Secret paths 2 pda canine. Take a crate of provisions

Introduction

Secret Trails 2 is a new backstory for the original Shadows of Chernobyl. New story line, which is intertwined with the quests already known from TT, and which reveals in more depth the reason for the appearance of the main character in the Zone. The main goal that stands before him is now quite specific and clear. The quests that were known from the HC5 and TT have undergone a lot of changes. Supplemented and corrected, in order to correct a lot of errors and plot "gags", as well as to more fully reveal the main storyline.

Small tips for passing

Hang up the dosimeter from the beginning and do not remove it to avoid problems with grenades. The dosimeter should always hang - even during a robbery, when everything can be put in the pocket until the very robbery - leave the dosimeter on your belt, and the sleeping bag always remains in the inventory with the GG. Problems with grenades usually occur after robberies. The dosimeter should be alone in your inventory and hang on your belt. The amount of captured radiation can be viewed by pressing the TAB key (by default). If, nevertheless, the grenades have ceased to be handled - we begin to "shamanize", first we look - if the second (third, etc.) dosimeter is lying around in the inventory - you should sell and go to another location, throw out the grenades one by one and at once the earth and pick up, remove / lay out / hang the dosimeter on the belt, put the ENTIRE swag in the neck to the panties along with the dosimeter, take one dosimeter, hang it on the belt, take one grenade - it must be taken, after that we take the whole swag NOT AT ONCE but by the piece.

Save in key places, before moving to another location, before taking and surrendering, or after completing tasks, especially if you are not sure that you have chosen the right path, or you do not know whether there will be an exit from the location you are going to move to. This will help you replay if something goes wrong. Carefully read the dialogues with the characters, many tips are contained in the dialogs - you can make screenshots of the dialogues by pressing the F12 key.

Search the corpses of killed enemies for quest items - amulets, map parts. The corpses disappear after the reboot and even more so after the re-entry to the location.

With the release of the Update, many items are not only hidden but may also end up in different places for different players and with different playthroughs, look more carefully.

Quest characters must be protected, well, everyone who plays Stalker should know this rule, there are other great games for those who like to shoot. If you still killed the quest, it's better to replay, and not ask what to do, then you will find yourself in an impassable plug, you will have to replay a lot more.

Transitions between locations - they are Secret Trails, some have to look, some are given for completing tasks, some are temporary, some are permanent, some are opened by special artifacts found - "guides". There will be a separate description for the transitions.

On the very passage - you will be robbed several times during the game, if you are not satisfied with this alignment, put your property before the robbery, then take it away. The robbers take those things from the inventory that can be put into the stash, the rest remain with the GG and do not disappear during the robbery. The dosimeter is not taken away and must remain on the belt; problems with taking grenades arise precisely after robberies. Also, some Persians, who, according to the game, need to hand over their property for a while, then when they return, they do not give all their things - it is also better to dive before "undressing".
Now, after a robbery, the money taken by the robbers can be returned back - search the corpses of the offenders, you will see wads of money in the robbers' inventory - these are your money, and wads of money may fall out of some corpses (not all).

On the first transition to Pripyat, you will be robbed to the bone, so you can put especially valuable items either before going to MG from the Forester, or stock up on Mozart and make a cache in MG. Your money will also be lost. Before the transition itself, we carefully examine the sewers - we select Krol's diary from the floor, it will be needed later.

Do not prescribe everything to merchants yourself - they may go for a walk, then you will not find it. Also, when prescribing a large number of items, these items are "ejected" from the merchants' inventory, which leads to the game freezing and even to a dead hang. It is better to register if you know what you are doing and only quest items when they are lost. If you don't know - don't try, it's better to ask in the topic - maybe you can do without this item, there will be an incentive to go through the mod a second time. If you really want to register something for trade, write it in a single copy, to get several items of the same type, it is better to make a save / load next to the merchant - the item will appear on sale again. Before registering, make a copy of the files that you will edit so that you can return back in case of an unsuccessful edit, you should also return source files after they received the desired items and the need for them disappeared. In case of unsuccessful edits and rollbacks of the edited files to their original state, load the saves made before making the edits, otherwise glitches cannot be avoided.

Keep track of the level of captured radiation - more details about the levels are written in the mod description. Hang art on your belt in accordance with their properties and make sure that radioactive art is compensated for by art that removes radiation, it is also desirable to compensate for the harmful properties of some art useful properties others, brew arts - modifiers usually have more pronounced positive properties, and negative ones decrease.

Quest character tips (1)

I will describe the most common problems that may arise with some, I will not describe all the characters.
Do not rush to immediately complete tasks to kill some Persians - they may turn out to be key or may give you something in your life. Murder is not an end in itself for the Stalker at all.

When we go on a quest Vasilieva it is advisable to kill the controller before meeting with Vasiliev. Vasiliev can be blunt in the cave - we go down into the cave and push him in the ass, must come out, if you run out in front of him, then he can stay there. You can save until you descend into the cave and talk to him - the next save - after he leaves the cave, it is better not to save in the cave. We help at Yantar Vasiliev fight off the zombies, how the task will work, go up to him and talk, escort him to the camp and talk to Denom, and only after talking with Denom go to the bunker to Sakharov.

Many cannot find Grieg in MG, although they see the mark and hear his greeting voice. Walk around the rooms and find him - he is on the second floor in a dead-end room.

Don't refuse to help Dyaku in the shooting of the military at Chernobyl-1, he will then give a tip to the case with medicines for Solomon... He also has to shoot a spy. If he died at the hands of the military - replay. If he cannot shoot the spy, then he dropped his barrel, sell him a loaded barrel, or throw it next to him, pick up and do his dirty work, otherwise you will have to dirty your hands with the murder of a neutral stalker.

When rescued Ghost from mercenaries on assignment Paramedic it is necessary to protect him from injuries (and of course from death), because during treatment Shooter consisting of the Monolith, Ghost will also become a monolith and be an enemy after brainwashing Paramedic... The ghost he sends to kill Charon, a quest character, so we are in no hurry to finish him off, but we respond to the message Paramedic come up to him.

Another quest character - Fang, also needs protection when leading to show the transition from Pripyat to Swamps. Later Fang will appear at the AU, where he will have to be rescued from the mercenaries again. At the speaker Fang will appear after completing all tasks Count and we will also find documents in the X-16 - a laptop.

Some characters change their places of deployment, and if you need to find someone in one place, and you delayed his search, he may be in another place, and he may no longer have the necessary dialogues.

The paramedic migrates from the stadium to the house with the grocery store, so we do not delay the search for PDA for Borova and a hike to Pripyat, for a copy of the PDA to To the ghost we must go before the assault on the Bar, Ghost will send to Magician, and the one to To the paramedic. Paramedic in the grocery store will not give a murder task Magician, will move to the deli after the assault on the Bar by the "Dolg".

Magician stands behind the fence near the transition to the Swamps, you can approach it by using the teleport in the garages, we carefully read the dialogue with Ghost... Way back from Magician is located near the same garages on the outside - the teleport will return the GG to the playable area of \u200b\u200bthe location.

When you first enter the Bar, find a stalker Sokhatogo and talk to him, then with Prince and again with Sokhatym - several branches on the plot begin with a conversation with him - work on Princesearching for a cache Semetsky and then search for PDA Borova... We immediately take from Prince the task to deal with the stalker Zheka - from it the search for the cache will begin Semetsky... Don't forget to talk to Borovoy - he will say that Count, the local chief of security with the lads, there is work for the GG. First task Count can be performed immediately on the same location - it won't take much time. You can also go straight to the mechanic Potapov in the Bar and take on a mission to find the minigun scheme - a killer thing when dealing with crowds of evil spirits. To start searching for PDA Borova it is necessary to complete all the tasks of the "Duty" in the TD, get the TD-Cordon transition, when we return to the Bar, we hand over the hard drive To the prince and come to Borov - ask him about work - not to be confused with cyclic quests.

Many die before completing the assignment a stalker named Noodles... I advise when we go towards the Garbage from the Bar for the first time, the last thing to go to the extreme bandit in the Bar in the bar itself and take an order from him for Noodles, save after this and run to the Garbage if a message of death came Noodles - can be replayed. This character loves to die in anomalies, get caught by boars on the fangs and crawl under the bullets of bandits, kill him and not necessarily - just talk to him. Further, he is not needed - most likely he will die. Will give a tip to Antiquary, you will need to ask about him Borova.

After talking with Noodles are looking for Zheku - he is in the depot, you can find and Tanker at the Garbage dump behind an abandoned parking lot - he will talk if he picks up a stalker's diary in the MG sewer Krola, or approach him after the first descent into X-18 - there will be fewer monsters on the second visit to X-18. Tankman gives a tip to the place where the bioradar dropped.

Lefty, whom he asks to find and persuade to join Freedom Lukash, asks to bring him a weapon and a suit - they must be fully operational and be in the inventory in a single copy. After you brought him everything he requires and gave him, do not go right behind him, try to be outside the a-life zone with him, so he will get to the AU without problems, but it is better to be in other locations altogether, he needs some time to go on the speaker. In sight, even if you do not see him, he may die. If you go after giving him the equipment immediately to the Dump, then you can see him wandering around the Dump, here he can be killed and mercenaries that meet when we carry rifles from Besa Petrenko, and the pigs can meet, and the bandits at the checkpoint are also unlikely to let him through. Also in a-life, he can fall into an anomaly. After talking with Left-handed going down to Varyag in the dungeon while running in circles Lefty already calmly gets to the AU. For safety reasons, you can hang a tag on Lefty and watch him move - you can also be careful not to get too close to him.

Aim for the major Yarofeeva at the checkpoint gives Varangian after talking with Bartender, but he will only talk after the circles of hell. Himself Yarofeev will appear after talking with Bartender when we come to him from Varyag.

Petrenko will appear in the TD after successfully defending the "Debt" from the attack of bandits on the first visit to the TD. I need to talk to Voroninthen with Sobolev and again with Voronin.

After persuading Lefty (that is, they brought him what he asks for) and he went to the AC to "Svobodovtsy", and also if they talked to Bartender and then with Varyag about major Yarofeeva, in the Bar will appear Pathfinder, I recommend to go on assignment before the first trip to the diesel fuel Pathfinder to meet with Incognita, after this meeting at Pathfinder there will be a task for diesel fuel - you can complete it along the way.

Miser from With a screw immediately take their positions after we take the task to storm the Barrier.
Svoboda's guard at the gun-maker appears a little later.

Quest character tips (2)

Miser in one of the quests asks to bring bread and says that you need to talk to Sidorovich at the location of the peacekeepers - he knows where Baker find, you need to have time to talk to Sidorovich while he is at this location, then he moves to the Cordon to "his" well-known place, where he leads to Baker will not give.
After we bring the flour Baker and take the task for the toolbox in the back room from Baker his assistant will appear - Vano, he will also have one task for the GG - to bring a box with mines, I advise you to save as there will be a "warm" meeting with the Marauders, the leader of the Marauders Razuvaeva there will then be a fragment of a map with a cache Semetsky, you can complete the task of the Marauders in different ways - the further passage of the story may depend on your passage.

Sviblov with a group of diggers is on the Radar and the first approach to it must be done on assignment Informant to help the diggers. Informant gives a parcel to be handed over to him, it contains food, first-aid kits, vodka - in general, everything that Informant gave you need to bring it intact and give it back Sviblov, make sure not to overspend first-aid kits and not use up from the package, the task will hang. Some come to Radar from Amber for the first time and find Sviblova dead - in theory Sviblov he seems to need help, so you need to approach him by taking an assignment from Informant, it is not necessary to enter from the AU, but the parcel should be delivered. Do not leave monsters and enemy NPCs near the group parking Sviblova... Also complete all tasks Sviblova in the first approach to him - on the super-bloodsucker, on the traitor and go down to the X-10 for the documents and the systemist. Be the first to take the system unit on the upper level, it is often thrown by the burers, it is located in the room in front of the room with a gap through which the exit from the X-10 is visible. After you find everything in the X-10, try to clear out all the enemies, so that later there will be less problems in subsequent visits.

When will you get from Count a tip about what Sviblov can give a transition to MG, then get ready immediately on it and go. Grab a walkie-talkie for Zakhara, give it back along the way. Transfer from Sviblova in MG temporary and then disappears. If you received a tip from Count but not yet ready to go to MG a to Sviblov there is still work to do, just don't start a conversation with him about the transition. Do not forget on this trip to MG to find a character on the outskirts of MG who will clarify the situation with Mohammed... The trip to MG should be done before the assault on the Bar by the "Debt".

Mahomet will find you by itself - you just need to finish the dialogue with Sidorovich on the Cordon when he will move into his rightful place. Semetsky in the Sarcophagus will appear after talking with Mohammed.

If you took some task and completed it, do not delay its delivery. After the storming of the Bar with "Debt", some characters from the Bar shed - so try to complete and turn in all the tasks to the questmen in the Bar before the storm. After storming the Bar with Debt, you will not find Borova, Count and Pathfinder. Prince will be killed. If there are any tasks for them - complete them before taking the Bar, the last moment - before taking the Bar card from Borova.

Secret Paths Crossings 2 (1)

In Secret Paths 2, many transitions between locations (they are also secret paths) should be opened during the game. Some must be obtained for certain tasks, some are found on tips, some open special art - "Guides", they should be found and taken to the Pathfinder - a stalker in the Bar, a specialist in Secret Trails. Some transitions become permanent, others will disappear after a certain time.

Immediately there are only transitions at well-known locations south of Bar - from the Landfill and back - to Cordon, to Agroprom, to the Dark Valley and to Bar.

  • Transitions initial stage games before the first visit to Pripyat

    At the beginning of the game, before the first visit to Pripyat, all transitions are temporary and are given at one time - go to another location, and the transition from a new location must be obtained / earned. After receiving the transition, the message "New way!" Pops up, in the PDA you can see on the map where it is. The main difficulty is the transition from Amber to the Forest, you need to find it yourself. Sakharov gives a fairly understandable tip where to look for him - in the eastern part of the location in the lowland there is a bus, in it in the Original PM we wake up after being ejected when we go to take measurements with Kruglov. It is necessary to walk around the northern part of the bus - where the cabin is, a passage will open at a certain point. Another transition can cause difficulties - from the MG to the Forest, on the instructions of the Forester, bring a box with provisions, after talking with Leila she says that it is necessary to approach the Guide who brought the MG to the skete, do not forget about this and approach him - he will take the MG to the already familiar place and the transition from MG to the Forest will again open for one pass. The transition to Pripyat gives Grieg, we read carefully the dialogue with him and save immediately after it, the transition is one-time, and if you managed to dive into the sewer, then there will be no way back - you can get out through the hatch, but we will not go back into the sewer. In the sewers, do not forget to look under our feet - we select the diary of the stalker Krol, then it will be needed, it does not disappear from the inventory.

