;***************************************************************
; ТЕМЫ СЮЖЕТНОЙ ОЗВУЧКИ ПЕРСОНАЖЕЙ
;***************************************************************

[_scenario]
npc_prefix = false
idle = 2,2,100
scenario = true
shuffle = seq
priority = 5

;***************************************************************
; COMMON
;***************************************************************
[threat_stop]:_scenario
path					= common\threat_stop\stop_
idle					= 3,6,100
shuffle					= rnd

;окрик
[hail]:_scenario
path					= _deleted\hail\hail_
idle					= 0,0,100
shuffle					= rnd

;просьба о помощи
[help]:_scenario
path					= common\help\not_wounded\help_
idle					= 4,6,100
shuffle					= rnd

[help_see]:_scenario
path					= common\help\wounded_see_helper\help_
idle					= 3,10,100
shuffle					= rnd

[help_not_see]:_scenario
path					= common\help\wounded_not_see_helper\help_
idle					= 3,10,100
shuffle					= rnd

[wounded_psy]:_scenario
path					= common\help\wounded_psy\psy_
idle					= 3,5,100
shuffle					= rnd

[wounded_psy_shoot]:_scenario
path					= common\help\wounded_psy\suicide_
idle					= 1,2,100
shuffle					= seq

;***************************************************************
; ESCAPE
;***************************************************************
[esc_guard_camp]:_scenario	; не используется
path					= scenario\escape\guard_novice_camp_tutorial_
shuffle					= rnd

; Толик
[esc_tolik_help]:_scenario
path					= scenario\escape\tolik_help_tutor_
idle					= 4,7,100
shuffle					= rnd

[esc_tolik_thanks]:_scenario
path					= scenario\escape\tolik_thanks

[esc_tolik_to_lager]:_scenario
path					= scenario\escape\tolik_to_lager

[esc_tolik_to_wolf]:_scenario
path					= scenario\escape\tolik_to_wolf

; Лис
[esc_fox_alert]:_scenario
path					= scenario\escape\fox_alert

[esc_fox_thanks]:_scenario
path					= scenario\escape\fox_thanks

; Петруха
[esc_factory_raid]:_scenario
path					= scenario\escape\assault_raid

[esc_factory_attack]:_scenario
path					= scenario\escape\assault_attack

[esc_factory_victory]:_scenario
path					= scenario\escape\assault_victory

[esc_factory_go]:_scenario
path					= scenario\escape\assault_go_
shuffle					= rnd

[esc_petruha_raport]:_scenario
path        = scenario\escape\petruha_raport
pda_snd		= scenario\escape\petruha_raport_p
delay_sound = 100

[esc_petruha_call]:_scenario
path        = scenario\escape\petruha_call

; Волк
[esc_wolf_thanks]:_scenario
path					= scenario\escape\wolf_to_dialog

[esc_wolf_say_thanks]:_scenario
path					= scenario\escape\wolf_thanks_1

[esc_wolf_radio]:_scenario
path        = scenario\escape\wolf_to_rangers

; Фанат
[esc_fanat_dialog]:_scenario
path        = scenario\escape\lager_fanat_dialog

[esc_fanat_ready]:_scenario
path        = scenario\escape\lager_fanat_ready

[esc_direction_fire]:_scenario	; не используется
path        = scenario\escape\lager_fanat_attack

[esc_fanat_victory]:_scenario	; не используется
path        = scenario\escape\lager_fanat_victory

[esc_lager_killer]:_scenario
path					= scenario\escape\lager_killer

; Кузнецов
[esc_bridge_soldiers]:_scenario
path        = scenario\escape\bridge_soldier
shuffle		= rnd
idle		= 15,20,100
priority	= 2

; Шустрый
[esc_shustryi_help]:_scenario
path        = scenario\escape\shustryi_asked_
shuffle					= rnd
delay_sound	= 2000,4000
priority = 4

[esc_shustryi_thanks]:_scenario
path        = scenario\escape\shustryi_thanks
delay_sound	= 500

