Stalker folk hodgepodge pudding for the akim. S.T.A.L.K.E.R. "Solyanka" - All Akim's quests. Ruby Film - "Data from Max Luber"

Modifications and Recipes

Pay attention! These recipes work in AMK and SIMBION mods

Grandma's Beads.
The Mother's Beads artifact is thrown into the Electra Anomaly for five hours. Characteristics: bullet resistance +5, endurance +250, radiation +5, resistance to electric shock -15. The probability of a successful mutation is 85%, unsuccessful 10%, rejection 5%.
Take: from Brom for the quest with his weapon “Weapon of the Longman”

Great-grandmother's beads.
The mesomodification of Grandma's Beads is thrown into the Jellied Anomaly for three hours. Stats: bullet resistance +3, health +150, radiation +7, bleeding -380. The probability of a successful mutation is 72%, unsuccessful 12%, rejection 16%.
Take: from Sidorovich for the quest “Clear the area from mutants”

Skin
(modified resistance to chemical combustion and bullet resistance)
The Film artifact is thrown into the Springboard anomaly (transmutation time: 5 Zone hours). The resulting modification has the following characteristics: +35% resistance to chemical combustion, +7% bullet resistance, +3 radiation.
Take: at the Cordon, at the checkpoint in the barracks on the nightstand between the beds.

Scales
Modifier Skin is thrown into the Carousel anomaly for 5 hours. The resulting mesomodification has the following characteristics: resistance to chemical combustion +42, bullet resistance +5, radiation +150, health +150, bleeding +100. The probability of successful transmutation is 80%, unsuccessful 10%, rejection 10%.
Take: from General Voronin for RG-6 "Bulldog"

Carapace
The mesomodification Scales is thrown into the Jellied anomaly for 2 hours. The resulting hypermodified has the following characteristics: resistance to chemical combustion +45, bullet resistance +10, radiation +2, health +50, bleeding +130. The probability of successful transmutation is 70%, unsuccessful 20%, rejection 10%.
Take: from Sidorovich for documents from the checkpoint

Controller's scalp.
The hypermodified Shell is thrown into the Zharka anomaly for 6 hours. The resulting absolute has the following characteristics: resistance to chemical combustion +10, bullet resistance +10, hunger - 20, health +100, psi defense +75. The probability of successful transmutation is 65%, unsuccessful 20%, rejection 15%.
Get it: from one of the top twenty monoliths on Radar (the recipe is random).

Soul Drops
The Soul artifact is thrown into the Zharka anomaly for 4 hours. Characteristics: health + 600, endurance - 18, radiation - 10. Probability of successful transmutation 70%, unsuccessful 25%, rejection 5%.

Fire soul
The Soul Drop modifier is thrown into the Roast anomaly for six hours. Characteristics: health + 600, endurance - 18, radiation - 20. Probability of successful transmutation 60%, unsuccessful 20%, rejection 20%.

Crystal Soul
The mesomodification Fiery Soul is thrown into the Roasting anomaly for 10 hours. Characteristics: health + 600, endurance - 18, radiation - 30. Probability of successful transmutation 50%, unsuccessful 35%, rejection 15%.

Crystal Soul of Bengal
Hypermodified Crystal Soul is thrown into the Electra anomaly for 1 hour. Characteristics: health + 600, endurance + 18, radiation - 30. Probability of successful transmutation 50%, unsuccessful 30%, rejection 20%.
Take: The entire chain from Lukash for the quest with the improved armored suit Beryl “Healing”.

Porcupine
The Sea Urchin artifact is thrown into the Zharka anomaly for 3 hours. Characteristics: endurance - 20, radiation - 65. Probability of successful transmutation 65%, unsuccessful 20%, rejection 15%.
Take: Buy from the Informant in the bar.

Electric Porcupine
(mesomodifier of endurance and resistance to radiation) Modifier Porcupine rushes into the Electra anomaly (transmutation time: 5 hours of the Zone). The resulting mesomodification receives the following characteristics: -63 radiation, +100 endurance, -10% electric shock. Probability of successful transmutation: 72%; probability of degeneration: 25%; probability of rejection: 3%.
Take: from the Miser for the quest “Clear the Bloodsucker Village”

Snotty Porcupine
The mesomodification Electric Porcupine rushes into the Kholodets anomaly for 2 hours. Characteristics: electric shock - 7, endurance + 90, radiation - 55, bleeding - 400. The probability of successful transmutation is 74%, unsuccessful 10%, rejection 16%.
Take: From the wounded stalker (first give the first aid kit) on the second floor of the gas station next to the bandits' base in the Dark Valley.

Stone Porcupine
Hypermodified Snotty Porcupine rushes into the Springboard anomaly at 9 o'clock. Characteristics: electric shock +25, endurance + 85, radiation - 50, bleeding - 350. Probability of successful transmutation 70%, unsuccessful 20%, rejection 10%.
Take: On the flash drive of a crazy stalker in the swamp near the Freedom base on Max's quest.

Steel Gingerbread Man
Artifact Kolobok is thrown into the Springboard anomaly for 2 hours. Characteristics: gap +5, bullet resistance +5, radiation +7. The probability of successful transmutation is 70%, unsuccessful 25%, rejection 5%.
Take: from the Hunter in the bar for the quest “The Family Gun”.

Titanium Kolobok
The Steel Gingerbread Man modifier is thrown into the Carousel anomaly for 5 hours. Characteristics: gap +7, bullet resistance +10, radiation +15, fire resistance +25. The probability of successful transmutation is 50%, unsuccessful 35%, rejection 15%.
Take: On the corpse of one of the mercenaries at the Chernobyl nuclear power plant checkpoint.

Diamond Kolobok
The mesomodification Titanium Kolobok is thrown into the Kholodets anomaly for 8 hours. Stats: burst +6, bullet resistance +10, radiation +10, fire resistance +25, chemical combustion resistance +15. The probability of successful transmutation is 78%, unsuccessful 17%, rejection 5%.
Take: from Kruglov for help with the passage to Yantar.

Giant's Little Brother
(absolute tear resistance, bullet resistance, fire resistance, chemical combustion resistance, hunger resistance and radiation resistance)
The hypermodified Diamond Kolobok rushes into the Zharka anomaly (transmutation time: 3 hours of the Zone). The resulting absolute has the following characteristics: +12% tear resistance, +10% bullet resistance, -15 radiation, +25% fire resistance, -45 hunger, +20% chemical combustion resistance.

Take: from Kep for help in protecting the Barrier.

Tears of Electra
The Drop artifact is thrown into the Electra anomaly for 5 hours. The modification receives the following characteristics: radiation - 10, endurance + 18. The probability of successful transmutation is 75%, unsuccessful 10%, rejection 15%.
Take: from Sakharov for the quest “Bring a body part of a snork”

Tears of Fire
The Electra's Tears modification is thrown into the Roasting anomaly for 6 hours. The modification receives the following characteristics: radiation - 30. The probability of successful transmutation is 65%, unsuccessful 20%, rejection 15%.
Take: from Sakharov for X-16 documents

Tears of the Chimera
The mesomodification Tears of Fire is thrown into the Jellied anomaly for 2 hours. The modification receives the following characteristics: radiation - 40, psi protection + 45, bleeding +140, health +150. The probability of successful transmutation is 55%, unsuccessful 25%, rejection 20%.
Take: from Sakharov for the quest “Bring a unique jumpsuit” (Ghost costume).

Symbion
4 artifacts are thrown at once into the “Jellied” anomaly: Medusa, Drop, Blood of Stone and Thorn - for 4 hours.
It has the following characteristics: psi protection +50%, bleeding +50, resistance to tearing -25, endurance -20. The probability of successful transmutation is 70%, unsuccessful - 20%, rejection - 10%.
Take: In X-18, on the table, next to the documents for the Bartender.

Fire Dummy
The Dummy artifact is thrown into the Elektra anomaly. Transmutation time: 3 hours Zone. The modification receives the following characteristics: +30% resistance to fire, +36 endurance, -10% resistance to electric shock
Probability of successful transmutation: 70%; probability of degeneration: 25%; probability of rejection: 5%.

Bright Dummy
The Fire Dummy modification is thrown at the Elektra anomaly. Transmutation time: 6 hours Zone. The mesomodifier receives the following characteristics: +30% resistance to fire, +73 endurance, -15% resistance to electric shock
Probability of successful transmutation: 59%; probability of degeneration: 20%; probability of rejection: 21%.

Moon Dummy
The mesomodification Bright Dummy rushes into the Electra anomaly. Transmutation time: 8 hours Zone. The hypermodification receives the following characteristics: +30% resistance to fire, +109 endurance, -20% resistance to electric shock.
Probability of successful transmutation: 50%; probability of degeneration: 35%; probability of rejection: 15%.

Pudding
(absolute resistance to fire, endurance and resistance to electric shock)
Lunar Dummy rushes into the Kholodets anomaly (transmutation time: 12 hours of the Zone). Absolute gains the following characteristics: +45% fire resistance, -20 endurance, +50% shock resistance, +2 radiation.
Probability of successful transmutation: 80%; probability of degeneration: 10%; probability of rejection: 10%.
Take: In X-16, on the floor in the last cell to the left of the Ghost's corpse.

