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Diving on Lake Amber in Kaliningrad. Amber Lake

Length:796 M.

Federal District:SFO

Region:Kaliningrad region

Type of reservoir:lakes

A fish:white Amur, carp, lin, perch, eel, pike, sazan

Types of catching:float fishing, bottom fishing, spinning, fly fishing, fishing on the yard, winter types of fishing, other types of fishing

Width:138 M.

Maximum depth:32 M.

Area:2.5 km²

GIMS:MES in the Kaliningrad region

Status:free

Amber Lake - the reservoir on the Baltic coast of the Kaliningrad region, next to the villages Amber and Sinyavino. Known as a place where more than 90% of the entire world of amber mining is produced.

The lake is located 50 km from the city of Kaliningrad and is separated by a narrow strip of sushi from the Baltic Sea, which causes its specific climate.

Amber has an artificial origin. In 1650, the first miner mining mine appeared in his place, with time, the pit was grew and deepened to 50 meters, and after it was recognized unprofitable - it was decided to fill the pit with water. So the man-made lake appeared, 2.5 km².

A distinctive feature of this reservoir is an underwater forest where the trees have fused algae and coexist with fish and shells.

The shores of the lake breaks and are quite difficult to access, but very picturesque. The unique features of the lake is a great depth (up to 32 meters), transparent water, a clean sandy bottom, a blue clay, as well as the cold keys constantly drowning from the bottom, forming two so-called thermoclines, when warm and cold water layers are not mixed and the temperature difference reaches 10 degrees.

Fish

In the lake there are white Amur, Carp, Sazan, Acne, Lin, Pike, Perch, California Cracks and even special, "shaggy" crabs.

Creation date: Mid 2003
Last Edit: 2008
[Tech: VL06_YANTAR
L06_YANTAR.
L08_YANTAR.
Location: Overhead (flat)
Connects from:
Gostock
X-16
Research Institute "Agroprom" (carved.)
Dead city (carved.)
Red Forest in CN
Status: Present in PM and CN

Minimap

Description


The southern part of the valley consists of a hamper of the dried lake of the bottom of which are very wetrated, the heaps of abandoned trash and garbage are visible around, most likely he was thrown out with a nearby plant. In the middle of this swamp there is not a big island, on which a couple of trees grow. Radiation background is not big but air is unsuitable for breathing. In the center of the face is a scientific complex consisting of a bunker, fenced with a concrete fence and a couple of hangars for technology. In the south-west of him there is a broken helicopter Mi-8 and the corpse of the deceased ecologist. A huge anomaly "twist" is visible a little west (something similar to the one in the call of Pripyat) and several corpses of the dead stalkers. From this side, you can get around the whole plant and go to the passage leading in the Red Forest.
From the slope of the basin in the north and northeast there are two pipes. Northern almost certainly was used by the plant, and the appointment of northeast is not clear. On the northeastern pipe, you can go into a small valley, in the middle of which there is a broken bus.
The asphalt road with a wilderous area envelopes a hollow from the northeast and leads to the north, to the plant.
The territory of the plant is a fenced area of \u200b\u200bbuildings and hangars, some of which are very destroyed, the equipment was exported everywhere or destroyed, so it is impossible to determine what the plant produced. Perhaps buildings before the appearance of the zone was more.
In the basement of the central building there is a laboratory X-16 and Psi-Installation. When it is turned on, the terrain north of the basin becomes fatally dangerous for a person because of psi radiation.
Anomalies and openly lying artifacts are almost never found, but attentive examination of the caches can generously reward a lucky stalker.
On locations there are only zombies and snarles inhabiting both in the lake and plant. The abundance of anthropomorphic mutants along with poor air and many corpses creates the famous oppressive amber atmosphere. Interestingly, the ratio of these species is strongly changing depending on the place: in the eastern part of the basin live almost exclusively zombies, in Western - the opposite is dominated by snarles, there are around the corps on the territory of the plant, and Zombies occupy the rest of the territory.
The only people who are constantly living on Yantar are a group of environmentalists under the direction of Professor Sakharov. The main directions of research: psi radiation and snarling. Since environmentalists do not know how to handle the weapons for expeditions, they use the services of stalkers that serve as conductor and security. Also, the complex buys artifacts and parts of monsters for research at the stalkers for research in return by offering equipment. Despite this source of income stalker on amber - rather the rarest exception than the rule.
The grouping "Debt" sometimes sends outfits for the protection of the complex. Military guard scientists only with the help of Mi-24 helicopters.