[esc_bandit_shustryi]:_scenario
path        = scenario\escape\factory_bandits_
shuffle					= rnd

;***************************************************************
; DARKSCAPE
;***************************************************************

[ds_hvos_alarm]:_scenario
path        = human_01\stalker\alife\defence\request_help_vs_bandit_1

;***************************************************************
; GARBAGE
;***************************************************************
; Сценка с Юриком
[gar_dm_bandit_backoff1]:_scenario
path        = scenario\dramatic_garbage\dramatic_bandits_back_off_1_

[gar_dm_bandit_backoff2]:_scenario
path        = scenario\dramatic_garbage\dramatic_bandits_back_off_2_

[gar_dm_bandit_demand]:_scenario
path        = scenario\dramatic_garbage\dramatic_bandits_demand_
shuffle					= rnd

[gar_dm_newbie_no_money]:_scenario
path        = scenario\dramatic_garbage\dramatic_newbie_no_money_
shuffle					= rnd

[gar_dm_newbie_help_me]:_scenario
path        = scenario\dramatic_garbage\dramatic_newbie_help_me_
shuffle					= rnd

[gar_dm_newbie_thank_you]:_scenario
path        = scenario\dramatic_garbage\dramatic_newbie_thank_you_
delay_sound				= 2000
;save					= true

; Бес
[gar_hellcar_alarm]:_scenario
path        = scenario\garbage\junkyard_1

[gar_hellcar_ambush]:_scenario
path        = scenario\garbage\ambush_
shuffle		= rnd

[gar_bandits_seryi]:_scenario
path        = scenario\garbage\grey_bandit_
shuffle		= rnd

[gar_seryi_see_actor]:_scenario
path        = scenario\garbage\grey_grey_see_actor

[gar_direction_fire]:_scenario	; не используется
path        = scenario\garbage\junkyard_combat_ambush

[gar_hellcar_to_battle]:_scenario
path        = scenario\garbage\junkyard_combat_start

[gar_hellcar_victory]:_scenario	; не используется
path        = scenario\garbage\junkyard_combat_end

[gar_dolg_blokpost]:_scenario
path        = scenario\garbage\duty_zoneguard_
shuffle		= rnd
group		= gar_dolg_post

;***************************************************************
; AGROPROM
;***************************************************************
[agr_factory_soldiers]:_scenario
path        = scenario\agroprom\krot_soldiers_
shuffle					= rnd

[agr_dont_shoot]:_scenario
path        = scenario\agroprom\desertir_dont_shoot
shuffle					= rnd

[agr_desertir_spam]:_scenario
path        = scenario\agroprom\desertir_
shuffle					= rnd

[agr_stalker_help_1]:_scenario
path        = scenario\agroprom\stalker_help_1

[agr_stalker_help_2]:_scenario
path        = scenario\agroprom\stalker_help_2

[agr_stalker_help_3]:_scenario
path        = scenario\agroprom\stalker_help_3

[agr_stalker_help_4]:_scenario
path        = scenario\agroprom\stalker_help_4

[agr_krot_thanks_1]:_scenario
path        = scenario\agroprom\krot_thanks_1

[agr_krot_thanks_2]:_scenario
path        = scenario\agroprom\krot_thanks_2

[agr_krot_fear]:_scenario
path        = scenario\escape\shustryi_asked_3

[agr_doctor_1]:_scenario
path        = scenario\agroprom\doctor_1
shuffle					= rnd

[bar_dolg_base_guard_backoff]:_scenario
path        = scenario\escape\guard_novice_camp_stop_tutorial_1
shuffle					= rnd

[bar_dolg_base_guard_no_talk]:_scenario
path        = talk\rejection\rejection_2
npc_prefix				= true
shuffle					= rnd

[bar_bar_osvedomitel_hello]:_scenario
path = scenario\bar\bar_informer\bar_informer_
shuffle = rnd
idle = 20,60,50
delay_sound = 3000