After going to Pripyat, we fall into the clutches of the "Monolith", the memory of the GG completely knocks off and he begins to serve the "Monolith" with faith and truth. Further transitions are given by the leader of the "Monolith" Charon, sending the GG to carry out various tasks.
  • Transitions ChNPP-Sarcophagus-Management Bunker-Pripyat

    The transition to the ChNPP-2 (this is the northern part of the ChNPP, the southern part will be called ChNPP-1) is issued together with Charon's task to destroy the "infidels". The passage is located in the upper part of the Sarcophagus (the interior of the Chernobyl nuclear power plant) in the room where the Monolith stone itself is located. We go up the reactor, we see a stone and a teleport, we dive into the teleport and find ourselves on the wall, then along the inclined beam of the destroyed structure we pass through the gap in the wall and go left until it stops, then we turn left again and find ourselves at the transition.
    The return passage to the Sarcophagus will be located in the central part of the ChNPP-2 near Solomon.
    Charon's next task is to clean up the Monolith's control bunker, you need to get into it from the Chernobyl-2 where in the Original PM at the end we leave the Bunker - in the western side of the Chernobyl-2, the transition is indicated on the map. This transition will disappear at the end of the game.
    After that, Charon will send to Pripyat for medicines to the Feldsher. The passage to Pripyat is at the Chernobyl-1, in order to get to the Chernobyl-1 we go down to the basements where the burers were shot on the first assignment. At the end of the corridor, in a mine with a broken spiral staircase, there will be a transition, in this place, in the Original, we find ourselves in the Sarcophagus from Chernobyl-1. From ChNPP-1 it is not difficult to find a passage to Pripyat. Who passed the Original PM can easily find all these transitions. These transitions will be permanent until the end of the game, except for the transition to the Control Bunker.

In Pripyat, GG will help Monolit to gain a foothold in new positions and continue training with Mervin. After Charon's next assignment, the Paramedic will intercept the GG and "wash" his brains, the GG will become an enemy for the "Monolith" and he will have to run away from his former friends. The transition from Pripyat to the Swamps will be given by GG's new friends - Ghost and Fang, Fang will show it. The transition is permanent.

In the Swamps we will meet the Doctor, he will help to get out of the Swamps, he will send the Wanderers to the checkpoint, from them we will get a transition to the Forest, in the Forest the Hunters will help to find the transition - to the Army Warehouses (AS). This path is temporary.

Further in the course of the game, we have to open or get transitions between the main locations, well known from the Original PM and other mods, most of these transitions will be permanent. Temporary transitions will be mentioned separately.

Once on the AU, you can see that there are no transitions from them, so you have to work hard for the inhabitants of the AU.

  • Transitions from the AU

    The transition to the Bar will give the Informant for a special folder, which must be brought from the AS Base, where the "Svoboda" settles down, the Pathfinder will talk about the transition after a tip from Lukash - so you will have to bring the "Svoboda" to the AS Base.
    We also get the transition to the Radar from the Informant along with the task to help the diggers led by Sviblov. Here you should take into account such a moment - the first approach to Sviblov should be exactly on the instructions of the Informant, and the parcel should be delivered safe and sound. You can not immediately take the task to help the diggers, but combine the trip to the Radar with other tasks at this location, the main thing is not to get carried away far with passing along other branches of the plot, and not to find yourself in a situation when you need to go to Sviblov on another task and on another transition without taking assignments for help from the Informant, you can find the already dead Sviblov or lose him further for "incomprehensible" reasons.

In the course of the game, we will get another permanent transition - Dark Valley (TD) -Cordon, we will get from General Voronin after completing the task to find bandits. Closer to the final, Voronin will open another permanent passage - the Dark Valley-Peacekeeping Corps (MK).

In the passage we run into the need to get to Amber. The first call to Yantar must be made through the Wild Territory (DT - aka the Rostok plant adjacent to Bar).

  • Hike to Amber

    To open the transition from Bar to DT, you need to complete the following tasks:
    - complete the first two tasks of the Earl - one at the Bar location, does not require any transitions, the second - to help the Prince on the Radar, it will require the AC-Radar transition, we get from the Informant, it is convenient to combine with the help of Sviblov's diggers;
    - go to the peacekeepers at the location "Dressing Room" or the Peacekeeping Corps (MK) and talk afterwards with the Barman, he will say that the GG was looking for the Count and he has another task, when you go to the Bar location, a message will pop up - go to the Count.
    After completing these tasks, the Count will send to Amber to Caesar to take him three flash drives, we find flash drives on the territory of the Bar behind the fence, you can go in the same way that you went on the first task of the Count, as soon as we find the message "New way!" and the transition will be available.
    You can also talk and take tasks for the DT from the Pathfinder - it will be in the Bar, it is advisable to go to a meeting with Incognito at the Agroprom before that - the meeting is possible if you use the temporary transition from the Agroprom to the underground, is on the street in a destroyed descent into the underground, the transition will then disappear.
    On the DT, you can complete tasks from the Pathfinder and go to the Railwaymen, they will also throw several tasks performed at the same location.
    To go to Amber, you need to find another Secret Path - after the tunnel with the "Fries" we will explore the area to the right of the road, near one of the bushes we will find the Secret Path - now we will have permanent transitions Bar-DT-Yantar.

At Yantar we meet with scientists, for completing assignments Professor Sakharov gives out transitions from Yantar to other locations.
  • Transitions from Amber

    On diesel fuel - we get as soon as we find the transition from diesel fuel to Amber;
    On the Radar and back - after placing tags on mutants;
    To Agroprom and back - after a showdown with Associate Professor Dorodin at the TD.
    The transitions from Amber and back are constant.

Secret Paths Crossings 2 (2)

We will receive one of the important transitions from Lukash - the Radar-Pripyat transition, as a result of the multi-step quest to find the PDA for Borov.

  • Transition Radar-Pripyat

    It begins, oddly enough, with the stalker Prong, who asks to help rescue friends from the bandit prison. Without a conversation with Sokhaty, the Prince will be silent, there will be no conversation about the Winchester, about the debtor Zhek that will give the first fragment and the task to collect all the fragments of the map with Semetsky's cache. After we bring the Winchester to the Prince, we approach Borov and take the task to search for the missing Courier and PDA with him. After a failure with the search for PDA, the message "Talk to Borov" pops up at the TD, we talk - and he says that the Svoboda people have reconnoitred the road to Pripyat, we talk to Lukash and we undertake to bring a certain radioactive container from Radar, in exchange for it Lukash will give the Radar-Pripyat crossing. The transition is permanent. The search for a container can also be combined with the help of Diggers and Prince.

A couple more permanent transitions can be obtained in the game, they are not very important but will help shorten the path.
  • Transitions MK-Bar and Radar-TD

    The baker, to help find bags of flour at the AU, gives a tip where you can find the MK-Bar transition, we are looking around the swamp in the south of the MK behind the factory with zombies, we examine the boulders near the swamp.
    The informant for a couple of "Tears of the Chimera" artifacts will issue a Radar-TD transition. The Radar starts at a dead end where the Prince is.

Also, the game has the ability to get a few more additional, optional for passing the transitions between locations, allowing you to shorten the path. To get them, you need to find special art - "Guides" and take them to the Pathfinder, he will show the path that each "Guide" opens. The Pathfinder will have a conversation about "Guides" after meeting with Incognito at Agroprom.
  • Transitions obtained with the "Explorer" arts

    From Kordon to Agroprom - located on Kordon near the western end of the railway tracks:
    From Agroprom to Kordon - located in the south of the location near the gates in barbed wire, there are many anomalies and wild boars nearby;
    From diesel fuel to nuclear power plant - located behind the fence at the north-western end of the railway tracks, there are many anomalies, dogs and pseudo-dogs nearby
    From the AU to Yantar - located in a hollow near the fallen helicopter, can be picked up by Svoboda from the Barrier. There is one important note on this passage - do not use it until you have opened the regular passage to Yantar through the diesel fuel, there will be no way back. Also, I do not advise using it without special protection from radiation - we cook arts, we are looking for a good suit, when descending on Yantar we go through the radiation barrier and you can grab a lot - up to a lethal outcome ( in the Update, this "guide" opens a path from the AU to the TD - thus, it will not work to get to Yantar bypassing the standard path through the DT).

Now I will describe one temporary transition, but very important for the plot - the transition from Radar to the Dead City (MG).
  • Transition Radar-MG

    After completing all the tasks of the Count, he gives a tip to the fact that Chistonebians seem to have a transition to MG, and that they have lost a person, you need to volunteer to help find this person and get a transition to MG for this. We approach Sviblov on the Radar (I hope they helped him by this moment, brought the package and completed his tasks), he tells how to get to the MG, first you need to find the teleport that will throw the MG over the thorn, then go to the very transition. We take with us the radio for Zakhar - we will give it along the way. You shouldn't delay your trip to MG - the transition will disappear. In MG we talk with Leila - temporarily opens the path to the Forest, and also do not forget about meeting with Mohammed or a person who can give him a tip. He will be waiting in one of the houses on the outskirts of the city. Then we go to the Forest, the Forester sends us to the Hunters, we give the radio to Zakhar, and the Hunters direct the GG to the place where the loss may be, we save the loss - it turns out to be Leila's sister Karina, she takes her to the place where the kidnappers caught her with her guide, we find the corpse of the guide and his PDA, according to data from the PDA Karina takes us to the transition to the Marshes. This path to the Swamps, starting from Radar, is temporary.

The game has one more conductor - "Superconductor", opens a long path through several locations. His search begins in the Swamps when we meet with the Doctor after going to MG and looking for the lost - Karina. She remains with the Doctor in the Swamps.
  • Search for "Superconductor"

    The Doctor gives a USB flash drive for the Pathfinder as well as a guide dog, which will show us the path from the Swamps to MG and further to the AU.
    The path that begins at the Swamps and up to the AU through the MG is constant on a tip from a guide dog. Take care of your dog on the way from the Doctor to the start of the trail. Next, we refer the flash drive to the Pathfinder in Bar and he tells where to find the "Superconductor" - he will open the back path from the AC to the Swamps through the MG. The "superconductor" must be looked for in the dark from one to two at night on the AU at the edges of the location. Art glows and is clearly visible, located in a place where no one walks or picks up. Before starting the search, I recommend that you save, if you didn’t have time to find it, then just reboot and run to other places. The trail starts from the AC in MG, where we carefully look at the map and look for a transition to the Swamps. The trail is constant.

After the storming of Bar by Duty, the Hogs, Count and Pathfinder disappear from Bar, so all tasks with them should be completed before the storming of Bar. Then the Bartender says that the Doctor needs help and sends to Fang to find out the details, Fang also says that he needs to go to the Doctor. This is where the path opened with the help of the "Superconductor" will help. On the Swamps, the Doctor will ask you to bring him something, after which he will give the transition from the Swamps to Pripyat and further to the denouement of the plot at the Chernobyl nuclear power plant.

In the final at the Chernobyl nuclear power plant, we will meet with the legend of the Zone, the stalker Semetsky, with Solomon, with the Pathfinder. The Pathfinder will be at the transition to the Control Bunker, but there will be no transition - the Pathfinder says that now you can get to the Bunker through the Sarcophagus, go to the Sarcophagus and get from there to the Bunker. The passage in the Sarcophagus to the Bunker will be in the same place where in the Original we find ourselves in the Bunker - a coded door. Next is the final. The choice of the ending depends on you.

Recipes for art modifications

In Secret Trails, you can change the properties of some artifacts. To do this, you need to find a transmutation recipe, have the desired art and find the corresponding anomaly described in the recipe. Artifacts have different properties - positive ones are displayed in green, negative ones - in red. When hanging art on a belt, it is advisable to strive to ensure that the total sum of the various properties of all hanging art is in a positive direction, especially for art that induces radiation and removes it.
There are several chains of artifact transformation - from simple to absolute.
Absolutes, as a rule, have basically only positive properties, maybe one negative which can be compensated for by other arts.
Recipes are found in different ways - some in stockings, others in the course of completing tasks as a reward. To get the absolute you need to have full
chain of recipes, so try not to miss finding them and not neglect completing tasks.
The first recipe that can be obtained is from Sakharov on the first visit to Amber for cyclical quests to find / bring, bring a foot of snork and the recipe for "Tears of Electra" will be displayed in the PDA in the "Help" - "Recipes" section - a very useful modifier to start with. If you missed it, it’s not scary, you can get it after the next visit to Sakharov. This recipe starts the chain of artillery modifications up to Tears of the Chimera.

List of mod recipes (1)

  • Recipes for art transformations before "Tears of the Chimera"

    Artifact "Drop" - has the following protective properties: -10 radiation and -18 endurance - removes a little radiation but increases fatigue.

    Recipe for "Tears of Electra":
    Throwing a "Drop" into the "Electra" anomaly - we get "Tears of Electra" with the properties of -10 radiation and +18 endurance - it also removes radiation and increases endurance.

    Recipe for Tears of Fire:
    Throw the "Tears of Electra" into the "Fry" anomaly and obtain "Tears of Fire" with the properties of -20 radiation.

    Recipe for Tears of the Chimera:
    Throw "Tears of Fire" into the "Aspic" anomaly and get "Tears of the Chimera" with protective properties of -30 radiation, +40 protection from telepathy and +5 bullet resistance, and also worsens health -150 and increases bleeding +153.

    Recipes for "Tears of Fire" and "Tears of Chimera" are also given by Sakharov after completing the assignment to eliminate Associate Professor Dorodin, as well as the transition from Agroprom to Yantar and back.

Getting into the Sarcophagus, you can find a recipe that is not needed at first, but then it will come in handy, and if you do not take it, the chain of art transformations will be interrupted and it will become impossible to obtain a very interesting and useful absolute - the recipe for the "Diamond Gingerbread Man" - is located in a backpack lying in the room with the Monolith, it is possible to find, but many simply do not study this room. Also, when performing Charon's task to destroy the "infidels", if you manage to save one of the "infidels", he will give a recipe from the same chain - a recipe for the "Steel Gingerbread Man", which can already be used.
  • Kolobok transformation chain

    Artifact "Kolobok" - has the following protective properties: +5 gap, +5 explosion, +5 bullet resistance, among other things, quite strong fonit +15 radiation.

    Steel Kolobok recipe:
    We throw the "Kolobok" into the "Trampoline" anomaly - we get the "Steel Kolobok" with the following protective properties +5 gap, +5 bullet resistance and induces radiation +7. Recipe from the saved "wrong".

    Titanium Gingerbread Man Recipe:
    We throw the "Steel Gingerbread Man" into the "Carousel" anomaly - we get a "Titanium Gingerbread Man" with the following protective properties: +20 burn, +7 gap, +20 chemical burn, +7 bullet resistance, +15 radioactive. We get the recipe from Sviblov after we bring him the documents and the system engineer from the X-10.

    Diamond Kolobok recipe:
    We throw the "Titanium Gingerbread Man" into the "Aspic" anomaly - we get the "Diamond Gingerbread Man" with the following protective properties: +20 burn, +8 gap, +15 chemical burn, +8 bullet resistance, +10 radioactive. The recipe is in the backpack in the Sarcophagus.

    Giant's Little Brother Recipe:
    Throwing the "Diamond Gingerbread Man" into the "Fry" anomaly - we get the "Younger Giant Brother" with the following protective properties -15 radiation, +20 burn, +12 gap, +5 explosion, +10 bullet resistance. Side effect is an increase in the need for food +20000. The recipe will be available after completing the Noodles quest, either he will give it, or whoever ordered it.

Many are addicted to the massacre of Charon's guards in the sarcophagus ( in the update it will not go unpunished ), load on their barrel, and one of the guards has the first recipe for another very interesting and useful chain of artillery modifications. Approach the guards and ask what they need, but do not take the task to bring, then, as required, you will collect it, come up, take the task and then turn it over. One of the guards wants to eat and he asks to bring him 5 cans of stew. Where to get? One can be bought from Solomon. Three can be bought at once from the Paramedic. Get 4 cans from Mahon for the "Goldfish" artifact. There are options, they can drop from the slain. For 5 cans of stew we get the recipe for "Porcupine" - it removes radiation very well.
  • Porcupine Recipe Chain

    Artifact "Sea Hedgehog" - has the following protective properties: -25 radiation, +5 burn, +5 explosion, +3 bullet resistance, and also increases bleeding +200.

