have not used the ChNPP2 - ChNPP1 transition, we go through this transition to find out where the GG needs to be. The transition is marked on the map in the PDA.
2. At ChNPP1 we meet the Ghost, we say, he leads us to the place of transition. When it stops, we say, a transition appears, we go to the Generators.
3. On the Generators, we again speak with the Ghost, he leads, how he stops - we say, GG needs to find the elder in the village. We go to the village (just south of the swamp).
4. Finding a senior is not a problem, talk to him, pay or complete the quest. The quest is actually not difficult - I advise you to complete it. All the tips in the dialogue with the Old Man. The main thing is to have time to run through the entire location. We report on the downed helicopter, find out about Fritz and get a transfer to the Hospital.
5. Fritz is easy to find, he lets GG to the prisoner, we talk to him, a helicopter arrives
6. We leave, we speak with the Black Doctor, the GG must find the Boatswain. We take the Doctor to the prisoner. Do not go into the basement yourself, let the Doctor go ahead - otherwise the Doctor and the prisoner will block the exit for the GG.
7. We go to the Ghost, we say, we get information about the Boatswain, we return to the Black Doctor and ask him for a helicopter. We listen to the advice and stock up on the necessary. We go to the helicopter, we fly to the Swamps.
8. We arrive, we move to the territory of the location (it is not difficult, the GG can jump even in that situation). We go to the dilapidated railway bridge and there we find the Boatswain. Those who played Clear Sky should know well both the passage and the cave in which the Boatswain sits. For those who haven't played, a hint - there is a hole in the barbed wire fence, not far from the bridge. We find the Boatswain, we say.
9. We leave the cave, we get the task to bring the Boatswain to the cemetery. He gets over the fence himself, talk to him, drive, protecting him from monsters.
10. At the cemetery from the pilot we get the task to clean up the bandits. We clean it up, put the Boatswain in a helicopter, sit down ourselves, fly back to the Generators.
11. We arrive, talk to the Boatswain, go to the Phantom and get the transition to Pripyat.
12. We go to Andersen, we say. The YG must find the joystick. There is a map in the PDA, a hint how and when to search - too. We find a joystick, while searching we look not only at our feet, there is a joystick after all!
13. We speak with Andersen, go to the Boatswain, hand him the joystick and accompany him to the border of the radiation zone. We are waiting for the Boatswain to turn off the antennas and leave the zone. We go to the Boatswain, talk to him.
14. We go to the Ghost, we say, a long exchange of SMS messages. We set off to storm the Base three of us, we admire the battle of helicopters, we clean up the Monoliths. We receive an SMS about the fleeing leader, jump into the hatch of the underground passage, and run after the leader.
15. Find the corpse of a panther, wait for the Black Doctor, talk to him, talk to the Ghost, go to the village.
16. Find the Boatswain, talk, drink, watch the video and listen to DDT. We wake up, go to the Ghost, get a note, in it - the code from the door. Active exchange of SMS.
17. Open the door to Varlab, find the teleport deactivator, go to the concrete road, find the corpse and take the dossier. Active exchange of SMS. We leave for the NZ.
18. We are looking for a secret cave. The task is actually not so difficult. Hint - a living person will be sitting in the cave. We do not climb into the cave - we go to the Fang in the headquarters in the Fire Cave, we say. Together with him we go back to the cave.
19. We climb into the cave, we find the Fly, we speak, we return to the Fang, we meet the Panther, we speak, we again return to the Fang, we speak.
20. We take Fly to the Hermit for the winter quarters. When brought - Fly should sit at the fire, and Fang - stand next to him.
21. We leave, we receive SMS from Fang. We return to the Fly, we say, we get the task to find the doll and its photograph. We speak with the Fang, we go to Varlab to Klenov.
22. We take the arts from Klenov, go to the Radar for the doll (in the house where one of the Cyclops' hiding places was). A "prediction" about an incomprehensible anomaly is being performed (hardcore players will get real pleasure). We carry the doll to Muha.
23. We speak with Fang, we go to Voronin, we speak. We go to the Bartender, there is an active exchange of SMS. We leave for ChNPP2 to search the helicopter. Whoever has passed Chernobyl NPP2 even once can easily find out where the necessary helicopter is located, but to get to it, the GG will need a Monolith teleport.
24. We make our way to the helicopter, we take away the recorder. There is an exchange of SMS, from which we understand that we still need to look for helicopters. Let's go to search.
25. The 2nd helicopter is very easy to find, it is clearly visible from the bottom (from the ground) and from above, any gamer ran past it repeatedly. Near it - clues where to look for the 3rd helicopter, which is more difficult to find and which the GG will not reach without a teleport.
26. Near the 3rd helicopter, we find a backpack, about which Fly spoke, we take away valuable things from it. We carry and give the recorder to Voronin, active SMS exchange.
27. We go to the Fly, show her the contents of the backpack and send it to the mainland, take a present from the military.
28. We speak with Fang, we read a terrible story in SMS, we run to a big swamp. We find the corpse of Fly (I took everything, just in case), we are treating the wounded lieutenant, we say. Exchange SMS, go to the cave in which we found Fly, we get the task to go to the Generators.
29. On the basis of the Generators we talk with Andersen, go to the substation, collect the noise generators, bring them, return them. After an active exchange of SMS, we are watching the negotiations.
30. We speak with Andersen, we go to the concrete and we clean the monoliths. We go to the generator field, when we reach the desired place, an SMS is exchanged, we meet the Panther, we say.
31. We go to Chernobyl NPP2 (the place is marked on the map), we speak with Fang, we go to the place indicated by him, we clean up the monoliths, an SMS comes from Fang demanding to return quickly.
32. We run as fast as we can, we observe the disaster of an armored personnel carrier and a helicopter, grieving for our deceased friend, we listen to Alexander Yakovlevich
33. We receive an invitation from the Black Doctor, go to the Hospital, the GG is allowed to enter the previously closed distant part of the Hospital.
34. We follow the communication of the heroes, after the invitation we go to the Black Doctor, we communicate with him, with the father of the panther, again with the Doctor and we get the freedom to choose the further development of the plot.

The true ending of the game looks like this:
35. In a dialogue with the Doctor, we choose that we will cook the Stone of Fortune ourselves, we get closer to the back wall of the closet and throw the Heart of the Poltergeist on the white circle - as usual, a flash occurs and new art is brewed very quickly, we select it.
36. We speak with the Doctor, we go to the Fly, we revive it, we go we speak with the Panther. She and her father are at the far end of the compartment, there is a passage further along the tunnel, we go there.
37. We find ourselves in an inaccessible part of the Agroprom in the company of our old friends.
Due to the large number of questions on the further development of events, I give a detailed sequence of actions after appearing on Agro for the correct development of the plot:

38. We stand and watch the show + for an active SMS-dialogue, until the participants of the show get away.
39. Arkhara appears, talk to him, he leaves. We are in no hurry to run anywhere until he leaves and another red SMS comes. Now we can turn to the gate - there we will see the character, having talked with whom we will understand what the authors will prepare for us in the next special stage.
40. We go to the teleport near the gate, we look at the last surprise from Arkhara and with a sense of accomplishment we go for a walk around the ZONE and finish what we did not finish before. Who has completed everything - goes to perform the cyclical quests of the key notes and wait for the next stage to appear.

False endings are very similar to the true one, with the exception of a couple of interesting points - which you yourself will find, everything is clear and understandable there. And with false endings, you won't make it any further.