[bar_bar_barmen_hello]:_scenario
path = scenario\bar\barman\bar_barman_hello_,scenario\bar\barman\barman_hello
shuffle = rnd
idle = 600,600,100

[bar_bar_barmen_hello_room]:_scenario
path = scenario\bar\barman\bar_barman_wait_
shuffle = rnd
idle = 16,24,30
priority = 0

[bar_dolg_leader_hello]:_scenario
path = scenario\bar\dolg_voronin\duty_voronin_hello_
shuffle = seq
idle = 60,60,100

[bar_dolg_petrenko_hello]:_scenario
path = scenario\bar\dolg_petrenko\duty_petrenko_hello_
shuffle = rnd
idle = 60,60,100

[bar_dolg_guard_stop]:_scenario
path = scenario\bar\dolg_guard\duty_guards_stop_
shuffle = rnd
idle = 10,10,100
group = dolg_guard_stop

[bar_guard_prohodi]:_scenario
path = scenario\bar\bar_guard\bar_guard_prohodi_
shuffle					= loop
idle					= 8,12,80

[bar_dolg_guard_busy]:_scenario
path = scenario\bar\dolg_guard\duty_guards_busy_
shuffle					= rnd

[bar_dolg_hangar_bridge_hello]:_scenario
path = scenario\bar\dolg_guard\duty_hangar_1
shuffle = rnd
idle = 10,20,70

[bar_guard_stop]:_scenario
path = scenario\bar\bar_guard\bar_guard_stop_
idle = 3,4,100

[bar_guard_enter]:_scenario
path = scenario\bar\bar_guard\bar_guard_enter_

[bar_guard_enter_2]:_scenario
path = scenario\bar\bar_guard\bar_guard_enter_2

;state
[bar_visitor_state]:_scenario
path = scenario\bar\bar_visitor\bar_visitor_
idle = 12,20,70
group = state_group
delay_sound = 1000,4000
shuffle = rnd

[bar_bar_hunter_state]:_scenario
path = scenario\bar\bar_hunter\bar_hunter_
idle = 8,12,80
shuffle = rnd

[bar_bar_drunk_dolg_state]:_scenario
path = scenario\bar\bar_veteran\bar_veteran_
idle = 6,12,80
shuffle = rnd

[bar_dolg_leader_state]:_scenario
path = scenario\bar\dolg_voronin\duty_voronin_
idle = 12,24,80
shuffle = rnd

[bar_dolg_petrenko_state]:_scenario
path = scenario\bar\dolg_petrenko\duty_petrenko_
idle = 12,24,80
shuffle = rnd

;***************************************************************
; DARKVALLEY
;***************************************************************
[val_prisoner_captive_help_me]:_scenario
path        = scenario\val\prisoner_help_
shuffle		= rnd
idle		= 8,12,100

[val_prisoner_captive_come_here]:_scenario
path        = scenario\val\prisoner_come_here_
shuffle		= rnd

[val_prisoner_captive_open]:_scenario
path        = scenario\val\val_prisoner_
shuffle		= rnd

[val_prisoner_captive_thanx]:_scenario
path        = scenario\val\val_prisoner_thanx
delay_sound = 1500

[val_rob_leader_call]:_scenario
path        = scenario\val\rob_call_1
pda_snd		= scenario\val\rob_call_1_p
idle        = 120,180,100
shuffle		= loop

[val_rob_leader_jeer]:_scenario
path        = scenario\val\rob_leader_jeer_1
pda_snd		= scenario\val\rob_leader_jeer_1_p

[val_rob_guard_jeer]:_scenario
path        = scenario\val\rob_leave_
shuffle		= rnd
idle		= 10,15,100

; FAKE
[val_escort_guards]:_scenario
path = scenario\val\escort_threat_
shuffle = rnd
idle = 7,14,100

[val_escort_captive_phrase1]:_scenario
path = scenario\val\escort_captive_phrase1_1