Modifications based on the Dummy - “Data from X-16”

Fire Pacifier - Bright Pacifier - Moon Pacifier – Pudding

Lies on the floor in the room where the Controller is in the last cell on the left.

Information in the PDA:

Report No. 14/7 on the "Deceiver" project to the Director of the "K-32" research department, Professor Nikolai Dmitrievich Sazonov Dear Nikolai Dmitrievich, we have completed a series of experiments on the "Dummy" artifact. During the experiments, 7 (seven) “Dummy” artifacts were subjected to destruction, 5 (five) “Dummy” artifacts were subjected to degradation, 1 (one) “Dummy” artifact showed positive results in a series of transmutations. The “Dummy” artifact, when placed in the “Electra” anomaly after 3 hours, 1 minute, 43 seconds, receives the following characteristics: increases resistance to fire, slightly increases endurance, and increases susceptibility to electric shock. The working name of the modification is “Fiery Dummy”. When the “Fire Dummy” modification is subsequently placed in the “Electra” anomaly, after 6 hours, 3 minutes, 12 seconds, the artifact receives the following characteristics: greatly increases resistance to fire, increases endurance, and increases the wearer’s susceptibility to electric shock. The working name of the mesomodification is “Bright Dummy”. When the mesomodification “Bright Dummy” is subsequently placed in the “Electra” anomaly, after 8 hours, 4 minutes exactly, the artifact receives the following characteristics: greatly increases resistance to fire, greatly increases endurance, and greatly increases susceptibility to electric shock. The working name of the hypermodification is “Moon Pacifier”. At this point, experiments on transmutation of the “Dummy” artifact were continued in the same anomaly. Unlike the projects “Crowbar”, “Sister”, “The Invisible Man” and “Lord of the Flies”, this experience was a success! When the hypermodified “Lunar Dummy” was placed in the “Electra” anomaly, no rejection of the artifact occurred. After 12 hours, 3 minutes, 56 seconds, the artifact received the properties of the absolute class, namely: significantly increases resistance to fire, slightly increases endurance, and significantly increases resistance to electric shock. The working title of the absolute is “Pudding”. Further placement of the resulting absolute into the Electra anomaly did not lead to anything - the anomaly rejects the artifact. I believe that our group has come to a brilliant result in research on the transmutation of the “Dummy” artifact. Thus, I believe that the “Deceiver” project has been successfully completed. Complete observation records have been transferred to the server. Boss research group"7", V. A. Avakyan! Advice: so that the recipe doesn’t fall into the textures, try to go through the entire X-16 from the autosave without intermediate saves/loads, and when you bring down Controsha, do without grenades.

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Artifact "Kolobok" and its modifications:

1. Ruby spring - “Data from Petrenko”

For the Flash, Petrenko reports two recipes, one of them for the Ruby Spring.

Recipe: throw the Spring into the Snezhnaya anomaly for 10 minutes.

2. Ruby Film - “Data from Max Luber”

After the PDA, he will ask for Vodka and Hooves, the reward Ruby Film and the Recipe for it.

Recipe: throw the Film into the Snezhnaya anomaly for 10 minutes.

3. Ruby Battery - “Data from the Deserter”

After you bring the Wolf to the AC, the Walkie-Talkie, he will reward you with this recipe.

The Battery itself can be found on the Radar following a tip from Kruglov, or from the Deserter for filing Orders.

Recipe: throw the Battery into the Snezhnaya anomaly for 10 minutes.

4. Living Heart- “The final recipe will be communicated by the Doctor”

Logical ending NLC. To get a prescription, you will have to run, the starting point is a meeting with the Doctor in Pripyat.

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More art transformations. Plasma caterpillar.

In addition, artifacts can be transformed from one to another, sometimes this becomes so necessary that it makes sense to describe where and how these recipes are obtained.

Most of the Artmods came to Solyanka from NLC, but there are a couple of fresh modifications. Let's read, maybe someone will learn something new. There are repetitions regarding the information written above, do not pay attention.

1. Flash from Zharka - from the Wolf, for the found document.

2. Stone flower from Carousel - from Shustroy, for Medusa.

3. A piece of Meat from the Springboard - from Tolik, for Dog Tails.

4. Slug from Voronka - from Petrukha, for TOZ

5. Crystal Thorn from Kholodets – from Kuznetsov, for Vodka to D.R.

6. Fireball from Elektra - from Fox, for First Aid Kits.

7. A drop from the Carousel - from the PDA in the Bandit Camp at the Landfill.

8. Slime from Frying - from Mole, for PDA.

9. Thorn from Kholodets - document in the Caravan near the helicopter at Agroprom.

10. Sparkler from Springboard - from Yurik, for the upgraded MP5 or from Dan, for the Raven Shotgun.

11. Moonlight from Zharka - from Petrenko, for Flash.

12. Slime from the Funnel - from the Imp, for Strelka's Suit.

13. Night Star from the Funnel - from the Imp, for a Box of Ammo.

14. Stone Flower from Electra - from the Captive Debt, for salvation.

15. Gravels from Zharka - from Petrenko, for the Gauss Pistol.

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

17. Slug from the Springboard - from Prapor, for the Eyes of Flesh.

18. Crystal thorn from the Carousel - a document from the Checkpoint on the Cordon.

19. Flash from the Funnel - from Prapor, for Bloodsucker Tentacles.

20. Medusa from Electra – from Krysyuk.

21. A twist from Kholodets - from Borov, for PDA Krysyuk.

22. Fireball from Kholodets - from the Wolfhound PDA.

23. Sea Urchin from Springboard - from Ivantsov, for exchanging a grenade launcher for money.

24. Goldfish from Kholodets - from Kruglov, for Scanner.

25. Kolobok from Kholodets - from Kruglov, for exchanging the Artifact for money.

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

27. Moonlight from the Carousel - from the Miser for Ammo.

28. Night star from Zharka - from the Miser for the PLAN.

29. Mica from Electra - from the Monolithovets PDA in the trailer on Radar.

30. Film from Voronka - from Sakharov for documents from the laboratories.

31. Soul from the Funnel - from Syak, for the Tool Box.

32. Mom’s Beads from Carousel – from Syak, for a safe from X-18.

33. Goldfish from Elektra - from Syak for Goldfish.

34. Battery from Zharka - from Syak, for exchanging money for SKAT.

35. Springboard pacifier - sold by the Informant.

36. Mica from Carousel - sold by the Informant.

37. Crystal from Kholodets - should be taken from the Notebook of the traitor Pavlik, but errors in the scripts deprived us of this Artmod.

38. Ruby Spring - from Petrenko for Flash.

39. Ruby Film - from Max Luber for Hooves and Vodka.

40. Ruby Battery - from the Wolf for the Walkie Talkie.

41. Plasma Caterpillar – sold by Sakharov.

42. Rattle - from the Miner for the Security Guard's Notebook.

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We continue to consider the features of Solyanka.

Changed and Additional Transition Points from comrade a185.

The system of moving between locations has undergone major changes. Some points that existed in the original game have been moved or changed, and some are missing up to a certain point. In addition, you can find information about new transition points. Solyanka also has a developed teleport system.

I’ll put in the title the two most frequently asked questions about transition points.

Indeed, at the start of the game there are no transition points from the Bar to the Wild Territory and Military Depots.

The transition to the Wild Territory will open when you bring the docks from X-18 to the Bartender and take the quest for X-16.

The transition to the Military Warehouses opens when you bring Kruglov’s flash drive to the Bartender. Moreover, the flash drive taken from Kruglov’s troupe does not work. He must give it to you himself, after completing the escort.

More information about the transition point can be purchased from an informant.

Also, a Fan can teleport you to Military Warehouses when you bring him a Laptop from X-18.

You can also get to the Military Warehouses through the new ATP location. To do this, you need to complete the Adrenaline quest for “Monster Parts”.

From Cordon.

1. At Agroprom. Find and bring documents from Agroprom to Sakharov.

2. To Radar. Information about the transition lies under the corpse of an ecologist not far from the hole in the grid on the Radar.

3. To the Labyrinth. After you meet Fima Ugol in the Cave, talk to him.

4. Teleport to Army Warehouses. Install a telemetry unit for Sakharov at the Army warehouses.

5. Teleport to Cordon. Install a telemetry unit for Sakharov at Cordon.

6. Teleport to Pripyat. Install a telemetry unit for Sakharov in Pripyat.

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From Army Depots.

In addition to transition points and stationary teleports, Solyanka has several mobile systems teleportation.

1. Smart teleport from the Cross. Complete all Cross quests and receive this device. The truth is that it only works in “native” locations and at the “master” difficulty level. Teleports to a random location.

2.Mobile teleport Kostya. The teleporter obtained as a result of quests teleports randomly. Take it to Sakharov for finishing,

and you will be able to move to the Bar, Cordon, or Yantar from any location.

3. Teleport Strelka. Along with the Note at the Monolith you find the Strelka Teleport, with its help you can get to the Army Warehouses from any location.

4. Monolith teleports. Complete Lukash's quest for the Brains of the Controller, and he will tell you where the Mobile teleporters of the Monolith leaders are located. With their help you can get to Chernobyl NPP-2 from any location.