Lightning quests and the search for an exit to the Dead City:

1. After talking with Fang, we leave for the Teleport. We fall on the pipe, look around, see another teleport, jump into it. We "get acquainted" with Lightning, exchange SMS messages, learn a lot of new things.
2. We figure out who could plant a bug in the PDA, go and deal with him. SMS exchange.
3. We go to the Management Bunker, we speak with Lightning.
! Tip: we need a first aid kit.
4. Move forward to Limansk, Find a house with a Teleport, find what is left of the Wanderer, raise the notebook, find another teleport to get out.
5. We meet with the Legend of the Zone, and Semetsky tells us how to quickly get to the Generators.
6. On a tip from the Ghost, we find the One-Legged Maximilian and talk to him. Do not forget to talk to the Ghost.
7. We come to the Sarcophagus, we are looking for a teleport, we go into it. We find a photographic gun, photograph the Monolith, select a photograph, and jump into the teleport.
8. The village. SMS exchange with the Ghost. We go to the Pilgrim, show the Photo and ask him to erase the numbers from him.
9. We are waiting, we go around the village, SMS comes from the Pilgrim, we take the Photo and go to the Generators.
10. We give the Photo to Maximilian, we get the Advanced Detector. Exchange SMS with Lightning and Fang.
11. Take Camouflage Exa and move to X-10. We are sitting in ambush. We wait.
! Advice: It will not be superfluous to shoot rats on the way to the hall with a switch and in the hall itself, so that the fighters of the Last Day clan would not be distracted by them.
! Tip: We keep the invisibility mode until Korn opens the code door.
12. We beat off Korn's radio operator from the Invisibles, talk to Korn and Fang, pick up a camera and instructions.
! Advice: It is necessary that during the showdown Korn does not suffer, if he runs away from the door, there may be problems with further passage.
! Tip: If possible, we do without intermediate saves, otherwise quest items may fall into textures. If this happened, we leave their X-10, for example, to the Sarcophagus and return, pick up everything that failed.
13. We go to Pripyat. In the Kindergarten, in Korn's cache, we find a lens and a closed safe. Messaging with Fang. We meet Korn and Fang and the transition from Radar and see off to the Kindergarten.
! Tip: It will be easier if mutants, zombies and monoliths are exterminated before we go to find Korn's cache, then it will be easier to lead him alive.
14. Korn opens the safe to find out about the missing document. We speak with the Fang, we mine the stairs, again we speak with the Fang, we repel the attack. We get a link to Arkhara's profile on AMK.
! Tip: Take the mines for mining on the floor in the backpack.
15. We leave for the Red Forest, we find the Forester. We eliminate the Sniper, we get a pistol from the Forester, and he collects a camera for us. On a tip from the Forester, we find a corpse, take everything we find, and then look for a transition to Varlab.
16. We speak with Klenov, we get three charges for the camera and an isomorph.
17. We go to X-16 taking pictures of the Brain. We leave, if we are lucky, in the tunnels we find and photograph the controller.
18. On the territory of the Plant we find Chernomor. We bring him Antizombin and escort him to the Stalker parking lot. We speak to him. On a tip we take away the Rifle and cartridges.
19. We go to Varlab, give Klenov a photo and a fotik.
20. We leave for Lightning. We speak. We throw all the found ismorphs into the teleport, in return we get various useful things.
21. We receive SMS from Panther. Lightning helps us move closer to Cordon.
22. At the Dump we meet Hog, help him solve the problem. In return, we learn about the cache of Invisibles. We take everything from there.
23. Go to Cordon, exchange SMS with Panther. We go to the Village of beginners, we speak with the Father of the Panther. We are trying to catch up with her. We are watching what is happening. We return with the Father of the Panther to the Village. We speak to him. SMS exchange with Chernomor. We speak with Klenov and he will teleport to us a Note and an infected Camera.
24. We leave for Amber, we speak with Chernomor.
25. We return to the Cordon, take the Snapshot and calculate the villain. We speak to him and hand him over to the Father of the Panther.
26. We leave for the base of freedom. Exchange of SMS with the Father of the Panther. We take a picture. We calculate the stranger and talk to him.
27. Take Camouflage Exa and move it to the Unexplored Land. We eavesdrop on the conversation, when the representative of the Last Day leaves, we talk with Maximilian and get a tip to the Secret at the Agroprom.
! Tip: Despite the fact that the PDA indicates the location of the cache in the Attic, you need to look for it in the trees, as indicated in the SMS.
28. We take away the contents of the Cache and move to Sakharov. Seeing what we brought him, Sakharov happily shares information about the spy teleport to the X-16.
29. We go to the Teleport, find ourselves in X-16, collect everything that we find, and act as written in the found papers.
30. Teleport to Amber, talk to Chernomor. SMS exchange with Lightning.
31. We come to Lightning, throw the found object into the portal, be sure to collect everything that will fly back. We say goodbye to Lightning. We are waiting for her to go to the portal, we get the task to find a teleport in Limansk.
32. We find a teleport in Limansk, activate it and watch the video. We are waiting for the next continuation.

The Last Day and the Dead City:

Important note
Attempting to load almost any save in the Dead City location resulted in game crashes. After restarting the game, the save is loaded and you can normally move on.
Arkhara wrote that he had such flights only after the murder of GG.

So, the previous description stopped at the place when the GG finds a portal in the basement in Limansk.
1. We go into the portal, we get from the defense system a not very happy message about the weapon. Reluctantly, we leave in the safe what we have acquired by overwork. We teleport to MG.

2. We meet the Spiteful, we get from him not happy news and a hint, we go to look for a stalker. The location is marked with a circle on the map.

3. Find the Perfumer, get another hint, go on looking for Stalkers. The location is marked with a circle on the map.

4. We find a farm and Tyumensky, we say, we get a task. We go to the camp of bandits, the position is marked with a circle on the map.

5. Find stalkers, talk to the Liquidator, go to clear the camp. After cleaning, we loot and collect swag according to the Tyumensky list (available in the PDA in the description of the task). If we are lucky, then we collect the whole set and get the task to take the stalkers back. And if we are not lucky, then we think about where to get the rest.

6. We lead the stalkers to Tyumensky, simultaneously cleaning up the monsters spawned on this occasion. Remembering Chuk and Gek. We hand over swag and live stalkers to Tyumensky.

7. We receive SMS from the Perfumer, go to the Black Farm to look for the controller. The Last Day fighters appear and an SMS from Norman arrives. You can fight with enemies or run away from them. We go to Norman.

8. Talk to Norman, learn a lot of interesting things. Exchange SMS with Fainting, we go to a meeting with him next to the camp that was recently cleared. Upon arrival at the place, the fuel truck receives a task from Norman to find the cache. We are waiting for Fainting.

9. We speak with Fainting, we get a chip to disable the outer perimeter of the city and a hint on how to use it correctly.

10. We go to the city according to Norman's drawing. On the way, we clear the passage for ourselves from the soldiers of the "Last Day". Don't forget about the Fainting tip about the timer.

11. In the attic, according to the drawing, we find the cache and the weapon we need, go to the sniper's place.
The weapon disappears from the hands - we are not nervous, it is so conceived, we wait a little and watch what is happening. When the weapon is back in hand, we bring down several fighters of The Last Day, be sure to bring down the head of security on a tip from Norman.

12. We leave the city, there is an active exchange of SMS with Fainting and Spiteful, we get the transition to the ATP, we run into it.

13. We deal with the "support group" at the ATP, we get the task from Norman to find the cache, we go to the Agroprom.

14. With the help of the positioner we go to the specified point by coordinates, teleport to the cache. We find the module in the cache, we get transitions to MG and back. SMS exchange with Norman.

15. We move to Limansk, take away the swag left there from the safe, at the same time on the way we carry out the instructions of Norman (if the safe does not have the necessary armor and weapons). On any of the provided passages we return to the Dead City.

16. We go to the Perfumer, he wakes up a passion for wandering and he leaves for his new place. We wait and track on the map when it stops, we go there, we speak. SMS exchange with Duda. We get a route how to enter the building.

17. After the dialogue between the Perfumer and Duda is over, we talk with the Perfumer again (this is important!), After which we go to a meeting with Duda. At the entrance, we speak with the guard (a complete analogy with the situation of the 1st visit to the Freedom base).

18. We find Dudu, we say. Whether to part with the amount voiced by Duda or not - everyone decides for himself. If you leave, the GG will have enough time to calmly find the Doctor, talk to him. If you don't part, you will have to run pretty much (a few seconds to find Doc and dialogue with him). But we will have to fight "The Last Day" in any case.

19. We speak with Dok, we send him to the Perfumer. We receive an SMS about disabling the protection system, a little later - an invitation from Lightning. We go to her meeting, we say, Lightning disappears.

20. We receive SMS from the Perfumer, we go to the headquarters to look for Spark's note, we find, the Perfumer appears, we say.

21. Follow the positioner to the point indicated by Iskra in the note, get into the sewer and through it - into the teleport to Zaton. After running around the empty backwater, we are waiting for the next expansion.

At the very beginning, the mod was called "People's Solyanka of Arkhara and Adrenaline". Later, many well-known modders "had a hand" in its creation and modifications. The main creator, and one might say so, is the “project manager” Arhara.

I will try to fully describe the passage of the main storylines, highlight, if possible, all the main troubles and answer the most frequently asked questions!

The main plot is left in place, and for a complete passage, we need to reach the second truth of the ending and cut out the O-Consciousness.

This is the main storyline of the original Stalker, and at first, the main driving force is the idea of \u200b\u200bfinding the Gunslinger. Let's figure out what can and should be done for this.