[val_escort_captive_phrase2]:_scenario
path = scenario\val\escort_captive_phrase1_2

[val_escort_captive_phrase3]:_scenario
path = scenario\val\escort_captive_phrase1_3

[val_escort_nap1_phrase1]:_scenario
path = scenario\val\escort_nap1_phrase1_
idle = 0,0,100

[val_escort_nap1_phrase2]:_scenario
path = scenario\val\escort_nap1_phrase2_
idle = 0,0,100

[val_escort_nap1_phrase3]:_scenario
path = scenario\val\escort_nap1_phrase3_1

[val_escort_nap1_phrase4]:_scenario
path = scenario\val\exit_partner1_dialog_2

[val_escort_nap1_phrase5]:_scenario
path = scenario\val\escort_nap1_phrase3_2

[val_escort_nap1_phrase6]:_scenario
path = scenario\val\exit_partner1_dialog_3

[val_escort_nap1_phrase7]:_scenario
path = scenario\val\escort_nap1_phrase4_1

[val_escort_dead]:_scenario
path = scenario\val\escort_dead

[val_escort_nap1_go_home]:_scenario
path = scenario\val\escort_nap1_go_home

[val_escort_phrase_invite]:_scenario
path = scenario\val\escort_phrase_invite
delay_sound = 1800

[val_escort_halfdead_speech]:_scenario
path		= scenario\val\escort_halfdead_phrase1

[val_tunnel_bandit_speech]:_scenario
path		= scenario\val\tunnel_bandit_dialog_

[val_sacrifice_victim_speech]:_scenario
path		= scenario\val\sacrifice_help_
idle		= 0,0,100
shuffle		= loop

[val_sacrifice_bandit1_speech]:_scenario
path		= scenario\val\sacrifice_bandit1_dialog_
idle		= 0,0,100

[val_sacrifice_bandit2_speech]:_scenario
path		= scenario\val\sacrifice_bandit2_dialog_
idle		= 0,0,100

;***************************************************************
; DEADCITY
;***************************************************************
;[cit_doctor_start_dlg]:_scenario
;path = scenario\cit\doctor_start_dialog

;[cit_doctor_end_dlg]:_scenario
;path = scenario\cit\doctor_end_dialog

;[cit_jail_guard_sneer]:_scenario
;path = scenario\cit\guard1_sneer
;shuffle					= rnd

;[cit_base_guard]:_scenario
;path = scenario\cit\guard2_dialog

;[cit_base_guard_talk_to_actor2]:_scenario
;path = scenario\cit\guard2_dialog3_repeat

;[cit_jail_guard_sleep]:_scenario
;path = scenario\cit\guard1_go_sleep

;***************************************************************
; PRIPYAT
;***************************************************************
[pri_followers_leader_phrase1_1]:_scenario
path = scenario\pri\followers_leader_phrase1_1
pda_snd = scenario\pri\followers_leader_phrase1_1_p

[pri_followers_leader_phrase1_2]:_scenario
path = scenario\pri\followers_leader_phrase1_2
;pda_snd = scenario\pri\followers_leader_phrase1_2_p

[pri_followers_leader_phrase1_3]:_scenario
path = scenario\pri\followers_leader_phrase1_3
;pda_snd = scenario\pri\followers_leader_phrase1_3_p

;[pri_followers_final_phrase1]:_scenario ; не используется
;path = scenario\pri\followers_final_phrase1

[pri_followers_final_phrase2]:_scenario
path = scenario\pri\followers_final_phrase2
shuffle = rnd
idle = 15,20,100

;***************************************************************
; BAR
;***************************************************************
;[bar_psycho_pain]:_scenario
;path = scenario\bar\psycho\psycho_talks_
;shuffle					= rnd

;[bar_psycho_goodluck]:_scenario
;path = scenario\bar\psycho\psycho_goodluck

;[bar_barman_psycho]:_scenario ; не используется
;path = scenario\bar\barman\bar_barman_psycho_