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New quests in Solyanka from 04/19/2010

Kuznetsov's quest for the inspector's bag:

After you give ten bottles of vodka to Kuznetsov, he will have a dialogue line in which he asks you to bring the bag of the inspector from Agroprom. To complete the task, 10-15 bottles of vodka are required. You will receive five from Kuznetsov. We buy the rest from NPCs/exchange them for art from traders.

Let's go to Agroprom. We fight off the Mole and complete all the necessary quests. After which we return to the transition to the Landfill and move along the left side, clinging as closely as possible to the fence. We reach Lieutenant Vinogradov:

We talk to him, give him the vodka. SMS is being exchanged with Kuznetsov. We are waiting for the warriors to get drunk. An SMS arrives. We move towards the fire, talk with this Persian:

We drink vodka with him. He tells us the location of the magical chumudan:

We pick him up and take him to Kuza. Reward - PDA for art transformations.

When replaying “NS” on April 19, I encountered a problem - the captain did not appear (apparently he was tormented by a terrible beast called “Sawed.” In this case, we return to Kuznetsov - he will have a dialogue about this...

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Lightning and quests associated with it.

Carefully read all messages and dialogues, they contain all the hints and tips. Don't rush anywhere and don't rush to run through locations. If you haven’t met an anomalous counter, still go to Klenov, the quest will be counted normally, you just won’t get any bonuses. When using a photo pistol, save before shooting so that there is one shot - one photo

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Walkthrough of the Dead City

Important Note

It all starts with turning off the teleport to the switch in Limansk. The GG is asked to put some items in the safe behind. For the first time, my invisibility exoskeleton was eliminated...

1. We meet an NPC named “Evil.” We approach, talk, find out why he is still Evil and understand that our GG is in complete ass...

2. We receive an SMS and go to the Perfumer. We talk with him and find out that our situation is even more bleak than the Evil One described it. We remember about some of our old “friends”, about Chernomor’s story. Don't forget to search the nearby houses - I made a little mess there...

3. We are looking for those stalkers that the Perfumer told us about. We are talking with Tambovsky, the leader of the local neutral stalkers. Things are very bad for them (and for us too), and therefore we listen carefully to Sanya. There is nothing to do, we are looking for his scouts.

4. We come to an agreement with the scouts and pay a “courtesy visit” to the bandits. We take food, weapons, things. Don't forget to climb into the attics of houses and explore the nearby landscape...

5. We go for a walk along the outskirts of the City, we meet SOMETHING. (most importantly, if you see a neutral on the map, shoot at anything except the psionic mutant)

6. This character is truly unusual. Based on his tip, we go to “lead the market” with Fainting, he should help. Required condition: we walk along the thorn and jump onto the fuel truck - you should receive an SMS saying that our GG is in place.

7. Bazarim. The bandits and " Last Day“Indeed, everything is not going smoothly, and therefore he will help us, but the task will not be easy.

8. Look at the resulting photo. Let's go look for the cache. He

We receive an SMS from Norman. After that, we go for a walk around the Zone, enjoying the new extra and waiting for the next one.

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Clear Sky Quests.

1. When entering the Swamps, we find Dyak on the farm and he gives a task to rescue a friend from captivity of bandits. We go along the road to the church, clear out the bandits and find the captive Sakhaty, we talk to him.

2. We return to the clerk, report on the completion of the task, and receive information about the teleport to the Clear Sky base.

3. We go to the base, meet 3 characters who give us quests - Vasily, Kholod and the leader of the Chistonebovtsev Sviblov.

4. Vasily’s task is to find a healing ointment.

4.1. We go to Kalmyk’s 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 a very good protection from the explosion - art + costume). Kalmyk appears.

4.2. We speak with Kalmyk and receive the task of bringing a container. The location of the container is marked on the map with a circle.

4.3. We go to the backpack and pick up the container. In the teleporter there is at least 1 passage around the backpack, but it is very narrow (+\- half a meter to the side and it does not work), you need to find the location of this passage. It looks like the location of the passage is set randomly. Be persistent in your search, come from different directions.

4.4. We bring the container to Kalmyk and find out the rates for exchanging the ointment. We bring the swag and get the 3 necessary jars, take them to Vasily

4.5. We hand over the ointment to Vasily and get the opportunity to upgrade and repair some costumes.

5. Cold’s task is simple - 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 the ravine northeast of the complex in which Adrenaline is located (from the entrance from the landfill immediately to the right along the fence).

5.1. We target the pseudo-giant with Cold's weapon and report on the completion of the task.

Sviblov's quests are key to further progression 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. Let's go, kill the controller and the monsters accompanying him, and 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 speak with Sviblov again. We receive the task of stealing the PKM from the bandits. And a tag in the PDA for Kashchei. Without delay, you must go and talk with Kashchei, otherwise he may die in the fight against bandits or disappear into an anomaly.

9. We speak with Kashchei, we get clarification on the task.

10. We go to the territory of the bandits and climb onto the roof through the tank, go down and take the PCM from the backpack. Before taking PKM, the bandits must not see the GG, otherwise the quest fails.

11. At the moment of taking the PKM, hunters led by Den spawn, help fight off the bandits, now you can fight with the bandits. After clearing, you can talk to Den, but more on that later.

12. We hand over PKM to Sviblov, we receive a new task - to control Freebies’ deal.

13. We go to the Cordon to the factory where the hunters and Den used to be (there is a typo in the task PDA that Freebies will supposedly be on the farm). To successfully complete the task, you must fulfill 2 conditions:

So that the mercenaries do not notice the GG before calling Freebies

So that after the call of Freebie, Freebie himself and his friend will remain alive.

To complete the quest, you need to hide on the territory of the factory so that it is convenient to quickly jump out and start clearing out the Monoliths. I was practically hiding behind Freebie’s back. After his cry, 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 you with Freebie and his friend can clear out the rest.

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

Search for the box and safe of the mysterious stalker.

Attention! Not all quests are displayed in active PDA tasks, so you need to remember dialogues, issued tasks, codes, etc.

The key character of the branch is Miner. To get access to the Cave, you need to take the quest to find the treasure in Bar from Baldy. 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 Miner, we receive a 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 Monoliths suddenly kill Fima Coal, don’t be upset, the main thing is that Marked saved him and the quest will be counted.

3. We bring the notebook to the Miner and observe the return of the prodigal son (even if he was killed by the Monoliths before this). 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 also about 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 swag to Fima and he gives a transition from the Labyrinth to a new location, which is blocked in the version from 26.04.

6. We speak with Adrenaline, we receive the task to bring a Box and a safe from the Labyrinth. At the same time, we get a transition to the Labyrinth from Amber.

7. In the Labyrinth we find a Box, in it there is a note with an interesting and useful information. We bring the box to Adrenaline and tell him about the meeting with the immortal Shadow of the Monolith. We learn that we need to talk to Shakhtar. (how to find the Box can be found in the answers to “Other questions”, in the “Labyrinth” section)

8. We speak with Shakhtar, he talks about the need to join Monolith and sends him to Sidorovich.

9. We speak with Sidorovich, we receive another 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 stay 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 for the door to the Monolith's bunker. For him to speak, you need to say “Plasma Caterpillar” and “Rattle” to him. In the bunker we pick up the safe and repair kits. The repair kits can be picked up by one of the Monolithians in the bunker - don’t forget to bargain with them.

11. We go to Sidorovich, give the repair kits and the Monolith amulet.

12. We go to the Miner and give the safe.

Continuing the search for the mysterious stalker.

This storyline will be available after completing the quests to find the killers of Fang.

If you suffer from multiple sclerosis, take screenshots of dialogues. Let's 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 itself upper level large hall, almost a mirror image of the passage through which the GG enters the Labyrinth.

2. We talk 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 talk with Cyclops, from his poems we learn about the location of the Medicines. Let's learn about the transition point Landfill -> NZ.

6. We go to the Cordon and pick up 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 information about Fang. But to open the second door, he needs Batteries.

9. Talk to the Old Man at the entrance to the Cave. He talks about the Fire Cave (OP), about the fact that he saw the batteries he was looking for there, and asks, if they come across them, to find the watch lost there.

10. We speak with the Hermit again, 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 Pilgrim and talk to him. He promises to help with batteries and watches if we bring the Razor from his cache. Now there is an Avengers parking lot there, and he himself cannot go.

12. A simple stealth mission, we find Pilgrim’s abandoned backpack and take everything from there. If even one Avenger dies while reporting on the mission, the mission will fail.

13. We give the Machine, we get the Watch.

14. We give the Watch and find out from the transition points AC -> NC, TD -> NC.

15. We go to Pilgrim again, he has already shaved and happily gives us the Batteries. An SMS comes from the Hermit, asking him to come in, there is information.

16. Talk to the Hermit. We find out that Adrenaline was looking for us, information about the owner of the Safe has appeared. He says that Adrenaline needs a new anomaly detector. Vitya-Hologram can help with the Detector.

17. We take the Batteries to Zhorka, and we talk to Vitya at the same time. He asks to bring two Elite Detectors and a Plasma Caterpillar. An SMS arrived from Adrenaline, people came to get the box.

18. We go to Yantar and buy detectors from Sakharov. That's the problem 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 the Bioradar, but personally, I have never seen this device for sale from him. If someone bought without editing the configs, please unsubscribe. It’s very possible that this matter will be corrected in the future, but for now, I had to edit Sakharov’s trade config.