Sakharov is one of the scientists. Located in a mobile camp on Lake Amber. According to the story of the shooter, he concluded a deal with him - I supposedly wanted to help in the test of the Psi-radiation blocker. Sakharov gave him an experimental sample. However, the arrows never returned from the territory of the amber complex, which was tested. The scar asks Sakharov about the arrow and receives this information after which Sakharov performs the task, and the scientist sends a scar into the squad of stalkers under the direction of Lefty, which is just go there.
After a number of studies, Professor Sahars calculated the time interval during which abnormal activity decreased in a certain sector, which was previously considered impassable and thus found the opportunity to get into one of the suburbs of Limansk who had previously been unavailable. The ability to be at a previously inaccessible territory manilated with its own wealth of stalkers and monolithpers. Monolith, learning about the discovery of Sakharov, the first instantly reacted captured the camp of scientists and occupied defense. Scientists managed to evacuate before fanatics came, but valuable information remained in the bunker. After some time, the stalkers gathered at the bar of the big crowd and set off to chop the camp of scientists. The battle was long and bloody, but still stalkers managed to repel the bunker. Having gathered in the right place and waiting for the decline in abnormal activity. Stalkers went to Limansk ... followed by the surviving monolithic followed ... Bashed behind the stalkers in Limansk, and a dodgy barman immediately opened the branch of his institution there. Under his wing, Professor Sakharov with colleagues continued research. From the documents mined by stalkers, scientists became aware of once existed in the closed city of research laboratories. Materials and accumulated experience of past years would help the team of professor.

Interesting Facts


The image of the professor and the surname was taken from a real person - Andrei Dmitrievich Sakharov - Soviet physics, academician of the USSR Academy of Sciences, a human rights activist, one of the creators of the first Soviet hydrogen bomb.
Sahars look like a marsh doctor.
One oddity is connected with him. In S.T.A.L.K.E.R.: Clean sky, it is said that he personally met with the shooter and handed him a prototype of protection against psi radiation. But in s.t.a.l.k.e.r.: The shadow of Chernobyl, for some reason he did not recognize the arrow in the labeled. Perhaps suffering forgetfulness.
In S.T.A.L.K.E.R.: Call Pripyat can be established modification of the slave "Clamp" and the Overazon "Seva" called the hoop "Psi-Dome", which Sakharov developed.
Sakharov can see a laboratory rat running in the wheel.
Sakharov is the only character of TCH and CN who buys artifacts at a nominal price.
There is a bug in which in the Sakharov bunker you can use weapons. If you attack Sakharov, it will be hostile, but will not resist, it is also impossible to kill it.
If in s.t.a.l.k.e.r.: Shadow Chernobyl use the bug and join "Freedom", Sakharov will also be hostile and will buy artifacts at a significantly underestimated price.

Quests in "S.T.A.L.K.E.R.: Shadow Chernobyl"


Get a reward for the salvation of Kruglov.
Make measurements of psi radiation.
Many side quests.

Quests in "S.T.A.L.K.E.R.: Pure Sky"


Find documents of the missing group Arrow
Talk to Lefty.
Normalize installation operation.

Gaming filling from the old plot


All that was planned at the level of the old plot 2003-2004. Extracted from the design documents of that period.

Level:
Lake "Yantar". Everyone who is approaching the lake come across unknown control and go on ringing from radiation to a small DNU into fog to the center of the lake. In the future, a mobile scientific camp, which was brought a year ago. Local scientists measure the zone, local background, trying to learn local attractions and especially paying attention to the strange lake "Yantar". Calculations show that inexplicable telepathic "waves" are eradicated from the center of the lake, which zombie random victims. Before emissions, the radiation of the lake is sharply enhanced and for a short time covers a huge territory, everyone who is there becomes zombies and, forgetting everything, go to the lake. How many zombies accumulated in the center of the lake unknown. It is only known that the lake always empty telepathic waves. The lake itself washed after it was filled with "dirty" technician and various industrial trash. The radiation from the artificial bottom is so strong that a person practically instantly receives a radiation disease of severe. In the village you can meet lost zombied stalkers. Their weapons are very worn and radioactively. The road leads to the center of the lake, driving on which, it is possible to get rid only with light irradiation. Only zombied stalkers, soldiers, scholars and completely lost the human appearance of zombies will be blocking the road. Zombies are partially armed. Also to the center of the lake lead several underground communications that intertwined in the center.