1. After you bring Nimble's flash drive and take the Special Assignment from him.
2. Make your way behind the embankment and answer the Fox's call for help. Treat him and ask about the Shooter.
3. Help Gray and his people at the Garbage Dump to fight off the bandits.
4. Save the Mole, he is the military, in response he will take you to the entrance to the dungeon and tell you about the cache. But don't forget to ask him a question about the Strelka.
5. -If any points 2 through 4 fail, there is a way to avoid replaying. Information about Strelka's cache is sold by an informant in the Bar.
6. According to the plan that the Mole gave you, get into the cache and find a USB flash drive there.
7. Do not forget to get out of the dungeon, in accordance with the task in the PDA, in other words, not through the hatch where you climbed.
8. Search the corpse of the Ghost's master key in X-16.
9. Meet the guide at the Cordon.
10. Talk to the Doctor in the Shooter's cache in the Agroprom dungeons.
11. Find the cache in Pripyat and pick up the Decoder.
12. Find a secret door in the Sarcophagus and open it.
13. Cut out O-Consciousness and get into freeplay.

Without completing these quests, the New Story cannot be completely completed!

Very important notes.

1. All storylines are traversed at the same time, sometimes to advance along one of the branches, some progress is required in passing another.
2. As Solyanka developed (its next versions were released), new characters were added, the roles of some of them changed, and the order of obtaining / completing some quests also changed. Therefore, the description may not coincide with the order of passage for different versions of Solyanka.

Well, if you haven't played before, you will find a fascinating detective story, with shooting investigations, ambushes, and unexpected turns. With God!

Quests of the New Plot.

They include several plots: the search for the missing expedition, the search for the Ghost, the search for the Fang Assassins, as well as several additional auxiliary quests.

Search for the missing expedition.

1. Search the corpse of the special forces officer Andrey, near the viaduct on the Cordon. (the viaduct is a tunnel under the road from the village of novices to the bridge)
2. We find the bandit who stole the special forces' PDA, this is a "simulator" sending an SOS signal, at the Dump, but he has no PDA.
3. We are looking for the bandit who stole the PDA, this is Fraer, whom Voronin gives the task to.
4. (with different passage, it can be found in the Dark Valley, at the Dump, at the Agroprom and in the Undergrounds of the Agroprom)
5. At Prapor at the Dump, for 10 scientific first-aid kits we learn that Barman's people will be able to repair the PDA.
6. The bartender asks for the repair of the Tears of Fire artifact.
7. We bring and find out that the Bartender's People broke the PDA completely, the branch seems to be lost.
8. During the execution of Lukash's quest, according to the traitor Pavlik, we kill his "contact" Aru, and in his PDA we find information about the missing expedition.
9. In the Wild Territory, at the very transition to Yantar, we find the group of Sivoy, from his PDA we learn that Sakharov knows about the expedition.
10. Sakharov will want to talk to us only after completing the Fang branch and disabling the Burner.
11. On a tip from Sakharov, we need to go X-10, but we have already been there, there is no expedition there, but Sakharov insisted, go and check.
12. And indeed we find two dead and one barely alive Ecologist, who asks to stop his suffering and finish him off.
13. Squeaking at the heart, do it.
14. We tell about the incident to the Ghost. He suggests that there is another way out of the X-10, but where?
15. We talk with Freeman, in the Papers of the mercenary Jameson, he found a mention of the operation to capture the Monolith.
16. At the Dump we deal with the group of Tomaz, and we take away the Capture Plan.
17. From the Plan we learn about the path from X-10 to the Sarcophagus and back.
18. We go to the Ghost, if you find the missing expedition and exit from the X-10 to the Sarcophagus, we get the task to bring 10 Golden Chunks of meat from the Chernobyl-2 location.
19. We bring Lomti to the Ghost, and as a reward we receive information about the transition from the Sarcophagus to Chernobyl-2.
20. We receive the task to find 3 parts of the diary at ChNPP-2.
21. We bring the docks to the Ghost.

Quest on a laptop from Arkhara.

1. Talk to Dan (in the early versions he was in Cordon, later he moved to the Swamps).
2. We go to Agroprom (it is necessary to steal documents from the main task of the Stalker)
3. We speak with Zakhar (Bar) (along the way, you can take a quest to protect Dan's group)
4. We speak with Dan, he talks about the unusual activity of the Military at the Agroprom.
1. we receive a task to steal a parcel from the military at Agroprom.
2. (I usually put off talking about hitting and showdown with the Avengers group until I am well equipped)
5. We meet at Agroprom with Arkhara and his group, we storm Agroprom, pick up the package.
6. We do not know what it is and why, we just attribute it to Dan.
7. Again we talk with Arkhara, we get the task, bring his notebook.
8. We go down into the Agroprom dungeon, find the corpse of Arkhara's friend and take the notebook.
9. We give the notebook to Arkhara, and we get the task to bring Arkhara's laptop, he also asks to visit Dan.
10. We speak with Dan and get the task for the Scientist flash drive from X-18.
11. We bring and receive a customized psi-helmet, identical to that given by Sakharov.
12. On occasion or immediately go to the Radar and find Arkhara's laptop.
13. We bring the laptop to the Army Warehouses in Yakut.

Search for the ghost and search for the fang killers.

1. Everything, oddly enough, begins with the Freeman Pistol, we find and bring it.
2. Let's talk with Freeman and get the task to take Freeman's case from the mercenary Damson.
3. We find Jameson in the Wild Territory, he does not want to speak well, we "bring down" himself and his group, take the case, take it to Freeman.
4. We get a task from Sakharov on the Ghost's PDA and bring it.
5. We speak with Kruglov (Semenov) about the Ghost, he asks to find the Ghost's Diary.
6. We find the diary (at Agroprom), we bring it to Kruglov
7. We speak to the Bartender, in exchange for information he asks to bring him Sibion, we bring it.

Search for the killers of the fang.

1. Let's talk with Voronin. He asks for a USB flash drive
2. We go to the Psycho, who "lives" in the swamp in the Army Warehouses, we take a flash drive, we refer Voronin.
3. (Svobodovets Max asks to bring the same flash drive, you can agree to this, just then don't forget to buy the flash drive from Max)
4. (one more thing, it is very active in the Swamp, and the living creatures often end the psycho before us, and his corpse can easily disappear, therefore, it will not be superfluous to deal with the psycho and remove the flash drive from him when you first visit the speaker, without waiting quests for it)
5. We speak with the Informant in the Bar, for further progress we need the Tyrant's information.
6. We speak with Dan and we take away Tyrant's PDA from him.
7. (so that during the conversation Dan does not become an enemy, it helps to first ask him to repair something)
8. We bring the PDA to the Informant and ask him about the mercenary Le Havre.
9. We speak with Le Havre (AC), we learn that Freedom contacts the Mercenaries through Le Havre.
10. We speak with Le Havre, he asks to Fill the mercenary Bolt and bring his PDA.
11. Again we talk with Le Havre and get the task to bring the docks from the corpse of the monolith in X-10.
12. During a visit to X-10, we find the body of this guy, the papers are really with him, we take and bring them to Gavre.
13. 15. We speak with Yakut, he suspects of a conspiracy, and sends to Freeman.
14. Talk to Freeman, learn about the meeting of the Mercenaries in the TD.
15. We take out the Blend squad to the TD and bring the USB flash drive to Freeman.
16. We speak with Le Havre. Le Havre is offended at us for the Blend, poisoning and robbing GG to the skin.
17. (it will not be superfluous to go to Le Havre light, I usually throw everything off, in a hole in the hatch at the edge of the minefield, to the left of the entrance to the Freedom Base)
18. Again we speak with Le Havre, he becomes an enemy, and with a clear conscience we bring down him and all his companions.
19. We speak with Yakut, he saw how the Box was dragged from the Freedom base to the outpost.
20. We carry out the outpost of the Mercenaries and we take away the box.
21. We bring the box to Yakut and get our swag, which Le Havre removed from the poisoned GG.

Search for the ghost.

1. Talk to Kruglov, to decrypt the diary he needs a working computer.
2. Talk to Arkhara, he must know where to find him.
3. We find the system unit in the X-18 and bring it to Kruglov.
4. 10.After that, Kruglov sends the GG to Yakut
5. (further branch will work after completing the Fang branch and disabling the Burner)
6. SMS comes from the Ghost
7. We come to Yakut and ask where to find the Ghost and he sends the GG to the Agroprom dungeon.
8. In the basements of Agroprom we stumble upon an Ambush, but they were obviously not waiting for us.
9. Again to Yakut he sends GG to the Radar. Find the Ghost here!
10. The Ghost sends the GG to the Owl on DT in order to repulse the Beast's flash drive from the Avengers.
11. Along the way, if the Owl is killed, we search his corpse and get a tip on his timeline in X-10 from which we find out who turned in the Ghost.
12. Visit the Ghost again, get the task to kill the Beast, and bring his documents.
13. We go to the cordon and take out the Checkpoint, together with all the military and the Avengers, we take the documents of the Beast.
14. We report to the Ghost.

