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ShowGamer.comPassage of the game Stalker. golden ball



Passage of the game Stalker. golden ball

Detailed walkthrough of the modification "Golden Ball" for the first part of STALKER.



Location "Cordon"

In order for the main character to get to the Zone, he has to go through a roadblock located on the familiar "Cordon". During the passage through the Cordon, the GG will be caught by the military and locked in one of the prison rooms for interrogation. After the interrogation is completed, you will have the opportunity to escape from this place.

Chat on all topics with a recruit using the window. He will run to the toilet very often. During the conversation, you will need to pretend that the GG has become ill, and then ask to bring the medicine. At the same time, be sure to hurry the character so that he believes. To increase confidence, you will have to drink the pills lying inside the first-aid kit on the table. The soldier will open the door, and you can escape from here. There will be about half a minute to leave the place and move to a safe distance before the soldiers start shooting at you. Use morphine to make this escape as safe as possible.



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As soon as you are free, you will have to meet with one person who knows the location of the lair of local scouts. You will have the coordinates of this character entered into the PDA. Move to the right place and thengo with him to the village. Chat with Sanya, who recommends visiting a merchant named Skidan. It should be noted that despite his nickname, he still “beats” the prices! Skidan is located at the bottom of the bunker, where Sidorovich was in the first part of the original series. Chat with him, pick up some useful things and learn from the locals.

From this moment on, you can decide on your own what to do on the territory of the Cordon. As you explore the surrounding area, you will notice a barrier that prevents you from passing under the railway bridge. The railway thus divides the territory of the "Cordon" into two parts cut off from each other. The obstacle is a huge anomaly that destroys any living creature that comes close to the railway. In a conversation with local characters, you will hear a different name for the road - "Iron".

You can hear the version that it is possible to pass through the "Zhelezka" only after one living person is given as a sacrifice. When this happens, the anomaly will deactivate for a short time, allowing you to cross the railroad. Near the railway bridge, the CCP will automatically detect the signal that someone is in trouble. The signal comes from the mill. Go to this building and useGo to the window to chat with the recruit, nicknamed the Wolf. This is the same Wolf from the first part!



The wolf was trapped because he couldn't resist curiosity. He was locked up by unknown people while he was inspecting the premises of the mill. The hero will ask you to visit the strangers' camp, which is located somewhere to the east, in order to steal the key to the mill door and free him. When you do all this (and the key can be found inside a backpack lying next to a fire in the camp), the Wolf will offer to wait a bit and see what happens after the strangers return. By the way, when you make your way to the camp, it is best to move from the side of the sentry.

Hide in the bushes and wait for the appearance of three strangers who will go inside the mill. When you approach the window to understand what is happening, people will disappear, literally dissolving into thin air. Go to the place of their last location and find a flash drive or something similar on the floor. Take it with you and show it to Skidan, the trader from the Bunker on Cordon, who is the most experienced on the location. He will say that the flash drive is actually a kind of electronic key, but Skidan knows nothing about armed strangers.

Move towards the mill and catch another si on the PDA.drove, which refers to the wounded, located somewhere nearby and in need of help. Find this poor fellow near the road, and then agree to help. Suddenly, you will be attacked by three armed fighters, similar to those strangers you saw at the mill. You can either run away from them or fight and win. After killing the enemies, talk to the pretending wounded character to listen to his threats, after which he will disappear like the strangers from the mill.

During the conversation, the man will ask you to give him the key-flash drive, but will be refused. Tell Skidan what happened. He will advise you to get over the Iron as quickly as possible and move closer to the Zone, since strangers will very soon find him on a small Cordon, but at the same time they can harm innocent people. The protagonist will agree with this advice.



Now you need to understand who you can donate to the anomalies. Skidan will tell you that first you will have to stimulate the attack of strangers, and then lure one of them closer to the anomaly, and when it works, then quickly get over the Iron. Agree with this, move to the bridge and hide in the prone. Wait for the signal received from Skidan. After a few seconds, Skidan will notify you that strangers were in the village and asked about places??s residents about the main character, after which they went towards the bridge. Get ready to attack them. Three opponents with machine guns will approach the bridge, and then immediately begin to look for the main character.

Provoke an attack from their side, but before that, stay away from them, remaining invisible. When one of the enemies is finished off with the Iron, then quickly run across the bridge, since you will have no more than 15 seconds. Thanks to this, the road to the Zone will now be open, but, as they say, the bypass routes (bridges) are “burnt”.