    The recipe for "Porcupine":
    We throw the "Sea Urchin" into the "Fry" anomaly - we get "Porcupine" - it perfectly removes radiation -65, reduces endurance -18. A recipe from one of Charon's guards.

    The recipe for the "Electric Porcupine":
    We throw the "Porcupine" into the "Electra" anomaly, we get the "Electric Porcupine" - radiation output -63, increases endurance +91, impact protection +5, reduces protection against electricity -10. The recipe is given by the Informant for the folder from the base to the AU along with the transition to the Bar.

    The recipe for the Snotty Porcupine:
    We throw the "Electric Porcupine" into the "Jellied" anomaly, we get the "Snotty Porcupine" with the following properties - radiation output -55, endurance +82, well reduces bleeding -444, reduces protection from electricity -7. The recipe is in a well-hidden backpack in X-10.

    The recipe for the "Stone Porcupine":
    We throw the "Snotty Porcupine" into the "Trampoline" anomaly, we get the "Stone Porcupine" with the following properties - radiation output -50, endurance +77, bleeding reduction -389, protection from electricity +20, explosion protection +7. The recipe is given by the Fan for two Golden Chunks.

After we help the Wolf to recapture the village from the bandits on the Cordon, the Wolf gives a whole chain of recipes for modifying the "Soul" artifact. The last modifier in this chain is very interesting and extremely useful.
  • Soul Artifact Recipe Chain

    "Soul" - has very good indicators of increasing health +1000, reducing bleeding -267 and stamina +36, but the presence of negative properties severely limits the use of this artifact - gap -20, explosion -20 and decrease in bullet resistance -20.
    All further modifications are made to the Fry anomaly except the last one.
    The resulting mods have the following characteristics:

    "Drop of Soul" - health +600, radiation -10, decrease in stamina -16.

    "Fiery soul" - health +800, radiation -20, bleeding reduction -17, explosion +5, stamina reduction -16.

    "Crystal Soul" - health +1000, radiation -30, bleeding reduction -33, explosion +10, stamina reduction -9.

    And the last art modification of this chain:
    "Crystal Soul Bengal" - brewed in the Electra anomaly - has truly wonderful properties:
    Health +1500, radiation output - 30, bleeding reduction - 167, stamina +15, protection from electricity +20, explosion +10.

After sending Solomon's parcel to the Bartender, we receive the first recipe in the "Films" artillery chain via SMS.
  • Film Artifact Recipe Chain

    "Film" has the following properties: - increased bleeding +157, protection against burns +15, against chemical burns +15, good protection against breaks +50.

    The recipe for the "Skin":
    Throwing the "Film" into the "Trampoline" anomaly - we get the "Skin" with the following properties - chemical burn +30, bullet resistance +7, slightly radioactive +3. We get the recipe after we take the parcel of Solomon to the Bartender.

    The recipe for the "Scale":
    We throw the "Skin" into the "Carousel" anomaly - we get a "Scale" with the following properties - health +150, chemical burn +35, bullet resistance +7, increases bleeding +111 and radioactive +5. We get the recipe from Prong for helping free friends from the bandit prison.

    The recipe for the "Carapace":
    We throw the "Scale" into the "Asp" anomaly - we get the "Shell" with the following properties - health +50, reduced bleeding -144, protection from chemical burns +40, bullet resistance +10, slightly radioactive +2. we get the recipe from Petrenko for a modified grenade launcher.

    Recipe for "Controller's Scalp":
    We throw the "Shell" into the "Frying" anomaly and get the "Controller's Scalp" with the following properties - health +100, protection against telepathy +50, protection against chemical burns +30, bullet resistance +10, increases the need for food +2200. The recipe is given by Kruglov after we take the case with the documents to Voronin and come to him for a pistol with sleeping pills for the crazy professor.

List of mod recipes (2)

There is one interesting recipe not included in the art modification chains - the recipe for "Symbion". This artifact is obtained by boiling four arts at once in the "Jellied" anomaly - "Medusa", "Drops", "Blood of the Stone" and "Thorns". We throw the arts in "Jellied" one by one - if all four arts are thrown out and the anomaly has accepted them, there will be a white flash. This artifact has the following data - decrease in stamina -18, increase in bleeding +56, decrease in resistance to break -15, from positive protection from telepathy +50 and protection from radiation +10. It seems not so hot what parameters - but! This recipe can be found in X-18 in a backpack on the first entry into the Dark Valley, when there are few artifacts and recipes, the arts for cooking it are not rare and often found, two such arts are on the belt and controllers are not afraid, plus to everything +10 protection from radiation - this parameter does not affect the rate of radiation output, but is added to the protection of the suit, it helps well when completing Caesar's assignment on Yantar.

The following chain of recipes for modifying the art of "Mom's Beads" is very interesting from the point of view of bullet resistance.

  • Beads transformation recipes

    "Mom's Beads" - reduces the feeling of hunger +100000, increase stamina +55, reduce bleeding -333, but also weaken protection against impact -20.

    Recipe for "Babkin Beads":
    Throw the "Mother's Beads" into the "Electra" anomaly, obtain "Babkin's Beads" with the following parameters - endurance +227, bullet resistance +5, reduces protection from electricity - 15, radioactive +5. We get the recipe from the Forester when we help him to fight off the cats after leaving Pripyat through the Swamps.

    The recipe for "Great-grandmother's beads":
    We throw the "Grandma's Beads" into the "Aspic" anomaly, we get the "Grandmother's Beads" with the following parameters - health +150, reduced bleeding -422, bullet resistance +3, radioactive +7. The recipe is given by the Paramedic after rescuing the Ghost in Pripyat from mercenaries.

    The recipe for the "Burer Babka Beads"
    :
    We throw the "Great-grandmother's beads" into the "Carousel" anomaly, get the "Burer's Granny Beads" with the following parameters - health +200, radiation removal -10, bleeding reduction -500, explosion protection +10, bullet resistance +15, decreases endurance -18. The recipe is given by the Varyag after passing the "circles of hell" in the Agroprom dungeons.

Another chain of recipes can be found in the backpack in the X-16 laboratory, recipes for transformations of the Dummy artifact. All recipes are brewed in the Electra anomaly, except for the last one.
  • Pacifiers transformation recipes

    Fire Pacifier Recipe:
    A "dummy" with an explosion protection parameter of +20 throws itself into the "Electra" anomaly, resulting in a "Fire Pacifier" with stamina parameters +33, protection from burns +30, weakening protection from electricity -10.

    Recipe for "Bright Soother":
    The "Fire Dummy" in the "Electra" anomaly is transformed into "Bright Dummy" with stamina +66, protection from burns +30, weakening of protection from electricity -15.

    Moon Dummy Recipe:
    Then the "Bright Dummy" in the "Electra" anomaly is transformed into a "Lunar Dummy" with stamina +99, protection from burns +30, weakening of protection from electricity -20.

    Pudding recipe:
    "Lunar Dummy" transforms into "Jellied" anomalies into "Pudding" with the following properties - stamina +18, burn +40, protection from electricity +40, protection from chemical burns +15.

A few more tips for cooking artifacts - for cooking, select anomalies on flat, slightly inclined surfaces without nearby stones and other objects, stand close to the anomaly from the bottom side and throw the arts one by one at intervals of two or three minutes, when you get used to it, you can and throw a bunch at once. The welded artifacts pop out in the same direction from which they were thrown, and from the upper side, if they threw them more likely to fall under the textures, they also seem to push when they jump out and can push each other under the textures. An interval of one minute at the end of the cooking time is drained at one point and the arts jump out at the same time. We guess the time when the arts are ready and arrive at the place, save, wait. If the cooked art successfully popped up, then we rewrite the save, and if it is unsuccessful, then we reboot - this is of course dreary, but for some especially valuable art it is useful, more annoyance from the loss of art. When cooking, the percentage of degeneration and the percentage of rejection should be taken into account. In case of degeneration, instead of the art modifier, a "Cobblestone" will pop up - five pieces may be needed to upgrade the nanosuit. When rejected, an uncooked art pops up. When throwing a group of arts at once, these percentages are distributed to the group.

Search for Semetsky's cache

In the Secret Paths there are several end-to-end tasks that do not affect the passage of tasks, but are very interesting based on the results of the finds. I will describe the search for the cache of the legend of the Zone of the stalker Semetsky. It starts with taking the task to deal with one stalker from the Prince in Bar, first you need to go to the stalker Sokhatom in Bar and take from him the task to help free his friends from the bandit prison, without this the Prince will be silent and we will not see any cache. We find the sought-after stalker at the Dump, his name is Zheka, we talk to him and he gives us the first fragment of the map in payment of the debt to the Prince, indicating Semetsky's cache. From the moment the task is taken, the found fragments will be displayed in the PDA in the "Journal" section, until the task is taken from Zheka, the found fragments are displayed in the inventory.

  • This is where the fragments of the map with Semetsky's cache meet. Described as you are in my walkthrough, your order may differ:

    1st fragment - we get from Zheka with the task itself;
    2nd fragment - we will find during a search of the corpse of a zombie professor in the X-18 laboratory to find an anomalous "Thunderstorm" for the Tankman, for a conversation with the Tankman we need to pick up the diary of stalker Krol in the sewers of the Dead City when we look for a way out to Pripyat on a tip from Grieg in the Update, this fragment will be in the possession of the leader of the Marauders Razuvaev - they will appear at the Peacekeepers' location when we go after the mines for Vano);
    8th fragment will be at one of the bandits in the northern complex in the Dark Valley when we go to save the Courier on the instructions of Hog to search for the PDA;
    4th fragment will be with Major Yarofeev at the military checkpoint on the Cordon, we search him after the conversation and the murder, keep him alive - it is more expensive for himself, starts shooting at the GG
    3rd fragment Find another zombie professor when clearing the base for peacekeepers;
    6th fragment will have a bandit named Shiloh, this character will meet during a robbery in the Wild Territory, do not avoid robbery if you want to get a fragment, there will be no fragment without robbery;
    7th fragment will be caught by one of the mercenaries when we fight off the Fang from an ambush set up by mercenaries at the Army Warehouses - we also search ALL corpses;
    5th fragment we will find at one of the monoliths that we will meet in X-18 on the instructions of the Fang.

When all eight fragments are found, the task will work and a place with a cache will be indicated on the map. In the game, it is possible to get a tip on Semetsky's cache before finding all eight fragments, the Informant can give a tip for a very valuable artifact.

Finding parts of the minigun scheme and amulets

In Secret Paths 2 there are a couple of through and interesting quests, I will describe them in one post, since they overlap.
At the first (it is possible and later - it's just better not to waste time) entering the Bar, the mechanic Potapov will be in the bar itself, we approach him and get from him a task to search for parts of the minigun scheme, the gun is very downhole and can greatly help with crowds of evil spirits. From the story we learn that there are only seven parts and they were in the possession of different stalkers who disappeared at different locations. Therefore, it is necessary to look for the corpses of missing stalkers or backpacks. I advise you to make a screen of the dialogue in order to avoid confusion and unnecessary questions. I will describe in the order of being at home. The numbering is arbitrary and has no connection to the parts of the scheme.

Parts of the minigun scheme:

  1. at the Dump, in the southeastern part of the location, behind the swamp and forest, there is a nook, there are full of blind dogs and pseudo-dogs, zombies are walking;
    in X-18, we examine all the corners on the lower level (in the Update, a corpse with a part of the scheme will spawn randomly in several places);
  2. in the Agroprom dungeons, it's easy to find (in the Update, a corpse with a part of the scheme will spawn randomly in several places);
  3. at the military checkpoint, located at the checkpoint itself in a backpack in a relatively conspicuous place (in the Update, the backpack can be in different, but not very hard-to-reach places - we are looking carefully);
  4. on the Radar, we examine the territory of the burnt forest behind the mesh fence, the corpse lies on the boulders closer to the stone sheer walls, the boulders are available for a regular jump (in the Update, the corpse can randomly appear anywhere in the territory of the burnt forest on the Radar);
  5. at the exit from the X-16, is easily found;
  6. in Pripyat, in the hotel, we find the corpse of a stalker, look into all the rooms, look out the windows, he will also have an amulet, I will write about him below (in the Update, the corpse of a digger can also be located in different parts of the hotel).
After finding all seven parts of the scheme, we approach Potapov, he says that we need to approach at night after 3 hours. We approach from 3 to 6 hours and get a minigun, at Potapov we stock up boxes with cartridges for the minigun, in several approaches.

The search for amulets begins with Sviblov's task - to deal with the traitor. After completing it, we approach and mock the corpse of Fedi the Robber, we do not find anything, but there will be one amulet in the inventory, it seems like they removed it from the neck. Then, in a conversation with Sviblov, we ask about him, he sends for explanations to the Wanderer, he will appear right there. We talk with him, we make a screen of the conversation - for those who are especially forgetful, he tells what kind of amulets they are, where some can be found, the rest are in the story and cannot be passed by. There are six of them.