This ends the quests of the New Plot, but the quests of Solyanka do not end there.

Quests of the clear sky.

1. At the entrance to the Swamps, we find Dyak on the farm and he gives a task to rescue a friend from the captivity of bandits. We go along the road to the church, we clean out the bandits and find the captive Sakhati, we talk to him.
2. We return to the Sexton, we report on the completion of the task, we receive information about the teleport to the base of the Clear Sky.
3. We go to the base, we meet 3 characters who give us quests - Vasily, Kholod and the leader of Chistonebovtsy Sviblov.
4. Vasily's task is to find a healing ointment.
4.1. We go to the Kalmyk hut - the place is marked on the map with a circle. In the hut there is a backpack on the floor with a grenade in it. We take a grenade and it explodes (GG should have very good explosion protection - arts + suit). The Kalmyk appears.
4.2. We speak with Kalmyk, we get the task to bring the container. The location of the container is marked on the map with a circle.
4.3. We go to the backpack, we take away the container. In the teleport around the backpack there is at least 1 passage, but very narrow (+ \\ - half a meter to the side and it does not work), you need to find the place of this passage. It seems that the location of the passage is set randomly. Show persistence in your search, come from different directions.
4.4. We bring the container to Kalmyk, find out the rates for the exchange of ointment. We bring swag and get 3 necessary jars, refer to Vasily
4.5. We hand over the ointment to Vasily and get the opportunity to upgrade and repair some suits.

5. The task of Cold is simple - to mark a unique pseudo-giant at Agroprom. The location is marked on the map in the PDA. If there is no mark, then the pseudo-giant is running in a ravine northeast of the complex in which Adrenaline is located (from the entrance from the side of the landfill, immediately to the right along the fence).
5.1. We mark the pseudo-giant from the weapon of Cold and report on the completion of the task.

Sviblov's quests are key for the further passage of the plot, incl. to open passages to new locations (Limansk and beyond).
6. We speak with Sviblov, we receive the task to bring the brain of a unique controller. The spawn location of the controller is marked on the map. We go, kill the controller and accompanying monsters, take the brain.
7. We hand over the brain to Sviblov and in return we get the opportunity to exchange parts of unique monsters for weapons.
8. We talk with Sviblov again. We get the task to steal RMB from the bandits. And the mark in the PDA for Kaschei. Without delay, it is necessary to go and talk with Kashchei, otherwise he may die fighting the bandits or disappear into anomalies.
9. We speak with Kashchei, we get clarification on the assignment.
10. We go to the territory of the bandits and climb up to the roof through the cistern, go downstairs and take the RMB from the backpack. Before taking RMB, the bandits should not see the GG, otherwise the quest will fail.
11. At the moment of picking up the PKM, hunters led by Den will spawn, help to fight off the bandits, now it is already possible to fight with the bandits. After the cleanup, you can talk to Den, but more on that later.
12. We hand over the PKM to Sviblov, we get a new task - to control the Freebie deal.
13. We go to the Cordon to the factory where the hunters with Den used to be (in the PDA tasks there is a typo that the Freebie will supposedly be on the farm). To successfully complete the task, you need to fulfill 2 conditions:
1. - so that mercenaries do not notice GG before calling Freebies
2. - so that after the call of the Freebie, the Freebie himself and his friend remain alive.
3. To complete the quest, you need to hide in the territory of the factory so that it is convenient to quickly jump out and start cleaning the monoliths. I was hiding practically behind the back of the Freebie. After his shout, there will be a few seconds while the Monolithians stand like idols - during this time you need to have time to destroy at least 2, so that then the three of us with Freebie and his friend clean up the rest.
14. We go to Sviblov and report on the completion of the assignment.

Quests of the cat or the search for the black doctor.

1. We speak with Dan, we get the task to talk to the Cat and the mark on him in the PDA.
2. We go to the Cat, we say, we accompany him to the burnt-out farm. Right behind the Cat in the ruins in the center of increased radiation lies a corpse, which must be reached. The GG should have very good radiation protection.
3. We search the corpse of the monolith, take the card and give it to the Cat.
4. We accompany the Cat to the fence of the Chistonebovtsev base, actively cleaning the animals around, if the Cat suddenly stops. We go to the bar to the Cold, we speak with the Cat. We get the task to find the right person.
5. We talk to everyone in a row at the base, we find a Persian in a house with apparatuses next to the house where Sviblov stands, my name was Misha Los), we say. We get the task to bring the TV.
6. We go to the Cordon, near Akim we take away the TV set, give it to Elk. In return, we get information about the possible locations of the monoliths (marked on the map with circles).
7. We ransack the places where the monoliths may be found, find them, destroy them, take away the notebook.
8. We give the notebook to Kot, we agree on a subsequent meeting in Bar.
9. In reality, the Cat can appear in 2 places - directly in the Bar or on the AC in the parking lot of stalkers between the Freedom base and the village of bloodsuckers. What are the reasons and the dependence of the place of appearance - I know. We get the task from the Cat to bring the medicine from Kalmyk
10. We go to Kalmyk, he needs ingredients - we collect, we bring. We are waiting for 24 game hours, we take the medicine.
11. We give the medicine to the Cat, we receive the task to take the "tongue". We go to Agromprom.
12. To the south of the western complex we find the Monoliths and free Chuk and Geka from their captivity. We speak with any of the sweet couple, we accompany both to the central complex. I recommend that you clear the territory along the route in advance - otherwise, these young creatures, worse than Kruglov, rush to fight everything that moves and they cannot be brought.
13. On the territory of the central complex we talk with Chuk or Gek, we get valuable information, we go to the Cat.
14. We share information with the Cat, learn about Rabinovich and get the task to go to the Curmudgeon, let's go.
15. We get information from the Curmudgeon that we need a Modest one.
16. 16. In the village of bloodsuckers we find the Joker, we say. We drink 3 bottles with the Joker and get information about the Modest.
17. If I correctly understood the idea of \u200b\u200bthe authors, then in a state of "slightly drunk" the GG must complete the next quest. We go deep into the village, an SMS comes from Modest, we find him wounded, treat him, we say, we get information about Rabinovich. A group of avengers appears, we destroy and sober up.
18. We go to Pripyat, we find Rabinovich in the house with the Deli near the hotel. I recommend saving before talking with Rabinovich.
19. We say, we get information about the "Black Doctor", we return to the Cat.
20. We report to the Cat, we receive the task to talk to Zakhar.
21. We speak with Zakhar, we receive the task to take Brother Louis alive.
22. We go to the Swamps, the base of the avengers in the northeast of the location near the northern exit to the Cordon. We clear the guards without touching Brother Louis, we talk to him, we get information about the Frenchman.
23. At the Freedom base, we find the corpse of the Frenchman, take it to the PDA, hand it over to Zakhar.
24. We receive the task to find the Fang and we go to carry out a series of quests "Search for the box and the safe of the mysterious stalker", "Continuing the search for the mysterious stalker", "Meeting with the Fang ...".
25. After completing all the quests of the Fang, we go to Limansk, in one of the buildings (you cannot pass by in any way) we find a group of Svobodists led by Borman. We receive from Bormann the task to destroy the sniper.
26. We go to the construction site, clean up all the unwrites, destroy the sniper. An SMS comes from Sviblov about the need for a meeting.
27. We go to Bormann and hand over the task. We get a new one - find a muffler and take it to the Curmudgeon. We go to the construction site, we find the muffler in one of the containers. For reference, the muffler can be stolen by the NPCs without you, so I do not recommend leaving the location before finding it and also ransacking all the corpses if you do not find the muffler in the containers.
28. We take the muffler to the Curmudgeon, wait 5 hours, pick it up, return it to the construction site and hand over the task to Bormann.
29. We go to Sviblov, we get the task to find a courier on the Radar.
30. On the Radar we find a courier next to the Ghost. It is recommended to stock up on medications and arts to restore health - they will be very useful.
31. We take the suitcase from the courier and carry it to Sakharov, despite all the calls for the task in the PDA "Return to Sviblov". Advice - the teleports from Kostya in the game were not invented in vain and are very helpful in this situation.
32. We hand over the suitcase to Sakharov. Before giving back, I recommend to eat tightly, because then we sleep for a long time. We speak with Sakharov and return to Sviblov.
33. We report on the completion of the task, we get a deactivator of teleports.
34. We go to Limansk, deactivate the teleport at the construction site, go north and go to the Hospital.
35. Not far from the entrance we find the Cat and the escort group. Together we make our way into the depths of the Hospital. Those who played in CHN can easily find their way.
36. At the northern exit of the hospital, we meet with the Black Doctor, communicate and learn new information. We are waiting for the release of the last supplement to continue the story. For a change, we can talk to a friend - the Cat.