;[bar_arena_public]:_scenario ; не используется
;path = scenario\bar\arena_public\new_arena_public_
;shuffle = rnd
;idle = 6,12,70

;***************************************************************
; ROSTOK
;***************************************************************
[rostok_volkodav_talk_1]:_scenario
path = scenario\rostok\volkodav_talk_1

[rostok_volkodav_talk_2]:_scenario
path = scenario\rostok\volkodav_talk_2

[rostok_volkodav_assistant_talk_1]:_scenario
path = scenario\rostok\volkodav_assistant_talk_1

[rostok_volkodav_assistant_talk_2]:_scenario
path = scenario\rostok\volkodav_assistant_talk_2

[rostok_volkodav_assistant_talk_3]:_scenario
path = scenario\rostok\volkodav_assistant_talk_3

[rostok_kruglov_help_1]:_scenario
path = scenario\rostok\kruglov_help_1

[rostok_kruglov_help_2]:_scenario
path = scenario\rostok\kruglov_help_2

[rostok_kruglov_help_3]:_scenario
path = scenario\rostok\kruglov_help_3

[rostok_kruglov_help_4]:_scenario
path = scenario\rostok\kruglov_help_4

[rostok_kruglov_help_5]:_scenario
path = scenario\rostok\kruglov_help_5
pda_snd = scenario\rostok\pda_kruglov_help_5

[rostok_kruglov_help_6]:_scenario
path = scenario\rostok\kruglov_help_6
pda_snd = scenario\rostok\pda_kruglov_help_6
shuffle = loop

[rostok_kruglov_torrid]:_scenario
path = scenario\rostok\kruglov_fireball_1

[kruglov_stop_enemy_1]:_scenario
path = scenario\rostok\kruglov_stop_enemy_1
pda_snd = scenario\rostok\pda_kruglov_stop_enemy_1

[kruglov_stop_enemy_2]:_scenario
path = scenario\rostok\kruglov_stop_enemy_2
pda_snd = scenario\rostok\pda_kruglov_stop_enemy_2

;***************************************************************
; MILITARY
;***************************************************************
[mil_max_thanx]:_scenario
path = scenario\military\after_attack\max_say_thanx

[mil_max_before_collect]:_scenario
path = scenario\military\before_collect\max_go_collect

[mil_kolyan]:_scenario
path = scenario\military\collect\mil_collect_kolyan

[mil_max_to_kolyan]:_scenario
path = scenario\military\collect\mil_max_to_kolyan

[mil_max_to_tolyan]:_scenario
path = scenario\military\collect\mil_max_to_tolyan

[mil_collect_laugh]:_scenario
path = scenario\military\collect\mil_collect_laugh
shuffle = loop
delay_sound = 10,500

[mil_collect_phrases]:_scenario
path = scenario\military\collect\mil_collect_phrase
shuffle = loop
idle = 60,120,100
delay_sound = 500,1500
group = mil_collect_group
priority = 4

[mil_crazy]:_scenario
path = scenario\military\crazy\mil_crazy
shuffle = rnd
idle = 6,9,100

[mil_dolg_about_sniper]:_scenario
path = scenario\military\dolg_attack\mil_dolg_about_sniper
shuffle = rnd

[mil_dolg_go_attack]:_scenario
path = scenario\military\dolg_attack\mil_dolg_go

[mil_dolg_fight]:_scenario
path = fight\attack\attack_5
npc_prefix = true
shuffle = rnd

[mil_freedom_patrol]:_scenario
path = scenario\military\dolg_kill_patrol\mil_freedom_patrol

[mil_dolg_after_kill]:_scenario
path = scenario\military\dolg_kill_patrol\mil_dolg_final
shuffle = loop

[mil_freedom_zoneguard]:_scenario
path = scenario\military\freedom_base\mil_freedom_zoneguard

[mil_freedom_patrol_base]:_scenario
path = scenario\military\freedom_base\mil_patrol

