S.T.A.L.K.E.R. 2: Heart of Chornobyl

S.T.A.L.K.E.R. 2: Heart of Chornobyl

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Malachite "End Game" Nonsense
So, I've hit the point of no return, finished the game, then reloaded an old save to go back to explore the world more. The vendors (?) at Malachite are red for me, and the doors are occasionally locked, which I'm assuming is story related (or related to some choice I made). None of the guard are hostile, but there seem to be one or two hostiles that do spawn, which are, for lack of a better word, complete ♥♥♥♥♥♥♥♥. Hostile soldiers spawning since I'm not on good terms? Understandable. Hostile soldiers who always one shot me, even through walls, regardless of the weapon they have, while I have an exo and max physical defense relic? What. The. ♥♥♥♥.
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Showing 1-8 of 8 comments
A lot of games will spawn impossible enemies like that to keep you away. A cheap tactic. Witcher 3 did the same thing. Even if you were doing NG+ with the best armor and weapons, those fat guards mop the floor with you because you aren't supposed to be there yet.
Malachite starts off neutral but at some point in the game their neutrality ends when Scar and Spark attack Ward. Ward then show up to 'protect' Malachite. If you aren't with Ward then they will attack you as you approach the base. This causes Malachite to lock their doors and consider you an enemy. However, you can still enter the base through the secret sewer entrance and also leave that way. Once inside you can trade and do everything except the guide will be gone.
Originally posted by Dr.Abscondus:
Malachite starts off neutral but at some point in the game their neutrality ends when Scar and Spark attack Ward. Ward then show up to 'protect' Malachite. If you aren't with Ward then they will attack you as you approach the base. This causes Malachite to lock their doors and consider you an enemy. However, you can still enter the base through the secret sewer entrance and also leave that way. Once inside you can trade and do everything except the guide will be gone.

I have noticed some weird inconsistencies with it. When I fast travel there, usually only the sewer entrance is open. Some times, when returning, all doors, including the sewer are locked. Other times, every door is unlocked. I also thought the guide was still there, but I might be mistaken. The one at a Duty control base (Cement Factory?) did disappear on me, but I'm still neutral with them, so that has also puzzled me.
Oh, sh(EE)t. Losing guides is possibly one of the worst things that happen in game.
😤
Originally posted by Serpiko82:
Oh, sh(EE)t. Losing guides is possibly one of the worst things that happen in game.
😤
Yeah, I don't understand that choice. Just have guides at all camps. Otherwise it becomes a walking sim.
Originally posted by GoneTomorrow:
Originally posted by Serpiko82:
Oh, sh(EE)t. Losing guides is possibly one of the worst things that happen in game.
😤
Yeah, I don't understand that choice. Just have guides at all camps. Otherwise it becomes a walking sim.
That is the whole reason why I try returning to Malachite - because there is still a guide there for me. I lost a number of them to Monolith, too. Heard messages about Zalissya being attacked, but after running in and out of it at different spots for maybe half an hour, no Monolith spawned, so I just gave up.

Did have a thought - what if there were certain buildings/areas you could help a faction take over to establish a new camp with a guide? I'm sure it would be a controversial addition, but I'd welcome it lol
Nite69 Jan 8 @ 7:55pm 
yes thats a known issue op, every playthrough I done malachite has problems after the faust battke, the scientists think you are part of the enemy group when you are actually trying to save them
Last edited by Nite69; Jan 8 @ 7:56pm
Regardless of which side you were on, in the minds of Malachite you are the one that brought the Ward down on them.
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Date Posted: Jan 7 @ 5:38pm
Posts: 8