Filling level:
1. Zombied stalkers
2. Zombie soldiers
3. Zombied scientists
4. Controllers
5. Lost the human appearance zombies
6. Scientists researchers from a mobile camp
7. A little mutant
8. TBU-1 - telepathic bio-installation

Level objects:
1. Camp scientists
2. Village
3. Separate buildings
4. Underground communications
5. Lake "Amber"
6. Building in the center of the lake
7. Underground rooms under the center of the lake

Creating in the fog
On the lake there are several islets from bulk industrial garbage and dilapidated buildings. Stone cozers stick out from poisonous water. The lake is dead, nothing can live in it, getting into the lake leads to strong acid burns. In rubber boots, you can walk at a small depth. In the center of the lake, several large islands from the garbage and the cozers of the buildings. They lead several trails in shallow water. In the largest, there is a descent in an uneplicated basement. The creation in the fog settled there. Creating in the fog is a live telepathic bio-installation, a strange creature with human thinking fragments. Among the acid puddles, in deep fog, it telepathically manipulates the puppets (zombies, stamps of blind pieces, hulls, zombied stalkers, scientists and soldiers).

Despite the set of Psi-Protection, near the center of the lake (where the psychi-exposure is particularly strong) the player will have imposed phantom hallucinations. Among the ruins will be sought dark, semi-melted silhouettes. They are absolutely harmless, caused by too strong Psi-waves, which arise near the working PSI generators.

When trying to get to the center of the lake, the zombie soldiers will open the player. Further, the dilapidated buildings will begin to attack blind dogs.

Penetrating through the failure to the underground room, the player will fall under a stronger hallucinogenic effect.

It will fall into a special, level illusion: somewhere in front of something monotonously says a strengthened voice. In complete darkness, the player goes on the tunnel to his voice, he turns over the corner and sees how the tunnel goes to the street of some city. It is a bright sunny day.

The city is empty and the player goes to the voice, separate replicas are already heard. A terrible voice hypnotizes the player pulls to himself. Gradually more and more phantom education appears. When trying to return or roll off the road, the world starts to darken, begin to grow unpleasant ringing sounds. If you continue to deviate from the route, the player dies. In complete darkness, he goes into the fog ...

The player goes to the square with a monument to Lenin, a terrible voice continues his monologue. Before the monument, stand back to the player stalkers.

Stalkers turn around and begin to attack the player, the voice becomes evil, carcake.

If the player is killed, it falls to the floor. The body falls through the floor, in the eyes darkens. The player finds himself in a tunnel, a huge amount of zombies around. There are so many of them that the player dies under their NATO.
If the player kills stalkers and breaks further into the tunnel, where a bunch of corridors. On all sides, slaves of creating in the fog are attacked. Hanging, the player will get to the room with creating in the fog.
For a long abandoned room covered with dust. The detector is choking radiation. In front of the player, a three-meter jelly entity in the armored capsule. The room is filled with phantom formations.

If the player does not take anything, the screen blacks and the player becomes a slave of creating in the fog.
If the player begins to shoot a capsule, then darkness is retreating for a short time, and the voice in the head begins to cry out. To destroy the capsule, you need to blow it up. Bullets only apply light wounds.
After destruction, the psychotropic field disappears, and the player can safely examine the corridors. He will detect a number of documents that reveal a part of what is happening in the zone.

Reports on experiments on the creation of psychotropic weapons where goals, personnel and problems arising with testing problems will be painted.
Detailed description of the project of a psychotropic antenna.
Plan of a psychotropic antenna. The plan will be marked emergency and underground exits from rooms under the antenna.
Mobile Scientific Laboratory
Mobile laboratory looks like a small metal bunker with small toned windows. In front of the heading the gateway compartment. The laboratory is completely sealed, can withstand almost any damage, both chemical and physical. In the zone, the laboratory delivers a cargo helicopter. It has everything you need for life for several months. On the outer door of the gateway there is a call button with an integrated video camera. Friendly stalkers are allowed only inside the gateway, the entry in the laboratory is categorically prohibited. In the gateway compartment comes trade and communication of stalkers and scientists.