Search for amulets:

  • Chimeron - we remove Fedi the Robber from the neck, the search for amulets begins from him, protects him a little from electricity +10 and a gap +10, radioactive -10;
  • The Dragon - we find on the AC in the village of bloodsuckers in a terrible place of the "ritual" death of stalkers, has protective properties against burns +10 and chemical burns +10, radioactive -10 ( in the Update, this amulet can randomly appear anywhere in the village on the AU );
  • Garganon - we find in Semetsky's cache, protects slightly from telepathy +15, radioactive -10;
  • Avalon - will be caught in the corpse of a digger in Pripyat in a hotel along with a minigun scheme, has protective properties against explosion +10 and bullet resistance +10, radioactive -10 ( in the Update, the digger's corpse can be located in different places of the hotel and near it - we explore all the nooks and crannies );
  • Catalon - will have one of the well-known characters that you want to kill, radioactive -10;
  • Sarcon - we find it in X-16, lies on the upper level of the installation, but burers can throw a thread somewhere, reduces protection from electricity -15 and removes radiation a little +10 ( in the Update, the amulet can be located in different places on the upper level and not only in the X-16 itself but also after leaving the X-16).
Each of the amulets has some protective and weakening properties. When the sixth amulet is found, a reaction takes place and one amulet is formed, which absorbs the positive properties of the found amulets and strengthens them, has no negative properties.
  • Amulet and its amazing properties

    Stamina +182
    Burn +20
    Impact +40
    Electroshock +20
    Gap +20
    Radiation +20
    Telepathy +30
    Chemical burn +20
    Explosion +20
    Bullet resistance +20

List of quest items

The list of items required for some quests, I will not describe all the items, only those that can be found in advance and brought directly to the character that they may require, and which can be lost / sold before they are needed, those items that are asked to be taken / brought I hope you yourself will guess not to sell and not hide in unreliable places:

  • two "Night Stars" or 10 tails of a blind dog - the Feldscher will need for medicines for Charon, one is immediately in the box on the lower level of the Sarcophagus, the second (and more if you're lucky) can be found at Chernobyl-1 and at the stadium in Pripyat; dog tails can be shot at Chernobyl-1 - as soon as they left the Sarcophagus, I advise you not to go to Dyaku, but to run around the location and collect art, we will also meet several dogs and tushcans on the way near Dyak - carefully, there is a radioactive zone nearby, six more tails can be removed from dogs that spawn at the transition to Pripyat if they received a tip from Dyak about a container with medicines for Solomon at ChNPP-1, if they found this container on their own - these dogs will not be;
  • five cans of canned food - to Charon's guard for a prescription, we buy - one at a time from Solomon, from the Paramedic three in one approach, from Mahon for the "Golden Fish" you can get four cans, they may end up in corpses during a search;
  • another guard Charon asks five PDA - gives a grenade launcher to domestic barrels "Koster", and Solomon's guard asks for five bottles of vodka, gives a TT pistol, these items are not particularly important, but finding five PDA or five bottles of vodka is difficult at this stage of the game, so do not take tasks if in your inventory there are no items you are looking for, you will find it - come up and take the task and then hand it over, you will not find it - it was not really necessary;
  • two "Crystals" or two "Films" To the bartender for the transfer of Solomon's parcel to the mainland, one will give Caesar on Yantar after completing his task, another one may be caught during the assault on the base at the NPP, either near a dilapidated tunnel with psi and radiation zones, or at one of the military, it is advisable to search all the corpses ... I start the search while still in the Monolith - in the Sarcophagus and in the Control Bunker there are a couple of boxes in which different artifacts can randomly fall out, I always knock out "Crystal" from one, there is also a box in Pripyat behind a fence next to the future transition to the Swamps - this box I break into the first snorkel run because the box usually does not live up to a later moment, the "Film" can be obtained by a cyclical quest from Sakharov - but it takes a long time and we get only one "Film" at a time, another "Film" lies in the destroyed tunnel with "Electras" on the diesel fuel;
  • two "Golden Chunks" For a fan for the recipe, one will be in the Bar in a building with a door supported by boxes, we climb from the roof through the hole, the second we will find in the Garbage when we look for a part of the minigun scheme, they are also found on DT on Yantar, we just get there later in the game;
  • 5 bottles of vodka, 5 cans of cans, 5 sticks of sausage, 5 first aid kits - a parcel from the Informant to a group of diggers - you need to give Sviblov safe and sound, when we approach the diggers, they are all wounded, we are not fond of treatment - we can overspend the first-aid kits from the parcel, first we give the parcel, then if the first-aid kits remain, you can heal the wounded, they themselves heal each other;
  • assault "Abakan" - asks the Prince for the weed for the Svoboda weapons guard, he comes across several times, for the first time he is given out by General Voronin for helping to fight off the bandits' attack on the first entry into the TD, a couple more times it can be randomly issued for clearing mutants near the X-18 and for a nymph of bandits, another one lies in the inspection pit of the garage on the diesel fuel, if, after all, not a single one is left by the time the Prince asks him, you can exchange it from Petrenko for two "Sea Hedgehogs", "Sea Hedgehogs" can be randomly exchanged from Kruglov for " Heart of the Controller ";
  • jar of monpassier - one, the Monk will need at the AU on the quest for the Borov PDA, rummage through the corpses, caches may fall out, also on the corpses of the military come across jars of monpasier, one is from Yarofeev;
  • mercenary Science Suit and Thunderstorm for Lefty, the suit and Thunderstorm must be in good working order and in a single copy in the inventory, the extra ones can be dropped into the safe in the barracks where Lefty is, the scientific suit of the mercenaries first comes across in Pripyat, can be repaired at Mahon and taken with you, it can also fall out (if you're lucky) from the mercenaries when freeing Lefty, the suit and weapons should be repaired by merchants and not used, the slightest wear and tear and Lefty will not accept them, even a mercenary trainer is on sale at Borov;
  • "Fiery soul" - asks to bring Lefty for an upgrade of a gravity suit;
  • "Mica", "Crystal", "Goldfish", "Soul", "Ruby Spring", "Flash" - Lefty will ask to bring these six artifacts for repairing a universal detector found in X-18 on the instructions of Fang;
  • two "Fireballs" - Kruglova for the label on the bag of grass, can be found on the diesel fuel in the tunnel with "Fries";
  • "Crystal Soul Bengal" - Informant for establishing the location of Semetsky's cache based on an incomplete set of map fragments;
  • two "Tears of the Chimera" - Informant for the transition Radar-TD;
  • five "Cobblestones" or five "Crystal Souls of Bengal" - to upgrade a nanosuit from Semetsky's cache, before upgrading, you need to have one set of arts, another must be laid out, then we put on the suit and the suit assimilates the corresponding artifacts, there are two "Cobblestones" in the cache;
  • 3 hands of a burer, 3 tails of a cat, 3 eyes of a poltergeist and "Ruby Battery" - The doctor in the final will ask you to bring it, for them he will give you a transition from Bolot to Pripyat.

Artifact "Controller's Heart"

Interesting by the results of Kruglov's quest to find the "Controller's Heart". The first artifact must be found in the Agroprom swamp, the detector that gives Kruglov is hung on his belt. We save until the entrance to the psi-zone, we go into the psi-zone - the message "Artifact found!" - we are looking for it, maybe both on the surface of the lake and in the trailer itself, if not found - we reboot, the main thing is that the save is done before entering the psi-zone and before the message about its detection, the artifact may spawn somewhere in the wrong place, easy to search at night - the artifact glows. We take the found artifact to Kruglov and refuse the reward, take the detector instead of the reward - now you can search for "Hearts of Controllers" in other psi zones. When it is found, a monster will appear, most often a controller, there are a bloodsucker and a burer. You can also search for other art after saving before entering the psi zone. After finding the psi-zone, it degenerates and the next time you enter the location, it will no longer be there. For the "Controller's Heart" Kruglov can give an elite anomaly detector - now he will always have this dialogue, be careful - do not recruit more of these tasks if you have already received the detector. Also, the "Controller's Heart" will be needed by the Lecturer at the DT, for him he will give a tip where to look for the "Serpent's Eye", the artifact with which we will find the "Klondike artifacts", should be in the inventory when we go to the TD in search of the Klondike.

Psi-zones at locations:

  • Amber - entrance to the plant;
  • Wild Territory:
    north of the location on the railway tracks;
    the middle of the location, next to the previous one - the psi-zone is extended and starts near the house where you need to find the "Liquidator";
  • Bar - to the left of the road to the crossing to the NPP;
  • Army Warehouses:
    in the north, by the rocks between the farm where the Informant lives and the abandoned mercenary base;
    in the south, behind the farm, where the Skull group originally lives;
    at the base itself in a destroyed railway tunnel, it usually pops up behind barbed wire, you can go around the border from the north near the transition to Radar, or from the side of the transition to the AU, I pulled it up with a gravity gun;
  • Radar:
    on the road after turning with the ambush of the military before turning to Pripyat;
    in a dead end where the Prince will stand;
  • Dump:
    in the hollow between the passages to the Bar and the TD, there are boars with flesh hanging out;
    south of the radioactive heap that is opposite the entrance to the depot from the main road;
  • Agroprom:
    in the northeast, in a hollow between the junctions to the Dump and to Yantar;
    in the south - south of the main gate to the western complex;
  • Dark Valley:
    in the northeast behind the gas station building where the Prince's Winchester is found;
    in the southeast, where the "day bloodsucker" hangs out from the Original;
  • Cordon:
    north of the Bartender's bunker in a thorn-enclosed anomaly;
    in the railway tunnel in the east where there is strong radiation.
Found artifacts can be brought to Kruglov and exchanged for other artifacts, he changes randomly and gives out several pieces for one "Controller's Heart", to get the necessary arts we save in front of him and reload until the necessary arts are obtained. You can get almost all the initial arts in the chains of art transformations, as well as some others - for example, "Crystals", if you have not yet handed over Solomon's package to the Bartender. You can also get trunks from Sakharov for the received arts.

Trade and repair

In the Secret Trails, there are several merchants to whom you can sell unnecessary swag and buy supplies. They will buy from you cheaply and sell dearly - many do not like this alignment, but Stalker is not an economic simulator, and money in the Zone is not the main currency. But you can exchange the necessary supplies and weapons at merchants for arts and spare parts of mutants. I will describe from whom, what and for what you can change. If you missed something or saw an inaccuracy, please write in a personal.

  • Mahon - "Monolith" merchant, will become unavailable after being brainwashed by the Paramedic:

    "Stone Flower" - 3 packs of 5.45 common, 1 first aid kit, 1 antirad;
    "Blood of Stone" - 2 first aid kits;
    "Gravi" - 3 packs of 5.56 regular, 2 first aid kits, 4 sausages;
    "Night Star" - 5 packs of 9x39 SP-6, 2 scientific first-aid kits, 2 antiradiation;
    "Zolotaya Rybka" - 5 packs of 5.45 BP, 2 army first-aid kits, 4 canned food;
    "Chunk of Meat" - 3 packs of 5.45 regular, 2 first aid kits, 4 sausages;
    "Soul" - 5 packs of 5.56 AR, 3 scientific first-aid kits;
    "Kristall" - 5 packs of 9x39 PAB-9, 2 army first-aid kits.

  • Paramedic - Doctor's assistant, stands at the stadium in Pripyat, at the end will move to a house with a deli behind a Ferris wheel, changes parts of mutants in bulk, 10 pieces each:

    eyes of flesh - 4 science kits;
    boar hooves - 4 army first aid kits;
    tails of a blind dog - 4 packs of shot;
    pseudo-dog tails - 4 F-1 grenades;
    bloodsucker tentacles - 4 packs 9x39 SP-6;
    burer's hands - 4 packs of 5.56 AP;
    zombie hands - 5 packs of shot;
    snork feet - 4 first aid kits;
    jerboa heads - 5 packs 9x18 "R";
    hands of controllers - 5 antirad;
    pseudo-giant paws - 7 packs of 5.56 ordinary;
    chimera's claws - 5 packs 5.45 BP.

  • Miser - "Freedom" merchant:

    Ammunition
    :
    2 "Drops" - 3 packs of 5.56 AP;
    2 "Blood of the Stone" - 3 packs of 5.56 ordinary;
    2 Bengal Lights - 3 F-1 grenades;
    3 "Slime" - 2 army first aid kits.

    Weapon:
    "Cobblestone" - SIG SG552 Commando;
    "Tears of Fire" - SIG SG551;
    "Symbion" - М16А1;
    Ruby Spring - Colt M4A1;
    "Golden Hump" - FA MAS Prototype 3;
    "Soul Drop" - SIG 550 sniper.

  • Hog - bros merchant in Bar:

    Ammunition:
    5 cans of canned food - 3 packs for AK-47;
    4 bottles of vodka - 3 packs for AK-47 BP;
    5 loaves of bread -3 packs 5.45 ordinary;
    4 bottles of vodka - 3 packs of 5.45 BP;
    5 sticks of sausage - 3 packs 5.56;
    4 bottles of vodka - 3 packs of 5.56 AP;
    "Stone Flower" - 3 packs 7.62x54R 7H1;
    "Slug" - 3 packs of 9x39 PAB-9.

    Weapon:
    2 "Mica" - AK-47;
    2 "Chunks of Meat" - Saiga.

    In addition to exchanging for arts and products from Borov, you can get something for cyclical tasks:

    Parts of mutants:
    eye of flesh - 300 rubles and 3 cans of canned food;
    boar hoof - 500 rubles.

    Artifacts:
    "Piece of Meat" - 2100 rubles and 2 scientific first-aid kits;
    "Flash" - 7500 rubles;
    "Crystal Thorn" - 1500 rubles and 2 scientific first-aid kits;
    "Night Star" - "Beryl" -5M armored suit and 3 F-1 grenades;
    "Zolotaya Rybka" - assault rifle LR300, sight "SUSAT" - L9A1, underbarrel grenade launcher М-203, silencer PBS.

  • Petrenko - "Debt" merchant:

    Ammunition:
    Meduza - 3 packs of 5.45 BP;
    "Chunk of Meat" - 3 packs 7.62x54R 7H1;
    "Flash" - 3 packs 7.62x54R 7H14;
    "Gravi" - 3 packs 9x39 SP-5;
    2 Bengal Lights - 3 packs of 9x39 SP-6;
    "Slug" - 3 army first aid kits.

    Weapon:
    2 "Gravi" - Abakan AN-94 sniper;
    2 "Sea Hedgehogs" - Abakan AN-94 assault;
    2 "Ruby Springs" - silent sniper rifle "Exhaust";
    2 Ruby Batteries - VSS Vintorez silent sniper rifle;
    2 "Stone Flowers" - RPG-7V grenade launcher.

  • Bartender - merchant in the Cordon:

    Ammunition:
    6 chimera claws - 3 packs of 5.45 regular;
    6 hooves of a wild boar - 3 packs of shot;
    6 eyes of flesh - 2 first aid kits.

    Weapon:
    40 tails of a blind dog - MP-7a3;
    30 pseudo-dog tails - SPAS-12 shotgun;
    25 bloodsucker tentacles - Bizon submachine gun chambered for 9x18.

    For cyclical tasks from the Bartender you can get the following:

    Parts of mutants:
    the tail of a pseudodog - 200 rubles and 3 packs of shot;
    bloodsucker tentacle - 300 rubles and 3 packs of shot.

    Artifacts:
    Meduza - 1,500 rubles and a bottle of vodka;
    "Stone Flower" - 3000 rubles and a bottle of vodka;
    "Piece of Meat" - 2000 rubles and 3 army first-aid kits;
    "Night Star" - tourist overalls.

  • Zakhar

    8 tails of a blind dog or
    6 hooves of a wild boar or
    6 chimera claws or
    2 "Twist" changes to 5 packs of fractions;
    6 bloodsucker tentacles or
    "Chunk of Meat" or
    2 "Medusa" is exchanged for 5 packs of 5.45 regular ones;
    8 pseudo-dog tails or
    "Slug" or
    "Stone Flower" or
    "Gravi" is exchanged for 3 first aid kits.

  • Mazay - a hunter, lives with other hunters in the Forest, exchanges goods for parts of mutants:

    10 heads of jerboas - 3 packs 5.56 ordinary;
    10 zombie hands - 3 packs of 5.56 BP;
    5 pseudo-giant paws - 3 packs 7.62x54R 7H14;
    5 controller hands - 5 army first aid kits and 5 antiradics.

  • Sviblov - "Clear Sky", gives a couple of cyclic quests, is on the Radar:

    Parts of mutants:
    jerboa head - 100 rubles and 1 pack of 7.62x51 NATO BP;
    cat's tail - 100 rubles and 1 pack of 7.62x51 NATO BP;
    poltergeist eye - 100 rubles and 1 pack of 7.62x51 NATO;
    chimera's claw - 1 pack 7.62x51 NATO;
    the controller's hand - 200 rubles and 2 packs of 7.62x51 NATO BP;
    hand of a pseudo-giant - 100 rubles and 2 packs of 7.62x51 NATO BP.

    Artifacts:
    "Slime" - 1000 rubles, 1 scientific first-aid kit, 1 F-1 grenade;
    "Slug" - 500 rubles, 2 scientific first-aid kits, 1 F-1 grenade;
    "Crystal" - 1000 rubles, 2 scientific first-aid kits and a scientific overalls CHN;
    "Battery" - Knights SR-25 rifle.