If you suddenly do not have time to cross the railway, then there is a different scenario. To the west of the bridge, a tunnel passes right inside the embankment, in which the dangerous anomaly "Arc" lives. Because of it, it seems impossible to pass through the tunnel, but Skidan will tell you that when using a scientific suit, it is theoretically possible to withstand a blow from the "Arc" and get to the other side.

The suit can be found at the military checkpoint, inside the locked safe in the barracks where the protagonist was being held for interrogation.



To do this, you will have to do the following:

  • Put on Skidan's camouflage suit to hide from army snipers.
  • Penetrate quietly into the territory of the checkpoint, etc.??take to the barracks (you will have to get over the fence, which is located near the toilet, not forgetting to hide from the eyes of opponents).
  • Pick up the password for the safe inside the arsenal (you will be given a hint), and then, taking a scientific suit with you, leave the soldiers' checkpoint in any way.

After that, your goal will be connected with a meeting with a local intelligence officer, who is the forerunner of the stalkers. You can find it on a farm with a huge number of wild boars. After that, together with the scout, move to the shelter, which is located not far from the designated place. There is water, a fire and a place to sleep. You will find the same shelters in other locations. During a conversation with Andrey, you will realize that he does not really trust you. Suddenly, a wounded man wearing a military uniform will run into the room and beg for help. He falls to the ground and loses consciousness. Andrei will say that you need to visit the cache as soon as possible and pick up an artifact from there that can heal this patient. Follow the marker, take the item and bring it to Andrey. You will see that the military man is actually alive and well, and Andrei used this cunning trick to check the protagonist for decency.

Chat with Major Ovrah, who pretended to be wounded. He'll tell you about what was tuor a pilot in a helicopter that crashed somewhere nearby. During landing, the helicopter found itself inside the anomaly, which killed the entire crew except for it. The major really wants to get to the checkpoint in order to warn about what happened and prevent the second rescue expedition from being sent. Andrei will intervene in the conversation and say that although the road back is blocked by an anomaly on the Iron, there is a way to get over it without any casualties.



To do this, you need to find a mysterious artifact that will allow you to once cross the anomaly. The artifact is in the hands of another scout Vasily, who lives to the north of here, in the territory of the "Dump". Since Andrei also wants to get to the "Dump", then you have no other choice but to go there together. Between "Cordon" and "Dump" there is an old checkpoint. When approaching it, you will see a large number of corpses of recruits encountered earlier and feel threatened. On the territory of the checkpoint you will see several people - the leader Tyrsu, assistant Shustril and a certain Abdul, who seems to be a psychopath.

The place of transition to the territory of the "Dump" is cluttered with a door locked with a key, located in Tyrsa's pocket. To get to the other side, he will ask you for 200,000 rubles. It's clear. That the heroes don’t have that kind of money, so Andrey becomes furious and begins to threaten?? Tyrsa. Abdul attacks him with telepathic powers, just like the majors. Both characters will lose consciousness. The main character will also be attacked, but will not lose consciousness. Tyrsa will offer you to leave this place, since both the scout and the military will be killed, and you are useless here.

Here you can take the following actions. Talk to Abdul and show him a strange flash drive, which is an electronic key. Abdul will ask you to give him a flash drive, but in return you must demand to attack Tyrsa and Shustril with a psi-strike. The character will do so, causing them to lose consciousness. Soon Andrei and the major will wake up, and then they will drive the reketers from the checkpoint. You have yet to meet them in the game, but more on that later. You will also have the key to the passage to the territory of the "Dump". Abdul, taking the flash drive, will disappear like mysterious figures from the mill.

Location "Dump"

When the path to the "Dump" opens, you will find yourself on it along with all the heroes (Andrey and the major). At the entrance, you will notice that in the northern part of the territory there are a large number of anomalies, constantly moving from place to place. Move through the dangerous location, moving with Andrey and the Major (try to make sure that the characters survive - save often and reload if necessary. Once in the southern partterritory, you will find the wagon that has become a refuge for the scout Vasya.



A little later, the character himself will appear. Settle in the shelter and chat with Vasily. Ask him about the road to the center of the Zone, where, according to legend, the famous "Wishmaster" is located, which the GG is looking for. He will state that the path to the Rostock plant to the north was mined. There is no way to get through the mines, but there is another way to do it - you must collect the damaged armored personnel carrier and get over it through the mined area.

