Stalker Folk Solyanka How to cook an artifact pudding. S.T.A.L.K.E.R.

Modifications and recipes

Note! These recipes operate in Forex AMK and SIMBION

Babkin beads.
Artifact Mamina Beads throws into an anomaly of the electra at five o'clock. Characteristics: Poochness +5, endurance +250, radiation +5, resistance to stroke -15. The probability of successful mutation is 85%, unsuccessful 10%, rejection 5%.
Take: Broma for the quest with his weapon "Weapons of Longsmer"

Prelbank beads.
Mesomodifs Babkina Beads throws into the anomaly of the Kholota for three hours. Characteristics: Pules +3, Health +150, Radiation +7, Bleeding -380. The probability of successful mutation is 72%, unsuccessful 12%, 16% rejection.
Take: Sidorovich for the quest "Clean the terrain from mutants"

Skin
(modificizes of resistance to chemical burning and boilers)
Artifact Film rushes into anomalies Springboard (transmutation time: 5 hours of zone). The resulting modificizer has the following characteristics: + 35% resistance to chemical combustion, + 7% Poochness, +3 radiation.
Take: on the cordon, on the checkpoint in the barracks on the bedside table between the beds.

Schee
The modificizes of the skin rushes into an anomalia carousel for 5 hours. The resulting mesomodification has the following characteristics: chemical combustion resistance +42, Poochness +5, radiation +150, Health +150, Bleeding +100. The probability of successful transmutation is 80%, unsuccessful 10%, 10% rejection.
Take: General Voronin for RG-6 "Bulldog"

Pancir
The mesomodif of the scales rushes into the anomalies of the Khotel for 2 hours. The obtained hypermodification has the following characteristics: chemical combustion resistance +45, Poochness +10, radiation +2, Health +50, Bleeding +130. The probability of successful transmutation is 70%, unsuccessful 20%, 10% rejection.
Take: Sidorovich for documents from the checkpoint

Skalp controller.
Hyperm Modifications The shell rushes into the anomalia frying for 6 hours. The resulting absolute has the following characteristics: chemical burning resistance +10, Poochness +10, Hunger - 20, Health +100, Psi-Protection +75. The probability of successful transmutation is 65%, unsuccessful 20%, 18% rejection.
Take: Someone from the first twenty monolithpers on the radar (random recipe).

Drops of soul
The artifact of the soul rushes into anomalia frying for 4 hours. Characteristics: Health + 600, endurance - 18, radiation - 10. The likelihood of successful transmutation is 70%, unsuccessful 25%, rejection 5%.

fiery soul
Modifications of the soul drops in an anomalia frying for six hours. Characteristics: Health + 600, endurance - 18, radiation - 20. The coarseness of successful transmutation is 60%, unsuccessful 20%, 18% rejection.

Crystal soul
Mesomodifs the fiery soul rushes into an anomalia frying for 10 hours. Characteristics: Health + 600, endurance - 18, radiation - 30. The likelihood of successful transmutation is 50%, unsuccessful 35%, 18% rejection.

Crystal soul Bengal
Hypermodifices The crystal soul rushes into an anomaly for 1 hour. Characteristics: Health + 600, endurance + 18, radiation - 30. The likelihood of successful transmutation is 50%, unsuccessful 30%, rejection 20%.
Take: the whole chain of Lukasha for a quest with an improved armored resistant Beryl "Medical".

Porcupine
Artifact Sea hedgehog rushes in anomalia frying for 3 hours. Characteristics: endurance - 20, radiation - 65. The likelihood of successful transmutation is 65%, unsuccessful 20%, rejection 15%.
Take: buy from the informant in the bar.

Electric dike
(Mesomodifies of endurance and resistance to radiation) Modifications The dike rushes into an element anomaly (transmutation time: 5 hours of the zone). The resulting mesomodifier receives the following characteristics: -63 radiation, +100 endurance, -10% of the electric shock. Probability of successful transmutation: 72%; probability of degeneration: 25%; The probability of rejection: 3%.
Take: Scroll for Quest "Clean the Village of the Blood axle"

Sopular dike
Mesomodifier electric dicuity rushes into anomalies of a cold for 2 hours. Characteristics: Electrical shock - 7, endurance + 90, radiation - 55, bleeding - 400. The likelihood of successful transmutation is 74%, unsuccessful 10%, 16% rejection.
Take: At the wounded stalker (first give a first-aid kit) on the second floor of a gas station next to the base of the gangsters in the Dark Valley.

Stone dike
Hypermodifices Sopeta dicuity rushes into the anomaly of the springboard for 9 hours. Characteristics: Electrockers +25, endurance + 85, radiation - 50, bleeding - 350. The probability of successful transmutation is 70%, unsuccessful 20%, 10% rejection.
Take: on the flash drive of a crazy stalker on a swamp at the base of freedom in Quest Max.

Steel Kohlok.
The artifact Kolobok rushes into the anomaly of the springboard for 2 hours. Characteristics: Gap +5, Pooker +5, Radiation +7. The probability of successful transmutation is 70%, unsuccessful 25%, rejection 5%.
Take: Hunter at the Bar for the quest "Family Rouge".

Titanic Kolobok.
The modificizes of the steel bun rush into the anomaly of the carousel for 5 hours. Characteristics: Gap +7, Pooker +10, Radiation +15, Fire resistance +25. The likelihood of successful transmutation is 50%, unsuccessful 35%, 18% rejection.
Take: on the corpse of one of the mercenaries on the Chernobyl Name.

Diamond bun
Mesomodifs Titanic Kolobok rushes into an anomalia of the cold for 8 hours. Characteristics: Gap +6, Pooker +10, radiation +10, Fire resistance +25, resistance to chemical combustion +15. The probability of successful transmutation is 78%, unsuccessful 17%, rejection 5%.
Take: Kruglov for help with aisle for amber.

The younger brother Giant
(Absolute resistance to rupture, boilers, resistance to fire, resistance to chemical burning, hunger resistance and resistance to radiation)
Hyperm Modifications The Diamond Barrock rushes into anomalia frying (transmutation time: 3 hours of zone). The resulting absolute has the following characteristics: + 12% resistance to rupture, + 10% Puoletness, -15 radiation, + 25% Fire resistance, -45 hunger, + 20% resistance to chemical combustion.

Take: Kepa for assistance in the protection of ancillary.

Tears of electrical
The artifact of the drop rushes into an anomaly for 5 hours. Modifications receives the following characteristics: Radiation - 10, endurance + 18. The likelihood of successful transmutation is 75%, unsuccessful 10%, 18% rejection.
Take: Sakharov for the quest "Bring part of the body of the snor

Tears of fire
Modifications of Tears Electra rushes into an anomalia frying for 6 hours. Modifications receives the following characteristics: Radiation - 30. The likelihood of successful transmutation is 65%, unsuccessful 20%, 15% rejection.
Take: Sakharov for documents X-16

Tears chimeras
Mesomodifs of the tears of fire rushes into an anomalia as a cold for 2 hours. Modifications receive the following characteristics: Radiation - 40, Psi-Protection + 45, Blooding +140, Health +150. The likelihood of successful transmutation is 55%, unsuccessful 25%, rejection 20%.
Take: Sakharov for the Team "bring a unique jumpsuit" (Ghost costume).

Symbion.
4 artifacts are thrown into anomalies at once: jellyfish, drop, stone blood and barb - for 4 hours.
It has the following characteristics: psi-protection + 50%, bleeding +50, resistance to break -25, endurance -20. The probability of successful transmutation is 70%, unsuccessful - 20%, rejection - 10%.
Take: in the X-18, on the table, next to the documents for the bartender.

Fire Dummy
Artifact Dummy is thrown into an anomaly of the electra. Transmutation time: 3 hours of zone. Modifications gets the following characteristics: + 30% Fire resistance, +36 endurance, -10% stroke resistance
Probability of successful transmutation: 70%; probability of degeneration: 25%; The probability of rejection: 5%.

Bright dummy
Modifications The fiery dummy is thrown into an anomaly of the electra. Transmutation time: 6 hours of zone. Mesomodifier receives the following characteristics: + 30% Fire resistance, +73 endurance, -15% resistance to stroke
Probability of successful transmutation: 59%; probability of degeneration: 20%; The probability of rejection: 21%.

Moon desert
Mesomodify the bright dummy is thrown into an anomaly of the electra. Transmutation time: 8 hours of zone. Hyperm Modifications receives the following characteristics: + 30% Fire resistance, +109 endurance, -20% resistance to stroke.
Probability of successful transmutation: 50%; probability of degeneration: 35%; The probability of rejection: 15%.

Pudding
(Absolute resistance to fire, endurance and stroke resistance)
The lunar dummy rushes into the abnormality of the cold (transmutation time: 12 hours of the zone). The absolute receives the following characteristics: + 45% resistance to fire, -20 endurance, + 50% resistance to stroke, +2 radiation.
Probability of successful transmutation: 80%; probability of degeneration: 10%; The probability of rejection: 10%.
Take: in x-16, on the floor in the last cage to the left of the body of the ghost.

Modifications based on a pacifier - "Data from X-16"

Fire Dummy - Bright Dummy - Moon Dummy - Pudding

Lies on the floor in the room where the controller is in the last cage on the left.