  • Sakharov - scientist in the bunker on Yantar:

    Ammunition:
    3 "Drops" - 2 packs of 7.62x51 NATO regular;
    2 Fireballs - 2 packs of 7.62x51 NATO BP;
    "Film" - 2 packs 12.7x99 for the WA2000 rifle;
    10 cat tails - 3 scientific first aid kits;
    10 hands of the burer - 2 antirad.

    Weapon:
    "Soul" - rifle "GALATZ";
    "Kristall" - Knights SR-25 rifle;
    "Moonlight" - NK-417 rifle;
    10 poltergeist eyes - WA2000 rifle.
    For cyclical tasks from Sakharov, you can get the following:

    Parts of mutants:
    snork foot - 300 rubles and 1 scientific first-aid kit;
    eye of flesh - 300 rubles and 1 scientific first-aid kit;
    boar hoof - 300 rubles and 3 scientific first-aid kits;
    pseudo-dog tail - 300 rubles and 1 scientific first-aid kit;
    bloodsucker tentacle - 500 rubles and 1 scientific first-aid kit.

    Artifacts:
    "Gravi" - 2500 rubles and 1 scientific first-aid kit;
    Meduza - 3000 rubles and 1 scientific first-aid kit;
    "Fireball" - "Film";
    "Moonlight" - 4000 rubles and 3 scientific first-aid kits;
    "Sea Hedgehog" - 8000 rubles and SEVA overalls.

If you want to get something for cyclical tasks, then you need to bring with you everything that is required for all tasks to the required subject. Cyclic tasks are subject to a deadline - after some game time, if they are not completed, this task turns into failed ones, so try to take only those tasks that have items in your inventory. Cyclic tasks are repeated after some time (usually on the next game day).

A few more merchants

There are several other merchants in Secret Trails who buy and sell some goods only for money:

  • Mozart - the Drifter Trader, located on the first floor of the Drifter Headquarters building in MG in the room with the piano;
  • Miser - Drifter trader, located at the Drifter checkpoint in the Swamps;
  • Mervin - Guardian of the Monolith and teacher GG, buys expensive good and unique barrels, some costumes;
  • Doctor - found in the Swamps;
  • Graph - located in the Bar in a cubicle in front of the Arena;
  • Sidorovich
  • Baker - located at the location of the peacekeepers;
  • Lecturer - the main one from the railway workers, buys parts of monsters, artifacts, sells artifacts at very high prices;
  • Antiquary - sells rare but working weapons, ammunition, also exchanges 1 drum for the Colt "Python" for 3 bottles of vodka, which Noodles gives for refusing to kill him, appears after talking first with Noodles, then with Borov, is in the Bar where Petrenko is in the Original.
Petrenko, Miser and Baker they buy up almost any swag - dead guns, overalls, jackets.

Certain merchants and characters can repair equipment. Here is a list of traders and repairmen:

  • Mahon - cheap repairs, accumulates a large amount of money that can be used by selling him trunks and other swag;
  • Paramedic - expensive repairs, money is also accumulating, you can sell swag for this amount before leaving Pripyat;
  • Screw - expensive repairs, money accumulates, refueling a flamethrower - you need to have a flamethrower (discharged) cylinder with colloidal gas, a can of gasoline, two bottles of vodka and 10,000 rubles;
  • Hog - repairs are somewhat cheaper than those of Screw;
  • Petrenko - does not repair but sells relatively cheap repair kits;
  • Bartender
  • Sidorovich - repair and sale of repair kits is more expensive than Petrenko's;
  • Sakharov - repair;
  • Lefty - repair of the universal detector and fine-tuning of the gravity suit.
  • Brown - the colonel of peacekeepers, after clearing the base from evil spirits, gives as a reward a unique repair kit for quick repair of weapons, for each repair you need the artifact "Medusa" in your inventory. Repairs barrels with any degree of damage.

Frequently asked Questions

  • Can't get into the cave (other hard-to-reach places) - use the full squat keys Ctrl + Shift , if you have reassigned the keys, I advise you to reset the default settings and reassign without touching these keys.
  • Health decreases, first aid kits are not enough - a large level of captured radiation, to see the level press the key TAB - in the lower right corner, a counter window appears with the numbers of accumulated radiation, the scale shows whether the GG is in the radioactive zone or has left it, the dosimeter must be on the belt, above 600, the health level begins to decrease rapidly, up to a lethal outcome. We correctly use and hang artifacts from radiation on the belt, with high levels of captured radiation, you can replay from earlier save games and try not to get into zones of increased radiation. The use of one antirad reduces the level by 20-30 units, slightly reduces the level of health and requires jamming.
  • Double vision, but the level of health and radiation is normal - GG has not slept for a long time, it is undesirable to lay out a sleeping bag, it does not disappear during robberies, just like a dosimeter, it is on sale at many merchants.
  • Where is the decoder in the Sarcophagus on a mission to shoot burers - the decoder can also lie in an arbitrary place, but no further than two rooms located one above the other on the lower level of the Sarcophagus.
  • Can't find Solomon's canned food box - a box with canned food in the Update can be located in any of the two grocery stores in any place, look carefully, look into all secluded corners.
  • Where to find the folder for the Informant - the folder for the Informant on the basis of "Freedom" in the Update can be in different places, while the places found are located along the railway tracks, we look into all secluded places, cars, under beams and destroyed buildings.
  • Where is the bag of grass for the Prince on the speaker - also in various places, a tag on a bag with an exact location can be put by Kruglov for two "Fireballs".
  • Can't find three helmets for St. John's wort - Look into all the concrete rings, including broken ones, if you still haven't found them, then most likely they were picked up by the Phantoms that stand there in ambush, search the corpses right away - then they will disappear.
  • How to get to the courtyard of the plant on Yantar on the instructions of Caesar - Caesar gives a suit with good protection from radiation, we put it on and hang art on the belt that remove radiation, it is better to remove radiation, be sure to remove ruby \u200b\u200bart - they are not just radioactive - but also accelerate the accumulation of radiation. Symbions will be especially useful art here - they add protection to the suit from radiation. We go beyond the swamp and the helicopter, we approach the border of the slope and the wall of the plant - here there will be a radiation barrier, which must be overcome without stopping, save in case of a replay with a high level of captured radiation, then we go along the outer part of the location and go around the plant building from the north side, we go into the courtyard - poltergeists are flying there, we are looking for what Caesar is looking for and we return back the same way, back we also need to overcome the radiation barrier.
  • Can't go to the Magician - we carefully read the dialogue with the Ghost, the teleport beyond the boundaries of the game part of the location is in the garages, the return teleport is located near the garages on the outside.
  • The weapon does not fire - a fuse is entered in the update - switch it with the "0" and "9" keys.

The Secret Trails mod is a prequel to Shadows of Chernobyl and covers the main events of the Zone even before the Shooter turns off the Brain Burner. In the game, as the heroes of the story, there are all the stalkers from the Shooter's group: Swamp Doctor, Ghost and, of course, Fang, with which some players have difficulty finding. Meanwhile, finding Fang is not difficult if you know some of the mod's features.

Introducing the Fang

For the first time, the protagonist meets with Fang in Pripyat, after searching for documents in a bunker and multiple combat clashes with adherents of "Monolith". You can get the first quest to find the Fang after talking with the Ghost. He directs the Strelka to his comrade, in order to help him, promising that he can lead him to the swamps.

Fang is on the same floor, but on the opposite side of the building. At this point in the game there is a bug that is activated when talking with an NPC and throws it out of the game with a critical error. You can install the appropriate fix, or you can just save before the conversation: the bug does not always work.

Having accompanied his partner to the transition to the swamps, while carefully guarding him, the Shooter learns that the Ghost asks to return back to him for a reward. After re-entering the swamps, Fang disappears in an unknown direction, and the player continues with the main quest line.

Fang captured by the mercenaries

In order to find the missing Fang, the player must complete the quest in the X16 laboratory. This is another developer flaw, left to preserve the consistency of the main line of tasks. In dungeon X16, the player needs to find a laptop, which is hidden on the upper ledge of a fancy device. It looks like an autoclave from the final video of "Shadows of Chernobyl", only it is placed vertically.

When the laptop is found, in the list of tasks appears additional Information, indicating that Fang is being held captive by the mercenaries. The player should go to the "Bar" location and leave the bandits' base from the side of the wild territories. There is a ruined farm in the wasteland, located a couple of kilometers from Bar.

There are eight mercenaries on the farm, most of them in reinforced body armor or exoskeletons. Therefore, it will not be superfluous to stock up on armor-piercing cartridges for your weapon. After clearing the area from the invaders, the Shooter receives a quest update and must talk to Fang. The NPS is located in the only stone building on the farm, in its central room.

At the beginning, you will find yourself inside a bus on the territory of the Dead City. Nearby is the Forester. Together with this character, move straight to the house located in the forest. Find and bring a mandrake root at his request.

Forester

After that, you will need to complete the task related to the search for Associate Professor Vasiliev. And already Vasiliev himself will offer you a reward, if you take him to Yantar - just follow him, and when you are near the lake, then talk again. Enter the lake and talk to Vasiliev again to open the way to Amber.

On the territory of this location, protect the professor who was attacked by zombies, and then go inside the bunker. Before that, you need to talk to Den. Go to Sakharov and ask him for the medicine. He will give you medicine for the forester. The place of transition to the forest will also appear.

Deliver the received medicine to the forester and talk to him again.

Below you can see the video walkthrough Stalker 2: Secret Trails:

Find a crate of provisions

On the territory of the Dead City, you will need to find a box containing provisions. Go there, moving along the marker until you meet Izotov. After talking with him, go to Leila, with whom you will also need to talk.

We need to help the Demon, whose location is marked on the map. When you get to the character, learn that you need to kill the zombies inside the five-story building. Do this by killing ALL enemies on ALL floors.

Return back to Leila to pick up the forester's provisions box. Go to Izotov to help him get to the transition point to the forest. Give the box to your friend and talk to him again.

Now you should find three more mandrake roots. And this time you will have to visit the cave. Once you've got it, return to the forester and get your reward. You will receive a message from the very same Leila from the Dead City. Follow there and chat with the woman.

Use the marker to get to Grieg, who needs ten tails.


Grieg

Kill the dogs and give the desired items to the character. After that, you will have to visit the catacombs under the Dead City, and the entry point will be indicated in the dialog box - be careful.

After descending into the catacombs, move forward until the cut-scene starts.

Charon's Quests

When you find yourself inside the bus on the territory of Pripyat, then talk to Mervyn and complete his task. After that, you will find yourself inside the Sarcophagus, where you should talk to Charon. Go to the lower floors to kill the burers and find the decoder, and then give it to Charon.

After that, it will be necessary to destroy opponents on the territory of the Chernobyl-2. Head towards the marker to find the transition point to the desired location. Find Solomon and kill the infidels with him. When everyone is dead, then report the successful completion of the mission to Charon himself.

But that's not all! You will now need to kill the enemies inside the Monolith control bunker. Do it: everything is simple, since the desired transition points are marked with markers.

Solomon: cases and medicines in the Stalker: Secret Paths 2 walkthrough

Go to Solomon to take a new task related to the loss of 3 cases. Find them using the markers, and then return to the quest giver. Take the next quest from him. You will need to find a grocery box. Go to the deli on the territory of Pripyat and take the box. Also proceed to the territory of Chernobyl-1, where you will need to find medicines.

There is another character near Solomon - Roma Bayonet. After talking with him, start a new task related to finding stops from snorks. Kill enemies and collect feet. Another soldier who needs a bottle of vodka will be walking nearby. After taking the quest, go to Charon.

In turn, he will send you to Mervyn, who needs to be trained. Go to the Monolith and complete whatever is needed. Return to Charon to direct you to the territory of Pripyat, where the doctor is. He needs to take his medicines. After leaving the Sarcophagus, you will meet the Sexton. Help him, at the same time make the character take the weapon of one of the killed, or sell him one of your barrels.

After that, talk to the Clerk, who will give you a hint about the location of the medications Solomon needs. Go to the territory of Pripyat, where you will find the container that Solomon needs. It's simple enough!

Once at the stadium, you will meet a paramedic who will give medicine to Charon only if you bring him two "Night Stars" artifacts or dog tails. Artifacts can be found near the character, allowing you to continue.


Paramedic

Find a box with groceries inside the grocery store, and then return to Charon to turn in all the tasks and give the medicine. Follow again to Solomon and give him the found products and medicines, while transfer to the Bayonet the feet of the killed snorks.

Helping Mahon and interrogating the spy

To continue the passage, go to Charon. It is necessary to find Mahon, as well as provide assistance in protecting the base on the territory of Pripyat. This base was raided by mercenaries. Run to Pripyat and talk to Mahon. He, in turn, would like you to clear the House of Culture from enemies. Do so.

Chat with Mahon after completing the quest to continue. walkthrough Stalker: Secret Trails 2... After that, kill opponents in Lenin Square. Turn in the assignment and follow Charon's instructions to Mervyn, who is waiting for you at the Pripyat hotel. Your training will continue here. Having done everything that is required of you, return to Charon.

Now you will need to interrogate the spy, detained and guarded by the Diak, at Chernobyl-1. Ask questions of interest, after which the Sexton will kill the prisoner. Go back to Charon. Moving to the Sarcophagus, you will receive a message from the paramedic, who asks to meet with him.

Passage of game Secret paths 2. Quests of the Ghost

Go to the character and find out about a new task related to the release of the Ghost. A marker will appear on the map. Do what you are asked to do, and then escort the character and turn in the quest to the paramedic.

Again, go to Charon, who wants you to kill the Ghost. Follow the marker, and at the exit from the Sarcophagus you will receive a message again. Go to the paramedic, from whom the message came, in order to receive a quest related to the protection of the Ghost. Communicate directly with the Ghost himself, who will ask you to find a map of communications located under the ground of Pripyat.

Follow the bunker with the Monolith control panel, killing the enemies that got in the way. If there is such an opportunity, then beat off the modified VAL machine gun from Mahon. You can wound Mahon, and then heal, so that he becomes a friend and you have access to repair and exchange.

When you go to Chernobyl-2, then Solomon will rob you, and then help you. Go in search of the card inside the bunker, pick it up and deliver it to the Ghost. At the exit, Solomon will meet you again and ask you to deliver the package to his daughter.


Solomon

Agree and then leave this place. After passing the card to the Ghost, go to the Fang, who will direct you to the transition point to the swamps. Run back to the Ghost to get the gravity gun, and then leave the location, going in search of the doctor in the swamps.

Swamps

When you meet with the doctor, you will learn that you need to find and kill the Swamp Thing. Complete this quest and then head to the checkpoint where Grieg is waiting for you. The character will send to a meeting with Kent, where you need to take measurements. Escort the NPC, kill opponents, and then head back to Grieg. You will find out where the transition point back to the forest is.

Once on the spot, help the forester by killing the cats. Go to the hunters on his own assignment, talk to Sutuly and go to the Greek. Help him fight the boars, then follow along with Zakhar to continue. walkthrough Stalker: Secret Trails 2.


Zakhar

When you walk to the transition point, then let the dogs bite Zakhar to heal him. So you will make a friend out of Zakhar, thanks to which you will avoid troubles in the future. Arriving at the place, talk to the desired character and give the letter addressed to Sokolov. You will receive a transition point to army warehouses.

Army warehouses

On the territory of this location, talk to Lukash to receive from him a task related to the capture of a military base. Help Lukash. ALWAYS take a new barrel that will drop out after killing Belchuk. Return back to Lukash to report on the quest.