19. We bring Vita two elite detectors and a plasma caterpillar, in response he sends us to Cyclops, he knows where to look for the cache with Viti’s Detectors. We listen to his next tip in poetic form.

20. We go to the Landfill, we find a cache, there are two detectors, we’ll just keep one for ourselves, it’s a wonderful thing, it sees both Jellied Invisible, and the Arhara Star and, of course, everyone else.

21. We come to Adrenaline, give the Detector. We learn that two people came for the Box, one of them is Astrologer, Adrenaline didn’t look at the second, it’s a shabby suit, which means the owner has been trampling on the Zone for a long time. They were looking for Safe and GG. An SMS arrives from the Gynecologist, the safe has been opened.

22. We speak with the Gynecologist, there was old map territories near the Chernobyl nuclear power plant. The gynecologist asks to find information on the Perfusor. For nuances, as usual, we go to Cyclops. Again we hear the guidance in verse. The transition point to the Labyrinth appears.

23. We find a half-dead mercenary in the Labyrinth, who is aware of the Perfusor and tells where to look for the flask for him. The floppy disk with the information is nearby. If, before this, you got to the Box through a teleport, you will find the mercenary quickly, he lies a little short of this teleport. We select the floppy disk and treat the Mercenary.

24. We bring the floppy disk to the Gynecologist and find out that we really need the flasks. In addition, we will need Reagents, you can ask them from the leader of the snipers, here in NZ, just how to get to them, they shoot at everything that moves. We go for the next portion of poems to the Cyclops. We receive an SMS from an unknown stalker, the owner of the card, he is not against the GG making a copy, but the original will have to be returned through the Astrologer.

25. We go to the Army Warehouses, find the desired place, select the Flasks.

26. We return and give the Flasks to the Gynecologist. To build the installation, he asks you to find power supplies and a control chip from the Freedom Exe. In addition, we give the Fang cards to the Gynecologist so that he can make copies.

27. We go to the place where the meteorite fell, find the teleport deactivator, and 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 quite hot there at the entrance, it won’t hurt to hang artifacts from the heat.

28. We find Pilgrim in the cave, he helps us find an approach to the Mercenaries. We search the cave and find the power supply and boards.

29. We go to Chimera, the leader of the Avengers in NZ. He has a small request: to take down his rival, Sidorovich, and bring his head as proof...

A small note, between points 28-29 you must do without intermediate saves/restorations, otherwise the Avengers will become enemies -

30. We take the ingredients for installation found in the Cave to the Gynecologist. We take the original and a copy of the Fang map. We inform the Gynecologist that for success we need Sidorovich's head. Shura offers to give the Avengers a stuffed animal, and Owl, the commander of the Hunters, can help us with this; they also live nearby.

31. Eagle Owl agrees to help, but for the job he needs a Controller; they found just the right one on the Radar, so he needs to run and pick him up.

32. We run and pick up. We bring it to Owl.

33. For the work he asks for 10 Chimera Claws +100 tr. We collect, bring, select the head of “Sidorovich”.

Sidor and Petrenko-first aid kits, Bartender-gran.RGD-5, Miser-repair kits for weapons, B.Doctor-antirads,

Art "MUZE"--

Bartender and Sryaga-patr.5.56Х39, Sakharov-antirads, B.Doctor-gran.RGD-5,

Art "GRAVY" --

Bartender-patr.9Х39, Skryaga-patr.5.7Х39 (Р90), Sakharov-repair kits for armor, Cold-gran.F-1,

Zahar-antirady, Syak-patr.9.39

Art"BALL OF FIRE"--

Bartender-AS "VAL" and repair kits for weapons, GAUSS syak charges,

Art"NIGHT STAR"--

Bartender-OTs-14 "Thunderstorm", Sakharov-charges for Gauss,

Art "Sparkler"--

Bartender and Cold-first aid kits, Sakharov-patr.12Х70,

Art "THE PINK"--

Miser-grand.F-1, Sakharov-first aid kits, B.Doctor-fraction,

Art"CRYSTAL TURKE"--

Miser-patr. to PKM, B. Doctor-weapon repair kits, Syak-first aid kits,

Art "FISH"--

Cheapskate Belgian P90,

Art"SOUL"--

Skryaga-FN2000, Petrenko-SVU AS,

Art "SPRING"--

Sakharov-charges Supergauss,

Art"CRYSTAL"--

Sakharov-Kombez SSP-99M "Vega", Zakhar-weapon, Syak-VVS "Vintorez"

Art"MOTHER'S BEADS"--

Sakharov-M72-M "Gauss rifle",

Art "MICA"--

B.Doctor-sniper SIG, Petrenko-special armor and exa DEBT

Art"SEA URCHNISH"--

Petrenko-SVD, Syak-SKAT-10

Items that should not be sold:

TV (at Akim’s, if you haven’t configured it already)

4 eyes of flesh

1 bloodsucker tentacle

3 bloodsucker tentacles

8 hooves, 8 vodka

6 anomalous bison

5 jellyfish, 5 stone flowers, 5 fireballs

10 zombie hands

10 stops of snorks

10 packs of cigarettes

9 packs of cigarettes (or 9 bottles of vodka)

headstock beads

17 chimera claws

2 elite detectors

2 plasma tracks

beanbag

assault abakan

Freeman pistol

two gravity suits

exoskeleton of neutrals

bandit exoskeleton

pzs9d (debt armor)

gun toz 34

15 bottles of vodka

night star + 10 stop snork

20 loaves of bread, 20 loaves of sausage, 20 cans of stew

Tears of fire

10 golden pieces of meat

and don’t forget to save for teleportations: crystal to Cordon, Moonlight to Pripyat, Soul to AS, Mica to Amber

Merchants change:

Cartridges 12Х70 shot (3p) - Medusa

RGD-5 grenades (2pcs) - Twist

Cartridges 5.45X39mm(3p) - Drop

Cartridges 7.62Х39mm(2p) - Blood of Stone

TOZ-34 "Vertical" - Flash

Saiga-12K - Chunk of Meat

First aid kits(8pcs) - Stone Flower

Vodka (3 bottles) - Inversion

Bartender--

Cartridges 5.45Х39mm (5p-simple, 3p-b/b) - Flash

RGD-5 grenades (3pcs) - Stone Flower

Cartridges 5.56Х39mm (5p-simple, 3p-b/b) - Slime

Cartridges 9X39mm (5p-simple, 3p-b/b) - Gravi

AS "Val" - 2 pieces Fireball

OTs-14 "Groza" - Night Star

First aid kits(5pcs) - Sparkler

Vodka (5 bottles) - Blood of Stone

Repair kits for armor (3pcs) - Chunk of Meat

Repair kits for weapons (3pcs) - Fireball

Miser (freedom)--

Cartridges 5.56/NATO/(5p-prost,3p-b/b) - Slime

F-1 grenades (2pcs) - Thorn

Cartridges for the PKM machine gun (2 boxes) - Crystal Thorn

Cartridges 5.7X39mm for the Belgian R90(4p) - Gravi

Belgian P90 - Goldfish

FN2000 - 3pcs Soul

First aid kits(5pcs) - Medusa

Radiation shields (5pcs) - Inversion

Repair kits for weapons (3pcs) - Stone Flower

Sakharov--

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

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

Suit SSP-99M "Vega" - Crystal

Cartridges 12X70mm (5p-regular, 3p-dart, 2p-zhakan) - Bengal Fire

SPAS 12 - Slug

M72-M "Gauss rifle" - Mom's Beads (3 pcs)

Scientific first aid kits (4pcs) - Thorn

Radar suppressants (5pcs) - Slime

2 repair kits for armor - Gravity

Cold (Clear Sky)--

F-1 grenades - Gravity or 2 pieces Chunk of Meat or 2 pieces Twist

First aid kits 5pcs - Slug or 2pcs Sparkler or 2pcs Blood of Stone

for 3 fly agarics

7.62X25mm PS cartridges for PPSh-41

Cartridges 7yu92Х57 for machine gun Maschinengewehr 42

Cartridges 5.45X39mm

Cartridges 5.56X45mm SS109

9X39mm PAB-9 cartridges

3 first aid kits and anti-radiation kit each

Swamp Doctor--

Shot cartridges (5p) - Thorn

RGD-5 grenades (5pcs) - Slime

Cartridges 5.56Х39mm(3p) - Drop

Cartridges 7.62Х39mm(3p) - Flash

Sniper SiG - Mica(3pcs)

AK-47 - Soul

First aid kits(3pcs) - Slug

Antiradors (5pcs) - Stone Flower

3 weapon repair kits - Crystal Thorn

Kuznetsov--

Cartridges 5.45Х39mm, AK-47 (3p-b/b, 5p-simple) - vodka (3b)

RGD grenades - vodka(1b)

Cartridges 7.62Х39mm, AKM (3p-b/b) - vodka (3b)

Abakan - vodka (5 liters)

AK-47 - vodka (4 liters)

First aid kits (2pcs) - vodka (1b)

Ensign Sherstyuk (Agroprom)--

Cartridges 5.45Х39mm, AK-74 (3p-b/b, 5p-simple) - vodka (3b)

Grenade F-1 - vodka(1b)

7.62mm cartridges for the PKM machine gun - vodka (7b)

Bronik SKAT-9M - vodka (15b)

Abakan sniper - vodka (15b)

PKM machine gun - vodka (box)

