So, you finally trekked across the western side of the Zone, dodged a few too many gravitational anomalies, and found yourself staring at the gates of STC Malachite. And then the guards told you to beat it. Frustrating, right? Honestly, Malachite is one of those spots in S.T.A.L.K.E.R. 2: Heart of Chornobyl that feels like a massive tease until you realize there’s a very specific "social ladder" you have to climb to even get through the front door.
It isn’t just some random outpost. This place is the nerve center for a faction of scientists—the Malachite group—who are basically the spiritual successors to the Ecologists from the old games. But they aren't exactly the same. While the old-school Ecologists felt like government nerds in orange suits, the Malachite crew is more like the "scrappy underdogs" of the scientific world. They’ve been sidelined by the corporate-backed SIRCCA and the Ward, so they’ve started relying on guys like you—stalkers—to do their dirty work.
If you're stuck outside wondering why the guards are being jerks, or if you’ve made it inside and can’t find that legendary stash everyone’s whispering about on Reddit, you're in the right place.
The Malachite Pass: Your Golden Ticket
You can’t just walk into the Malachite Base. If you try to force it, you’ll meet the International Perimeter Security Force (IPSF). These guys are usually hostile everywhere else in the Zone, but at Malachite, they’re acting as hired muscle for the scientists. If you don't have a pass, they’ll turn you into a Swiss cheese sandwich.
There are basically three ways to handle this.
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First, the "good guy" route. You’ll want to find a guy named Yaryk Mongoose. He’s usually hanging out at the Central Elevator, south of Rostok. He’s got a side mission called "For Science!" where he basically uses you as bait for a Bloodsucker. It’s a bit of a setup, and he’ll be terrified when you come back alive, but if you forgive him instead of putting a bullet in his head, he hands over the Malachite Pass.
Second, there’s the "A Big Score" mission over at the Slag Heap. This is more of a "scavenge the dead" situation. You’ll find some Malachite scientists who didn't quite make it, and you can loot the pass off their bodies.
Third? Luck. Sometimes you'll find a dead Malachite member out in the wild. It’s rare, but it happens. Once you have that plastic card, the guards suddenly become your best friends and let you through the green door in the rear.
Navigating the STC Malachite Base
Once you’re in, the vibe changes. It’s one of the few places in the Zone that feels... almost civilized? There’s a merchant named Pythagoras, a technician named Semyonych (who, let’s be real, sounds exactly like a character from a Mike Judge cartoon), and even a doctor named Needle.
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Why do they suddenly hate me?
Here’s a weird quirk people keep running into: you’re friendly inside the base, but as soon as you step 200 meters outside, the patrolling IPSF squads start blasting.
It’s not necessarily a bug. The lore logic is that the IPSF only tolerates stalkers inside the base because the scientists told them to. Out in the Zone? You’re still an illegal trespasser. However, there are reports of Malachite becoming permanently hostile after certain main story missions, specifically around the Spark storyline or the "Ad Astra Per Aspera" quest. If the base turns red and the guards become "invincible" (meaning they take like 50 headshots to drop), the game is basically telling you that the story has moved on, and you’re no longer welcome.
The "Impossible" Pipeline Stash
The real reason most people obsess over the Malachite Base isn't the trading—it’s the parkour. There is a stash high up on the building in the southeast corner that will absolutely test your patience.
You have to start from the western side of the complex. Look for the massive pipes. You’ll need to climb a ladder on a smaller building and then start a "Mirror's Edge" routine across the pipes.
- The Gaps: There are three major gaps. You have to sprint-jump them.
- The Twist: There are gravitational anomalies sitting right in the gaps. If you just jump, you’ll get crushed. You have to toss a bolt to temporarily pop the anomaly, then jump immediately.
- The Reward: If you make it to the end, you’ll find a PSZ-9I Falcon armor suit, a medkit, and a decent pile of 9x39mm ammo.
There’s also a "secret room" at the very top of the building that players have been trying to crack. For a long time, people thought it was just decorative, but it's part of a massive ARG (Alternate Reality Game) the devs tucked away. The keypad code 4601 opens the door, and the safe code inside is 0430. Inside, you’ll find a fully modded Dinipro and a Liquid Rock artifact.
Beyond the Walls: The Surrounding Loot
Don't just stick to the base itself. The "Malachite Region" is dense. To the north, at the Brain Scorcher location, there’s a blue storage hanger. You have to climb a cargo crane to drop in through a gap in the roof. Watch out for the Poltergeist in there—he’s a jerk. But if you kill him, you get a Zubr-19 rifle.
Then there’s the Fence’s Stash. It’s east of the Brain Scorcher, behind a door with a seven-digit keypad. If you look at the fence poles nearby, you’ll see numbers scratched into them. The code is 1287975. Inside is a modded AR416 that makes the early-game struggle feel a lot more manageable.
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How to Handle Malachite Right Now
If you’re just starting your run, don’t rush here. Wait until you’re in the Rostok area and pick up the "For Science!" mission. It’s the cleanest way to get access without making enemies you aren't ready to fight.
Once you get in:
- Talk to Semyonych. He’s got some of the better early-to-mid-game upgrade options.
- Clear the Pipeline Stash early. That Falcon armor is a massive upgrade over the basic sunrise suits you’ll be wearing.
- Check the safe in the secret room. Use the codes mentioned above (4601/0430). Even if you feel like you're "cheating" by using the ARG codes, the Zone is hard enough as it is.
Basically, treat Malachite as your western home base. Just don’t be surprised if the military dudes outside still try to take your head off—they’re just doing their jobs, and their jobs involve hating you.
To get the most out of your visit, head over to the Central Elevator first to find Yaryk Mongoose and secure your pass legally.