When attacking the enemy base, make sure that none of the quest characters is killed! For example, opponents can kill Cap, which will lead to a halt and complete completion of the plot. Here you can go for one trick: the base can be cleared before you talk to Lukash. But not completely: let 2-3 military men and Belchka himself remain alive.

Next, Lukash will ask you to assist in capturing the Barrier. In this case, Cap must survive. After killing the military commander at this base, take the modified VAL. Return to Lukash and turn in the quest, and then take on a new quest related to Lefty.

Follow the informant who requires you to find a special folder located at the Freedom base. Having done this, give the folder to the informant to get the transition point to the location with the bar. The character will ask you to deliver food to the miners at the Radar location. So the transition point to the desired place will appear.

Radar

At the request of Sviblov within the framework walkthrough Stalker: Secret Trails 2 kill the bloodsucker, then find and kill the thief Fedya the Robber. Tell Sviblov about the assignment. Go to the Wanderer on a quest related to the Amulet. Chat with him about everything to get the quest with the search for 6 such Amulets. The same hero will ask you to find the system unit and documents hidden in the X10 laboratory for him. Do this and return Sviblov.

Quests in the Bar

On the territory of the bar, right at the entrance, you will meet Zhenya Ninja. He will require you to pay for the entrance. Pay every time you need it, as otherwise you will worsen your relations with the bandits and will not be able to complete the whole quest chain.

Inside the bar, chat with Boar and go to meet the Count. Take a new mission from Potapov, in which you will have to find several parts of the instructions for the production of a minigun.

At the request of the Count, go to the helicopter, find the boxes and documents and give the character. Then he will ask you to find a weapon for the Prince. Give it to the Prince on the Radar, after which the last character will send you to the army warehouses, where you need to get boxes and documents located on another document. Take it all to the Count.

Tasks of the Prince and General Voronin

Also inside the bar you can find Prong, with whom you should talk to take the task. Then go to the Prince and talk to him. You need to find the Winchester of this character, and then deal with Zheka from the Landfill, who owes the Prince. Re-talk with Sokhaty to find out exactly where the hard drive is.

Go to the Junkyard, where you should find Arkasha and take a quest related to the murder of Noodles. Then find Zheka to ask him about Semetsky's cache. Look for a tanker, whose terms you will have to agree to.

It's time to visit the Dark Valley territory. Help the fighters of Duty fighting the bandits, and then talk to Voronin, who will direct you straight to the captain. After communicating with this character, you will receive a tip on the location of Mohammed. You will also need to deliver the radio to Zakhar.


Captain

The general will offer you to complete a task related to the destruction of mobs inside X18. After completing it, go inside to pick up the hard drive needed by the Prince, after which, on Voronin's quest, find Zhila. When you agree for him, you will find out about the hiding place of the bandits. Find its location and return to the general to get a path to Cordon.

Talk to Petrenko and kill the swamp creepers, then in the X18 laboratory find what the tanker asked to find.

Go to the Junkyard territory to return the found "Thunderstorm" to the tanker. Give him the diary too. Follow to the Prince on the territory of the bar to transfer the winchester and money as Zheka's debt.

You will receive a new quest related to the Plan Bag. Visit Sokhatoy and turn in the previous mission to him, and then get to Boar to find out the whereabouts of the antique dealer. Now you will need to find a courier.

In the army warehouses, where you have already visited earlier, find the bag with the plan and return it to the Prince. Ask Voronin at the Duty base about the courier, then go to the factory and free the character. You will find out where the Borova PDA is. Find it by the marker, as a result of which you will receive a message from the Borov himself and can continue walkthrough Stalker: Secret Trails 2.

Passage of game Secret paths 2. The task of the Varyag

On the territory of the Agroprom, help Bes and talk to Lefty. Be sure to bring what he asks for, and then talk to the Imp, agreeing to complete the quest. Go down inside the catacombs, where the Varyag is. If you don’t want to lose what you managed to collect, hide all the items in some place before you meet the Varyag.

Go through four circles, take the weapon to Petrenko and get a gift that should be given to Bes. Do so, then return to Boar so that he can send you to Lukash.

Travel to your destination and talk to Lukasz. He needs a container with radioactive elements. Find it and give it to the quest giver. Soon a message from the Ghost will appear, and Lukash will ask you to kill the enemies at the checkpoint on the territory of the army warehouses. Follow his instructions.

Talk about everything with the Curmudgeon, who will ask you to find bread for him. Go to a meeting with the Ghost, and then go straight to the magician and do what he asks to do.

Visit the Ghost again, and then get the dynamite for him in the box. Go to the Prince and cover the Cross, then turn in the quest.

On Kordon, you should help Tolik, and then talk with the Wolf and give what he needs.


Wolf

Talk to the Fan. At the Varyag you will learn about Yarofeev. Visit the bartender and give that parcel from Sokolov, which he asked to give to his daughter. Go to a meeting with the major, kill him and report the successful completion of the task to the bartender. After that, visit Sidorov in the peacekeeping corps.

Sidor's task

An old acquaintance will ask you to provide him with services and go to a meeting with General Smith. You will learn about Mohammed and Pekar. The baker needs flour, so you have to get it, while Smith will direct you to Brown, who in turn will issue a new task related to the search for Corporal Foster. Find him and bring him back to the base.


General Smith

You will receive a message from Sidor, after which you should go to the character. Having received a letter from him addressed to the bartender, you will learn about Mohammed and follow to Amber.

Using the Baker's jump point, go in search of flour. Go through the location with the bar, chat with the tracker and agree to his terms. After finding a bag of flour, take it straight to the Baker. After giving away the necessary item, you will find out where you can get a gravity suit. Take another quest related to finding tools. Visit the bartender, who will give you a task related to the search for documents in the X16 laboratory. After finding them, the documents should be delivered to Fang.


Colonel Brown

On the territory of Agroprom to continue walkthrough Stalker: Secret Trails 2 meet the doctor and take the crate from him that the Baker needs. Visit the Pathfinder to take the "Explorer" artifact quest. He will ask you to talk to the Lecturer. Visit the Count to get a transition point to Rostock and Amber, as well as a quest related to a conversation with Caesar.

In the army warehouses, you must talk to the Curmudgeon, to whom you will give the finished bread. After that, the man will need help finding a case in Rostock. Agree to help.

Give the resulting gravity suit to Lefty to upgrade it.

Walkthrough Stalker: Secret Trails 2: Sprout

When you find yourself on the territory of Rostock, then make the necessary artifacts, then find the case and the radar. Go to a meeting with the railroad workers and complete the simple tasks received from them. Proceed to the territory of Amber, where you will have a talk with Den. Kill the enemies inside X16 at will.

In a conversation with Caesar, give that flash drive and deal with his task. Deliver the documents and PDA to Graf, and then talk to Sakharov to take a new quest. As part of it, talk to Sviblov and set several marks on different mobs.

Kruglov needs the "Controller Heart" artifact, so agree to help. Return to the railroad workers and give them three helmets, then talk to the Lector and agree to a new quest. On the same Rostock, set a mark on the pseudo-giant and take away the "Liquidator" artifact, which the pathfinder needs. Give the item to this character.

Visit the Earl to receive a new Fang quest. You will also have a transition point to the territory of the Dead City. Give the necessary items to Lefty, Curmudgeon, take the quest from the informant, who is associated with two other artifacts. From Sviblov you will receive information about a scientist who has gone mad, after which you will receive a quest to find a special barrel.

Visit the Baker and give him the tool, and then mark the bloodsucker in the territory of Cordon, while the chimera will need to be found in the Dark Valley.

Doronin's murder

Travel to Agroprom to find the Controller's Heart, an artifact Kruglov needs. Take it to the NPC and visit Voronin on his instructions. Turn in the quest in which mutants were tagged to Professor Sakharov. The radar jump point appears. He will also give a new task related to the elimination of Doronin. Visit Den to find out where Doronin is, as well as exchange the sniper rifle for artifacts.

Follow the location with Voronin, but on the way, look at the Lector, to whom you will bring the artifact. This way you will find out where the Snake Eye is. Give the found suitcase to Voronin to get a tip on Petrenko. Tom needs an improved RG-6. Complete all steps associated with this quest. Climb to the roof of laboratory X16, take the desired position and kill Doronin, then turn in the quest to Sakharov.

From Kruglov you can pick up a special barrel that the mad scientist needs, while Sakharov will give a new task related to finding a laboratory assistant. You will have a transition point to the Agroprom location. Go there, find what is left of the laboratory assistant, pick up the device and take it to Kruglov. Talk to Dan again to find 3 discs for him. Do it.

Head to laboratory X10, where you only need to pick up the scientist's diary. Find Snake Eye on the radar and return to the informant. Give the two artifacts he needs to collect the reward.

Talk to Sakharov, for whom you should have already found the diary of a scientist from laboratory X10. After that, the man will customize the helmet for you. Head inside the X16 lab to find the laptop and other items. There will also be a letter that Fang will have to take. By doing this, you will receive an assignment related to visiting the X18 lab. You will also learn about the CCP that Boar is looking for. When you meet a monk, new information will appear, as well as the conditions for obtaining the same PDA. Go to the bar to give Potapov the instructions for the minigun and find out when you can pick up the weapon.

Follow to the territory of the laboratory X18, take the flash drive and other things, and then give it to the Fang. All this Fang will demand to deliver to the bartender, who has reserved the next task for you.

Help Leila in Stalker: Secret Paths 2

At Sviblov, using the Earl's tip, you can get the transition to the Dead City location. Sviblov will also give you a quest to find Karina. Visit Leila, who will send you to the forester. In turn, the forester will give a task in which you need to visit the hunters. Sokolov's radio should be handed over to Zakhar, but Karina's coordinates can be obtained from Sokhaty.


Karina

After freeing Leila, guide her to the desired point to find the PDA. Move forward to the transition point to the swamps, where you will have a talk with the doctor and give the flash drive received from the pathfinder. Visit the Dead City where you will meet Fima. After talking with him, get through the warehouses to the pathfinder. On the territory of the warehouses themselves, find the "Superconductor" artifact, as well as the PDA that Borov needs. Give it to the quest giver.

The bartender will receive a new assignment, in which he asks to hand over a letter to General Voronin. Do this to get the transition point to the peacekeeping corps. Go to the arrow with Torgash, after which you will receive a new letter from the bartender to Voronin. Take to get Sidor's answer. Talk to Sidor and help capture the bar. At the exit you will meet Mohammed, with whom you will have to talk.

Kill opponents on the territory of the bar, as requested by Sidor, and then escort Voronin straight to the headquarters. Talk to the bartender and go to the doctor's appointment using Fang. On the territory of the Dead City, talk to Leila and meet with the doctor in the swamp, who will need parts of the mutants. As soon as you bring them to him, he will open the transition point to Pripyat.


Layla

Pripyat: final

Here you will need to talk to the paramedic, complete his quest and visit the Monolith bunker. Inside the Sarcophagus, you will meet Semetsky. Chat with him to find out for Brother. At the entrance to the bunker, Solomon will be met and you will have to complete his order.

When you meet the tracker, decide which ending to complete walkthrough Stalker: Secret Trails 2.

Full walkthrough STALKER Secret Paths 2 on the site site

Walk with the Forester to his house in the forest

The forester gets off the bus and looks through binoculars. Later he starts to run, and you follow him. The first stop is near the green Niva, not far from which the blood of the stone will roll. After one more observation with binoculars, the Forester runs on again. Now on the way it is possible to find a twist. The forester stops again, we communicate with him, and a passage to the "Forest" level appears. We leave for the forest, the Forester appears behind you. We enter his house and communicate with him. After the dialogue, the task appears to find your brother, but you will not find him without a gun and body armor, so you have to work for the Forester.

Find Mandrake Root

The forester sends you to look for the root, and gave a leather jacket and a vertical. On the way, you can admire the forest and anomalies. Arrow, who has not come to his senses until the end, will stagger along the road from time to time. Blind dogs or wild boars may be encountered along the way. Be careful, the stamina and power of some monsters has been increased. We are approaching the ravine, and we are looking for the mandrake, which is under the stone, which you will immediately notice in the ravine. By the way, before picking up the root, turn down the volume. When you have the root, the boars run out. We deal with them, and return to the Forester. We communicate with him, the task is completed. We communicate with him again, and we get a new quest.

Find Associate Professor Vasiliev

This time the old man asked to find a courier from scientists hiding in a cave from mutants. We are heading to the place marked on the map, and we see a stone, the path to which is closed by an anomalous field. With bolts we penetrate to the stone, and we observe a small hole below. We crouch down and penetrate through it into the depths of the cave, where we observe Vasiliev. A surprise awaits you here: Vasiliev, saving his own ass, dropped his backpack. And now we have to move together with him to Amber to get medicines for the Forester.

Escort Vasiliev to the camp of scientists on Yantar

We follow Vasiliev. On the way, music is turned on for you, which, together with the hallucinations of the main character, creates an eerie atmosphere. After a while, the ecologist stops. From the dialogue we learn that we will get to Amber through a cave with land in a swamp. Again we follow Vasiliev straight to the center of the swamp and again communicate with him. After the dialogue we "dive" into the cave and appear on Yantar.

Here comes the side task "Help Vasiliev to shoot from the zombies." Destroy snorks with a double-barreled gun for the first time. It is possible to take the machine away from the zombie.

Then the passage of this task, he destroys a couple more zombies, and then it is already possible that he will begin to talk to him. After the dialogue, we run after him into the bunker. As a result, Vasiliev runs into his "booth", and you go to the head of the guard Den, who will send Strelka to the already legendary Sakharov. In addition, Kruglov will be in the bunker. We approach Sakharov, talk to him and get 2000 and medicines for the Forester.

Deliver Medicines to the Forester

The way back will have to be found without marks on the map. Sakharov suggested that the exit to the forest is located in the eastern region of Yantar. On the right side of the road there is a lowland with a broken bus. We enter the bus, and a point with the road to the Forest appears on the map. We go to the forest and give the Forester medicines, then we get a new quest.

Take a crate of provisions

Scientists did not give food to the arrow, so they have to move to the Dead City and find the Forester's cache. On the way, you can run into a controller, be careful. Upon arrival in the Dead City, you are greeted by three stalkers from the Drifter group. After the dialogue, you are led to some Leila. We arrive at their base, talk to Leila. And here it turns out that they have already found our grub and will not just return it. Have to work out. The shooter is sent to the head of the Demon's security to help him clear the city of mutants. Accordingly, the quest "Find the Demon" appears. It is not difficult to find it, it is marked on the map.

The demon gives the shooter an abakan and an improved suit, as well as the quest to clear the five-story building from the zombies. The building to be cleaned is located nearby a building with a broken roof. In the building, you do not need to enter the premises, all the zombies will be on the staircase. Just go up the floors, destroy the zombie, and return to the Demon. We communicate with the Demon, and return to Leila, who gives the box and directs the Arrow to the comrade who brought him here. Only he knows how to return to the forest. He can be seen by going down the stairs. We communicate with him, and he takes you to the point of transition into the forest. We go there and talk with the Forester. Completed the task.

Find Grieg

Guide Grieg is marked on the map, so it is not difficult to find him. From the dialogue with him, it becomes clear that the traces of brother Strelka must be sought in Pripyat, where Grieg does not want to lead him, but he has the opportunity to demonstrate the path from the Dead City to Pripyat. However, this is not the case.