Search for the box and safe of a mysterious stalker.

Attention! Not all quests are displayed in the active tasks of the PDA, therefore it is necessary to remember the dialogues, issued tasks, codes, etc.

The key character of the branch is the Miner. To get the transition to the Cave, you need to take a quest to find the treasure in the Bar from Bald. Well, the Miner will definitely ask the GG to carry out a small assignment - to bring the Book from the Forgotten Forest. Don't be lazy - bring it.

1. We speak with the Miner, we receive the task - to save the escaped "prodigal son" (Fima Ugol) and bring the sentry's notebook.
2. In the Labyrinth, on the upper tier of passages in the large hall, we take the notebook from the guard, save the fugitive and get from him, in gratitude, the transition from the Labyrinth to the Cave.
If in a shootout the Monoliths suddenly kill Fima Coal, we don't get upset, the main thing is that Tagged saved him and the quest will be counted.
3. We bring a notebook to Shakhter and observe the return of the prodigal son (even if he was killed by the Monolithians before). As a reward, we receive a recipe for a new Art, Rattle.
4. On the advice of the Miner, we talk with Fima and learn from him about the mysterious box and safe, the transition from the Labyrinth to Amber, as well as the need to communicate with Adrenaline. For the opportunity to learn about another transition, Fima asks to bring first-aid kits, bandages, "Soul" and soap.
5. We bring Fima a swag and he gives the transition from the Labyrinth to a new location, which is blocked in the version from 26.04.
6. We speak with Adrenaline, we get the task to bring the Box and the safe from the Labyrinth. At the same time, we get a transition to the Labyrinth from Amber.
7. In the Labyrinth we find the Box, in it - a note with interesting and useful information. We bring the box to Adrenaline, tell about the meeting with the immortal Shadow of the Monolith. We will find out that we need to talk to the Miner. (how to find the Casket, you can find out in the answers to the "Other questions", in the "Labyrinth" section)
8. We speak with the Miner, he talks about the need to join the Monolith and sends him to Sidorovich.
9. We speak with Sidorovich, we get the next task to search for repair kits and the Monolith amulet.
10. We go to the Labyrinth, on the way to the Labyrinth we try to keep as far as possible from neutrals and former friends! In the Labyrinth we find the Shadow of the Monolith and find out the 3rd missing code from the door to the Monolith bunker. For him to speak, it is necessary to bring him the "Plasma Caterpillar" and "Rattle". In the bunker we pick up the safe and repair kits. Repair kits can be picked up by one of the monoliths in the bunker - do not forget to bargain with them.
11. We go to Sidorovich, we give repair kits and the Monolith amulet.
12. We go to the Miner and give the safe.

Continuation of the search for the mysterious stalker.

This storyline will be available after completing the quests to find the Fang killers. Once again, I strongly recommend that you do not replay carefully and read all the dialogues to the end, no one will repeat anything. If you have multiple sclerosis, take screenshots of the dialogues. Go.

1. Take the safe, go to the upper level of the Labyrinth, find the transition point to the Undiscovered Earth (NZ) and go there. The transition is at the uppermost level of the large hall, almost mirrored from the transition through which the GG enters the Labyrinth.
2. We speak with the Astrologer, we learn about some local residents.
3. We meet the Hermit, he talks about several more. We receive a bag with medicines for the Gynecologist.
4. We meet the Gynecologist, give the Bag and Safe.
5. We speak with Cyclops, from his poems we learn about the location of Medicines. We learn about the transition point Dump -\u003e NZ.
6. We go to the Cordon and take away Medicines.
7. We give the Medicines to the Cyclops or the Gynecologist, as appropriate.
8. We speak with Zhorka-Anomaly, he opened the first door, there was infa about Fang. But, to open the second door, he needs Batteries.
9. We speak with the Old Man at the entrance to the Cave. He talks about the Fire Cave (OP), about the fact that he saw the required batteries there, and asks, if they come across, to find the hours lost there.
10. Again we speak with the Hermit, he knows about the OP and knows some of its "inhabitants".
11. There are two entrances to the OP, both are visible, but not very well. At one entrance we find the Pilgrim and talk to him. Promises to help, both with batteries and with a clock, if we bring the Izegoschron Razor. Now there is a parking lot of the Avengers, and he himself cannot go.
12. An easy stealth mission, we find the abandoned Pilgrim's backpack and take everything from there. If at least one Avenger dies while you report on the mission, the mission will fail.
13. We return the Machine, we receive the Clock.
14. We give back the Clock, and learn from the transition points АС -\u003e НЗ, ТД -\u003e НЗ.
15. Again we go to Pilgrim, he has already shaved and gladly gives us the Batteries. An SMS comes from the Hermit, asks to enter, there is information.
16. We speak with the Hermit. We find out that Adrenaline was looking for us, information about the owner of the Safe appeared. Says Adrenaline needs a new anomaly detector. Vitya-Hologram can help with the Detector.
17. We carry the Batteries to Jorke, for one we speak with Vitya. He asks to bring two Elite Detectors and a Plasma Caterpillar. SMS comes from Adrenaline, people came to get the box.
18. We go to Yantar and buy detectors from Sakharov. That's the trouble with detectors! Well, if you play with ranks, then you should already have one. And the second one should appear on sale from Sakharov, with the same frequency as Bioradar, but personally I have never seen this device on sale. If someone bought without editing the configs, unsubscribe. It is very possible that in the future this matter will be corrected, but for now, I had to edit the Sakharov's trade config.
19. We bring Vitya two elite detectors and a plasma caterpillar, in response he sends us to Cyclops, who knows where to look for a cache with Viti's Detectors. We listen to his next tip in poetic form.
20. We go to the Garbage dump, we find the cache, there Two detectors, we'll just leave one for ourselves, a wonderful thing, sees both the Invisible Jelly and the Arkhara Star, and of course, all the rest.
21. We come to Adrenaline, we return the Detector. We learn that two people came for the Box, one of them the Astrologer, the second Adrenaline did not consider, it is a worn jumpsuit, so the owner has been trampling the Zone for a long time. We were looking for Safe and GG. An SMS comes from the Gynecologist, the safe was opened.
22. We speak with the Gynecologist, in the Safe there was an old map of the territories near the Chernobyl nuclear power plant. The gynecologist asks to find information on the Perfuser. For nuances, as usual, we go to the Cyclops. Again we hear a tip in verse. The transition point to the Labyrinth appears.
23. We find in the Labyrinth a half-dead mercenary who is aware of Perfuser, and says where to look for a flask for him. The diskette with info is next to it. If, before that, you got to the Box through the teleport, you will find the mercenary quickly, he lies a little short of this teleport. We select a floppy disk, we treat the Mercenary.
24. We bring the diskette to the Gynecologist, and find out that we really need the flasks. In addition, we need Reagents, they can be asked from the leader of the snipers, here on the NZ, that's just how to get close to them, they shoot at everything that moves. We leave for the next portion of poetry to the Cyclops. We receive an SMS from an unknown stalker, the owner of the card, he does not mind that the GG made a copy, but the original will have to be returned through the Astrologer.
25. We go to the Army Warehouses, we find the required place, we select the Flasks.
26. We return, we give the Flasks to the Gynecologist. To build the installation, he asks to find Power supplies and a control chip from Exa Svoboda. In addition, we give the Fang cards to the Gynecologist so that he can make copies.
27. We go to the place of the fall of the meteorite, we find the deactivator of teleports, we get into the cave through one of the entrances. (We find the deactivator of the second teleport already in the cave. Another tip, it's pretty hot at the entrance, it won't hurt to hang artifacts from the heat.
28. We find the Pilgrim in the cave, he helps to find an approach to the Mercenaries. We rummage around the cave, find the power supply unit and boards.
29. We go to the Chimera, the leader of the Avengers on NZ. He has a small request to fill up a competitor - Sidorovich and bring his head as proof ...
1.- a small note, between paragraphs 28-29 you need to do without intermediate saves / restores, otherwise the Avengers will become enemies-
30. Found in the Cave ingredients for the installation, we refer to the Gynecologist. We take away the original and a copy of the Fang card. We inform the Gynecologist that Sidorovich's head is needed for success. Shura suggests giving the Avengers a stuffed animal, and Owl, the commander of the Hunters, can help us with this, they also live nearby.
31. The owl agrees to help, but for work you need a Controller, just the right one was filled up on the Radar, you have to run to pick it up.
32. We run we select. We bring the owl.
33. For work, he asks for 10 Chimera Claws +100 tr. We collect, bring, select the head of "Sidorovich".
34. We go to the Chimera, we return the head. He does not give us the reagents, but we find out that his eagles are training on the NZ, and later they will go in search of some lump's daughter, she disappeared here in the Zone. An SMS comes from Cyclops, there is a tip to the cache.
35. We listen to the next portion of poetic revelations and stomp on a tip. In the chimera's stash, we take the thorns with reagents.
36. We carry the found to the Gynecologist. Admiring the charged Perfuser. We receive SMS from Fang, he wants to meet.
37. We speak with Cyclops and get the last tip.
38. Let's go, take everything from the cache, and with a sense of complete satisfaction we are waiting for the next addition from Arkhara.