Laboratory Putsevated
The gateway opens only in emergency cases
2. Day

From the gateway come out several scientists, take the land samples. They roam with appliances, something is studying.
The stalker comes to the first Inta, the call signal works and a locking door opens after a while. Inside the gateway (on Ilenta 2), two scientists are already standing in full scaffle, with weapons in their hands. One of them can give a task, buy an artifact or mutant, and may also sell scientific equipment.

Sale of information
Scientists know when the next emission will be and where the maximum concentration will be. They sell this information to stalkers and merchants.
1. Emission time and its concentration
2. Snapshot zone from space
3. Map of electro-magnetic anomalies
4. Features anomalies
5. Features of artifacts
6. Features of the abilities and behavior of mutants
7. Features of Psi-Exposure
8. The theory of the emergence of the zone
9. History of zone
10. Coordinates of strange places in the zone
11. The coordinates of the dead expeditions and abandoned camps

Notes
In AMK, the moment is restored with the emission time message; So, one of the scientists on the stalker network reports the approximate time of the day when the release occurs.
Of the following in the game, only paragraphs 6-9 are implemented in the game. Paragraphs 2, 4 and 5 were given in the encyclopedia immediately at the beginning of the game. Subsequently, in the SP, it was implemented by paragraph 10.

Selling equipment
1. Visual anomaly detector
2. Psi-stabilizer
3. Universal aid kit
4. Honey. Capsules for aid kit
5. Protective safe

Tasks of scientific camp
Near the camp to the ground, a wooden flap, which is written, what are the tasks (the price is spelled immediately). If the task is simple, you can immediately go to execute it. If the task is complicated, then you need to go to the gateway and there will tell you in detail what is required. Instead of the price it will be written: "Go to the gateway to discuss the details."

Simple tasks:
1. Bring Artifact

It is indicated which type of artifact is necessary
2. bring a mutant corpse


3. Bring a paralyzed mutant

It is indicated which type of mutant is necessary
4. Implement object


5. Bring the apparatus from the dungeon

It is written to bring and where
6. Bring the entries of the deceased expedition

It is written to bring and where
7. Bring the record of the deceased scientific camp

It is written to bring and where
Complex tasks:
If the complex job is not performed by the player, the relationship of scientists to it deteriorates (depending on the task).
1. Take a test of water, soil ...

The gateway will explain what and where to take. The map will take place and will give a device that makes samples. It is necessary to take this device in hand, then use it at a certain place. If the place is correct, the green light will turn on the device.
2. Save the scientist researcher

The gateway will explain what happened and who should be saved. The location of the scholar is noted on the map. It is necessary to find if necessary, then to pay, then take to the camp.


3. Conduct a scientist for anomaly


If you kill the scientist, then there will be a choice, aware of the camp of scientists or to deceive them (telling that the scientist was already dead).
In the first case, scientists (if any may) attack the player, or close in the bunker and cause assistance.
In the second case, scientists (depending on the relationship) believe the player or do not believe it (act as in the first case)
Scientists believe only twice, they never believe in the third. Even if the scientist really died accidentally.
4. Help with evacuation (helicopter crashed, the food is over)

In the player's gateway will be ashamed of starving scientists, help them go to the zone checkpoint. If the player agrees, scientists will throw a temporary camp and come out in the spaces armed with a small arsenal. They will go to the checkpoint, and the player will protect them from mutants.
If the player quitting them for a long time, scientists consider it betrayal. When the player appears again, they will warn it to not approach, otherwise they will attack it.
5. Bring food and equipment, starving scientists (the helicopter crashed, the food over)

The player's gateway for good money or equipment will buy food.
6. Destroy the mutant who goes in the district

Need to run to the merchant and bring a specific device, artifact or just an interesting object
9. Spent a scientist in the second scientific camp

In the gateway will be waiting for a scientist closed in a spacecraft. He will explain where he should be left. In the way it must be protected.
If you kill the scientist, then there will be a choice, aware of the camp of scientists or to deceive them (telling that the scientist was already dead).
In the first case, scientists (if any may) attack the player, or close in the bunker and cause assistance.
In the second case, scientists (depending on the relationship) believe the player or do not believe it (act as in the first case)
Scientists believe only twice, they never believe in the third. Even if the scientist really died accidentally.
10. Find out what happened in the second camp (communication broke out)