Army first aid kits (2 pieces) - vodka (1b)

Zakhar the hunter--

Weapon "Absolute" - 3 pieces of Crystal

Modified weapon - 3 pieces Chunk of Meat

Antirady - Gravity

Colonel Petrenko--

Cartridges 7.62Х54mm - Drop

Shots VOG-25(4), VOG-25R - Blood of Stone

Cartridges 7.62Х39 - Medusa

Special armor DOLG PS3-9Md - 2 pieces Mica

Exoskeleton of Debt - 3pcs Mica

SVD - Sea Urchin

SVU-AS - Soul

3 first aid kits military Stone Flower

Cartridges 5.45Х39mm (1p) - 2 cans

Grenade RGD-5 - 2 sausages

Cartridges 9Х19mm (b/b), for MP-5 - 2 power engineers

F-1 grenade - 5 loaves

Abakan - 10 cans

MP-5 - 5 sausages

First aid kit - sausage

Vodka - 2 cans

Repair kit for armor - 3 waters

Repair kit for weapons - 10 loaves

Cartridges 9Х19mm b/b(3p) - 3 eyes of flesh

Cartridges 11.43mmX23mm (3p) - 5 heads of jerboa

Cartridges 5.45Х39mm b/b(5p) - 2 controller hands

for other parts - artifacts

AK-47, TOZ-34, Saiga-12, Desert Eagle, sawn-off shotgun BM-16 - controller hands

PP "Bison", Kriss Super V, MP-5 - burer's hands

12 gauge cartridges, shot, zhekan, dart - pseudo dog tails

Cartridges for Thunderstorm - tails of blind dogs

gives artifacts for unique weapons

Cartridges for sniper rifles (2p-simple, 1p-b/b) - Chunk of Meat

Cartridges 9.39mm (5p-simple, 4p-snipe, 3p-b/b) - Gravi

Charges for Gauss - Fireball

Army SKAT-10 - 3 Sea Urchins

VVS "Vintorez" - Crystal

Army first aid kits (3 pieces) - Crystal Thorn

Repair kits for armor (3pcs) - Flash

Max (Freedom)--

flamethrower mixture

Ammo for "Groza"

Armor scientist Dolgovsky

minigun box - 2500+ Medusa

The entire guide for the mod Narodnaya Solyanka on your computer!

Download the installation file, click on it, install and enjoy the cheat sheet with screenshots!

Completing all Akim's quests.

Akim is a shady and suspicious guy who lives at the checkpoint between the Cordon and the Landfill (in the yard there is an infantry fighting vehicle and a tower). Dressed like a complete idiot, but a very important character. So don't rush to kill him. However, you won’t be able to do this.

1st Quest: Bring 10 zombie hands
Nothing could be easier! We go to the Landfill, go past the Equipment Cemetery and turn right - towards the swamp. We pass through the swamp and go deeper into the forest. The number of zombies in this forest is quite enough to complete the quest.

Map. The arrow marks the place where zombies gather.

2nd Quest: Bring 1st part of old documents
Also quite an easy quest. We go to the Landfill and cut through the entire territory to the northern checkpoint of Debt.

The trailer has a canopy made of camouflage mesh and several boxes. On one of these boxes are the documents Akim needs.


If for some reason you don’t find them there, then don’t worry. They were united by one of the debtors. Talk to everyone; go to the “Trade” menu. One of the people hanging around the checkpoint has documents and you will see.

3rd Quest: Bring the 2nd part of old documents
We go to Agroprom and climb into the underground tunnel where we went to get the shooter’s flash drive. There, in the tunnel with the electricians, there are documents.


We enter, go through the tunnel, go down the stairs, turn left. We go up the stairs and enter the tunnel with electricians. Right in the center of the tunnel (it couldn’t be otherwise), they lie on the pipes.


Yes, who would doubt it. However, nothing surprising. On the contrary, I would be surprised if they were lying in Akim’s table, and the poor fellow would be crawling on the floor, adjusting his glasses, and complaining that he could no longer see well.

4th Quest: Bring the 3rd part of old documents
We head to the Dark Valley to the X-18 laboratory. In the basement there is an entrance to an underground laboratory.

The first part of the documents is in a room with boxes behind 2 tanks in the corner.


The second part of the documents is also behind the boxes. But not here. We go to the hall with the pseudo-giant. We go in, immediately turn left and go to the corner to the boxes. Let's look behind the boxes. Let's take it.

The third part of the documents can be located in two places. On the refrigerator in the room with the refrigerator.


Or a dead stalker on the surface. We go to the pipe, jump onto the ledge and look for the corpse. He has documents.


The 4th part of documents is in the hall with a pseudo-giant between two boxes immediately behind the grid.
The order may not be followed.

5th Quest: Bring the broken PDA, the 4th part of old documents and 4 armor
The PDA lies in the Dark Valley on a tap near the bandit camp.

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

Remove the SKAT-10 armored vehicle from a military vehicle and repair it.

Remove the bandit exoskeleton from the bandit and repair it.

The exoskeleton of neutrals can be purchased from Syak on Radar or from the Doctor in Pripyat, waiting for the suit to become available for sale. It can also be removed from a corpse that lies near the radioactive pipes between the crossing point to Pripyat and the place of the battle between Freedom and Duty.

The scientific suit Dolga PS3-9MD can be taken for the grenade launcher you brought from Voronin. Petrenko gives such a suit for the liquidation of a defector. You can exchange it for vodka at Max's or walk to the ATP location and persuade one of the bandits to give it to you.

6th Quest: Bring a piece from each monster
The list, in fact, is like this:

1. Rat Spleen
2. Tail of the Dog
3. Jerboa Head
4. Zombie Hand
5. Eye of Flesh
6. Hoof of the Boar
7. Pseudo-Dog Tail
8. Cat's Tail
9. Snork's Foot
10. Bloodsucker tentacles
11. Burer's hand
12. Hand of Fracture
13. Chimera Claw
14. Controller's Hand
15. Eye of Poltergeis
16. Pseudo-Giant Hand

7th Quest: Bring the experimental SKAT-15 armored vehicle and upgrade blocks for it
After the conversation, look for Akim’s notebook in the inventory. It contains the estimated location of all parts of the quest.

Let's go to Yantar. There is a small building on the territory of the plant.


There is an armored armor on the roof of this building.


We are looking for the module activation system on the roof of one of the cars in the Wild Territory.

The 1st upgrade block lies on the roof of the building on the Radar.


The 2nd upgrade block is located in the Cave.

8th Quest: Bring medicine
Vials of medicine in the amount of 5 pieces are located in the minefield north of the Military Checkpoint on Cordon. Somewhere here.

Be careful while searching. After all, the military is very close. Well, it’s better not to be particularly distracted by any other tasks after receiving the task. Let's go straight for the bubbles.

9th Quest: Bring the Rubik's Cube
We go to the Dark Valley and climb onto the roof of the gallery. The cube lies there, waiting for us.

\It seems that's it. If there are any additions or corrections, welcome here in the comments.

Modifications based on the Dummy - “Data from X-16”

Fire Pacifier - Bright Pacifier - Moon Pacifier – Pudding

Lies on the floor in the room where the Controller is in the last cell on the left.

Information in the PDA:

Report No. 14/7 on the "Deceiver" project to the Director of the "K-32" research department, Professor Nikolai Dmitrievich Sazonov Dear Nikolai Dmitrievich, we have completed a series of experiments on the "Dummy" artifact. During the experiments, 7 (seven) “Dummy” artifacts were subjected to destruction, 5 (five) “Dummy” artifacts were subjected to degradation, 1 (one) “Dummy” artifact showed positive results in a series of transmutations. The “Dummy” artifact, when placed in the “Electra” anomaly after 3 hours, 1 minute, 43 seconds, receives the following characteristics: increases resistance to fire, slightly increases endurance, and increases susceptibility to electric shock. The working name of the modification is “Fiery Dummy”. When the “Fire Dummy” modification is subsequently placed in the “Electra” anomaly, after 6 hours, 3 minutes, 12 seconds, the artifact receives the following characteristics: greatly increases resistance to fire, increases endurance, and increases the wearer’s susceptibility to electric shock. The working name of the mesomodification is “Bright Dummy”. When the mesomodification “Bright Dummy” is subsequently placed in the “Electra” anomaly, after 8 hours, 4 minutes exactly, the artifact receives the following characteristics: greatly increases resistance to fire, greatly increases endurance, and greatly increases susceptibility to electric shock. The working name of the hypermodification is “Moon Pacifier”. At this point, experiments on transmutation of the “Dummy” artifact were continued in the same anomaly. Unlike the projects “Crowbar”, “Sister”, “The Invisible Man” and “Lord of the Flies”, this experience was a success! When the hypermodified “Lunar Dummy” was placed in the “Electra” anomaly, no rejection of the artifact occurred. After 12 hours, 3 minutes, 56 seconds, the artifact received the properties of the absolute class, namely: significantly increases resistance to fire, slightly increases endurance, and significantly increases resistance to electric shock. The working title of the absolute is “Pudding”. Further placement of the resulting absolute into the Electra anomaly did not lead to anything - the anomaly rejects the artifact. I believe that our group has come to a brilliant result in research on the transmutation of the “Dummy” artifact. Thus, I believe that the “Deceiver” project has been successfully completed. Complete observation records have been transferred to the server. Head of research group "7", V. A. Avakyan! Advice: so that the recipe doesn’t fall into the textures, try to go through the entire X-16 from the autosave without intermediate saves/loads, and when you bring down Controsha, do without grenades.