Information in PDA:

Report №14 / 7 on the project "Deceptor" Director of the Research Division "K-32" Professor Sazonov Nikolay Dmitrievich Dear Nikolay Dmitrievich, we completed a series of experiments on the artifact "Dummy". During experiments, 7 (seven) artifacts "Dummy" were degraded, 5 (five) Dummy artifacts were degraded, 1 (one) Dummy artifact in a series of transmutations showed positive results. Artifact "Dummy" When placed in anomaly "Electra" after 3 hours, 1 minute, 43 seconds, the following characteristics are obtained: Increases the resistance to fire, slightly increases endurance, enhances susceptibility to stroke. The working name of the modification is "Fire Dummy". With the subsequent premises of the "Fire Dummy" modificizer in an anomaly "Elektra" after 6 hours, 3 minutes, 12 with an artifact encounters receives the following characteristics: strongly increases the fiery resistance, increases endurance, enhances the susceptibility of the carrier to the stroke. The working name of the mesomodifier is "bright dummy". With the subsequent placement of the mesomodifier "Bright Dummy" in the anomaly "Electra" after 8 hours, 4 minutes, exactly an artifact obtained the following characteristics: strongly increases the resistance to the fire, strongly increases endurance, greatly increases susceptibility to stroke. The working name of the hypermodification is the "lunar dummy". On this, experiments on the transmutation of the Artifact "Dummy" were continued in the same anomaly. Unlike the projects "Lom", "Sister", "Invisible" and "Lord of the Flies", this experience was crowned with success! When placing the hypermodification, the "Moon Dummy" in the anomaly "Electra" was not rejected by artifact. After 12 hours, 3 minutes, 56 seconds of the artifact received the properties of the Absolute class, namely: significantly increases the resistance to fire, slightly increases endurance, significantly increases the stroke resistance significantly. The working name is the absolute - "pudding". Further premises of the obtained absolute into anomaly "Electra" did not lead to anything - an anomaly rejected the artifact. I believe that our group came to a brilliant result of research on the transmutation of the Artifact "Dummy". Thus, I believe that the "deceiver" project has been successfully completed. Full observation records are transferred to the server. Head of the Research Group "7", V. A. Avakyan! Tip: What would the recipe, do not fail "in the texture", try to go through the whole X-16 from the autosava without intermediate saving / downloads, and when you pour control, hire without a grenade.

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Artifact "Kolobok" and its modifications:

1. Rubin Spring - "Data from Petrenko"

Behind the outbreak, Petrenko reports two recipes, one of them on the ruby \u200b\u200bspring.

Recipe: Throw the spring for 10 minutes to the anomaly of the snowy.

2. Rubic film - "Data from Max Luber"

After the PDa, he will ask you vodka and hooves, the reward of a ruby \u200b\u200bfilm and a recipe for it.

Recipe: Throw the film for 10 minutes to the anomaly of the snowy.

3. Ruby Battery - "Data from Deserter"

After bringing a wolf on the speakers, a radio, he will reward you with this recipe.

The battery itself can be found on the radar on the tag of Kruglov, or from Deserter, for the end of the orders.

Recipe: Throw Batarek for 10 minutes to anomaly snowy.

4. Live heart - "The final recipe will inform the doctor"

Logical end of NLC. To get a recipe, you will have to run, starting point, meeting with a doctor in Pripyat.

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Still artPreet. Plasma caterpillar.

In addition, artifacts can be turned from some to others, sometimes it becomes so necessary that it makes sense to describe where and how these recipes get.

Most of the artmodov fell into the Solyanka from the NLC, but there is a couple of fresh modifications. We read, maybe someone knows something new. There are repeats regarding the information written above, do not pay attention.

1. Flash out of frying - from the wolf, for the found document.

2. Stone flower from the carousel - from shouter, behind the jellyfish.

3. Scroll of meat from springboard - from Tolik, for dog tails.

4. Slug from a funnel - from Petrukhi, for the tonz

5. Crystal barbing from the chill - from Kuznetsov, for vodka to D.R.

6. Fireball from Electra - from Fox, for first-aid kits.

7. A drop from the carousel - from PDA in the Bandits camp on the landfill.

8. The mucus from the frying - from the clock, for the pda.

9. Spiky from the chill - a document in the trailer at the helicopter on the agry.

10. Bengal fire from the springboard is from the Eurer, for the modernized MP5 or from Dan, for the crown of the crow.

11. Moonlight from frying - from Petrenko, behind the outbreak.

12. The mucus from the funnel - from the demon, for the comobrice arrow.

13. The night star from the funnel - from Besa, for the cartridge box.

14. Stone flower from Electra - from the prisoner's debtist, for salvation.

15. Gravel from frying - from Petrenko, for Gauss the gun.

16. Soul from Electra - from Max Luber, for PDA.

17. Slug from springboard - from Porpora, for the eyes of the flesh.

18. Crystal barbing from the carousel - a document from the hub on the cordon.

19. A flash of a funnel - from Porpora, for the tentacle of bloodsucker.

20. Medusa from Electra - from the Kortyuk.

21. Refrigerated from Klezda - from Borov, for the Pda of the Krysyuk.

22. Fireball from the chill - from PDA Volkodawa.

23. Sea Yozh from the springboard - from Ivantsov, for the exchange of grenade launcher for money.

24. Goldfish from Kholty - from Kruglov, for the scanner.

25. Kolobok from Kholty - from Kruglov, for the exchange of artifact for money.

26. Spring from Electra - from Petrenko, for Isaus.

27. Moonlight from the carousel - from the socks for the cartridges.

28. Night star from the frying - from the soda for the plan.

29. Mica from Electra - from Peda Monolithica in the trailer on the radar.

30. Film from a funnel - from Sakharov for documents from laboratories.

31. Soul from a funnel - from Xiaka, for the toolbox.

32. Mamines beads from Carousel - from Xiak, for safe from X-18.

33. Goldfish from Electra - from Xiak for a goldfish.

34. Battery from frying - from Xiak, for the exchange of money on the scat.

35. Dummy from the springboard is sold at the informant.

36. Mica Carousel - Sold By the Informant.

37. Crystal from Khotty - Must be taken from the notebook of the traitor Pavlik, but mistakes in the scripts, deprived us of this artmode.

38. Rubic spring - from Petrenko behind the outbreak.

39. Rubin film - from Max Luber for hoofs and vodka.

40. Rubic battery - from a wolf for a radio.

41. Plasma caterpillar is sold at Sakharov.

42. Rattle - from Shakhtar for a guards notebook.

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We continue to consider the features of the "Soleanka".

Changed and additional transition points from Camrad A185.

The movement system between locations has been subjected to serious changes. Some points that existed in the original game were transferred or changed, and some are missing until a certain point. In addition, you can find information about the new points of the transition. As well as in Solyanka there is a developed system of teleports.

I will carry out the two most frequently asked questions about the transition point.

Indeed, when the game starts, there are no movements of the transition from the bar on the wild and military warehouses.

The transition to the wilderness will open when bringing the docks from X-18 and take the quest to X-16.

The transition to military warehouses opens when bringing a bartender flash drive Kruglov. Moreover, the flash drive removed from the Kruglov troupe does not work. He must give you it myself, after performing escort.

More information about the transition point can be bought at the informant.

Also on the military warehouses you can teleport a fan when you bring him a laptop from X-18.

And even on military warehouses, you can get through a new Location ATP. To do this, you need to fulfill the quest Adrenaline on the "Spare Parts of Monsters".

With cordon.

1. Agroprom. Find and bring Sakharov documents from the agriculture.

2. on the radar. Information about the transition lies under the corpse of the environmental not far from the hole in the grid on the radar.

3. To the labyrinth. After in the cave, meet with the phima coal, talk to him.

4. Teleport to Army Slams. Install the telemetry unit for Sakharov to army warehouses.

5. Teleport to Cordon. Install the telemetry unit for Sakharov on Cordon.

6. Teleport in Pripyat. Install the telemetry block for Sakharov in Pripyat.

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With army warehouses.

In addition to points of transition and stationary teleports, there are several mobile teleportation systems in Solyanka.

1. Mate Teleport from the Cross. Perform all the quests of the Cross and get this device. True, it only works on "native" locations and at the complexity level "Master." Teleports into random location.

2. Mobile teleport bone. The resulting quest teleport teleport teleports randomly. Take it to the convection of Sakharov,

and you can move to the bar, to the cordon, or amber from any location.

3. Teleport arrow. Together with the note from the monolith, you find the teleport arrow, with it you can get to army warehouses from any location.

4. Self-contained monolith. Perform the Quest Lukasha to the brain of the controller, and he will tell you where the mobile teleports of the leaders of the monolith lie. With their help, you can get to the Chernobyl, from any location.

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New quests in Soljanka dated 04/19/2010

Kuznetsov quest on the bag checking:

After you give ten bottles of Vodka Kuznetsov, he will have a line in the dialogues in which he asks to bring a bag checking from the agriculture. To perform the task requires vodka in the amount of 10-15 bottles. Five get from Kuznetsov. The rest of the quantity we buy from nescript / changing the arts from the traders.

We go to the Agroprom. Remove the crot, carry out all the necessary quest. After that, we return to the transition to the dump and moving on the left side, as much as possible to the fence. Return to Lieutenant Vinogradova:

We speak with him, I give vodka. There is an exchange of SMS with Kuznetsov. We are waiting until the warriors protrude. Comes sms. Moving to the fire, we speak with this Perse:

Drink with him vodka. He tells us about the location of the magic chumoudan:

We take it and carry the Kuze. Award - PDA for art printing.

With a re-passing "NA", 19.04 faced a problem - the captain did not appear (apparently he was tormented by a terrible beast with the title "Pinched". In this case, we return to Kuznetsov - he will have a dialogue on this occasion ...

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Lightning and quests with her connected.