On the other hand, now there is access to the "Dark Valley", where the necessary spare parts are located, with the help of which it will be possible to assemble an armored vehicle. According to Vasily, the armored personnel carrier is located on the territory of an abandoned factory. But the path to the "Valley" is blocked by another large anomaly, called the "Cloud". To get rid of the anomaly, you must find three colored artifact balls scattered around the Junkyard. Find these stones by moving along the markers, and then go to the "Dark Valley".

Location "Dark Valley"

At the transition point to the location, you will meet with another scout named Sergey, who will show the way to his own shelter and explain the situation. Are monsters densely settled in the territory of the factory, living in harmony with many ana??ly. Sergey's comrades, who previously lived in the basement under the factory, died because of all these threats. Since the scouts were constantly looking for various parts and devices, they probably had spare parts from the armored personnel carrier in the former shelter.

You will need to find the remains of the scouts in order to get the key to the hideout at the factory. With this key, you will unlock the door and enter the basement. Inside it, find the diary of scouts, which tells about an unknown person who robbed a cache and ran out through a rusty door. In the cache there was just a part from an armored car. The next step in our walkthrough is to search the factory and find a part from the welding machine. This welding machine will allow you to unlock the rusty door through which the robber escaped (the scouts then welded it). After that, you will be able to enter the territory of the secret laboratory X-18.

Laboratory X-18

Immediately at the entrance to the laboratory, mutant people should attack you, who will lock the main character inside the punishment cell. Along with you in the detention cell will be one of these monsters with whom you can talk. You will learn from the mutant that the dungeon is now controlled by former test subjects of this laboratory. After the second accident occurred, the character was able to evacuate from the territory of this me??ta, and the test subjects - to get out of the cages. They justified here a certain settlement with its own hierarchy.

Their society operates partly religious principles that are reminiscent of biblical commandments. They even have their own living "God" called the Great Doctor. This is a former scientist, the last survivor. He hid on the lower tier and, with the help of a surveillance system and intercoms, controls the life of mutants.

The main task (besides finding a spare part from an armored personnel carrier) is related to finding an evacuation point that will allow you to leave the laboratory. Mutants, following the instructions of the Doctor, never released anyone from the laboratory! After a while, a test subject nicknamed Thirteenth will appear in the detention cell. After a short interrogation, you will be sentenced to death. The Thirteenth is not going to kill you, because you can benefit from the death sentence of the protagonist by conducting a series of trials and tests.

You will find yourself in a laboratory area exposed to strong radiation, where in a short period of time it is necessary to repair a damaged electrical device. The mutants decided to experiment on a living person, the main character, to find out how long he could resist strong radiation. The will of chance comes to the aid of GG - in the cloudMakhs among the equipment you will find a cache of anti-radiation agents, which will help you survive.

When everything is over, the Thirteenth will release the GG from the deadly room, but it is still impossible to leave the laboratory. The mutants will give you the next task, related to the search for some electronic circuits on the first tier and their subsequent installation on the generator processor. The generator ordered to launch the Great Doctor!

During the search for the scheme, you will meet the rest of the mutants of this society and learn that they are plotting against those who live on the second level (they are more privileged). Those chosen from the second tier do not do menial work, do not collect food, and receive all supplies from mutants from the first level.

Please note that as soon as you can freely move around the laboratory, then immediately go into the hall with the tank and find the gearbox from the armored car inside the box. After that, you can help the Nineteenth (First, find the coder, and then unlock the safes). His next task will be to transfer food to a friend in the punishment cell. Talk to Thirteenth to let him go to the mutant in the punishment cell. Chat with the Tenth and explain the whole situation, after which you agree to help in a future coup.

After you visit the punishment cell, go to the captives in the kitchen and exchange the rat carcasses for a knife (kill the rats first). Visit the Thirteenth again and ask him to take part in the test with the Kaimanov emitter. During this test, pull the hidden toggle switch on the wall to overload the device and cause an energy blast. The thirteenth will faint, and you will have to finish him off with your knife.

Search his corpse and take the card. Go to the door on the lower floor and, together with the rest of the mutants, go downstairs, where there are more aggressive creatures that can kill with just one look. You need to sneak up on them from the back and attack with a knife. The tenth will ask you to find five electronic circuits hidden inside boxes on the lower level of the laboratory.