[mil_max_khutor_attack]:_scenario
path = scenario\military\khutor_attack\mil_max_attack_silent

[mil_guard_to_max]:_scenario
path = scenario\military\lukash\mil_guard_to_max

[mil_lukash_to_guard]:_scenario
path = scenario\military\lukash\mil_llukash_to_guard

[mil_lukash_to_actor]:_scenario
path = scenario\military\lukash\mil_lukash_to_actor

;[mil_paul_frost]:_scenario
;path = scenario\military\pavlik_morozov\mil_pavlik_go

[mil_max_to_actor]:_scenario
path = scenario\military\before_collect\max_to_player
shuffle = loop
idle = 20,30,100

[mil_pavlik_to_ara]:_scenario
path = scenario\military\pavlik_morozov\mil_pavlik_dialog_1

[mil_ara_to_pavlik]:_scenario
path = scenario\military\pavlik_morozov\mil_pavlik_dialog_2

[mil_ara_ambush]:_scenario
path = scenario\military\pavlik_morozov\mil_pavlik_ambush

[mil_hunter1]:_scenario
path = scenario\military\controller\mil_hunt_1

[mil_hunter2]:_scenario
path = scenario\military\controller\mil_hunt_2

[mil_hunter3]:_scenario
path = scenario\military\controller\mil_hunt_3

[mil_dolg_getready]:_scenario
path = scenario\military\dolg_attack\mil_dolg_getready

;[mil_dolg_lukash_done]:_scenario
;path = scenario\military\dolg_attack\mil_dolg_lukash_done

[mil_freedom_ambush1]:_scenario
path = scenario\military\khutor_attack\mil_freedom_ambush_1

[mil_freedom_ambush2]:_scenario
path = scenario\military\khutor_attack\mil_freedom_ambush_2

[mil_freedom_ambush3]:_scenario
path = scenario\military\khutor_attack\mil_freedom_ambush_3

[mil_freedom_ambush4]:_scenario
path = scenario\military\khutor_attack\mil_freedom_ambush_4

[mil_freedom_ambush5]:_scenario
path = scenario\military\khutor_attack\mil_freedom_ambush_5

[mil_freedom_ambush6]:_scenario
path = scenario\military\khutor_attack\mil_freedom_ambush_6

[mil_freedom_victory1]:_scenario
path = scenario\military\khutor_attack\mil_freedom_victory_1

[mil_freedom_victory2]:_scenario
path = scenario\military\khutor_attack\mil_freedom_victory_2

[mil_freedom_victory3]:_scenario
path = scenario\military\khutor_attack\mil_freedom_victory_3

[mil_freedom_victory4]:_scenario
path = scenario\military\khutor_attack\mil_freedom_victory_4

[mil_freedom_victory5]:_scenario
path = scenario\military\khutor_attack\mil_freedom_victory_5

[mil_dolg_before_attack1]:_scenario
path = scenario\military\dolg_attack\mil_dolg_cherep_command_1

[mil_dolg_before_attack2]:_scenario
path = scenario\military\dolg_attack\mil_dolg_cherep_command_2

[mil_dolg_silent]:_scenario
path = scenario\military\dolg_kill_patrol\mil_dolg_silent

[mil_cherep_hi]:_scenario
path = scenario\military\dolg_attack\mil_cherep_hi
shuffle = rnd
idle = 40,40,100

[mil_cherep_hello]:_scenario
path = scenario\military\dolg_kill_patrol\mil_dolg_cherep,scenario\military\dolg_kill_patrol\mil_dolg_podxodi
shuffle = rnd
idle = 30,30,100

;***********************************
;  RED FOREST
;***********************************
; [red_forester_meet]:_scenario
; path        = scenario\red_forest\red_forester_meet_hello_
; shuffle		= rnd
; idle		= 15,20,100

; [red_forester_meet_bye]:_scenario
; path        = scenario\red_forest\red_forester_hello_bye_
; shuffle		= rnd
; idle		= 15,20,100