Read all messages and dialogues carefully, all the hints are all the tips. Do not hurry anywhere and do not rush to run around locations. If you have not met an abnormal counterfraction, you still go to Kleranov, the quest will normally go on simply not get bonuses. When using a photo copying before shots, save to be one shot - one photo

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Passage of the dead town

Important note

It all begins with turning off teleport to the chopper in Limansk. GG is asked to lay out some items in the safe, standing behind. I have previously liquidated an invisible exoskeleton ...

1. We encounter a napkin name "evil". We are approaching, we say, find out why he is all the same evil and understand that our GG in full ass ...

2. We get SMS and go to the perfume. We talk with him, find out that the situation is our even more impossible than it was outgrown with an evil. We remember about some of your old "friends", about the story of the Black Sea. Do not forget to search nearby houses - I've got a small-mall there ...

3. We are looking for those stalkers about which perfumer told us. Talking with Tambov, the leader of local stalkers-neutrals. They have (yes and with us), very bad, and therefore listen carefully to Sanya. There is nothing to do, we are looking for his scouts.

4. Agrees with the scouts, we applied the "Visit of Politeness" Bandos. We take food, weapons, things. Do not forget to rise in the attic houses and examine the nearby landscape ...

5. We go to walk around the outskirts of the city, we meet something. (most importantly, if you see neutral on the map, shoot anything other than mutant psyfion)

6. This character really unusual. On his press, we go to "lead the bazaar" fainting, it should help. Mandatory condition: we go along the barbs and jump onto the fuel truck - it should come to the SMS that our GG is in place.

7. Basal. The gangsters and the "last day" are really not very smooth, and therefore - to help it will help us, but the task will not be out of simple.

8. We look at the received photo. We go to look for a cache. It

We get SMS from Norman. After that, we go to walk around the zone, having fun from the new additional and waiting for the following.

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Quests of pure sky.

1. At the entrance to the swamps we find on the farmers of the Deca and it gives a task to save a friend from the captivity of the gangsters. We go on the way to the Church, we clean the gangsters and find the captured Sakhat, talking to him.

2. We return to the devil, we report on the execution of the task, we obtain information about teleport to the pure sky base.

3. We go to the base, we encounter 3 characters that give us quests - Vasily, Cold and the leader of the Chiuribovs Sweets.

4. Task Vasily - Find a healing ointment.

4.1. We go to Kalmyk's hut - the place is marked on the map of the circle. In the hut on the floor lies a backpack, in it a grenade. We take a grenade and it explodes (GG should have very good protection against the explosion - art + suit). Calmyk appears.

4.2. We speak with Kalmyk, we get the task to bring a container. The location of the container is marked on a map of a circle.

4.3. We go to the backpack, take the container. In the teleport around the backpack there is a minimum of 1 pass, but very narrow (+ \\ - half meter to the side and it does not work), you need to find the place of this passage. It seems that the position of the passage is installed randomly. Show perseverance in search, come from different directions.

4.4. We bring the container Kalmyk, we will find out tariffs for the exchange of ointments. We bring a habar and get 3 right jars, refer to Vasily

4.5. We pass the ointment Vasilia and get the opportunity to upgrade and repair some costumes.

5. The task of the cold is simple - to mark the unique pseudogigant on the agry. The location is marked on the map in Pda. If the labels are not - then the pseudogigant runs in the northeast ravine ravine, in which the adrenaline is located (from the entrance from the landfill immediately right along the fence).

5.1. Metim pseudo-hydricant from the weapon of the cold and report on the task.

Quests Sweets are key to further passage, incl. For opening aisles to new locations (Limansk and Next).

6. We speak Sviblov, we get the task to bring the brain of a unique controller. The place of spawn controller is marked on the map. We go, kill the controller and the monsters come to him, we take the brain.

7. We give the brain Sviblov and instead we get the opportunity to exchange details of unique monsters on weapons.

8. Repeated with Sviblov. We get the task to steal the PCM from the gangsters. And the label in the pda to the snacks. Without postponing, it is necessary to go and talk with a silence, otherwise it can perish in the fight against gangsters or knee into anomalies.

9. We speak with a silence, we get refinement on the task.

10. We go to the territory of Bandyukov and through the tank climb on the roof, go down and take the PCM from the backpack. Before taking PCM, the bandits should not see the GH, otherwise the quest fails.

11. At the time of the injury, the PCM will be spawned by hunters led by the den, help to fight off the gangsters, now it is already possible to play with bandits. After stripping, you can talk to the den, but later.

12. We hand over the PCM Sviblov, get a new task - to control the deal of freebies.

13. We go to the cordon to the factory where there were hunters with a den (in the pda task a typo that the freebie will be supposedly on the farm). For successful task execution you need to perform 2 conditions:

To before calling, the mercenaries did not notice the GG

So, after calling, the freebies remained alive by Halyava himself and his friend.

To fulfill the quest, you need to hide in the factory in such a way that it is convenient to jump out and start cleaning the monolithpetes. I hid almost at the back of the freebie. After his screaming, there will be a few seconds while monolithic stands as idols - during this time you need to have time to destroy the minimum of 2, so that then threesome with free and his friend to clean the rest.

14. We go to Sviblov and report on the task.

Searches for a box and a safe of a mysterious stalker.

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

Key Character Branch - Shakhtar. To get the transition to the cave, you need to take a bald quest in the bar in search of treasure. Well, the miner will definitely ask the GG to perform a small order - bring a book from a forgotten forest. Do not be lazy - bring.

1. We speak with the miner, we get a task - save the escaped "prodigal son" (Fima coal) and bring a notebook of the watch.

2. In the labyrinth on the upper tier of transitions in a large hall, we take a notebook from the guard, save the fugitive and get from it in gratitude to the transition from the labyrinth to the cave.

If in the shootout, the monolithic suddenly kill the coal fuma - do not upset, the main thing is that he labeled him saved and the quest will be counted.

3. We bring a mining book and watch the return of the prodigal son (even if monolithic was killed before it). As a reward we receive a recipe for a new art, a rattle.

4. On the Board of Miner, talk with Fima and learn about the mysterious box and a safe from it, the transition from the labyrinth for amber, as well as the need to chat 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 Khabar and it gives the transition from a labyrinth to a new location, which in version from 26.04 is blocked.

6. We speak with adrenaline, we get a task to bring a box and safe from the labyrinth. At the same time we get the transition to a labyrinth from amber.

7. In the labyrinth we find a box, in it - a note with interesting and useful information. We bring adrenaline casket, tell about the meeting with the immortal shadow of monolith. We find out what you need to talk to Shakhtar. (How to find a box, you can learn in the answers to "other questions", in the section "Labyrinth")

8. We speak Shakhtar, he tells about the need for joining Monolith and sends to Sidorovich.

9. We are talking to Sidorovich, we get another task for the search for remnamors and amulet of monolith.

10. We go to the labyrinth, on the road to the labyrinth we try to keep as far as possible from neutrals and former friends! In the labyrinth, we find the shadow of monolith and learn the 3rd missing code from the door to the monolith bunker. Whatever he spoke, it is necessary to intend him a "plasma caterpillar" and "rattage". In the bunker we take safe and strapar. Relnabra can pick up one of the monolithpers in the bunker - do not forget to bargain with them.

11. We go to the Sidorovich, give the remnamals and amulet of monolith.

12. We go to the miner and give a safe.

Continuation of the search for a mysterious stalker.

This plot branch will be available after the end of quests on the search for killers of the fang.

If you suffer sclerosis, make screenshots of dialogs. Go.

1. We take a safe, we go to the top of the labyrinth, we find the point of transition to undelocated land (NZ) and go there. The transition at the very top level of the large hall, practically mirroring from the transition through which GG falls into the labyrinth.

2. We speak with asterarity, learn about some locals.

3. Meet the Hermit, he says more about several. We get a bag with medications for the gynecologist.

4. Meet the gynecologist, give a bag and safe.

5. We speak with Cyclops, from his versions we will learn about the location of medicines. We learn about the point of transition dump -\u003e NZ.

6. We go to the cordon and take medications.

7. We give medicines to cyclop or gynecologist, according to circumstances.

8. We speak with Zhorvka Anomaly, he opened the first door, there was infa about the fang. But what to open the second door, he needs batteries.

9. We speak with an old man at the entrance to the cave. He tells about the fiery cave (OP), about the fact that he saw the desired batteries, and asks if I get, find the clock lost there.

10. We speak again with a hermit, he knows about the OP and knows some of her "inhabitants."

11. Inputs in OP two, both visible, but not very good. At one entrance we find Pilgrims and talk to him. Promises to help, and with batteries and with a clock, if I bring a razor machine from His Skron. Now there is the parking of the avengers, and he himself cannot go.

12. Non-flat stealth mission, we find a thrown backpack of the pilgrim and take everything from there. If at least one avenger dies while reporting on the task, the mission will be failed.

13. Give the machine, get a clock.

14. We give the clock, and learn from the transition points of the AC -\u003e NZ, TD -\u003e NZ.

15. Go again to Pilgrim, he already shaved and gladly gives us batteries. Comes SMS from the Hermit, asks to go, there is information.

16. We speak with hermit. We learn what Adrenaline was looking for us, information on the owner of the safe appeared. He says that Adrenalina needs a new anomaly detector. The detector can help Vitya-hologram.

17. Take the batteries of Zhork, for one speak with the vita. He asks to bring two elite detectors and plasma caterpillar. SMS comes from adrenaline, people have come for a box.

18. We go for amber and buy detectors from Sakharov. Here with the detectors of the trouble! Well, if you play with ranks, then one you already have to be. And the second should appear on sale from Sakharov, with the same periodicity as Bioradar, but personally, I have not seen him on the sale of this device. If someone bought without editing configs, write down. It may very much, in the future this case will correct, but for now, I had to edit the config trade of Sakharov.