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Artifact "Kolobok" and its modifications:

1. Ruby spring - “Data from Petrenko”

For the Flash, Petrenko reports two recipes, one of them for the Ruby Spring.

Recipe: throw the Spring into the Snezhnaya anomaly for 10 minutes.

2. Ruby Film - “Data from Max Luber”

After the PDA, he will ask for Vodka and Hooves, the reward Ruby Film and the Recipe for it.

Recipe: throw the Film into the Snezhnaya anomaly for 10 minutes.

3. Ruby Battery - “Data from the Deserter”

After you bring the Wolf to the AC, the Walkie-Talkie, he will reward you with this recipe.

The Battery itself can be found on the Radar following a tip from Kruglov, or from the Deserter for filing Orders.

Recipe: throw the Battery into the Snezhnaya anomaly for 10 minutes.

4. Living Heart - “The Doctor will tell you the final recipe”

Logical ending NLC. To get a prescription, you will have to run, the starting point is a meeting with the Doctor in Pripyat.

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More art transformations. Plasma caterpillar.

In addition, artifacts can be transformed from one to another, sometimes this becomes so necessary that it makes sense to describe where and how these recipes are obtained.

Most of the Artmods came to Solyanka from NLC, but there are a couple of fresh modifications. Let's read, maybe someone will learn something new. There are repetitions regarding the information written above, do not pay attention.

1. Flash from Zharka - from the Wolf, for the found document.

2. Stone flower from Carousel - from Shustroy, for Medusa.

3. A piece of Meat from the Springboard - from Tolik, for Dog Tails.

4. Slug from Voronka - from Petrukha, for TOZ

5. Crystal Thorn from Kholodets – from Kuznetsov, for Vodka to D.R.

6. Fireball from Elektra - from Fox, for First Aid Kits.

7. A drop from the Carousel - from the PDA in the Bandit Camp at the Landfill.

8. Slime from Frying - from Mole, for PDA.

9. Thorn from Kholodets - document in the Caravan near the helicopter at Agroprom.

10. Sparkler from Springboard - from Yurik, for the upgraded MP5 or from Dan, for the Raven Shotgun.

11. Moonlight from Zharka - from Petrenko, for Flash.

12. Slime from the Funnel - from the Imp, for Strelka's Suit.

13. Night Star from the Funnel - from the Imp, for a Box of Ammo.

14. Stone Flower from Electra - from the Captive Debt, for salvation.

15. Gravels from Zharka - from Petrenko, for the Gauss Pistol.

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

17. Slug from the Springboard - from Prapor, for the Eyes of Flesh.

18. Crystal thorn from the Carousel - a document from the Checkpoint on the Cordon.

19. Flash from the Funnel - from Prapor, for Bloodsucker Tentacles.

20. Medusa from Electra – from Krysyuk.

21. A twist from Kholodets - from Borov, for PDA Krysyuk.

22. Fireball from Kholodets - from the Wolfhound PDA.

23. Sea Urchin from Springboard - from Ivantsov, for exchanging a grenade launcher for money.

24. Goldfish from Kholodets - from Kruglov, for Scanner.

25. Kolobok from Kholodets - from Kruglov, for exchanging the Artifact for money.

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

27. Moonlight from the Carousel - from the Miser for Ammo.

28. Night star from Zharka - from the Miser for the PLAN.

29. Mica from Electra - from the Monolithovets PDA in the trailer on Radar.

30. Film from Voronka - from Sakharov for documents from the laboratories.

31. Soul from the Funnel - from Syak, for the Tool Box.

32. Mom’s Beads from Carousel – from Syak, for a safe from X-18.

33. Goldfish from Elektra - from Syak for Goldfish.

34. Battery from Zharka - from Syak, for exchanging money for SKAT.

35. Springboard pacifier - sold by the Informant.

36. Mica from Carousel - sold by the Informant.

37. Crystal from Kholodets - should be taken from the Notebook of the traitor Pavlik, but errors in the scripts deprived us of this Artmod.

38. Ruby Spring - from Petrenko for Flash.

39. Ruby Film - from Max Luber for Hooves and Vodka.

40. Ruby Battery - from the Wolf for the Walkie Talkie.

41. Plasma Caterpillar – sold by Sakharov.

42. Rattle - from the Miner for the Security Guard's Notebook.

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We continue to consider the features of Solyanka.

Changed and Additional Transition Points from comrade a185.

The system of moving between locations has undergone major changes. Some points that existed in the original game have been moved or changed, and some are missing up to a certain point. In addition, you can find information about new transition points. Solyanka also has a developed teleport system.

I’ll put in the title the two most frequently asked questions about transition points.

Indeed, at the start of the game there are no transition points from the Bar to the Wild Territory and Military Depots.

The transition to the Wild Territory will open when you bring the docks from X-18 to the Bartender and take the quest for X-16.

The transition to the Military Warehouses opens when you bring Kruglov’s flash drive to the Bartender. Moreover, the flash drive taken from Kruglov’s troupe does not work. He must give it to you himself, after completing the escort.

More information about the transition point can be purchased from an informant.

Also, a Fan can teleport you to Military Warehouses when you bring him a Laptop from X-18.

You can also get to the Military Warehouses through the new ATP location. To do this, you need to complete the Adrenaline quest for “Monster Parts”.

From Cordon.

1. At Agroprom. Find and bring documents from Agroprom to Sakharov.

2. To Radar. Information about the transition lies under the corpse of an ecologist not far from the hole in the grid on the Radar.

3. To the Labyrinth. After you meet Fima Ugol in the Cave, talk to him.

4. Teleport to Army Warehouses. Install a telemetry unit for Sakharov at the Army warehouses.

5. Teleport to Cordon. Install a telemetry unit for Sakharov at Cordon.

6. Teleport to Pripyat. Install a telemetry unit for Sakharov in Pripyat.

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From Army Depots.

In addition to transition points and stationary teleports, Solyanka has several mobile teleportation systems.

1. Smart teleport from the Cross. Complete all Cross quests and receive this device. The truth is that it only works in “native” locations and at the “master” difficulty level. Teleports to a random location.

2.Mobile teleport Kostya. The teleporter obtained as a result of quests teleports randomly. Take it to Sakharov for finishing,

and you will be able to move to the Bar, Cordon, or Yantar from any location.

3. Teleport Strelka. Along with the Note at the Monolith you find the Strelka Teleport, with its help you can get to the Army Warehouses from any location.

4. Monolith teleports. Complete Lukash's quest for the Brains of the Controller, and he will tell you where the Mobile teleporters of the Monolith leaders are located. With their help you can get to Chernobyl NPP-2 from any location.

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New quests in Solyanka from 04/19/2010

Kuznetsov's quest for the inspector's bag:

After you give ten bottles of vodka to Kuznetsov, he will have a dialogue line in which he asks you to bring the bag of the inspector from Agroprom. To complete the task, 10-15 bottles of vodka are required. You will receive five from Kuznetsov. We buy the rest from NPCs/exchange them for art from traders.

Let's go to Agroprom. We fight off the Mole and complete all the necessary quests. After which we return to the transition to the Landfill and move along the left side, clinging as closely as possible to the fence. We reach Lieutenant Vinogradov:

We talk to him, give him the vodka. SMS is being exchanged with Kuznetsov. We are waiting for the warriors to get drunk. An SMS arrives. We move towards the fire, talk with this Persian:

We drink vodka with him. He tells us the location of the magical chumudan:

We pick him up and take him to Kuza. Reward - PDA for art transformations.

When replaying “NS” on April 19, I encountered a problem - the captain did not appear (apparently he was tormented by a terrible beast called “Sawed.” In this case, we return to Kuznetsov - he will have a dialogue about this...

221

Lightning and quests associated with it.

Carefully read all messages and dialogues, they contain all the hints and tips. Don't rush anywhere and don't rush to run through locations. If you haven’t met an anomalous counter, still go to Klenov, the quest will be counted normally, you just won’t get any bonuses. When using a photo pistol, save before shooting so that there is one shot - one photo

221

Walkthrough of the Dead City

Important Note

It all starts with turning off the teleport to the switch in Limansk. The GG is asked to put some items in the safe behind. For the first time, my invisibility exoskeleton was eliminated...

1. We meet an NPC named “Evil.” We approach, talk, find out why he is still Evil and understand that our GG is in complete ass...

2. We receive an SMS and go to the Perfumer. We talk with him and find out that our situation is even more bleak than the Evil One described it. We remember about some of our old “friends”, about Chernomor’s story. Don't forget to search the nearby houses - I made a little mess there...

3. We are looking for those stalkers that the Perfumer told us about. We are talking with Tambovsky, the leader of the local neutral stalkers. Things are very bad for them (and for us too), and therefore we listen carefully to Sanya. There is nothing to do, we are looking for his scouts.

4. We come to an agreement with the scouts and pay a “courtesy visit” to the bandits. We take food, weapons, things. Don't forget to climb into the attics of houses and explore the nearby landscape...