Fang quests (hiking in the red forest, warlab)

This storyline begins immediately after collecting the perfuser for the patients of the Gynecologist's hospital.

1. We receive SMS from the Fang (p. 36 from the branch "Continuing the search for the mysterious stalker"), go through the upper entrance (through the swamp) into the fire cave.
2. We speak with the Fang, we get the task to scout a new territory (military laboratory or Varlab), we get the transition from Radar to Varlab and from Varlab to X16.
3. We go to the Radar, there is a passage behind the door with a coded lock. Syak gives the code from the castle after you bring him the tools from Sidorovich. We find ourselves in Varlab for a sharp showdown between the monoliths and mercenaries. You can just quietly stand at the entrance for 10-15 minutes, until the enemies destroy most of each other. We receive SMS from Fang.
4. We find the corpse of the mercenary Bonecrusher in the billiard room, we take away the mercenary's notebook from it.
There is a bug in the Solyanka version from 22.07 and this corpse disappears by the time you arrive in Varlab.
Decision:
To continue the quest, spawn it or register it for sale to any merchant. It's called naem_bloknot. Before getting the notebook, you must go to Varlab!
5. We go to the AS to Fang, he is on the farm where Dolgovtsy were based before, we talk with Fang, we get the task to get into the trust of the mercenaries, in which Lukash will help us.
6. We speak with Lukash, learn about the signet and the Spider.
7. We go to the Radar, kill the Spider near the exit to the Dark Valley, take the signet and become a mercenary. During further movements, we try to avoid contact with any groupings, especially with former neutrals and friends - after killing them, you may find yourself in a hopeless situation.
8. We go to Varlab, find the Panther in the billiard room, talk to her and get the task to find the radio for a while, we find it in one of the backpacks. I met 3 backpacks in total - in the elevator shaft upstairs, on the "central" platform at the entrance to the room with green metal lockers and in the hole under the flight of stairs in the room, which is located directly opposite the entrance stairs on the level below. I had a radio in my last backpack. We return the radio, we find out that the big guy wants to talk to us.
9. We speak with Dembel, we get the task to pick up a stuffed dog from Lukash's headquarters. We get the coordinates of the transition from Varlaban AS.
10. We speak with the Panther, we get the task to intercept the messenger on the Cordon and take the disk. In the PDA we see a photo of the place we need to get to. We carefully get to Cordon. I recommend having a teleport from Sakharov with you in order to immediately teleport to the Cordon. We climb to the upper structures of the bridge, we reach the edge of the torn truss, we receive a Panther SMS that we are in place, a messenger should appear, take the disk from him.
There is an error in the Solyanka version from 22.07 and the messenger does not appear.
Decision:
After receiving the Panther's SMS, we register the disc for sale to Sidor or spawn it, pick it up and return it to the hostess. The name is disk_pantera.
11. We leave with the Panther to the side and get the task to bring a backpack from Lukash's headquarters. We get the exu-invisibility.
12. We go to the AS, find a backpack in the weapon room of Freedom and take from it a prototype of an armored vehicle (we don't try it on ourselves so as not to damage it!), On the 2nd floor we find a stuffed dog, we also take it.
13. We go to Varlab, we give the stuffed animal to Dembel and the armored man to the Panther, the boss of the mercenaries wants to talk with the Bullseye.
14. We talk to the boss and understand that the showdown with Le Havre was childish, but there is a big plus - the Bullseye is now being helped by 3 immortal characters. We help the Panther and her guards to clear the Varlab from the mercenaries.
15. We speak with the Panther and with Dembel, we receive information and a reward for helping the Panther.
16. We go to the Fang in the Bar, share information. Fang sends to Lukash. At the same time, we can get, transitions to Krasny Les and Limansk, as well as the task to pick up documents in Krasny Les.
17. We go to Lukash and give the seal of the mercenaries.
18. We speak with Lukash, we receive the task to accompany the Svobodists. SMS comes from Panther. If you haven't cleaned the Radar for a long time, then I recommend cleaning the route to Varlab from extra teeth and trunks.
19. We speak with Vitamin, make an appointment on the Radar.
20. We go to the Radar, talk to Vitamin, accompany the group to a hole in the mesh fence, talk to Vitamin again and go to Varlab.
21. If there is no ardent desire to fight with the dogs, calmly wait until the Svoboda activists clean up Varlab and Vitamin comes to the billiard room.
22. We speak with Vitamin, the blocking teleport is turned off and we get a reward - a gold bar of a free man. We receive SMS from Cyclops - we do not react yet.
23. In the right elevator shaft we go up the stairs to the secret part of Varlab, talk to the Lazy. Let's find out about the chief scientist.
24. We find Klenov, speak and get a lot of interesting information, we get the task to bring the Hologram to Varlab.
25. We go to the NZ, we speak with the Cyclops, we get another tip on the cache.
26. We speak with the Hologram, we accompany him to the transition to the AU.
27. We go to Varlab, talk to Klenov, get the task to bring art and cobblestones.
28. Go to the Cave and take the Heart of the Poltergeist from the Miner. The miner gives the art only after meeting with the Doctor in Pripyat, receiving the Doctor's task to take the medallion to the Miner. Also, the miner will ask for flashlights - where and how to find all this is described in other sections of the Guide.
1. Where to look for 10 cobblestones - everyone decides for himself. They periodically spawn in the Cave, some of your art will turn into boulders when you first enter the Radar, etc.
29. We go to Klenov, we return the art. An SMS comes from the Astrologer.
30. We go to the Cordon to the Astrologer and wait for the release of the last addition to continue the story.
31. If you have not received the transitions and the task from paragraph 17 of the description - we get it, go to the Red Forest. Near the transition we meet a group led by Shadowman and help him complete 2 tasks - free the bridge and fight off a flock of monsters.
32. The location of the hunters is marked on the map in the PDA, we find Genka Captain and get the task to return the stolen backpack.
33. We go to the Swamps to the Cold, we say, we get information about the location of the thief, we go on a tip and find a captured thief.
34. We agree with the captors of Mitka about the ransom, we talk with Mitka, we take the backpack, we carry it to the hunters in the Red Forest.
35. We return the backpack, get a tip to the location of the backpack with documents. We fight off monsters, we find a backpack, we take away documents, we carry it to Fang.
36. Fang gives a new task - to find and save Denis. We go to the Red Forest in the mine, we clean up the monsters, we find and save Denis, we accompany the stalkers to the parking lot, we return to the Fang.
37. We hand over the task and wait for the release of the last addition to continue the plot.