19. We bring twit two elite detectors and a plasma caterpillar, in response he sends us to Cyclop, he knows where to look for hurricewiths with Viti detectors. We listen to his next tip in the poetic form.

20. We go to the landfill, we find Schron, there are two detectors, one of themselves will leave, the thing is wonderful, sees and the cold is invisible, and the star of Arhary, and by itself, everyone else.

21. We arrive at the adrenaline, give the detector. We find out that two of them came for the box, one of them is starvature, the second adrenaline did not consider it, it is a fragmentless, which means the owner has long been the bay zone. Saying safe and GG. SMS comes from the gynecologist, the safe was opened.

22. We speak with a gynecologist, in the safe there was an old map of the territories near the Chernios. The gynecologist asks to find information on perfusion. Behind the nuances, as usual, we go to the cyclop. Again hearing the tip in verses. The transition point to the labyrinth appears.

23. We find in the labyrinth of a semi-sized mercenary, which is aware of the perfuncore, and says where to look for a flask for him. Door with info lies nearby. If, before that, they got to the box through the teleport, mercenar will find quickly, it lies a little without reaching this teleport. We select a floppy disk, treat mercenaries.

24. We bring a disk a gynecologist, and find out that the flasks are really needed. In addition, we will need reagents, you can ask them from the leader of snipers, here on the NZ, that's just how to get to them, they are shooting everything that moves. We go for the next portion of poems to the cyclop. We receive SMS from an unknown stalker, the host card, he does not mind what would have made a copy, but the original will have to be returned through asteris.

25. We go to army warehouses, we find a desired place, pick up flasks.

26. We return, give the flasks a gynecologist. To build the installation, it asks to find the power supplies and the control chip from Ecza Freedom. In addition, we give the gynecologist of the canine card, whatever he has made copies.

27. We go to the place of fall of the meteorite, we find a deactivator of teleports, we fall into the cave through one of the inputs. (The deactivator of the second teleport is already in the cave. Another advice, at the entrance there is quite hot, it will not hurt to hover the artifacts from the heat.

28. We find in the cave of Pilgrim, it helps to find an approach to mercenaries. We enhance the cave, find BP and fees.

29. We go to the chimera, the leader of the avengers on the NZ. He has a small request, to fill down a competitor - Sidorovich and bring his head to proof ...

A small remark, between points 28-29, it is necessary to do without intermediate saving / recovery, otherwise the Avengers will become enemies

30. Ingredients found in the cave for installation, refer to the gynecologist. We take the original and a copy of the canine card. We inform the gynecologist that Sidorovich's head needed to succeed. Shura suggested to slip the avengers of the stuffed, and I can help us in it, the commander of the hunters, they, too, here are inhabit.

31. Philin agrees to help, but for the work you need a controller, just the right one poured on the radar, it is necessary to pick up.

32. We pick up. We bring a franch.

33. For work, he asks 10 claws chimera +100 tr. We collect, bring, pick up the head of Sidorovich.

Sidor and Petrenko-aidfts, Bartender-Gran GRD-5, Scroll-Remcoplex for weapons, B.Dtortor-Antiradda,

Art "mucus" -

Bartender and Shagha-Patr.5.56x39, Sakharov-Antiradda, B.Dtor-Gran.RGD-5,

Art "Grave" -

Bartender-Pat.9x39, Skryaga-Patr.5.7x39 (P90), Sakharov-Rodnamba for armor, cold-Gran.F-1,

Zakhar-Antiradda, Syak-Patra.9.39

Art "Fireball" -

Bartender-AS "Shaft" and Remccooples for weapons, Syak-charge Gauss,

Art "Night Star" -

Bartender-Oots-14 "Thunderstorm", Sakharov-charges to Gauss,

Art "Bengal Fire" -

Bartender and cold-aid kits, sugar-pata.12x70,

Art "Kolyuk" -

Scroll-Gran.F-1, Sugar aid kits, B.Dtor-fraction,

Art "Crystal Torn" -

Scroll-Pat.K PKM, B.Dtor-weapon Remcoplex, Sycon-aid kits,

Art "Fish" -

Scroll-Belgian P90,

Art "Soul" -

Scroll-FN2000, Petrenko-Schu AS,

Art "Spring" -

Sakharov-charge supergauts,

Art "Crystal" -

Sakharov-Combus SSP-99M "Vega", Zakhar-weapons, Syak-Air Force "Vintorzez"

Art "Mamina Beads" -

Sakharov-M72-M "Gauss-rifle",

Art "Sloud" -

B.Dtor-Sniper Sig, Petrenko-Specbon and Disclaimer

Art "Sea hedgehog" -

Petrenko-SVD, Syak-Skat-10

Things that do not sell:

tV (standing at akim, if not confiduril)

4 Eyes Plotay

1 Tentacle bloodsucker

3 Tentacles of bloodsuckers

8 hoofs, 8 vodka

6 abnormal bison

5 Meduse, 5 Stone Flowers, 5 Fiery Balls

10 hands zombies

10 Stop Snorkov

10 packs of cigarettes

9 packs of cigarettes (or 9 bottles of vodka)

beads grandmother Burera

17 claws chimeras

2 elite detectors

2 plasma caterpillars

beanbag

storm Abakan.

pistol Freeman.

two gravicosuma

exoskeleton neutrals

exoskeleton Banditov

cCD9D (debt armor)

ruzho Tzosis 34.

15 bottles of vodka

night Star + 10 Stop Snork

20 Baton Bread, 20 Baton Sausages, 20 Washed Cars

Tears of fire

10 golden meat slices

and do not forget to save for teleportations: Crystal on Cordon, Moonlight on Pripyat, soul on the spell, mica for amber

Traders change:

Cartridges 12x70 fraction (3P) - Medusa

RGD-5 grenades (2pcs) - unscrew

Cartridges 5.45x39mm (3P) - drop

Cartridges 7.62x39mm (2P) - Blood Stone

Tzoz-34 "Vertical" - Flash

Saiga-12K - a hunk of meat

First aid kits (8pcs) - Stone Flower

Vodka (3BUT) - unscrew

Bartender--

Cartridges 5.45x39mm (5p-simple, 3p-b / b) - Flash

Grenades RGD-5 (3pcs) - Stone Flower

Cartridges 5.56x39mm (5p-simple, 3p-b / b) - mucus

9x39mm cartridges (5p-simple, 3P-b / b) - grave

AS "Shaft" - 2pcs Fireball

Ots-14 "Thunderstorm" - Night Star

First aid kits (5pcs) - Bengal Fire

Vodka (5but) - Blood Stone

Repair kits for armor (3pcs) - a hunk of meat

Remccocts for weapons (3pcs) - Fireball

Scroll (freedom) -

Cartridges 5.56 / NATO / (5p-simple, 3p-b / b) - mucus

Grenades F-1 (2pcs) - Spiky

Cartridges for PCM machine gun (2Koroba) - crystal barb

Cartridges 5.7x39mm to Belgian P90 (4P) - Grave

Belgian P90 - Goldfish

FN2000 - 3pcs soul

First aid kits (5pcs) - Medusa

Antiradids (5pcs) - Revolution

Remkomplekts for weapons (3pcs) - Stone flower

Sakharov--

Charges 9mm M72-M "Gauss" (10pcs) - Night Star

9mm M72-M "SuperGauss" (3pcs) - Spring

Combus SP-99M "Vega" - Crystal

Cartridges 12x70mm (5p-ordinary, 3p-dart, 2p-zhankan) - Bengal fire

SPAS 12 - Slug

M72-M "Gauss Rifle" - Mamina Beads (3 pcs)

Aid kits Scientific (4pcs) - Spiky

Antiradids (5pcs) - mucus

2 armor - gravesti

Cold (pure sky) -

Grenades F-1 - Grave or 2pcs Scroll of Meat or 2pcs Revolution

First-aid kits 5pcs - slug or 2pcs Bengali fire or 2pcs blood stone

for 3 mumor

Cartridges 7.62x25mm PS for PPSh-41

92x57 cartridges for Maschinengewehr 42

Cartridges 5.45x39mm

Cartridges 5.56x45mm SS109.