It is necessary to climb into an empty bunker of a dead scientific camp. Event will work and the player "will know that he saw in the second camp." Then you need to return to the first camp and "Tell about seen"
11. Scanned stalkers, search for zombies

With the help of a special device, it is necessary to get to the islet. Once the device will turn around the green light, it will be possible to return.
14. Peel into the failure on one of the islets of Lake Amber and remove the source of a strong PSI exposure

The player gives a special device that will temporarily protect against PSI exposure.
Notes
The game was implemented only part of items. One of the reasons was unrealizability, the other is a decrease in the size of the Location Amber.
In particular, there were fully implemented ideas 2 (Quest find Vasilyeva) and 14 (Quest to disable Psi-Installation). Paragraph 3 and 13 were combined into one (the quest for the measurements of psi-repulsion).
Also, subsequently, there were ideas 1 (quests for the installation of artifact scanners in anomalies), 3 (to conduct a group of scientists to exit an oasis). But Item 4 became the ending plot of the sn. As it turned out, the use of the plot was still found.

Production of artifacts
Bring artifact. Place it in a special container. The scientist scatters it with a scanner, make sure that this is what is needed, and that it is not too radioactively. Then pay a certain amount of stalker.

Mining mutants
Corpe Monster. Throw on the floor of the gateway. The scientist scatters it with a scanner, make sure that this is what is needed, and that it is not too radioactively. Then pay a certain amount of stalker.

Helicopter
Arrives once a week. May fly on emergency call. Brings:

Food
Equipment
Medicines and equipment
If a helicopter is to knock, then the scientists of the laboratories will be starved. The task will appear - to derive scientists from the zone.

Dried Mobile Lab Z-06
The blackened body of a mobile laboratory into the ground. Gately doors are open, laboratory tables, dirt, piles of various scientific traps are visible inside in the twilight. Lying a few corpses in damaged skaandras ...

Location in the assemblies of the game


Initially, Amber looked quite differently than in release. In its true form, 1935 is present in Bild. There is no swamp and plant with zombies, but instead there is a rather large village, remotely resembling the village of bloodsuckers in military warehouses. Instead of the Sakharov's mobile bunker, there is a huge scientific complex with satellite plates. The bunker itself is present, but apparently, it is only the contour without interior.

Scientific complex with satellite plates

Bunker scientists

Village

Underground railway

Underground communications



Initially, the bunker was conceived as a gigantic complex of underground laboratories, a robust rail at times. The scales of the writings of the authors may indicate at least that the underground railway was assumed in the complex.

List of assemblies in which location has met:


BUILD 1865 LVL06_YANTAR.
Build 1935 L06_YANTAR.
Build 2571 L08_YANTAR.
Build 2588 L08_YANTAR.

Key places


Hangar
Blockpost
Top Holma
Spray
Exit from the complex
Exit from pipe
Tower on a hill
Garages at perimeter
Far Round
Backyard plant
Camp scientists
Nizina artifacts
Island in the swamp
The hat under the canopy
Passionate plant
Panting Parking
Sewer trumpet
Parking behind the swamp
Secret entrance
Transformer booth
Corner of the Plant.
Back door
Helicopter