5. We go for a walk along the outskirts of the City, we meet SOMETHING. (most importantly, if you see a neutral on the map, shoot at anything except the psionic mutant)

6. This character is truly unusual. Based on his tip, we go to “lead the market” with Fainting, he should help. Mandatory condition: we walk along the thorn and jump onto the fuel tanker - you should receive an SMS saying that our GG is in place.

7. Bazarim. Things really aren’t going smoothly for the bandits and the “Last Day,” and therefore he will help us, but the task won’t be an easy one.

8. Look at the resulting photo. Let's go look for the cache. He

We receive an SMS from Norman. After that, we go for a walk around the Zone, enjoying the new extra and waiting for the next one.

6 784

Clear Sky Quests.

1. When entering the Swamps, we find Dyak on the farm and he gives a task to rescue a friend from captivity of bandits. We go along the road to the church, clear out the bandits and find the captive Sakhaty, we talk to him.

2. We return to the clerk, report on the completion of the task, and receive information about the teleport to the Clear Sky base.

3. We go to the base, meet 3 characters who give us quests - Vasily, Kholod and the leader of the Chistonebovtsev Sviblov.

4. Vasily’s task is to find a healing ointment.

4.1. We go to Kalmyk’s 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 - art + costume). Kalmyk appears.

4.2. We speak with Kalmyk and receive the task of bringing a container. The location of the container is marked on the map with a circle.

4.3. We go to the backpack and pick up the container. In the teleporter there is at least 1 passage around the backpack, but it is very narrow (+\- half a meter to the side and it does not work), you need to find the location of this passage. It looks like the location of the passage is set randomly. Be persistent in your search, come from different directions.

4.4. We bring the container to Kalmyk and find out the rates for exchanging the ointment. We bring the swag and get the 3 necessary jars, take them to Vasily

4.5. We hand over the ointment to Vasily and get the opportunity to upgrade and repair some costumes.

5. Cold’s task is simple - 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 the ravine northeast of the complex in which Adrenaline is located (from the entrance from the landfill immediately to the right along the fence).

5.1. We target the pseudo-giant with Cold's weapon and report on the completion of the task.

Sviblov's quests are key to further progression 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. Let's go, kill the controller and the monsters accompanying him, and 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 speak with Sviblov again. We receive the task of stealing the PKM from the bandits. And a tag in the PDA for Kashchei. Without delay, you must go and talk with Kashchei, otherwise he may die in the fight against bandits or disappear into an anomaly.

9. We speak with Kashchei, we get clarification on the task.

10. We go to the territory of the bandits and climb onto the roof through the tank, go down and take the PCM from the backpack. Before taking PKM, the bandits must not see the GG, otherwise the quest fails.

11. At the moment of taking the PKM, hunters led by Den spawn, help fight off the bandits, now you can fight with the bandits. After clearing, you can talk to Den, but more on that later.

12. We hand over PKM to Sviblov, we receive a new task - to control Freebies’ deal.

13. We go to the Cordon to the factory where the hunters and Den used to be (there is a typo in the task PDA that Freebies will supposedly be on the farm). To successfully complete the task, you must fulfill 2 conditions:

So that the mercenaries do not notice the GG before calling Freebies

So that after the call of Freebie, Freebie himself and his friend will remain alive.

To complete the quest, you need to hide on the territory of the factory so that it is convenient to quickly jump out and start clearing out the Monoliths. I was practically hiding behind Freebie’s back. After his cry, 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 you with Freebie and his friend can clear out the rest.

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

Search for the box and safe of the mysterious stalker.

Attention! Not all quests are displayed in active PDA tasks, so you need to remember dialogues, issued tasks, codes, etc.

The key character of the branch is Miner. To get access to the Cave, you need to take the quest to find the treasure in Bar from Baldy. 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 Miner, we receive a 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 Monoliths suddenly kill Fima Coal, don’t be upset, the main thing is that Marked saved him and the quest will be counted.

3. We bring the notebook to the Miner and observe the return of the prodigal son (even if he was killed by the Monoliths before this). 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 also about 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 swag to Fima and he gives a transition from the Labyrinth to a new location, which is blocked in the version from 26.04.

6. We speak with Adrenaline, we receive the task to bring a Box and a safe from the Labyrinth. At the same time, we get a transition to the Labyrinth from Amber.

7. In the Labyrinth we find a Box, in it there is a note with interesting and useful information. We bring the box to Adrenaline and tell him about the meeting with the immortal Shadow of the Monolith. We learn that we need to talk to Shakhtar. (how to find the Box can be found in the answers to “Other questions”, in the “Labyrinth” section)

8. We speak with Shakhtar, he talks about the need to join Monolith and sends him to Sidorovich.

9. We speak with Sidorovich, we receive another 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 stay 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 for the door to the Monolith's bunker. For him to speak, you need to say “Plasma Caterpillar” and “Rattle” to him. In the bunker we pick up the safe and repair kits. The repair kits can be picked up by one of the Monolithians in the bunker - don’t forget to bargain with them.

11. We go to Sidorovich, give the repair kits and the Monolith amulet.

12. We go to the Miner and give the safe.

Continuing the search for the mysterious stalker.

This storyline will be available after completing the quests to find the killers of Fang.

If you suffer from multiple sclerosis, take screenshots of dialogues. Let's 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 passage is at the very top level of the large hall, almost a mirror image of the passage through which the GG enters the Labyrinth.

2. We talk 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 talk with Cyclops, from his poems we learn about the location of the Medicines. Let's learn about the transition point Landfill -> NZ.

6. We go to the Cordon and pick up 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 information about Fang. But to open the second door, he needs Batteries.

9. Talk to the Old Man at the entrance to the Cave. He talks about the Fire Cave (OP), about the fact that he saw the batteries he was looking for there, and asks, if they come across them, to find the watch lost there.

10. We speak with the Hermit again, 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 Pilgrim and talk to him. He promises to help with batteries and watches if we bring the Razor from his cache. Now there is an Avengers parking lot there, and he himself cannot go.

12. A simple stealth mission, we find Pilgrim’s abandoned backpack and take everything from there. If even one Avenger dies while reporting on the mission, the mission will fail.

13. We give the Machine, we get the Watch.

14. We give the Watch and find out from the transition points AC -> NC, TD -> NC.

15. We go to Pilgrim again, he has already shaved and happily gives us the Batteries. An SMS comes from the Hermit, asking him to come in, there is information.

16. Talk to the Hermit. We find out that Adrenaline was looking for us, information about the owner of the Safe has appeared. He says that Adrenaline needs a new anomaly detector. Vitya-Hologram can help with the Detector.

17. We take the Batteries to Zhorka, and we talk to Vitya at the same time. He asks to bring two Elite Detectors and a Plasma Caterpillar. An SMS arrived from Adrenaline, people came to get the box.

18. We go to Yantar and buy detectors from Sakharov. That's the problem 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 the Bioradar, but personally, I have never seen this device for sale from him. If someone bought without editing the configs, please unsubscribe. It’s very possible that this matter will be corrected in the future, but for now, I had to edit Sakharov’s trade config.

19. We bring Vita two elite detectors and a plasma caterpillar, in response he sends us to Cyclops, he knows where to look for the cache with Viti’s Detectors. We listen to his next tip in poetic form.

20. We go to the Landfill, we find a cache, there are two detectors, we’ll just keep one for ourselves, it’s a wonderful thing, it sees both Jellied Invisible, and the Arhara Star and, of course, everyone else.

21. We come to Adrenaline, give the Detector. We learn that two people came for the Box, one of them is Astrologer, Adrenaline didn’t look at the second, it’s a shabby suit, which means the owner has been trampling on the Zone for a long time. They were looking for Safe and GG. An SMS arrives from the Gynecologist, the safe has been 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 Perfusor. For nuances, as usual, we go to Cyclops. Again we hear the guidance in verse. The transition point to the Labyrinth appears.

23. We find a half-dead mercenary in the Labyrinth, who is aware of the Perfusor and tells where to look for the flask for him. The floppy disk with the information is nearby. If, before this, you got to the Box through a teleport, you will find the mercenary quickly, he lies a little short of this teleport. We select the floppy disk and treat the Mercenary.

24. We bring the floppy disk to the Gynecologist and find out that we really need the flasks. In addition, we will need Reagents, you can ask them from the leader of the snipers, here in NZ, just how to get to them, they shoot at everything that moves. We go for the next portion of poems to the Cyclops. We receive an SMS from an unknown stalker, the owner of the card, he is not against the GG making a copy, but the original will have to be returned through the Astrologer.

25. We go to the Army Warehouses, find the desired place, select the Flasks.

26. We return and give the Flasks to the Gynecologist. To build the installation, he asks you to find power supplies and a control chip from the Freedom Exe. In addition, we give the Fang cards to the Gynecologist so that he can make copies.

27. We go to the place where the meteorite fell, find the teleport deactivator, and 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 quite hot there at the entrance, it won’t hurt to hang artifacts from the heat.

28. We find Pilgrim in the cave, he helps us find an approach to the Mercenaries. We search the cave and find the power supply and boards.

29. We go to Chimera, the leader of the Avengers in NZ. He has a small request: to take down his rival, Sidorovich, and bring his head as proof...