Find ten dog tails

Look for dogs not around the city, but around the neighborhood. We hand over the tails to Grieg, in exchange we get information about the road to the city of Pripyat. You have not yet been to the cordon, but you are already going to Pripyat. First, you need to get underground in the Dead City. Not far from the house, where the guide is, there is a square with a fountain. Not far from which the Zaporozhets is located, we approach it, and it takes you underground. We head along the tunnel to the end. You are transported to another tunnel. Again we head to the end, and the download begins.

After loading the shooter wakes up in the bus, and there is some guy nearby. We communicate with him, and it becomes clear that the Shooter got into a funnel, and all his items and means were torn apart. And here's the fun part: the stalker who found him, a member of the Monolith. And now you are offered to overcome the test to enter the Monolith.

Kill a flock of snorks in the city of Pripyat

You will have to destroy snorks without Colt armor. We head towards the Ferris wheel. As it turns out, the problem is completely solvable. The Colt of the Monolith is powerful enough, kills the snork with the first hit to the head. It is also good to destroy them with a knife, with the right mouse button. After the snorks are over, return to the bus and report back. The monolith reports that the test of the shooters has overcome, and you appear in Chernobyl, in the sarcophagus of the Chernobyl nuclear power plant.

Chat with Charon

The shooter is now a Monolith. We are heading to Charon, who reads you a sermon, after which we receive a quest. Clear the lower floors of the sarcophagus from the burers and find the stolen decoder. Before the task, it is possible to quietly destroy a couple of non-quest characters who will have a monolith exoskeleton and a good cannon. At the moment, listen closely to how to find the decoder.
We go down the stairs. Then we head up to the place where there will be a turn to the right and to the left. We head to the left, enter the hall with pipes, and immediately turn to the left. There is a staircase leading down. We go down along it into the hall with pipes. We are heading forward, and on the left side there will be a "room" in which the decoder is located behind the barrel. In the same room with pipes, there is a tree box with good artifacts. Then we go and eliminate the burers, who are still alive until this time, and return to Charon. Burers die from the first hit in the head.

To clear the Chernobyl NPP 2 from the wrong

The task is given by Charon. First, we go up into the room with a monolith. Later we jump into the teleport and head forward, go through the hole in the wall and find ourselves in a hall with large windows. We head along it to the end, and there is a transition to the Chernobyl nuclear power plant, where we are heading to Solomon, who is marked on the map. We communicate with him and run away to destroy the infidels. After it was over with the stalkers, we go to the Sarcophagus, head to Charon, report, the task is completed.

Penetrate into the monolith control bunker and clear it

Before the quest, Charon gives you an extremely good anomalous Winchester. We leave for the Chernobyl nuclear power plant. On the map there will already be a transition point to the bunker, in which we will take everyone out in order. There will be zombies, burers and bloodsuckers. Return to the Chernobyl nuclear power plant, then to the sarcophagus. We communicate with Charon.

Chat with Mervin and complete his assignments

Marvin is located near the Monolith, it is marked with a yellowish dot on the map. He will give you a quest to find the manuscripts in several places and deliver them back. Before searching for each manuscript, he will begin to move you to the part of the level where the manuscript is. Every time we find a manuscript, and back to Mervin. The first one will be easy to find, it is located behind the column. After raising it, you will be transferred to the highest structure, from which you have to jump. The second time Arrow throws it onto the roof of the radar. We go down to the level below. It's best to see the manuscript before you descend. Taking the best of weapons, we save and jump into the teleport. At the place of origin, two are already waiting for you in exoskeletons. On the third attempt, it is completely possible to overcome this place. On this, Mervin's tasks end, because Charon has an important task for the Archer. We are heading towards Charon.

Take medicines for Kharon in the city of Pripyat

The task is to take medicines for the Monolithians from the assistant to the bog doctor in the city of Pripyat, because almost all of them are sick. We are heading to the city of Pripyat. To do this, you need to overcome the lower levels of the station, where you destroyed the burers. At the entrance to the front of the station, you are greeted by the monolithian Dyak, who needs help to clear the area from warriors. This quest does not have to be completed. We move to the city of Pripyat. Then we go straight to the stadium building. We go up the stairs and turn to the right. The Paramedic will be there, the Doctor's assistant. However, as it turned out, he just won't give you medicine, because Charon is extremely in debt. And now the Feldscher needs either two night stars or ten dog tails. We hand him what he wants, and return to Chernobyl to Charon.

To clear the Chernobyl NPP 2 from the wrong

A certain monolithian gets in touch with Charon, and reports that the base in the city of Pripyat has been captured. We communicate with Charon and head to the city of Pripyat, to meet with Mahon. We communicate with him and go with his guys to destroy the mercenaries. Carefully, there may be chimeras in there. After the mercenaries are finished, we again communicate with Mahon, who will issue a quest to expel the mercenaries from the square, which is located in the center of the location. We are heading there, carefully destroy all the mercenaries and return back to Mahon, who will give you an anomaly detector. Now return to the Station to Charon and take another quest from him.

Meet with Mervin at the hotel

Now you will have to continue your studies with Marvin. Charon, at the end of the dialogue with him, moves the Strelka to the city of Pripyat, to the hotel, where Marvin will wait for him. I advise you to immediately remember where the hotel is located on the map. We communicate with him, he hints you at some carousels, and here the protagonist is transferred to the Ferris wheel.

Complete Merwin's third mission

The manuscript will lie in front of the Gunslinger. We lift it up and penetrate down the steel supports. I advise you to immediately shoot the snorks that live under the wheel. We return back to the hotel for the following instructions from our teacher.

Complete Mervin's Fourth Quest

Now Mervin is carrying the Arrow to the attic of the building. On both sides you will be met by two mercenaries dressed in exoskeletons and with SHAFT, we open fire in their heads. Next, we take the manuscript, it will be lying in the corner of the attic room. There are several more mercenaries under the building, so you just don't get out of there. We climb onto the roof, from there we destroy the mercenaries and go down through the broken roof along the boards. To get to the hotel, you need to go underground, who passed the original game is in the know. After returning back to the hotel and a dialogue with Mervin, you, together with the Monolith, are transferred to the roof, where we will receive the next task.

Complete Merwin's 5th Mission

We communicate with Mervin and take the final task from him. Quest for parkour lovers: you need to jump from the roof of the building to the roof of a five-story building, where the fifth manuscript will be lying around. Before you take it, it's better to save it, because we are immediately transferred to the mercenaries in exoskeletons. You can just run away from them, they are not easy to handle. We return back to Charon.

Interrogate and remove the scout

Charon sends you to the Diak to interrogate the scout. We move to the station from the sarcophagus, observe the locomotive in front of us. We are heading along the road, which is located on the right side of it to the end. There is the parking lot of the monolith, where the Clerk and the spy will be. We complete the task and return back to Charon.

Talk to the Paramedic

The shooter was useful for something to the Feldsher. We are heading towards him. It becomes clear that you will see a "dead" character from the Shadow of Chernobyl - the Ghost. The mercenaries keep him, and you have to free him.

Free the Ghost

We shoot the mercenaries, approach the Ghost, communicate with him and take him to a safe place, interrogate him, return back to the Feldsher. At the end of the dialogue with him, we return back to the Station, on the way the quest "Return to Charon" will appear. We return back to it.

Destroy the Ghost

Charon figured out the Ghost and is now giving the order to destroy him. We are heading to the city of Pripyat. On the way, the Paramedic gets in touch with you, and demands to go to him. We come to the Paramedic, he demands the Shooter not to destroy the Ghost. After refusal, he injects Arrow with some kind of nonsense, and after which the main character becomes neutral.

Protect the Ghost

We run away to the place where you left the Ghost, it is marked on the map. We destroy all the mercenaries trying to destroy the Ghost and approach him. Because the Radar controls the monolith, it will not work to move from there to the swamps. Therefore, the Ghost sends Arrow to the control bunker in order for him to get documents with data on the route from the city of Pripyat to the Swamps.

Find the communication scheme of Pripyat and the Station in the Monolith control bunker

On the way to the Station in the city of Pripyat, you will be met by several monoliths. We move to the Station, later to the sarcophagus, and, finally, to the Chernobyl nuclear power plant 2. Here Solomon will take all your things away from you. At the end of the dialogue with him, he will give the Shooter a shotgun with 120 ammunition, with the help of which we destroy the three monoliths nearby and move to the bunker.

In the bunker you have to wander slightly before finding the document. At the exit from the bunker, six monoliths in exoskeletons with SHAFs will appear. We eliminate them and get out into the street. Solomon will be waiting for you there. We communicate with him and get the task to deliver the parcel to the bartender. However, we will deal with this later, but for now - we return back to the Ghost.

We communicate with the Ghost and the task is completed. He directs you to Fang, who is on the same floor as the Ghost. We save before communicating with the canine. We communicate with the Fang and follow him, he will take the Strelka to the place of transition to the swamps. However, not everything is so simple: on the street there is a duel between the Monolithians, mercenaries and monsters. We try to move nearby with the Fang, and with all this we do not allow anyone to destroy him. We go to the place of transition, but here Fang on the PDA receives a message from the Ghost, with a request to return to him.

Back to the Ghost

We return back together with Fang to the Ghost, who gives you three army first-aid kits and an unknown gravel cannon. The Ghost will tell you how to use it. We are heading to the swamps.

Meet the Swamp Doctor

We appear in the swamps and head to the Doctor. We enter his house in no way do we open fire on his "clients", otherwise the Doctor will be offended. From the dialogue with him, a bit of information about the Captain will become clear, but you will read it yourself. This task ends, the next one may be taken from the Doctor.

Find and kill the swamp thing

The doctor complains about a certain creature. It is pointless to shoot the monster, at the end of a bullet shot at it, some spiders get out of it. It is possible to destroy it. Enough to open fire on him with an artifact from a gravity cannon. A more powerful anomaly emerges from the gravel artifact. Note that an anomaly comes out of the artifact a couple of times larger and more powerful than an ordinary one. And yet, the monster will not move itself into the anomaly, it is necessary to manage to open fire at it or nearby with it. When the lesson is completed, we return to the Doctor, who hands you 5000.

Chat with Grieg

We communicate with the Doctor, who sends you to the wanderers' checkpoint, to talk with Grieg. Grieg is aware of how to go from swampy places to the forest, but he won't just tell you: instead, he will give you the next task.

Conduct to the measurement site and back

Kent will wait at the end of the bridge by the truck. We communicate with him and escort him to the place of measurements, where there will be zombies, destroy them and communicate with Kent, who starts to take measurements and runs back, and you follow him, later we communicate with him and return back to Grieg, who will give out the coordinates of the transition to the forest ... The task is completed, we move to the forest.

Help the Forester shoot monsters

The shooter appears in the cave, and immediately we get the task. We get out of the cave, shoot the cats trying to get food from the Forester, and communicate with him. If you have a first-aid kit with you, we will receive a transmutation recipe. The first aid kit will be lying in the Forester's house. And if you climb the stairs to the roof of the house, it is possible to find a box in which overalls and three first-aid kits.

Chat with Sutuly

Stooped is the leader of the hunter group. We are heading towards him. He just won't show the way to the warehouses, for this it will be necessary to shoot a pack of wild boars with two hunters. We are heading to the Greek, we communicate with him and go. The Greek will give ammunition for the Kalashnikov and the shotgun, and a couple of scientific first-aid kits.

Help hunters shoot wild boars

We run after the Greek, later we shoot the boars. We communicate with the Greek and run after Zakhar, who will take you to the path to the warehouses. On the way, you will meet two bloodsuckers and several poltergeists. After Zakhar stops, we communicate with him. The transition will appear, and a new quest: Find Sobolev and send him a message from Zakhar. We move to warehouses.

Will meet with Lukash

The shooter appears in warehouses in the village, in one of the houses in the lair of bloodsuckers. We quickly go down the stairs to the basement, where the cache is located, and it is also possible to shoot the bloodsuckers from there. We run to Lukash, who will be waiting for you together with a fairly large group of freedom.

Help freedom seize military base in warehouses

Lukash demands help to capture a military base. At the sight of a crowd of Svobodists, one might think that there will be no problems with the military. But no. Better to save in advance. We destroy two military, sitting on a hill opposite you and we will slowly occupy the base. See that Lukash and Cap survive, otherwise the task will fail. When we have dealt with the military, we are heading to speak with Lukash, who sends the Arrow to seize the barrier. Better not to capture him with Freedom, as they will trample through radiation and mines. It would be better to bypass along the road, and while the military are busy with Svoboda, it is possible to quietly interrupt them. The cap must stay alive, so save more often. Then we return back to Lukash, who will give out a reward and another task.

Find the stalker Lefty

Lukasz demands to find him, so that he will promote freedom with the base. However, you first need to go to the informant so that he shows you the way from the warehouses to the bar. It is located in the village, where in the Shadow of Chernobyl it was necessary to kill the traitor to freedom Pavlik. We will return to this task later.

Find the folder in freedom territory for the Informant

The informant, of course, just won't tell you anything, he needs to find documents at a military base. They are located under the ruins of a brick structure. We took the documents and go back to the Informant. Here it turns out that the Captain is mentioned in the list of agents, and at the moment he is the conductor of the Duty. More about that later. At the moment we are heading to the Bar. Do not forget to pick up a new task from him, otherwise you simply will not get on the radar.

And the bar is run by gangsters. You have to pay 2000 at the entrance, there is a lot of fun in the area of \u200b\u200bthe bar. First, we head to Borov, who is now a bartender, and of course is in the bar. We communicate with him, he sends the Shooter to the Count, who will be in the place where it was possible to take part in the battles in the arena. However, first we take the task from the man standing in the place of the bartender's watchman. In addition, it is possible to pick up the task from the brother, who is standing near one of the tables. Now we are heading to the Count, who rubs you about mercenaries and helicopters.

Deliver documents and weapons to Count

We get out of the bar in the direction of the landfill. On your right side there is a steel mesh, at the end it is possible to jump over it. We head forward and observe the path in front of us, we go along it in the direction of Amber. And here is a surprise - a flock of snorks (24 individuals). Better to destroy them with an F1 grenade. After there are no snorks left, it is possible to follow the path forward, and there will be three boxes. We take their contents, turn around, and observe seven bloodsuckers where the snorks were. I do not recommend using the contents of the boxes. We deal with the bloodsuckers and follow the path in the direction of the bar. We get out on the "piece" of wild territory and turn to the right. We leave the bar, hand the bandit 2000 and head to the Count. Do you think they will be given a good reward for eliminating such a number of monsters? The bonus is one of the guns and armor-piercing ammunition, which can be obtained from Borov for four bottles of vodka.

Find the Prince and deliver the trunk to him

This assignment is taught by the Earl. We move to the warehouses and head to the barrier, near which a helicopter is marked on the map, under which a box will lie, and in it the Prince's trunk and other things. We take everything and move to the radar. If the transition to the radar is not marked on your map, then you need to pick up the task from the informant.

On the radar, you are greeted with extremely evil kinks. And a bit further there will be a controller. Later we will meet a huge pack of dogs. We jump to the stone and from there we shoot the dogs and go further. Now we meet the trap of the military, who, apparently, have been waiting for you for a long time. We destroy them and collect their swag. There is a trailer at this checkpoint, the entrance to which is blocked by an electra. It contains berryl in impeccable condition.