Cainies

1) log under the hill
As a zombie from the factory, I had to part with a habar and hide in a log at the base of the hill.
- "March", first aid kit, bandage
2) backpack at the entrance
Put a full backpack of Khabara, but the input itself had to throw in ruins. I managed to get there anyone else or not?
- Apr's first-aid kit (x2), scientific first
3) Skipper at the tap reducer
I myself do not know, from what kind of harm on such a vertex I did a snack. Now I can not get it, damn.
- "Cora-919", .45 ASR Hydro (X8)
4) Case at the factory
Found in the hangar box + from under the tools. Inside something bitten, but I did not have time to reveal, I threw it there until next time.
- Scientific aid kit, 7.62x57mm 7n1 (x10)
5) backpack under the seat
There was no time to think: I threw a habar under the seat droves in Rusty UAZ.
- Army first-aid kit, 7.62x54mm PP (x100)
6) Cache at the fence
Something hid in the articulation of pipes at the construction trailer, next to the fence.
- first aid kit (x3), bandage (x5), antirad (x2)
7) shield on transformer
When it became to "choke" at the factory, threw everything quickly into the shield on the transformer.
- Army first-aid kit (x3)
8) boxes in the truck
Good place for Skron. In the exact battle between the cab and body. Again - zombies and radiation are guarded.
- Grenade Vog-25 (x4)
9) small face in the pipe
The most valuable covered with him, and the smallest threw a comnet to the hole in the wall into the tube.
- 7,62x54mm PP (X100)
10) scroon in safe
The best srocery in the zone is safe in the plant.
- Grenade OG-7B
11) logs beyond garages
Near the garages at the plant on Yantar hid in a chabair's log: there was no better place.
- Chaser-13, 12x76mm dart (x6)
12) Stump next to the tower
In a hollow, the stump on a hill with a high-voltage tower muddied another posikh. And everyone thinks that I am like a species to admire Laude ... assholes.
- Army first-aid kit (x2)
13) hollow log
The "barbs" hid his cache in an empty log.
- first aid kit (x4)
14) Electrical on factory
From Andryukhin PDA, I rewrote that in the territory of the plant in the swollen electrocolate, he hid a habar when the brainstorm was covered.
- AC-96/2, 5,45x39mm BP (X60)
15) Schroon in the ventilation pipe
This is a owl. Remember, TOX, coordinates and landmark - backpack inside the ventilation pipe near the label of the complex of the complex!
- first aid kit, antirad (x2)
16) Box on the roof of a boiler
There is one pointing on the roof of the boiler in the blue box. Near the zombies are sisha, so be careful.
- "Chaser-13", first aid kit, 12x76mm dart (x6)

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LOKATION "LABORATORY X-16"

Creation date: 2005
Last Edit: 2006
Tech: L08U_BRAINLAB
Quests: Yes (main story)
Location: Underground
Connects from:
Amber
Status: Present in PM

X-16 (It is Brainlab or "Brain Laboratory" - a laboratory under the Yantar Plant. In it is the so-called "brain flask", in fact - a huge brain, creating psi radiation at the factory and the northern part of the lake. Head of the laboratory - Prikhodko Pavel Stepanovich.

Description


The laboratory is under the main building of the plant. The entrance is down the stairs connecting the floors of the building.
In the laboratory, two floors connected by an elevator (which, however, does not work for a long time). Lighting is not everywhere, so it is necessary to use a PNV or flashlight.
Mutants living in laboratories - snarles and zombies. Zombies are armed with AKM 74/2, AKM 74 / 2U and less often cuttings. The hall where the brain flask is located, has three floors, each of which has a switch. To turn off the installation, they are turned off all, as well as the main switch in the control point.
From the top floor there is a corridor leading to a dead end where the controller dwells. In the floor there is a hole through which you can get into the old sewer.
The earth fills the pipes uneven, forming the hills above human growth. It slows down moving, but also allows you to hide from firing. Dwells in the sewage of snarks, zombies and pseudogagant. Exit - to the surface of the earth through the hatch. The hatch is located away from the plant, so it was often used as a secret stroke.

History of laboratories


The creation time - probably after the 1986 accident. After the zone occurs, used as a protective agent.
In 2012, two attempts were undertaken to turn off the emitter. For the first time, the laboratory was penetrated the stalker Ghost and scientist Vasiliev, who made their way to the emitter, but did not turn it off (apparently, Vasilyev was frightened and escaped; he got to a falling helicopter on the lake and zombies were killed). The ghostly killed the controller who dwells along the way into the sewer.
The second attempt was taught by the labeled, who alone cleared the laboratory and turned off the emitter. He found the corpses of the ghost and Vasilyeva.
After the shooter went to the Chernobyl, and did not return, and Klyuk died, the ghost offered his services to scientists at the "Yantar". One of the seals to the Laboratory X-16, together with the scientist Vasilyev, was the last for the Ghost: Vasilyev escaped, and the ghost failed to fight off the controller. The body of the ghost in the laboratory later found a labeled - not yet knowing that it was his friend. There is a version that the ghost himself killed a fang in warehouses, wanting to get into a number of standing mercenar, but the fang was missed and killed. After that, lied the arrow, turning everything on the mercenary. The version was refuted. What is interesting, on one theory, as well as in one story was killed by a mercenary scar.