"Narodnaya hodgepodge" dated 04.19.2010 for S.T.A.L.K.E.R. Shadows of Chernobyl "+ addition 14.08.2010

Short description


30 locations
Cordon, Swamps, Dump, Dark Valley, Forgotten Forest, Undiscovered Land, Research Institute Agroprom, Bar, Wild Territory, Amber, Military Warehouses, Radar, Pripyat, ChNPP1, ChNPP2, ATP, Red Forest, Limansk, Hospital, Old Village, Generators + dungeons Research Institute Agroprom, laboratories X18, X16, X10, warlab, cave, labyrinth, Sarcophagus, Monolith control bunker, Dead city + 3 locations from ZP (Zaton, Jupiter, Pripyat)
- 14 types of mutants + mutating
Blind dog, pseudodog, pseudo-flesh, pseudo-giant, jerboa, rat, bloodsucker, swamp bloodsucker, chimera, elctrochimera, transparent chimera, controller, kink, poltergeist, fire poltergeist, burer, librarian (from Metro 2033)
- 13 groups
Loners, the military, mercenaries, bandits, environmentalists, Duty, Freedom, Monolith, Clear Sky, hunters, avengers, representatives of O-consciousness + merchants and repairmen (there are even rumors about the presence of women in the Zone), the most mysterious group "The Last Day".
....and
- 45 artifacts
- a huge number of weapons
from fists and knives to heavy machine guns and grenade launchers.
- a large number of armored suits with the possibility of their upgrade
- 5 types of detectors
- 15 anomalies
- 4 mobile teleporters
- 9 unique quest caches
- a huge number of quests

Installation procedure


1.Stalker Shadow of Chernobyl 1.004
2.National Solyanka 04/19/2010
3.Addition 14.08.2010
4.Patch from 08/20/2010
5.Patch from 3.09.2010
6.Replacing xrGame.dll in the bin folder
7.Adaptation for widescreens (if needed)
8.Adaptation for patch 1.005-1.006 (if needed)

Download


Alternative - "All in one bottle" - installer from tor62:


Widescreen adaptation


Download - http://webfile.ru/4728129
Setting adaptation
1. To determine the aspect ratio of your monitor, divide the width of the resolution by its height. If the result is 1.6, then 16x10 (1680/1050 \u003d 1.6). If 1.then 16x9 (1280/720 \u003d 1.777777 ...)
2. Now open the downloaded archive, go to the folder with the permission you need and copy the gamedata from there to the folder with the game, we agree to replace the files.
3. The Bioradar and Inventory folders contain optional adaptation settings - readme in the corresponding folders will help you.

Fix icons for weak video cards


Folk hodgepodge from 04/19/2010 in parts


Addition as of 08/14/2010 by parts


For music lovers - filling musical flash drives


The most frequent flights and how to treat them:


All crashes are divided into random (random) and critical. Everyone always has random departures. If, after restarting the game in a similar game situation, the crash does not repeat - play further, there is no point in discussing such crashes in the topic. Only critical crashes are discussed, i.e. those that are constantly repeated in one game situation and it is not because of them that it is impossible to continue the game further.
After the departure or after the "dead" freezing of the game, there is almost always a LOG file, which contains information about the reason for the departure, this file is located at: XP - Documents and Settings / All Users / Documents / STALKER-SHOC / logs.
IN Vista / Win7 - Users / Public / Documents / STALKER-SHOC / logs.
Most important are the lines below FATAL ERROR
An alternative way to see the log is to open notepad and press CTRL + V right after the flight.
Sometimes the LOG file is not saved (empty), then you need to describe in detail the situation under what conditions the crash occurred.
Now the logs themselves:
Departures without a log are usually the result of overstated graphical settings or improper installation of the mod. Sometimes this is due to the installation of add-ons from other authors.
1.Description: Invalid vertex for object
Arguments: wpn_lr30033098

Instead of the specified type and number of weapons wpn_lr30033098, there can be any others (wpn_lr300хххх or wpn_ak74ххх, etc.)
You can try to fix the crash as follows (not a fact that will help, similar crashes may start, only with a different weapon, but you can try to get rid of it by the same substitution of the desired barrel in the actor's update):
in gamedata / scripts, open the bind_stalker.script file and below the line
--[]
Insert instead of "xxxxxxx" the trunk from your log, observing the quotes, commas, spaces, then uncomment the function: delete - [[before local bad_object_names and]]
after end

2.Arguments: LUA error: f: && 𐄸games && 񖔸s.t.a.l.k.e.r && 񖔸gamedata && 񖔸scripts && 񖔸_g.script: 1121: bad argument # 2 to & 裟 format & 裟 (string expected, got no value)
This crash is called forcibly if the game detects a critical error. Why?
The reason is in the 1-2 lines above in the log.
Most often - save file is corrupt. This means that the save is corrupted and it is not worth continuing to produce dead saves - that's why we cause a crash.
There are two options for solving this problem:
1. The most correct one is probably deleting the last save and loading from the last one available.
2. You can temporarily comment out the string string.format ("% s"). To do this, find the lines in gamedata && 񖔸scripts && 񖔸_g.script:
Quote
- crash the game (after displaying an error message in the log)
function abort (fmt, ...)
local reason \u003d (... \u003d\u003d nil and fmt) or string.format (fmt, ...)
assert ("ERROR:" .. reason)
get_console (): execute ("load ~~~" .. reason)
get_console (): execute ("flush")
- string.format ("% s")
end
After passing the problem area, it is imperative to uncomment the line!

3.Description: dBodyStateValide (B)
this is because of the controller:
in gamedata && 񖔸config && 񖔸creatures && 񖔸m_controller.ltx
line:
Max_Controlled_Count \u003d 10; 4
do:
Max_Controlled_Count \u003d 0
After the reprisal against the controller, it will remain and return to its previous value.

Some kind of object (art, weapon) does not fit into the slot. It is necessary to decide on the resolution of the monitor and set the appropriate adaptation.

6.Arguments: LUA error: ... shing && 񖔸s.t.a.l.k.e.r && 񖔸gamedata && 񖔸scripts && 񖔸rx_facer.script: 214: C stack overflow
Description: Can & 裟 t write mem block to file. Disk maybe full.
Stack overflow and disk overflow. Do not forget to reload the game every 1.5-2 hours.

7.Arguments: Can & 裟 t open section & 裟 хххххххх & 裟
Incorrect (crooked) setting.

8.Description: any vertex in patrol path in inaccessible for object
To treat such crashes (any vertex in patrol path), do the following, load the save before entering the lock on which the crash occurred, wait for the release and then go where we need to go, or delete it in the same way as we removed the buggy trunk.

9.Arguments: LUA error: ... shing && 񖔸s.t.a.l.k.e.r && 𐄸gamedata && 񖔸scripts && 񖔸xr_logic.script: 1318: attempt to call field & 裟? & 裟 (a nil value)
Instead of 1318, there can be any others.
The reason for the departure is the "frozen" logic of the actions of some of the characters (outwardly, he stands motionless and "freezes").
This crash is healed by killing a frozen character or replaying from any early save. It is highly discouraged to try to save in places located near such "frozen" characters.

10.Description: graph doesn & 裟 t correspond to the AI-map
Error due to incorrect graph points. It is extremely rare in pure Solyanka - try to replay from an early save, try rearranging Solyanka, make sure that the downloaded archives are not broken, do not install third-party add-ons, especially where all.spawn was corrected.

11.Description: Specified story object is already in the Story registry!
Usually, the flight occurs when moving between locations. Load the penultimate save (save before going to the location where Specified story object is ...) wait out the release and then go where you need to.

12.departure without a FATAL ERROR line of this kind (the numbers in square brackets are different for each):
*: crt heap, process heap, game lua, engine lua, render
*: economy: strings, smem
A characteristic feature is that the last lines in the log begin with *:
The crash is associated with incorrect access to the forum engine, there are no ways to deal with it. As a rule, the departure is not critical, replaying from an early save helps, sometimes - you need to replay from the save taken from the previous location (before entering the location where the departure occurred. Some Stalkers were helped by replaying a "difficult" moment in a different sequence, for example, to go and first perform another task, and then return to the execution of the one on which the sorties took place.

13. Departures due to out of memory, like
Arguments: Out of memory. Memory request:
These crashes are most often associated with high video settings. Reducing the settings (deterioration of the picture quality) almost always allows, if not to remove the outages altogether, then to significantly reduce their number.
It is also strongly recommended that you restart the game completely every 1.5-2 hours.