9x39mm PB-9 cartridges

3 first aid kits and antiradis

Marsh doctor--

Cartridges fraction (5P) - Spiky

Grenades RGD-5 (5pcs) - mucus

Cartridges 5.56x39mm (3P) - Drop

Cartridges 7.62x39mm (3P) - Flash

Sniper Sig - Mica (3pcs)

AK-47 - Soul

First aid kits (3pcs) - slug

Antiradids (5pcs) - Stone Flower

3 Weapon Remcoplectage - Crystal Birth

Kuznetsov--

Cartridges 5.45x39mm, AK-47 (3P-b / b, 5p-simple) - Vodka (3B)

PGD \u200b\u200bgrenades - vodka (1B)

Cartridges 7.62x39mm, AKM (3P-b / b) - Vodka (3B)

Abakan - Vodka (5 liters)

AK-47 - Vodka (4 liters)

First aid kits (2pcs) - Vodka (1B)

Woolk wrestler (Agroprom) -

Cartridges 5.45x39mm, AK-74 (3P-b / b, 5p-simple) - Vodka (3B)

Grenade F-1 - Vodka (1B)

Cartridges 7.62mm to PCM machine gun - Vodka (7B)

Booking Skat 9m - Vodka (15B)

Abakan Sniper - Vodka (15B)

PCM machine gun - vodka (drawer)

Assignments Army (2pcs) - Vodka (1B)

Zakhar hunter--

Weapons "Absolute" - 3pcs of the crystal

Weapon Modified - 3pcs Scroll Meat

Antiradis - Gravel

Colonel Petrenko--

Cartridges 7.62x54mm - Drop

Shots Vog-25 (4), Vog-25R - Blood Stone

Cartridges 7.62x39 - Medusa

Specbon duty PS3-9MD - 2pcs of mica

Exoskeleton debt - 3pcs mica

SVD - Sea Yozh

SVU-AS - Soul

3 first aid kits wars stone flower

Cartridges 5.45x39mm (1P) - 2 canned

Pomegranate RSD-5 - 2 sausages

9x19mm cartridges (b / b), to MP-5 - 2 Energy

Grenade F-1 - 5 Baton

Abakan - 10 canned

MP-5 - 5 sausages

First aid kit - sausage

Vodka - 2 canned

Remkomplekt for armor - 3 water

Remkomplekt for weapons - 10 Baton

9x19mm Cartridges b / b (3P) - 3 Eyes of pops

Cartridges 11.43mmx23mm (3P) - 5 heads of Tushkana

Cartridges 5.45x39mm b / b (5p) - 2 hands of the controller

for other parts - artifacts

AK-47, TOS-34, Sayga-12, Desert Eagle, BM-16 Crimprint - Hands Controller

PP "Bizon", Kriss Super V, MP-5 - Hands of Burera

cartridges 12Calibr, Fraction, Zheckan, Dart - Psevdapat Tails

Cartridges for thunderstorms - Tails blind pieces

for a unique weapon gives artifacts

Cartridges for sniper (2p-simple, 1p-b / b) - a hunk of meat

Cartridges 9.39mm (5p-simple, 4p-snip, 3p-b / b) - Grave

Charges to Gauss - Fireball

Army Skat-10 - 3 Sea Hedgehog

Air Force "Vintorzz" - Crystal

ARTS Army (3pcs) - crystal barb

Repair kits for armor (3pcs) - flash

Max (Freedom) -

blend for flamethrower

Cartridges for "thunderstorms"

Bronnik Britter Dolgovsky

box for minigar - 2500+ jellyfish

All guide for fashion Folk Solyanka in your computer!

Download the installation file, click on it, install and rejoice in the crib with screenshots!

Passage of all Quests Akim.

Akim is a turbid and suspicious type that dwells on the gearbox between the cordon and a landfill (in the courtyard of BMP and tower). Dressed as full composure, but a very important character. Therefore, do not rush to kill him. However, it will not be possible for you.

1st Quest: Bring 10 Hands Zombies
There is nothing easier! Go to a landfill, we go past the cemetery of technology and turn to the right - to the swamp. We pass the swamp, deepen into the forest. The number of zombies in this forest is enough to fulfill the quest.

Map. The arrow is marked the place of cluster zombies.

Quest: Bring 1st part of old documents
Also quite light quest. We go to the landfill and saw through the entire territory to the Northern Block Plug.

The tracoe is a canopy from a communal grid and several boxes. On one of these boxes are the necessary documents.


If for some reason you will not find them there, do not worry. They were eaten by one of the debtivers. Speak with everyone; Come in the "Trade" menu. One of the currently stuck documents and see.

3rd quest: bring the 2nd part of old documents
We go on the Agropro and climb into the underground tunnel, where the arrow goes after the flash drive. There, in the tunnel with electraims there are documents.


We enter, we go on the tunnel, go down the stairs, turn left. We climb the stairs and enter the tunnel with electrons. Just in the center of the tunnel (otherwise it could not be), they lie on the pipes.


Yes, who would doubt. However, nothing surprising. On the contrary, I would be surprised if they were lying at Akim in the table, and he would have been prayed on the floor, correcting glasses, and complained that he had seen badly.

4th Quest: Bring the 3rd part of old documents
Czech in the Dark Valley in the Laboratory X-18. The basement has an entrance to the underground laboratory.

The 1st part of the documents is in the room with boxes for 2 tanks in the corner.


The 2nd part of the documents are also for drawers. But not here. We go to the hall with pseudo-boiling. We go, we immediately turn left and go to the angle to the boxes. Look at the boxes. We take.

The 3rd part of the documents may lie in two places. On the refrigerator in the room with a refrigerator.


Either the dead stalker on the surface. We go to the pipe, jump on the ledge and looking for the corpse. He has documents.


The 4th part of the documents in the hall with pseudo-boiling between two boxes immediately behind the grid.
Priority can not be observed.

5th Quest: Broken PDA, 4th Part of Old Documents and 4 Books
The PDA lies in the dark valley on the crane at the gangster camp.

The 4th part of the old documents is located in the X-16 laboratory on the floor in the circular room with a switch.

Booler with SCAT-10 to remove from the military, repair.

Gangster Exoskells to take off the gangster, repair.

The neutral exoskeleton can be bought at Xiak on the radar or the doctor in Pripyat, waiting for the appearance of a suit on sale. You can also remove from the corpse, which lies with radioactive pipes between the transition site in the Pripyat and the battle site of freedom and debt.

Scientific costume of debt ps3-9md can be taken for the grenade launcher at Voronin. Petrenko gives such a suit for the elimination of the defector. You can change to Max vodka or stroll to the Location ATP and persuade one of the bandits to give it to you.

6th Quest: Bring from each monster part
List, actually like this:

1. Rat spleen
2. Tail of dog
3. Head of Tushkanchik
4. Hand Zombie
5. Eye of the flesh
6. Kabana hoof
7. Tail of pseudoophaki
8. Cat tail
9. Stop Snorka
10. Tentacle bloodsucker
11. Hand Burera
12. I am a breakfast
13. Claw chimeras
14. Hand of the controller
15. Eyes Poltergeisa
16. Hand pseudogigant

7th Quest: Bring Experimental Books Skat-15 and Upgrade Blocks for Him
After talking we are looking for a notebook akim in the inventory. It has an alleged location of all parts of the quest.

We go for amber. There is a small structure on the territory of the plant.


On the roof of this building there is a reception.


A system of activation of modules We are looking for on the roof of one of the wagons in the wilderness.

The 1st block of the upgrade lies on the roof of the structure on the radar.


The 2nd Upgrade Block is in the cave.

8th quest: bring medicine
Bubbles with a medicine in the amount of 5 pieces are on a minefield of the north of the military post on the Cordon. Somewhere here.

Be careful during searches. Still, the military is very near. Well, and better after receiving the task, no other tasks are not particularly distracted. We go immediately behind the bubbles.

9th Quest: Bring Rubik Cube
We go to the Dark Valley and climb on the roof of the gallery. There is a cube and lies, we are waiting for us.

\\ It seems that everything. If there are additions and adjustments - Walkam here, in comments.

Modifications based on a pacifier - "Data from X-16"

Fire Dummy - Bright Dummy - Moon Dummy - Pudding

Lies on the floor in the room where the controller is in the last cage on the left.

Information in PDA:

Report №14 / 7 on the project "Deceptor" Director of the Research Division "K-32" Professor Sazonov Nikolay Dmitrievich Dear Nikolay Dmitrievich, we completed a series of experiments on the artifact "Dummy". During experiments, 7 (seven) artifacts "Dummy" were degraded, 5 (five) Dummy artifacts were degraded, 1 (one) Dummy artifact in a series of transmutations showed positive results. Artifact "Dummy" When placed in anomaly "Electra" after 3 hours, 1 minute, 43 seconds, the following characteristics are obtained: Increases the resistance to fire, slightly increases endurance, enhances susceptibility to stroke. The working name of the modification is "Fire Dummy". With the subsequent premises of the "Fire Dummy" modificizer in an anomaly "Elektra" after 6 hours, 3 minutes, 12 with an artifact encounters receives the following characteristics: strongly increases the fiery resistance, increases endurance, enhances the susceptibility of the carrier to the stroke. The working name of the mesomodifier is "bright dummy". With the subsequent placement of the mesomodifier "Bright Dummy" in the anomaly "Electra" after 8 hours, 4 minutes, exactly an artifact obtained the following characteristics: strongly increases the resistance to the fire, strongly increases endurance, greatly increases susceptibility to stroke. The working name of the hypermodification is the "lunar dummy". On this, experiments on the transmutation of the Artifact "Dummy" were continued in the same anomaly. Unlike the projects "Lom", "Sister", "Invisible" and "Lord of the Flies", this experience was crowned with success! When placing the hypermodification, the "Moon Dummy" in the anomaly "Electra" was not rejected by artifact. After 12 hours, 3 minutes, 56 seconds of the artifact received the properties of the Absolute class, namely: significantly increases the resistance to fire, slightly increases endurance, significantly increases the stroke resistance significantly. The working name is the absolute - "pudding". Further premises of the obtained absolute into anomaly "Electra" did not lead to anything - an anomaly rejected the artifact. I believe that our group came to a brilliant result of research on the transmutation of the Artifact "Dummy". Thus, I believe that the "deceiver" project has been successfully completed. Full observation records are transferred to the server. Head of the Research Group "7", V. A. Avakyan! Tip: What would the recipe, do not fail "in the texture", try to go through the whole X-16 from the autosava without intermediate saving / downloads, and when you pour control, hire without a grenade.

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Artifact "Kolobok" and its modifications:

1. Rubin Spring - "Data from Petrenko"

Behind the outbreak, Petrenko reports two recipes, one of them on the ruby \u200b\u200bspring.

Recipe: Throw the spring for 10 minutes to the anomaly of the snowy.