Interesting Facts


About the ghost walks the legend, as if he destroyed the grouping "last day". Barman says he really killed their leader.
In S.T.A.L.K.E.R.: Pure sky is present a character with a model of a person like a ghost. This is the leader of grouping bandits - yoga.
It is possible that he accidentally killed a fang when he was aiming in the scar, but missed, and killed his friend.
He has a unique overalls "Zarya", whom he took out of anomaly.
Quest to search for his overalls gives sugars.
The controller who killed the ghost was not very strong and not very survivors, because it is easy to kill in the game.

In the book "The Law of Laughty" the ghost is alive, and the corpse in the X16 is his latter.

Cainies
1) Khabar in electrical panel
Rumors walk that there was a stalker, which in this laboratory penetrated and planted his habar to the electric boards in the elevator mine. And I could not pick it up.
-Vintar Sun.
2) scout backpack
Rumors walk that there was a stalker, which in this laboratory penetrated, so he dropped his skates in the area of \u200b\u200bcells with experimental, with all his Khabar.
-"Moonlight"

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In 50 kilometers from Kaliningrad, on the Baltic coast, there is an amber settlement - a place where more than 90% of the entire global amber mining is produced. The Germans developed these deposits with a mining way, but our compatriots turned out to be closer the career way. Careers here are a depth of more than 50 meters.
One of them, after admission to unprofitable, flooded, as a result of which a beautiful lake was formed, on the shore of which the dive center was located.
Picturesque shores, woven sea buckthorn, white sand, fenced territory of the dive center, playground, mangals, and parking - all this you will find on the shore of Amber Lake in Kaliningrad.

Let us dwell on underwater sights. As a result of the fact that someone once tried to "burn up" the lake, today you have chances while walking to meet a variety of living creatures: White Amur, Carp, Sazanov, Eel, Line, Shchuk, Perchores and Stupid California Cracks (Large Such , with red clasons). To hunt, by the way, it is forbidden in the lake, you can just swim and enjoy the beauty.

In general, the landscape in the lake is very diverse: the forest is replaced by the desert, dissected concrete road, sharp fittings with the ruins of old structures go to underwater plains, and those, in turn, are turned into underwater vegans. Does not get bored under water and a bunch of artifacts left there at different times by a person.

Amber village is a unique place not only in Russia, but also around the world. Here, on a small plot of the Baltic coast, 90% of the explored global amber reserves are concentrated. Therefore, in the village there is the only plant in the world, mining and processing amber.

In addition to the plant, the village has one more attraction - the beach is the widest in the Kaliningrad region. It is not washed off by the coastline, as in other places of the coast, and vice versa, constantly "sweeping" with a mixture of sand and water obtained as a result of the work of the plant. Divers come often here - dyeing in Amber Lake - Flooded Amber Career.

See also:


The most mysterious corner of the Crimea, without a doubt, is the Tarkhankut peninsula. This is the most western point of the Crimea, which goes far away in the sea. There are no rivers, so the water is surprisingly transparent. Since ancient times, many legends and legends have been preserved about the Taranhaut peninsula.


In the Pacific Coast of the Kamchatka peninsula, one of the most beautiful bays of the world is cut into the Pacific, Avachinskaya Guba. The Avachinsk bay is an extensive closed bay of a rounded shape, an area of \u200b\u200babout 215 km, connecting with the quiet ocean with a rather narrow strait 3 km wide.


All year round are organized dive in the nearby lakes: treate diving in winter, training and informative immersions in the "open water" season - in spring, summer and autumn. Some diving courses can be passed only on open water and for this it is not at all necessary to go to the sea, enough to get out of the weekends in the suburbs.


Thanks to its glory, wealth of flora and fauna, this lake is often called the pearl of Russia. And this is the deepest and most oldest freshwater lake in the world. The greatest depth of the lake reaches 1637 meters - this is the maximum depth among the lakes of the entire planet (on Earth only 6 lakes have a depth of more than 500 m.).


Diving on the Black Sea - for those who want to make a fascinating tour of the sunken barges, airplanes or ships, admire beautiful landscapes and canyons. The total seaside area is 420.3 km, the maximum depth is 2211 meters, the average depth is 1300 meters.

The Kazan Blue Lake is a typical karst funnel. Located Lake in the floodplain of the River Kazanka. The depth of the lake reaches 15 meters, the diameter is about 30 meters. At the bottom of the lake beaten the keys. Because of the constantly incoming key water in the lake fantastically good visibility for fresh reservoir.