Screenshots



Mini F.A.Q. from Buusty


Mini FAQ does not cancel the Guide and does not duplicate it, but since few people want to look for answers to their questions there, in the Mini FAQ we will answer the most frequent questions / problems that users of this topic have
There are a lot of quest items in Solyanka, without which it is impossible to pass any quest, respectively, the whole storyline freezes. There are several reasons for the loss / loss of a quest item -
1. Failed under textures after using grenades.
2. I did not go to immediately carry out the quest, but postponed it "for later" - they picked up the NPCs that died and were removed by the "corpse cleaner".
3. He disappeared from the backpack during the robbery of GG, but there is no way to return.
4. The quest character from whom you need to take / take away the item does not appear. Well, etc.
To get the item you need (to complete the quest), the easiest way is to register it for sale.
Consider Sidorovich as an example.
All files of traders are located in the folders gamedata \\ config \\ misc \\ shop_nik_trader, in the case of Sidorovich, this is the folder gamedata \\ config \\ misc \\ shop_sidr
sidr_supl.ltx - the number of items that appear when opening a trade dialog and the probability of their appearance is indicated here
sidr_trade.ltx - the range of price fluctuations of the item is indicated here when opening a dialog
I highly recommend making backup copies of the files being edited so that you can roll back if you make a mistake somewhere.
Each merchant file has one or more sections that define the merchant's assortment before or after the onset of a game event. Section names are enclosed in square brackets. Sidorovich has 2 sections
[... _start] - assortment at the start of the game
[... _after_fabric] - assortment after bringing in a flash drive by Nimble
Accordingly, you need to add items to the section that corresponds to your storyline in the game. You can add it to all sections at once - it won't get any worse.
To add an item, below the section name, add a line like this:
item name number1, number2
In the sidr_supl.ltx file:
number1 - number of items
number2 - the probability of their occurrence (from 0 to 1, multiple of 0.1)
In the sidr_trade.ltx file:
number1 - minimum price coefficient
number2 - maximum price coefficient
When you open a dialog, the item's price will be random, equal to the "real price" * for a random number in the range from the minimum to the maximum coefficient. The coefficient can be less or more than 1. In the file sidr_trade.ltx you need to check in the appropriate section if there is no "your" item marked; NO TRADE. If so, delete this line.
Example: to add 5 Medusa artifacts to the sale at a price from 0.1 to 0.5 of the real price, you need:
1.to the sidr_supl.ltx file
after the line
add the line af_medusa 5, 1
2.to the file sidr_trade.ltx
after the line
add the line af_medusa 0.1, 0.5
3. delete the line af_medusa; NO TRADE
We save the files, load the game and go buy artifacts from Sidor.

List of quest and unique items
PDA and flash drives

PDA, flash drives
kostya_pda, kostya_pda2 ... kostya_pda9 - pda for Kostya (9 pieces)
kruglov_flash Kruglov's flash drive
bar_tiran_pda PDA Tirana
voen_pda, bandranen_pda, fraer_pda PDA on the quest of the mercenary Andrey
ara_flash Ara mercenary flash drive
siv_pda PDA mercenary Sivy
device_pda_npc PDA, which are needed for Den
gonets_flash_desc flash drive of the messenger Kalinin
item_delete1 PDA for disabling the teleport in the Agro subway
sysh_flash Owl flash drive
nauch_flash flash drive scientists from X18
sniper_flash flash drive of the Wild Territory Beast
esc_wounded_flash prisoner flash drive
val_key_to_underground Hog key from X18
bar_tiran_pda PDA Tirana
pda_krysyka PDA Rat
agroprom_pda PDA Mole
und_pda PDA Max Luber
rad_pda PDA Monolith with artillery
strelok_pda PDA Arrow
scaintist_pda PDA scientist from Pripyat for the Barman
bar_lucky_pda PDA Bolt
bar_ecolog_flash Kruglov's flash drive
pda_priz PDA Ghost
bland_flash flash drive hood
crazy_flash flash drive Crazy (crazy)
mil_svoboda_leader_pda PDA Lukash
cit_doctors_key Doctor's key from the cache in Pripyat
pda_vasilyev PDA Vasilyev
pda_francuz PDA French
pda_info Broken PDA for Akim
pda_art_mod PDA for cooking artifacts from the Psy-rays mod

Documents

old_doc_3_1, old_doc_3_2, old_doc_3_3, old_doc_3_4 Third part of documents
amk_zapiska document for obtaining the transition from Agroprom to Cordon
arhara_listok note arrow
lab_x16_documents documents from X16
kostya_documents document "Teleport" from Kostya's cache to X16
new_prizrak_document1 ... new_prizrak_document3 diaries for the Ghost
plan_document plan of the bunker on the Radar on the quest about the missing expedition
voen_document note from the military (Andrey)
sysh_document Owl's note
new_document_sniper document of the Cordon Beast
pri_decoder_documents documents from Pripyat written by Strelko
rad_document7 - orders of the military commander for six months
scaintist_docs documents of scientists, on the 1st quest of Boar)
lab_x10_documents documents from X10
sak_book1 ... sak_book3 books for Sakharov from 3 laboratories
mono_note monolith's notebook
mono_dead_doc documents of a dead monolith (map for Cat)

Miscellaneous items

arhara_tele Monolith teleport
detector_elite_john - Hologram detector,
bioradar bioradar
matras sleeping bag
doc_medal Doctor's medallion
meceniy_outfit_new camouflage exoskeleton
new_book_prizrak Diary of the Ghost
new_book Arkhara's notebook
stukach_book Pavlik's notebook
sak_book4 Doctor's diary
quest_case_01 suitcase with documents from the Cordon checkpoint
book_xabarych Miner's book
flyga - Petrenka's flask
microshema chip for Lanky
arhara_obman manual teleport arrow
termos_small small thermos
termos_big large thermos
kuvalda, kluch, otvertka instruments for Sidorovich
tisku_arhara - screw vise
kubik - Rubik's cube
fonarik - flashlight for Miner
shaxter_tele - miner's medicine
snotvornoe_tele - doctor's sleeping pills
disk_adren - disk for Adrenaline
kostya_af_gold_fish - goldfish for Kostya
good_psy_helmet customized psi helmet
bad_psy_helmet not configured psi helmet
dynamite Dynamite Lukash
hunters_toz toz hunter in the bar
case_freeman Case Freeman
gorelka, manometr, trubka Flamethrower spare parts
vorona_egg crow's egg
lekarstvo medicine for Akim
mozg brain of the Controller
bezoar bezoar
amk_ballon gas cylinder
amk_kanistra gas canister
antizombie antizombine
acumm battery
sumka_arhara Sakharov's bag
inventory_new_box box with swag for Yakut
computer_new computer from X18 for Kruglov
notebook_new notebook Arkhara
notebook notebook with data from X18 for Fan
diplomat diplomat with documents from X16 for Fan
computer sistemnik from Pripyat for Fan
inventory_sakbox_01 ammo box
inventory_sakbox_02 Shaka Toolbox
inventory_sakbox_03 Syaka's safe
inventory_sakbox_04 metal box
inventory_sakbox_05 high security container in Hog \u200b\u200bquest 1)
playboy playboy subscription for Max (from Kruglov)
playboy1 ... playboy11 variations of the various Playboy magazines found in the Zone. The debt man needs the 10th option
sak_plan bag with a plan for the Curmudgeon
quest_case_02 case with military documents
quest_case_05 case with documents of scientists
quest_case_06 case with military documents
quest_manycase_01 case with money
decoder1 decoder for Kruglov from X16
sak_resiver radio station for the Wolf
sak_resiver_yantar monitoring blocks issued by Sakharov
decoder decoder from a hotel in Pripyat

Money Silver Ruble
money1 Golden ducat
money2 Silver ruble
money3 Silver ruble
arhara_instruk Costume instruction
malyva Notepad with a note for Boar
pribor Computer with antenna
3d_raziy Video
telefon Mobile radio
suvorotka Serum
kod_kamera Sentinel Notebook
soap Soap
amulet amulet
remontnyi_box Repair box
shkatulka Casket
arhara_seif Min safe for Miner
kluch_dell_teleport Teleport Deactivator
kluch_dell_teleport1 Teleport Deactivator
kluch_dell_teleport2 Teleport Deactivator
parcel Package
box_with_weapon Weapon Crate
tabletki_1 Tablets
tabletki_2 Tablets
tabletki_3 Tablets
shpriz syringe
akkumulytor Battery for NZ quests
britva Razor
starik_chasy Gold watch
land_disketka Floppy disk
kolba_pustay empty Flask
kolba_siniy_poln Flask with reagent
kolba_orand_poln Flask with reagent
ekza_akkumul Power supply
elek_plata Board (electronic)
kluk_karta Fang Card
kluk_karta_kopiy Copy of Fang's Card
trupak Corpse controller
sidor_head Stuffed head of Sidorovich
perfuzor_pust Perfuser with empty flasks
perfuzor_poln Perfuser with full flasks
kukla_1 Old doll
timer clock for mini map hood
naem_bloknot Bonecrusher mercenary notebook
amul_naemn mercenary seal
pseudopechatka mercenary signet
kluch_dell_teleport_warlab Warlab teleport deactivator
chuchelo_body stuffed pseudo dog
disk_pantera disk for Panther
bullion_gild Lukash's gold bar
{!LANG-e06ef7146cbfed2685b159aec69d022e!}
{!LANG-aa368383df9aee6a6d86dfce1d3efc22!}

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Burkozel