2. Rubic film - "Data from Max Luber"

After the PDa, he will ask you vodka and hooves, the reward of a ruby \u200b\u200bfilm and a recipe for it.

Recipe: Throw the film for 10 minutes to the anomaly of the snowy.

3. Ruby Battery - "Data from Deserter"

After bringing a wolf on the speakers, a radio, he will reward you with this recipe.

The battery itself can be found on the radar on the tag of Kruglov, or from Deserter, for the end of the orders.

Recipe: Throw Batarek for 10 minutes to anomaly snowy.

4. Live heart - "The final recipe will inform the doctor"

Logical end of NLC. To get a recipe, you will have to run, starting point, meeting with a doctor in Pripyat.

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Still artPreet. Plasma caterpillar.

In addition, artifacts can be turned from some to others, sometimes it becomes so necessary that it makes sense to describe where and how these recipes get.

Most of the artmodov fell into the Solyanka from the NLC, but there is a couple of fresh modifications. We read, maybe someone knows something new. There are repeats regarding the information written above, do not pay attention.

1. Flash out of frying - from the wolf, for the found document.

2. Stone flower from the carousel - from shouter, behind the jellyfish.

3. Scroll of meat from springboard - from Tolik, for dog tails.

4. Slug from a funnel - from Petrukhi, for the tonz

5. Crystal barbing from the chill - from Kuznetsov, for vodka to D.R.

6. Fireball from Electra - from Fox, for first-aid kits.

7. A drop from the carousel - from PDA in the Bandits camp on the landfill.

8. The mucus from the frying - from the clock, for the pda.

9. Spiky from the chill - a document in the trailer at the helicopter on the agry.

10. Bengal fire from the springboard is from the Eurer, for the modernized MP5 or from Dan, for the crown of the crow.

11. Moonlight from frying - from Petrenko, behind the outbreak.

12. The mucus from the funnel - from the demon, for the comobrice arrow.

13. The night star from the funnel - from Besa, for the cartridge box.

14. Stone flower from Electra - from the prisoner's debtist, for salvation.

15. Gravel from frying - from Petrenko, for Gauss the gun.

16. Soul from Electra - from Max Luber, for PDA.

17. Slug from springboard - from Porpora, for the eyes of the flesh.

18. Crystal barbing from the carousel - a document from the hub on the cordon.

19. A flash of a funnel - from Porpora, for the tentacle of bloodsucker.

20. Medusa from Electra - from the Kortyuk.

21. Refrigerated from Klezda - from Borov, for the Pda of the Krysyuk.

22. Fireball from the chill - from PDA Volkodawa.

23. Sea Yozh from the springboard - from Ivantsov, for the exchange of grenade launcher for money.

24. Goldfish from Kholty - from Kruglov, for the scanner.

25. Kolobok from Kholty - from Kruglov, for the exchange of artifact for money.

26. Spring from Electra - from Petrenko, for Isaus.

27. Moonlight from the carousel - from the socks for the cartridges.

28. Night star from the frying - from the soda for the plan.

29. Mica from Electra - from Peda Monolithica in the trailer on the radar.

30. Film from a funnel - from Sakharov for documents from laboratories.

31. Soul from a funnel - from Xiaka, for the toolbox.

32. Mamines beads from Carousel - from Xiak, for safe from X-18.

33. Goldfish from Electra - from Xiak for a goldfish.

34. Battery from frying - from Xiak, for the exchange of money on the scat.

35. Dummy from the springboard is sold at the informant.

36. Mica Carousel - Sold By the Informant.

37. Crystal from Khotty - Must be taken from the notebook of the traitor Pavlik, but mistakes in the scripts, deprived us of this artmode.

38. Rubic spring - from Petrenko behind the outbreak.

39. Rubin film - from Max Luber for hoofs and vodka.

40. Rubic battery - from a wolf for a radio.

41. Plasma caterpillar is sold at Sakharov.

42. Rattle - from Shakhtar for a guards notebook.

221

We continue to consider the features of the "Soleanka".

Changed and additional transition points from Camrad A185.

The movement system between locations has been subjected to serious changes. Some points that existed in the original game were transferred or changed, and some are missing until a certain point. In addition, you can find information about the new points of the transition. As well as in Solyanka there is a developed system of teleports.

I will carry out the two most frequently asked questions about the transition point.

Indeed, when the game starts, there are no movements of the transition from the bar on the wild and military warehouses.

The transition to the wilderness will open when bringing the docks from X-18 and take the quest to X-16.

The transition to military warehouses opens when bringing a bartender flash drive Kruglov. Moreover, the flash drive removed from the Kruglov troupe does not work. He must give you it myself, after performing escort.

More information about the transition point can be bought at the informant.

Also on the military warehouses you can teleport a fan when you bring him a laptop from X-18.

And even on military warehouses, you can get through a new Location ATP. To do this, you need to fulfill the quest Adrenaline on the "Spare Parts of Monsters".

With cordon.

1. Agroprom. Find and bring Sakharov documents from the agriculture.

2. on the radar. Information about the transition lies under the corpse of the environmental not far from the hole in the grid on the radar.

3. To the labyrinth. After in the cave, meet with the phima coal, talk to him.

4. Teleport to Army Slams. Install the telemetry unit for Sakharov to army warehouses.

5. Teleport to Cordon. Install the telemetry unit for Sakharov on Cordon.

6. Teleport in Pripyat. Install the telemetry block for Sakharov in Pripyat.

221

With army warehouses.

In addition to points of transition and stationary teleports, there are several mobile teleportation systems in Solyanka.

1. Mate Teleport from the Cross. Perform all the quests of the Cross and get this device. True, it only works on "native" locations and at the complexity level "Master." Teleports into random location.

2. Mobile teleport bone. The resulting quest teleport teleport teleports randomly. Take it to the convection of Sakharov,

and you can move to the bar, to the cordon, or amber from any location.

3. Teleport arrow. Together with the note from the monolith, you find the teleport arrow, with it you can get to army warehouses from any location.

4. Self-contained monolith. Perform the Quest Lukasha to the brain of the controller, and he will tell you where the mobile teleports of the leaders of the monolith lie. With their help, you can get to the Chernobyl, from any location.

221

New quests in Soljanka dated 04/19/2010

Kuznetsov quest on the bag checking:

After you give ten bottles of Vodka Kuznetsov, he will have a line in the dialogues in which he asks to bring a bag checking from the agriculture. To perform the task requires vodka in the amount of 10-15 bottles. Five get from Kuznetsov. The rest of the quantity we buy from nescript / changing the arts from the traders.

We go to the Agroprom. Remove the crot, carry out all the necessary quest. After that, we return to the transition to the dump and moving on the left side, as much as possible to the fence. Return to Lieutenant Vinogradova:

We speak with him, I give vodka. There is an exchange of SMS with Kuznetsov. We are waiting until the warriors protrude. Comes sms. Moving to the fire, we speak with this Perse:

Drink with him vodka. He tells us about the location of the magic chumoudan:

We take it and carry the Kuze. Award - PDA for art printing.

With a re-passing "NA", 19.04 faced a problem - the captain did not appear (apparently he was tormented by a terrible beast with the title "Pinched". In this case, we return to Kuznetsov - he will have a dialogue on this occasion ...

221

Lightning and quests with her connected.

Read all messages and dialogues carefully, all the hints are all the tips. Do not hurry anywhere and do not rush to run around locations. If you have not met an abnormal counterfraction, you still go to Kleranov, the quest will normally go on simply not get bonuses. When using a photo copying before shots, save to be one shot - one photo

221

Passage of the dead town

Important note

It all begins with turning off teleport to the chopper in Limansk. GG is asked to lay out some items in the safe, standing behind. I have previously liquidated an invisible exoskeleton ...

1. We encounter a napkin name "evil". We are approaching, we say, find out why he is all the same evil and understand that our GG in full ass ...

2. We get SMS and go to the perfume. We talk with him, find out that the situation is our even more impossible than it was outgrown with an evil. We remember about some of your old "friends", about the story of the Black Sea. Do not forget to search nearby houses - I've got a small-mall there ...

3. We are looking for those stalkers about which perfumer told us. Talking with Tambov, the leader of local stalkers-neutrals. They have (yes and with us), very bad, and therefore listen carefully to Sanya. There is nothing to do, we are looking for his scouts.

4. Agrees with the scouts, we applied the "Visit of Politeness" Bandos. We take food, weapons, things. Do not forget to rise in the attic houses and examine the nearby landscape ...

5. We go to walk around the outskirts of the city, we meet something. (most importantly, if you see neutral on the map, shoot anything other than mutant psyfion)

6. This character really unusual. On his press, we go to "lead the bazaar" fainting, it should help. Mandatory condition: we go along the barbs and jump onto the fuel truck - it should come to the SMS that our GG is in place.

7. Basal. The gangsters and the "last day" are really not very smooth, and therefore - to help it will help us, but the task will not be out of simple.

8. We look at the received photo. We go to look for a cache. It

We get SMS from Norman. After that, we go to walk around the zone, having fun from the new additional and waiting for the following.

6 784

Quests of pure sky.

1. At the entrance to the swamps we find on the farmers of the Deca and it gives a task to save a friend from the captivity of the gangsters. We go on the way to the Church, we clean the gangsters and find the captured Sakhat, talking to him.

2. We return to the devil, we report on the execution of the task, we obtain information about teleport to the pure sky base.

3. We go to the base, we encounter 3 characters that give us quests - Vasily, Cold and the leader of the Chiuribovs Sweets.