A small note, between points 28-29 you must do without intermediate saves/restorations, otherwise the Avengers will become enemies -

30. We take the ingredients for installation found in the Cave to the Gynecologist. We take the original and a copy of the Fang map. We inform the Gynecologist that for success we need Sidorovich's head. Shura offers to give the Avengers a stuffed animal, and Owl, the commander of the Hunters, can help us with this; they also live nearby.

31. Eagle Owl agrees to help, but for the job he needs a Controller; they found just the right one on the Radar, so he needs to run and pick him up.

32. We run and pick up. We bring it to Owl.

33. For the work he asks for 10 Chimera Claws +100 tr. We collect, bring, select the head of “Sidorovich”.

Sidor and Petrenko-first aid kits, Bartender-gran.RGD-5, Miser-repair kits for weapons, B.Doctor-antirads,

Art "MUZE"--

Bartender and Sryaga-patr.5.56Х39, Sakharov-antirads, B.Doctor-gran.RGD-5,

Art "GRAVY" --

Bartender-patr.9Х39, Skryaga-patr.5.7Х39 (Р90), Sakharov-repair kits for armor, Cold-gran.F-1,

Zahar-antirady, Syak-patr.9.39

Art"BALL OF FIRE"--

Bartender-AS "VAL" and repair kits for weapons, GAUSS syak charges,

Art"NIGHT STAR"--

Bartender-OTs-14 "Thunderstorm", Sakharov-charges for Gauss,

Art "Sparkler"--

Bartender and Cold-first aid kits, Sakharov-patr.12Х70,

Art "THE PINK"--

Miser-grand.F-1, Sakharov-first aid kits, B.Doctor-fraction,

Art"CRYSTAL TURKE"--

Miser-patr. to PKM, B. Doctor-weapon repair kits, Syak-first aid kits,

Art "FISH"--

Cheapskate Belgian P90,

Art"SOUL"--

Skryaga-FN2000, Petrenko-SVU AS,

Art "SPRING"--

Sakharov-charges Supergauss,

Art"CRYSTAL"--

Sakharov-Kombez SSP-99M "Vega", Zakhar-weapon, Syak-VVS "Vintorez"

Art"MOTHER'S BEADS"--

Sakharov-M72-M "Gauss rifle",

Art "MICA"--

B.Doctor-sniper SIG, Petrenko-special armor and exa DEBT

Art"SEA URCHNISH"--

Petrenko-SVD, Syak-SKAT-10

Items that should not be sold:

TV (at Akim’s, if you haven’t configured it already)

4 eyes of flesh

1 bloodsucker tentacle

3 bloodsucker tentacles

8 hooves, 8 vodka

6 anomalous bison

5 jellyfish, 5 stone flowers, 5 fireballs

10 zombie hands

10 stops of snorks

10 packs of cigarettes

9 packs of cigarettes (or 9 bottles of vodka)

headstock beads

17 chimera claws

2 elite detectors

2 plasma tracks

beanbag

assault abakan

Freeman pistol

two gravity suits

exoskeleton of neutrals

bandit exoskeleton

pzs9d (debt armor)

gun toz 34

15 bottles of vodka

night star + 10 stop snork

20 loaves of bread, 20 loaves of sausage, 20 cans of stew

Tears of fire

10 golden pieces of meat

and don’t forget to save for teleportations: crystal to Cordon, Moonlight to Pripyat, Soul to AS, Mica to Amber

Merchants change:

Cartridges 12Х70 shot (3p) - Medusa

RGD-5 grenades (2pcs) - Twist

Cartridges 5.45X39mm(3p) - Drop

Cartridges 7.62Х39mm(2p) - Blood of Stone

TOZ-34 "Vertical" - Flash

Saiga-12K - Chunk of Meat

First aid kits(8pcs) - Stone Flower

Vodka (3 bottles) - Inversion

Bartender--

Cartridges 5.45Х39mm (5p-simple, 3p-b/b) - Flash

RGD-5 grenades (3pcs) - Stone Flower

Cartridges 5.56Х39mm (5p-simple, 3p-b/b) - Slime

Cartridges 9X39mm (5p-simple, 3p-b/b) - Gravi

AS "Val" - 2 pieces Fireball

OTs-14 "Groza" - Night Star

First aid kits(5pcs) - Sparkler

Vodka (5 bottles) - Blood of Stone

Repair kits for armor (3pcs) - Chunk of Meat

Repair kits for weapons (3pcs) - Fireball

Miser (freedom)--

Cartridges 5.56/NATO/(5p-prost,3p-b/b) - Slime

F-1 grenades (2pcs) - Thorn

Cartridges for the PKM machine gun (2 boxes) - Crystal Thorn

Cartridges 5.7X39mm for the Belgian R90(4p) - Gravi

Belgian P90 - Goldfish

FN2000 - 3pcs Soul

First aid kits(5pcs) - Medusa

Radiation shields (5pcs) - Inversion

Repair kits for weapons (3pcs) - Stone Flower

Sakharov--

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

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

Suit SSP-99M "Vega" - Crystal

Cartridges 12X70mm (5p-regular, 3p-dart, 2p-zhakan) - Bengal Fire

SPAS 12 - Slug

M72-M "Gauss rifle" - Mom's Beads (3 pcs)

Scientific first aid kits (4pcs) - Thorn

Radar suppressants (5pcs) - Slime

2 repair kits for armor - Gravity

Cold (Clear Sky)--

F-1 grenades - Gravity or 2 pieces Chunk of Meat or 2 pieces Twist

First aid kits 5pcs - Slug or 2pcs Sparkler or 2pcs Blood of Stone

for 3 fly agarics

7.62X25mm PS cartridges for PPSh-41

Cartridges 7yu92Х57 for machine gun Maschinengewehr 42

Cartridges 5.45X39mm

Cartridges 5.56X45mm SS109

9X39mm PAB-9 cartridges

3 first aid kits and anti-radiation kit each

Swamp Doctor--

Shot cartridges (5p) - Thorn

RGD-5 grenades (5pcs) - Slime

Cartridges 5.56Х39mm(3p) - Drop

Cartridges 7.62Х39mm(3p) - Flash

Sniper SiG - Mica(3pcs)

AK-47 - Soul

First aid kits(3pcs) - Slug

Antiradors (5pcs) - Stone Flower

3 weapon repair kits - Crystal Thorn

Kuznetsov--

Cartridges 5.45Х39mm, AK-47 (3p-b/b, 5p-simple) - vodka (3b)

RGD grenades - vodka(1b)

Cartridges 7.62Х39mm, AKM (3p-b/b) - vodka (3b)

Abakan - vodka (5 liters)

AK-47 - vodka (4 liters)

First aid kits (2pcs) - vodka (1b)

Ensign Sherstyuk (Agroprom)--

Cartridges 5.45Х39mm, AK-74 (3p-b/b, 5p-simple) - vodka (3b)

Grenade F-1 - vodka(1b)

7.62mm cartridges for the PKM machine gun - vodka (7b)

Bronik SKAT-9M - vodka (15b)

Abakan sniper - vodka (15b)

PKM machine gun - vodka (box)

Army first aid kits (2 pieces) - vodka (1b)

Zakhar the hunter--

Weapon "Absolute" - 3 pieces of Crystal

Modified weapon - 3 pieces Chunk of Meat

Antirady - Gravity

Colonel Petrenko--

Cartridges 7.62Х54mm - Drop

Shots VOG-25(4), VOG-25R - Blood of Stone

Cartridges 7.62Х39 - Medusa

Special armor DOLG PS3-9Md - 2 pieces Mica

Exoskeleton of Debt - 3pcs Mica

SVD - Sea Urchin

SVU-AS - Soul

3 first aid kits military Stone Flower

Cartridges 5.45Х39mm (1p) - 2 cans

Grenade RGD-5 - 2 sausages

Cartridges 9Х19mm (b/b), for MP-5 - 2 power engineers

F-1 grenade - 5 loaves

Abakan - 10 cans

MP-5 - 5 sausages

First aid kit - sausage

Vodka - 2 cans

Repair kit for armor - 3 waters

Repair kit for weapons - 10 loaves

Cartridges 9Х19mm b/b(3p) - 3 eyes of flesh

Cartridges 11.43mmX23mm (3p) - 5 heads of jerboa

Cartridges 5.45Х39mm b/b(5p) - 2 controller hands

for other parts - artifacts

AK-47, TOZ-34, Saiga-12, Desert Eagle, sawn-off shotgun BM-16 - controller hands

PP "Bison", Kriss Super V, MP-5 - burer's hands

12 gauge cartridges, shot, zhekan, dart - pseudo dog tails

Cartridges for Thunderstorm - tails of blind dogs

gives artifacts for unique weapons

Cartridges for sniper rifles (2p-simple, 1p-b/b) - Chunk of Meat

Cartridges 9.39mm (5p-simple, 4p-snipe, 3p-b/b) - Gravi

Charges for Gauss - Fireball

Army SKAT-10 - 3 Sea Urchins

VVS "Vintorez" - Crystal

Army first aid kits (3 pieces) - Crystal Thorn

Repair kits for armor (3pcs) - Flash

Max (Freedom)--

flamethrower mixture

Ammo for "Groza"

Armor scientist Dolgovsky

minigun box - 2500+ Medusa

The entire guide for the mod Narodnaya Solyanka on your computer!

Download the installation file, click on it, install and enjoy the cheat sheet with screenshots!



 
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