;***********************************
;  RADAR
;***********************************

;***********************************
;  YANTAR
;***********************************
[yantar_professor_idle]:_scenario
path = scenario\yantar\professor_idle_
shuffle = rnd
idle = 4,8,90

[yantar_professor_to_kruglov_1]:_scenario
path = scenario\yantar\professor_to_kruglov_1

[yantar_professor_to_kruglov_2]:_scenario
path = scenario\yantar\professor_to_kruglov_2

[yantar_kruglov_to_professor_1]:_scenario
path = scenario\yantar\kruglov_to_professor_1

[yantar_kruglov_to_professor_2]:_scenario
path = scenario\yantar\kruglov_to_professor_2

[yantar_kruglov_to_actor]:_scenario
path = scenario\yantar\kruglov_to_actor_1

[yantar_dream_talk_1]:_scenario
path = scenario\yantar\dream_talk_1

[yantar_dream_talk_2]:_scenario
path = scenario\yantar\dream_talk_2

[yantar_dream_talk_3]:_scenario
path = scenario\yantar\dream_talk_3

[yantar_professor_talk_1]:_scenario
path = scenario\yantar\professor_talk_1
shuffle = rnd
idle = 16,20,100

[yantar_professor_radiation_quest_2]:_scenario
path = scenario\yantar\professor_radiation_quest_2

[yantar_kruglov_radiation_quest_1]:_scenario
path = scenario\yantar\kruglov_radiation_quest_1

[yantar_kruglov_radiation_quest_2]:_scenario
path = scenario\yantar\kruglov_radiation_quest_13
shuffle					= rnd

[yantar_kruglov_radiation_quest_3]:_scenario
path = scenario\yantar\kruglov_radiation_quest_11

[yantar_kruglov_radiation_quest_4]:_scenario
path = scenario\yantar\kruglov_radiation_quest_12

[yantar_kruglov_radiation_quest_5]:_scenario
path = scenario\yantar\kruglov_radiation_quest_5

[yantar_kruglov_radiation_quest_6]:_scenario
path = scenario\yantar\kruglov_radiation_quest_6

[yantar_kruglov_radiation_quest_7]:_scenario
path = scenario\yantar\kruglov_radiation_quest_7
shuffle					= rnd

[yantar_kruglov_radiation_quest_8]:_scenario
path = scenario\yantar\kruglov_radiation_quest_8

[yantar_kruglov_radiation_quest_9]:_scenario
path = scenario\yantar\kruglov_radiation_quest_9

[yantar_kruglov_radiation_quest_10]:_scenario
path = scenario\yantar\kruglov_radiation_quest_10

[yantar_professor_brain_quest_bad_1]:_scenario
path = scenario\yantar\professor_brain_quest_bad_1

[yantar_professor_brain_quest_bad_2]:_scenario
path = scenario\yantar\professor_brain_quest_bad_2

[yantar_professor_brain_quest_good_1]:_scenario
path = scenario\yantar\professor_brain_quest_good_1

[yantar_professor_brain_quest_good_2]:_scenario
path = scenario\yantar\professor_brain_quest_good_2

[yantar_professor_brain_quest_good_3]:_scenario
path = scenario\yantar\professor_brain_quest_good_3

[yantar_professor_trade_good]:_scenario
path = scenario\professor\professor_trade_good

[yantar_professor_trade_bad]:_scenario
path = scenario\professor\professor_trade_bad

[yantar_professor_trade_exchange]:_scenario
path = scenario\professor\professor_quests_4

[yantar_probe_1]:_scenario
path = scenario\yantar\kruglov_radiation_quest_11
shuffle					= rnd

[yantar_probe_2]:_scenario
path = scenario\yantar\kruglov_radiation_quest_12
shuffle					= rnd

[yantar_probe_3]:_scenario
path = scenario\yantar\kruglov_radiation_quest_6
shuffle					= rnd

;***************************************************************
; BRAINLAB
;***************************************************************