4. Task Vasily - Find a healing ointment.

4.1. We go to Kalmyk's hut - the place is marked on the map of the circle. In the hut on the floor lies a backpack, in it a grenade. We take a grenade and it explodes (GG should have very good protection against the explosion - art + suit). Calmyk appears.

4.2. We speak with Kalmyk, we get the task to bring a container. The location of the container is marked on a map of a circle.

4.3. We go to the backpack, take the container. In the teleport around the backpack there is a minimum of 1 pass, but very narrow (+ \\ - half meter to the side and it does not work), you need to find the place of this passage. It seems that the position of the passage is installed randomly. Show perseverance in search, come from different directions.

4.4. We bring the container Kalmyk, we will find out tariffs for the exchange of ointments. We bring a habar and get 3 right jars, refer to Vasily

4.5. We pass the ointment Vasilia and get the opportunity to upgrade and repair some costumes.

5. The task of the cold is simple - to mark the unique pseudogigant on the agry. The location is marked on the map in Pda. If the labels are not - then the pseudogigant runs in the northeast ravine ravine, in which the adrenaline is located (from the entrance from the landfill immediately right along the fence).

5.1. Metim pseudo-hydricant from the weapon of the cold and report on the task.

Quests Sweets are key to further passage, incl. For opening aisles to new locations (Limansk and Next).

6. We speak Sviblov, we get the task to bring the brain of a unique controller. The place of spawn controller is marked on the map. We go, kill the controller and the monsters come to him, we take the brain.

7. We give the brain Sviblov and instead we get the opportunity to exchange details of unique monsters on weapons.

8. Repeated with Sviblov. We get the task to steal the PCM from the gangsters. And the label in the pda to the snacks. Without postponing, it is necessary to go and talk with a silence, otherwise it can perish in the fight against gangsters or knee into anomalies.

9. We speak with a silence, we get refinement on the task.

10. We go to the territory of Bandyukov and through the tank climb on the roof, go down and take the PCM from the backpack. Before taking PCM, the bandits should not see the GH, otherwise the quest fails.

11. At the time of the injury, the PCM will be spawned by hunters led by the den, help to fight off the gangsters, now it is already possible to play with bandits. After stripping, you can talk to the den, but later.

12. We hand over the PCM Sviblov, get a new task - to control the deal of freebies.

13. We go to the cordon to the factory where there were hunters with a den (in the pda task a typo that the freebie will be supposedly on the farm). For successful task execution you need to perform 2 conditions:

To before calling, the mercenaries did not notice the GG

So, after calling, the freebies remained alive by Halyava himself and his friend.

To fulfill the quest, you need to hide in the factory in such a way that it is convenient to jump out and start cleaning the monolithpetes. I hid almost at the back of the freebie. After his screaming, there will be a few seconds while monolithic stands as idols - during this time you need to have time to destroy the minimum of 2, so that then threesome with free and his friend to clean the rest.

14. We go to Sviblov and report on the task.

Searches for a box and a safe of a mysterious stalker.

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

Key Character Branch - Shakhtar. To get the transition to the cave, you need to take a bald quest in the bar in search of treasure. Well, the miner will definitely ask the GG to perform a small order - bring a book from a forgotten forest. Do not be lazy - bring.

1. We speak with the miner, we get a task - save the escaped "prodigal son" (Fima coal) and bring a notebook of the watch.

2. In the labyrinth on the upper tier of transitions in a large hall, we take a notebook from the guard, save the fugitive and get from it in gratitude to the transition from the labyrinth to the cave.

If in the shootout, the monolithic suddenly kill the coal fuma - do not upset, the main thing is that he labeled him saved and the quest will be counted.

3. We bring a mining book and watch the return of the prodigal son (even if monolithic was killed before it). As a reward we receive a recipe for a new art, a rattle.

4. On the Board of Miner, talk with Fima and learn about the mysterious box and a safe from it, the transition from the labyrinth for amber, as well as the need to chat 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 Khabar and it gives the transition from a labyrinth to a new location, which in version from 26.04 is blocked.

6. We speak with adrenaline, we get a task to bring a box and safe from the labyrinth. At the same time we get the transition to a labyrinth from amber.

7. In the labyrinth we find a box, in it - a note with interesting and useful information. We bring adrenaline casket, tell about the meeting with the immortal shadow of monolith. We find out what you need to talk to Shakhtar. (How to find a box, you can learn in the answers to "other questions", in the section "Labyrinth")

8. We speak Shakhtar, he tells about the need for joining Monolith and sends to Sidorovich.

9. We are talking to Sidorovich, we get another task for the search for remnamors and amulet of monolith.

10. We go to the labyrinth, on the road to the labyrinth we try to keep as far as possible from neutrals and former friends! In the labyrinth, we find the shadow of monolith and learn the 3rd missing code from the door to the monolith bunker. Whatever he spoke, it is necessary to intend him a "plasma caterpillar" and "rattage". In the bunker we take safe and strapar. Relnabra can pick up one of the monolithpers in the bunker - do not forget to bargain with them.

11. We go to the Sidorovich, give the remnamals and amulet of monolith.

12. We go to the miner and give a safe.

Continuation of the search for a mysterious stalker.

This plot branch will be available after the end of quests on the search for killers of the fang.

If you suffer sclerosis, make screenshots of dialogs. Go.

1. We take a safe, we go to the top of the labyrinth, we find the point of transition to undelocated land (NZ) and go there. The transition at the very top level of the large hall, practically mirroring from the transition through which GG falls into the labyrinth.

2. We speak with asterarity, learn about some locals.

3. Meet the Hermit, he says more about several. We get a bag with medications for the gynecologist.

4. Meet the gynecologist, give a bag and safe.

5. We speak with Cyclops, from his versions we will learn about the location of medicines. We learn about the point of transition dump -\u003e NZ.

6. We go to the cordon and take medications.

7. We give medicines to cyclop or gynecologist, according to circumstances.

8. We speak with Zhorvka Anomaly, he opened the first door, there was infa about the fang. But what to open the second door, he needs batteries.

9. We speak with an old man at the entrance to the cave. He tells about the fiery cave (OP), about the fact that he saw the desired batteries, and asks if I get, find the clock lost there.

10. We speak again with a hermit, he knows about the OP and knows some of her "inhabitants."

11. Inputs in OP two, both visible, but not very good. At one entrance we find Pilgrims and talk to him. Promises to help, and with batteries and with a clock, if I bring a razor machine from His Skron. Now there is the parking of the avengers, and he himself cannot go.

12. Non-flat stealth mission, we find a thrown backpack of the pilgrim and take everything from there. If at least one avenger dies while reporting on the task, the mission will be failed.

13. Give the machine, get a clock.

14. We give the clock, and learn from the transition points of the AC -\u003e NZ, TD -\u003e NZ.

15. Go again to Pilgrim, he already shaved and gladly gives us batteries. Comes SMS from the Hermit, asks to go, there is information.

16. We speak with hermit. We learn what Adrenaline was looking for us, information on the owner of the safe appeared. He says that Adrenalina needs a new anomaly detector. The detector can help Vitya-hologram.

17. Take the batteries of Zhork, for one speak with the vita. He asks to bring two elite detectors and plasma caterpillar. SMS comes from adrenaline, people have come for a box.

18. We go for amber and buy detectors from Sakharov. Here with the detectors of the trouble! Well, if you play with ranks, then one you already have to be. And the second should appear on sale from Sakharov, with the same periodicity as Bioradar, but personally, I have not seen him on the sale of this device. If someone bought without editing configs, write down. It may very much, in the future this case will correct, but for now, I had to edit the config trade of Sakharov.

19. We bring twit two elite detectors and a plasma caterpillar, in response he sends us to Cyclop, he knows where to look for hurricewiths with Viti detectors. We listen to his next tip in the poetic form.

20. We go to the landfill, we find Schron, there are two detectors, one of themselves will leave, the thing is wonderful, sees and the cold is invisible, and the star of Arhary, and by itself, everyone else.

21. We arrive at the adrenaline, give the detector. We find out that two of them came for the box, one of them is starvature, the second adrenaline did not consider it, it is a fragmentless, which means the owner has long been the bay zone. Saying safe and GG. SMS comes from the gynecologist, the safe was opened.

22. We speak with a gynecologist, in the safe there was an old map of the territories near the Chernios. The gynecologist asks to find information on perfusion. Behind the nuances, as usual, we go to the cyclop. Again hearing the tip in verses. The transition point to the labyrinth appears.

23. We find in the labyrinth of a semi-sized mercenary, which is aware of the perfuncore, and says where to look for a flask for him. Door with info lies nearby. If, before that, they got to the box through the teleport, mercenar will find quickly, it lies a little without reaching this teleport. We select a floppy disk, treat mercenaries.

24. We bring a disk a gynecologist, and find out that the flasks are really needed. In addition, we will need reagents, you can ask them from the leader of snipers, here on the NZ, that's just how to get to them, they are shooting everything that moves. We go for the next portion of poems to the cyclop. We receive SMS from an unknown stalker, the host card, he does not mind what would have made a copy, but the original will have to be returned through asteris.

25. We go to army warehouses, we find a desired place, pick up flasks.

26. We return, give the flasks a gynecologist. To build the installation, it asks to find the power supplies and the control chip from Ecza Freedom. In addition, we give the gynecologist of the canine card, whatever he has made copies.

27. We go to the place of fall of the meteorite, we find a deactivator of teleports, we fall into the cave through one of the inputs. (The deactivator of the second teleport is already in the cave. Another advice, at the entrance there is quite hot, it will not hurt to hover the artifacts from the heat.