A few meters later the second military checkpoint. We eliminate them and cleanse their bodies. We go to the crossroads (we look intently at the PDA) and turn in the opposite direction from where you went in the Shadow of Chernobyl in X-10. In short, we are heading along the road, which is hidden behind the trailer. We head along the road to the end, eliminate the chimera, overcome the electrons and observe the Prince. We hand him the trunk, pick up a new quest and save. There will be three mercenaries at the entrance. Now pay attention to their names and the content of the fifth scroll. At the moment, let's move on to the task from the Informant.

Deliver food and first aid kits to diggers

Now we are heading to the end of the radar to the military base, where the diggers, whom the Informant asked to save, will be lying around. You will see them immediately on the PDA. Carefully, there will be three chimeras. Having dealt with the chimeras, we are approaching the main one, which will lie in the center. First, we communicate with him, and then we hand him the first aid kit. To complete the task, you need to have five first-aid kits, five cans of stew, five sticks of sausage and five bottles of vodka. By the way, nearby is a trailer with the Freedom bulletproof vest.
We communicate with Sviblov and take on a new task.

Bring the corpse of a super bloodsucker to Sviblov

The bloodsucker is marked on the map. I recommend using the game's glitch and shooting it from a dais from a distance. The bloodsucker will not react in any way to falling into it. And under no circumstances should you destroy him with a gravitational cannon, because his body will still be useful to you. If you're having trouble lugging your body, take off your suit. We carry the body to Sviblov and communicate with him. We take the next quest from the same Sviblov.

Catch the traitor

Sviblov has a traitor in his team, and he demands to catch her. To get into the place where he left the cache, you need to go around the entire radar and go into the forest, where there are many monsters, and there is strong radiation on the radar. We head to the cache and wait. We observe one CHNovets, wait for the command and eliminate him. He has no weapons, so it is possible to just shoot him in the back. Here you have an amulet with protective qualities in your inventory. We do not touch the body of the shot Chistonebo man, he has nothing. We return back to Sviblov, who will give you a carbine and the task will be completed. Do not forget to talk to the stalker who is near the wall. He will tell you a story about six magic amulets and give you a task to find them.

Find documents and system unit in the x-10 laboratory

We take the task from Sviblov and move to X-10. On the way, we will certainly break all the boxes we meet, in which there will be both armor-piercing ammunition and scientific first-aid kits. We move forward, destroy mutants. Not far from the place where the burers gather, there will be a system worker.
Then we go down the ladder and head to the place where in the Shadow of Chernobyl the Shooter turned off the brain burner. In this room, documents will be lying in the corner. Before raising them, I recommend saving, because after that there will be a lot of mercenaries. In this case, one will appear directly behind you. We penetrate to the exit, cleaning the route from opponents along the way. We get out of the laboratory. We hand over what you got to Sviblov On this, the tasks from him are over, it is possible to return back to the warehouses, get the second part of the documents for the Count.

Deliver the second part of the documents to Graf

We move to the warehouses and come close to the mark of the transition to the bar. We turn to the right and head straight for the hillock. After a few tens of meters, a box with documents becomes visible. A little further there will be two chests with swag, be sure to take all of them. Now it is possible to go to the bar and to the Count. By the way, the two guns that were in the chest can be sold at cost. We communicate with the Count, the task is completed.

Help Sahatom. Find the Prince's Winchester. Knock out a debt from a stalker or shoot him. To help the duty to repel the attack of the bandyugans.

Now we are looking for the stalker Sakhati in the area of \u200b\u200bthe bar. We communicate with him and receive the task "To help Sahatam free his friends from prison." At the end of the dialogue, we take the next quest. We return back to Sahatom, from which we learn that the Winchester is located in the Dark Valley. We move to the dump and go to the depot, where Zheka will be, we communicate with him. He gives you a piece of Semetsky's card for repaying the debt to the Prince. We give consent.

Now we move to the Dark Valley. At the entrance we receive a mei-day from Voronin and the task "To help the duty to repel the attack of bandits." We run to provide help. Destroy bandyugans outright with dozens of F-1 grenades. See that Voronin survives. We approach Voronin and talk. We receive a reward and take the task to talk with the captain. We approach the captain, communicate with him and hand over a message from Zakhar. We continue to chat with him until the end.

Now we are heading to look for the hard drive to the zaprvka, there will be a two-story building nearby, which will have five bandyugans. We eliminate them and look under the stairs, where the winchester will lie. At least sometimes he ends up with one of the gangsters. Now we can go back to the bar. We hand over the Winchester to the Prince we hand over to him two tasks. And of course 25,000. We get in exchange the artifact "Mother's beads". Now we run away to Sakhatom and take away the transmutation recipe from him. We take away the task from the prince to find a bag of grass and head to the Dark Valley.

Clear the area adjacent to laboratory x-18 of monsters

Voronin requires you to clear the area of \u200b\u200bmonsters. There are a lot of all kinds of creatures, but the main goal is to destroy all the snorks. Stock up on ammunition and head to kill them. We clear the area, go back to Voronin and pick up a new task.

Find the bandits' cache in the Dark Valley and deliver its contents to Voronin

First you need to find the bandyugan Zhila. Move in Dark Valley to the factory. The vein is located northeast of the factory. We communicate with him. Immediately we do not know from him where the cache is located. First, you need to run back to Voronin and persuade him to place Zhila under protection. Then we return to the Housing and find out the coordinates of the cache, which is located on the roof of the main building, where you need to climb up the wooden ladder. There are many mutants in the factory, so be careful there. Do not forget to put your own unnecessary inventory in some kind of cache, as the contents of the bandyugan's cache will weigh 45-55 kilograms. We take the contents and return back to Voronin. We give him a swag and get a reward. Then we get the path Cordon - Dark Valley.

Destroy landslides

Immediately after receiving the assignment, we leave for the swamp located under the bridge. It is necessary to keep pace before the landslides have escaped. We destroy them from optics. We collect their tendons and go to Petrenko, who hands you an extremely powerful shotgun, an analogue of the bump stop from the Call of Pripyat.

Bring help

You need to go to the point marked on the PDA, talk to the stalkers and escort them to the Wolf. While they will move to the camp, they need to be protected from the dogs. After that, we communicate with the Wolf.

Help stalkers recapture the village from the bandits

We get a task from the Wolf and run after the crowd of people to get off the bandyugans' camp. After the village is captured, we communicate with the Wolf. This completes the task, we are heading to the Bartender, who will be located in Sidorovich's bunker. We communicate with him, and we receive a task to find the Varyag, which is located at the Agroprom Research Institute. We are heading to Agroprom. At the entrance we receive a task.

Chat with the Imp

We are heading to the Imp, who will ask for a special Lefty from the mercenaries, which you need. We are heading for the Imp. Be careful, there are many monsters at the Agroprom. We go with the Demon and the Mole to the mercenaries, we destroy them. We enter the building, see Lefty and communicate with him. He doesn't want to enter freedom just like that, he demands a scientific suit of mercenaries and a new thunderstorm. After we find all this, let's go back to Lefty. Do not forget to take the task from Bes: deliver the modified lr 300 to the debt. In the meantime, we go down to the Agroprom underground and find Varyag there.

Chat with the Varyag and overcome four circles

Before talking with the Varyag, we find the cache and put our own items there, otherwise the Varyag will take most of them for himself. We leave only first aid kits. We approach the Varyag, throw the first-aid kit on the floor and communicate with him. We take away the task "Complete four circles" and take away the first-aid kits. It is necessary to use only a knife to destroy mutants, with all this passing four circles in the dungeon from the Varangian to the exit and back. On the first circle there will be zombies, on the second - snorks, on the third - bloodsuckers, on the fourth - burers. The reward is a recipe for transmutations and m-16 with a silencer and optics. After the task "To complete 4 circles" is completed, we communicate with the Varyag and get a new task.

Chat with the Bartender

We head to the cordon, talk to the bartender, who will issue a new task.

Find and interrogate Major Yarofeev


We are heading to the checkpoint on the left side of the road. At the same time, as quickly as possible. We observe three stalkers attacking the checkpoint. We quickly go into the checkpoint in the first door on the left side and go further to the barracks, in which you will find him. Just don't shoot right away, at first you need to interrogate him. At the end of the dialogue with him, immediately destroy him, and do not forget to search: he has a fragment of the map of Semetsky's stash. Now we return back to the Barman, who will give you a package to Sidorovich and send you to the Peacekeeping Corps.

Deliver a message to Sidorovich

We move to the peacekeeping corps. We communicate with the patrol and move on. We are approaching Sidorovich, handing over the parcel.

Deliver the cognac to General Smith and find Colonel Brown.

Sidorovich demands Arrow to deliver the brandy to General Smith when he pushes the whereabouts of a man who may know where to find Arrow's brother. We deliver cognac and take the mission from the peacekeepers.

Save Corporal Foster

We head to the place marked on the PDA. We see a yellowish dot, which designates Corporal Foster, only he is located underground. We climb onto the hill and there we are looking for a cave, at the entrance to which a psi-dog is waiting for you. Try to shoot her in such a way that she does not see you. Now we observe two steel doors ahead of us. We open the one that is located on the left side and head keeping to the left side of the cave. Three snorks and a controller will meet on the way. Now we observe on the left side another metal door, behind which Foster is located. We communicate with him. Corporal breaks down to the base, we go after him. We go to the base and head to Brown for the bonus and the subsequent assignment.

Help the peacekeepers regain control of the base

When taking the task, Brown will give you the lr-300, ammunition for it, f-1 grenades and first aid kits. We move after Brown to the old base, where five peacekeepers are already waiting for you. At the moment, I recommend taking a more powerful barrel. We communicate with the colonel and the doors to the base open. A mass of monsters runs out, we destroy them. After which the peacekeepers take up positions at the base. If the task is not completed, it means that somewhere on the base there is still a mutant. Now we talk to Brown and get a reward.

Explore the factory

Brown demands to find traces of the disappeared team in the factory. We are heading to the factory, where you will be greeted by many zombies and a controller. We enter the left side of the factory. We go up the stairs to the very top where we observe the body of the peacemaker. We take his PDA and head to General Smith, who will reward you with a unique M4 barrel. Then we return back to Sidorovich. We take away from him two subsequent tasks.

Take the letter to the Bartender

Well, we are bringing the Barman a letter from Sidorovich, what else to say? Don't forget the APCs.

Meet with incognito

We go to the bar. First, we talk to Borov. We get the quest. Now we speak with the tracker. If you did not persuade Lefty to enter freedom, then he will not be there. The Pathfinder will stand to the left of the bar. We also talk to him, and we get the quest to meet with incognito. We go to the Dump, and then to Agroprom.

Now we go straight along the road, which is in the center. That is, to the right of us there will be a central complex. We see in front of us something like a basement, everything is still littered with debris. I marked it on the map. We go there, and we are offered to go to another location. Let's move on. We appear in the Shooter's cache, and opposite is the Swamp Doctor. There will be a swag in the cache, collect it all and talk to the Doctor. He will talk a lot about the cache and that's all. Now we leave here.

Find for Borov the information that the courier carried him (part 1)

We pass to the Dark Valley and go to Voronin. He will give us a tip to the factory. We go there and take out all the bandits. ATTENTION! One of them has a fragment of Semetsky's cache. So don't forget to search. Now we go downstairs, there the Courier Hog will sit in the cage. The PDA was taken from him, but he gives a tip to the top of the X-18 laboratory. We head into the building through which you can get to the laboratory, go inside and go towards x-18. Half the way we hear the sound of an explosion and the task appears to talk to Borov. We'll have to go back to the bar.

At the bar we talk with Borov. It turns out that the Ghost obtained the information, and only he can have a copy. But to get to Pripyat, you first need to talk to Lukash. Now we approach the Pathfinder and take the quest from him.

After we take the quest from the count. The quest will continue later.

Meet with Caesar + Find the "liquidator" artifact for the Pathfinder

The count says that you need to find 3 flash drives in three caches. They lie in the outer courtyard behind the bar. To get there, go to the southern checkpoint of bandyukov, there will be a fence on the right. At the end you can jump over it. So we do it. Now we go on that side along the fence and see the bar building, but on the other side. This will be the backyard. Everything is pretty confusing there. Here's a video showing everything in detail:

So, the passage to the Wild Territory is open, so our path lies there. Let's move on. In the passage, over which the mercenaries were ambushed in the original game, in the middle of the path in front and behind the Arrow will appear on the controller. I advise you to quickly knock out the one in front of us, and run away from the reach of the second. Now he can be shot from behind the wall. Move on. Now we need to find the railroad workers. To get to them, you need to go to the end along the rail, and then turn to the right and jump onto the wooden "something", and you will be transported to the railroad workers through the teleport. Here's a vidyushka for you, you will definitely figure it out with it:

Now we talk with the Lector, the head of the railway workers, and we take the quest from him, for the completion of which he will give us the artifact.
We go through the railway tracks into the woods and look for 3 corpses there. We find them, we take away the anti-zombin and the device, after which we return to the Lecturer. Here's a video.

But he says that he has no artifact, so we go and talk with St. John's wort. He gives us a quest to kill three supercabans and information on the location of the artifacts.

Now we return to the interior of the Wild Territory. To get there, you need to go along the rails to the south-west, where they end. There will be a ravine on the left, and a teleporter in it. We jump. We appear on the roof of one of the houses. There will be another house opposite us. We jump to its roof. We pass along it a little further, and we see that there is a hole there. We jump into it, but only very carefully. Here in this house there will be 2 "liquidators". It's easy to find them, and then we jump out through the window.

To kill the boars, we go to the underground passage with fries. There they will be. Having finished with them, we return to St. John's wort and take the next quest. Now, if you wish, you can drive to the bar and give it to the "liquidator".

We jump into the teleport and go to the end of the location in the direction of Amber, through the underground passage with "roasts". After exiting the passage, run only on the right side of the road. Then, in the end, there will be a way to Yantar. Let's move on.

We appear on Yantar. We move to the Bunker. In the bunker, we approach Caesar and give the flash drive.

Find the third part of the documents + Clear the area adjacent to the X-16 laboratory from Zombies

We take these 2 quests from Dan and Caesar.

Let's take the docks first. We put on an ecologist's suit and go around X-16 along the ravine from the western side. We go into the outer courtyard, we see 3 garbage cans. Between them lies a case, in which the documents will be. We take them. Now it's time to rock! Climb over the fence and take out everything we see. After having fun, we return to the bunker, we speak with Dan, and then with Caesar.

Hang tags on monsters for Sakharov

We pass to the Wild Territory. There you will be easily found by a pseudo-giant, on which you need to hang a label. In principle, problems should not arise, the speed is not very strong, but the kill rate is increased. Now we go to the bar, where we give the "liquidator" to the Pathfinder and take 2 new quests from the Count. We pass to the Dark Valley, where we will look for the chimera. It will be slightly north of the drain pipe through which you can get to the factory. Try to get from afar the first time and run as fast as you can to Cordon. On the Cordon we will look for a bloodsucker who is hiding in the farm. If you have a quest from the Curmudgeon, go to the Peacekeeping Corps.

Bring 10 Loaves of Bread to the Curmudgeon + Find a bag of grass for the Prince in the warehouses

The quest from the Curmudgeon can be taken after you persuade Lefty to join Svoboda and talk to Lukash.

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Some characters change their places of deployment, and if you need to find someone in one place, and you delayed his search, he may be in another place, and he may no longer have the necessary dialogues.

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