28. We find in the cave of Pilgrim, it helps to find an approach to mercenaries. We enhance the cave, find BP and fees.

29. We go to the chimera, the leader of the avengers on the NZ. He has a small request, to fill down a competitor - Sidorovich and bring his head to proof ...

A small remark, between points 28-29, it is necessary to do without intermediate saving / recovery, otherwise the Avengers will become enemies

30. Ingredients found in the cave for installation, refer to the gynecologist. We take the original and a copy of the canine card. We inform the gynecologist that Sidorovich's head needed to succeed. Shura suggested to slip the avengers of the stuffed, and I can help us in it, the commander of the hunters, they, too, here are inhabit.

31. Philin agrees to help, but for the work you need a controller, just the right one poured on the radar, it is necessary to pick up.

32. We pick up. We bring a franch.

33. For work, he asks 10 claws chimera +100 tr. We collect, bring, pick up the head of Sidorovich.

Sidor and Petrenko-aidfts, Bartender-Gran GRD-5, Scroll-Remcoplex for weapons, B.Dtortor-Antiradda,

Art "mucus" -

Bartender and Shagha-Patr.5.56x39, Sakharov-Antiradda, B.Dtor-Gran.RGD-5,

Art "Grave" -

Bartender-Pat.9x39, Skryaga-Patr.5.7x39 (P90), Sakharov-Rodnamba for armor, cold-Gran.F-1,

Zakhar-Antiradda, Syak-Patra.9.39

Art "Fireball" -

Bartender-AS "Shaft" and Remccooples for weapons, Syak-charge Gauss,

Art "Night Star" -

Bartender-Oots-14 "Thunderstorm", Sakharov-charges to Gauss,

Art "Bengal Fire" -

Bartender and cold-aid kits, sugar-pata.12x70,

Art "Kolyuk" -

Scroll-Gran.F-1, Sugar aid kits, B.Dtor-fraction,

Art "Crystal Torn" -

Scroll-Pat.K PKM, B.Dtor-weapon Remcoplex, Sycon-aid kits,

Art "Fish" -

Scroll-Belgian P90,

Art "Soul" -

Scroll-FN2000, Petrenko-Schu AS,

Art "Spring" -

Sakharov-charge supergauts,

Art "Crystal" -

Sakharov-Combus SSP-99M "Vega", Zakhar-weapons, Syak-Air Force "Vintorzez"

Art "Mamina Beads" -

Sakharov-M72-M "Gauss-rifle",

Art "Sloud" -

B.Dtor-Sniper Sig, Petrenko-Specbon and Disclaimer

Art "Sea hedgehog" -

Petrenko-SVD, Syak-Skat-10

Things that do not sell:

tV (standing at akim, if not confiduril)

4 Eyes Plotay

1 Tentacle bloodsucker

3 Tentacles of bloodsuckers

8 hoofs, 8 vodka

6 abnormal bison

5 Meduse, 5 Stone Flowers, 5 Fiery Balls

10 hands zombies

10 Stop Snorkov

10 packs of cigarettes

9 packs of cigarettes (or 9 bottles of vodka)

beads grandmother Burera

17 claws chimeras

2 elite detectors

2 plasma caterpillars

beanbag

storm Abakan.

pistol Freeman.

two gravicosuma

exoskeleton neutrals

exoskeleton Banditov

cCD9D (debt armor)

ruzho Tzosis 34.

15 bottles of vodka

night Star + 10 Stop Snork

20 Baton Bread, 20 Baton Sausages, 20 Washed Cars

Tears of fire

10 golden meat slices

and do not forget to save for teleportations: Crystal on Cordon, Moonlight on Pripyat, soul on the spell, mica for amber

Traders change:

Cartridges 12x70 fraction (3P) - Medusa

RGD-5 grenades (2pcs) - unscrew

Cartridges 5.45x39mm (3P) - drop

Cartridges 7.62x39mm (2P) - Blood Stone

Tzoz-34 "Vertical" - Flash

Saiga-12K - a hunk of meat

First aid kits (8pcs) - Stone Flower

Vodka (3BUT) - unscrew

Bartender--

Cartridges 5.45x39mm (5p-simple, 3p-b / b) - Flash

Grenades RGD-5 (3pcs) - Stone Flower

Cartridges 5.56x39mm (5p-simple, 3p-b / b) - mucus

9x39mm cartridges (5p-simple, 3P-b / b) - grave

AS "Shaft" - 2pcs Fireball

Ots-14 "Thunderstorm" - Night Star

First aid kits (5pcs) - Bengal Fire

Vodka (5but) - Blood Stone

Repair kits for armor (3pcs) - a hunk of meat

Remccocts for weapons (3pcs) - Fireball

Scroll (freedom) -

Cartridges 5.56 / NATO / (5p-simple, 3p-b / b) - mucus

Grenades F-1 (2pcs) - Spiky

Cartridges for PCM machine gun (2Koroba) - crystal barb

Cartridges 5.7x39mm to Belgian P90 (4P) - Grave

Belgian P90 - Goldfish

FN2000 - 3pcs soul

First aid kits (5pcs) - Medusa

Antiradids (5pcs) - Revolution

Remkomplekts for weapons (3pcs) - Stone flower

Sakharov--

Charges 9mm M72-M "Gauss" (10pcs) - Night Star

9mm M72-M "SuperGauss" (3pcs) - Spring

Combus SP-99M "Vega" - Crystal

Cartridges 12x70mm (5p-ordinary, 3p-dart, 2p-zhankan) - Bengal fire

SPAS 12 - Slug

M72-M "Gauss Rifle" - Mamina Beads (3 pcs)

Aid kits Scientific (4pcs) - Spiky

Antiradids (5pcs) - mucus

2 armor - gravesti

Cold (pure sky) -

Grenades F-1 - Grave or 2pcs Scroll of Meat or 2pcs Revolution

First-aid kits 5pcs - slug or 2pcs Bengali fire or 2pcs blood stone

for 3 mumor

Cartridges 7.62x25mm PS for PPSh-41

92x57 cartridges for Maschinengewehr 42

Cartridges 5.45x39mm

Cartridges 5.56x45mm SS109.

9x39mm PB-9 cartridges

3 first aid kits and antiradis

Marsh doctor--

Cartridges fraction (5P) - Spiky

Grenades RGD-5 (5pcs) - mucus

Cartridges 5.56x39mm (3P) - Drop

Cartridges 7.62x39mm (3P) - Flash

Sniper Sig - Mica (3pcs)

AK-47 - Soul

First aid kits (3pcs) - slug

Antiradids (5pcs) - Stone Flower

3 Weapon Remcoplectage - Crystal Birth

Kuznetsov--

Cartridges 5.45x39mm, AK-47 (3P-b / b, 5p-simple) - Vodka (3B)

PGD \u200b\u200bgrenades - vodka (1B)

Cartridges 7.62x39mm, AKM (3P-b / b) - Vodka (3B)

Abakan - Vodka (5 liters)

AK-47 - Vodka (4 liters)

First aid kits (2pcs) - Vodka (1B)

Woolk wrestler (Agroprom) -

Cartridges 5.45x39mm, AK-74 (3P-b / b, 5p-simple) - Vodka (3B)

Grenade F-1 - Vodka (1B)

Cartridges 7.62mm to PCM machine gun - Vodka (7B)

Booking Skat 9m - Vodka (15B)

Abakan Sniper - Vodka (15B)

PCM machine gun - vodka (drawer)

Assignments Army (2pcs) - Vodka (1B)

Zakhar hunter--

Weapons "Absolute" - 3pcs of the crystal

Weapon Modified - 3pcs Scroll Meat

Antiradis - Gravel

Colonel Petrenko--

Cartridges 7.62x54mm - Drop

Shots Vog-25 (4), Vog-25R - Blood Stone

Cartridges 7.62x39 - Medusa

Specbon duty PS3-9MD - 2pcs of mica

Exoskeleton debt - 3pcs mica

SVD - Sea Yozh

SVU-AS - Soul

3 first aid kits wars stone flower

Cartridges 5.45x39mm (1P) - 2 canned

Pomegranate RSD-5 - 2 sausages

9x19mm cartridges (b / b), to MP-5 - 2 Energy

Grenade F-1 - 5 Baton

Abakan - 10 canned

MP-5 - 5 sausages

First aid kit - sausage

Vodka - 2 canned

Remkomplekt for armor - 3 water

Remkomplekt for weapons - 10 Baton

9x19mm Cartridges b / b (3P) - 3 Eyes of pops

Cartridges 11.43mmx23mm (3P) - 5 heads of Tushkana

Cartridges 5.45x39mm b / b (5p) - 2 hands of the controller

for other parts - artifacts

AK-47, TOS-34, Sayga-12, Desert Eagle, BM-16 Crimprint - Hands Controller

PP "Bizon", Kriss Super V, MP-5 - Hands of Burera

cartridges 12Calibr, Fraction, Zheckan, Dart - Psevdapat Tails

Cartridges for thunderstorms - Tails blind pieces

for a unique weapon gives artifacts

Cartridges for sniper (2p-simple, 1p-b / b) - a hunk of meat

Cartridges 9.39mm (5p-simple, 4p-snip, 3p-b / b) - Grave

Charges to Gauss - Fireball

Army Skat-10 - 3 Sea Hedgehog

Air Force "Vintorzz" - Crystal

ARTS Army (3pcs) - crystal barb

Repair kits for armor (3pcs) - flash

Max (Freedom) -

blend for flamethrower

Cartridges for "thunderstorms"

Bronnik Britter Dolgovsky

box for minigar - 2500+ jellyfish

All guide for fashion Folk Solyanka in your computer!

Download the installation file, click on it, install and rejoice in the crib with screenshots!