Find them, bring them to the quest giver until the controller appears. Kill the enemy to open the doors, but do not rush to run forward - there are two turrets ahead of you. To destroy them, grenades from the pantry will come in handy. After you deal with the turrets, get to the room above and talk to the Great Doctor. After receiving the key from him, you can leave the X18 laboratory.

Return to the "Dark Valley"

As soon as you find yourself outside n??dungeons (laboratories), you will receive a message on the PDA from Sergey, who would like to meet. Go to the meeting point and chat with the character to learn about interesting sightings in the unfinished house. Sergei wants to get inside him, but asks GG to cover him. Agree to help, but first you will be sent by the PDA in search of the Hive artifact. Move along the marker and you will see the Break. You can kill him as soon as you see him, or you can pre-chat on all topics.

If you agree to help and find a cure, you will have to open the laptop inside the shelter and call the scientists. Which will come from Dr. Pilman. They will need to purchase pills and transfer them to Izlom, who will give the Hive artifact. Return to Sergey, go through the gallery with him into the unfinished building and find yourself in a stretch. When you come to your senses, you will realize that you were captured by strangers and were imprisoned in a cage.

Sergei will be killed right in front of your eyes. Abdul is also in the detention cell. Talk to him on all topics to find out information about the chief scientist and the Golden Sphere, which is supposedly located on the territory of Pripyat. Agree with him to escape from here, then throw the bolt directly at the button on the wall until it deteriorates, which will open the doors. Carefully make your way past the agents who ?about 15 people. Climb to the upper tier, where by the sound you will need to find the generator and neutralize it. Thanks to this, all turrets on the territory of the base will be disabled.

Not far from this generator is a crystal with a Gamma substance. Be sure to destroy it. When this happens, all agents will lose consciousness. If you wish, then visit the office of their leader, where inside the box is the key to the arsenal with the selected things of the protagonist. Chat with Abdul, who will warn you of an agent helicopter moving in our direction.

Run along with a friend to Sergei's trailer, hiding from the helicopter. Once inside, the spinner will hide. Chat with Abdul again so that he offers to go with him to Pripyat. But first, go back to the "Dump".

Return to the Landfill

Once in the "Dump", there will be no one inside Vasily's shelter - neither the scout, nor Andrei and the major. On the other hand, there will be a note on the floor. Read it to find out that you are invited to the bandit "arrow" by the same Tyrsa, who offers to ransom friends. Tell Abdul about everything so that he gives you the Itch artifact. Go to the meeting point, and Abdul will hide nearby at that time. Chat with Tyrsa and after??th last phrase, use the artifact "Itch" in the inventory.

The bandits will be defeated, fall unconscious, and Abdul will finish off Tyrsa by jumping out of the ambush. Take the PDA from the dead body and read the information. Quickly get to the right place marked on the map, kill the remaining extortionist and free your partners. Tell Vasily about everything, give him the gearbox you found and wait for the armored car to be repaired. It is on it that you have to cross the minefield and find yourself in a location with a bar.

Location "Bar"

NOTE. When you find yourself at the Bar location, then immediately leave the armored car, otherwise it will explode after a while.

Talk to Abdul and go to the anomaly called "Bus". To get across this place, you must use fast dashes and follow from one skeleton to another until you reach the front door of the vehicle. Inside the salon there is a tape recorder. Disable it so that the anomaly is neutralized. Tell Abdul everything you need, and then move to the point on the road where the destroyed UAZ is located and the sounds of the radio are heard. Interact with this walkie-talkie in inventory and contact the scientist.

Talk to Abdul again and find out that a certain vi is raging in the bar.Russian Make your way through the crowd of various mutant zombies to the tower, inside it talk to Vladimir, who will ask you to find medicine for him that fell out of the helicopter. A mark will appear on the PDA with the approximate location of these medications.

Move there, but you will not find the cure. A mutant will appear in the form of a gnome who will take you to the corpse of a scientist. Search the body and take the key. Report all this to Vladimir so that a mark appears on the door leading to the basement. Head towards it and destroy the zombified people, and then go down into the dungeon. You will see a scout named Alan, who is severely emaciated and asks to destroy the pseudo-giant. This is a very tenacious creature, trying to kill it head-on is like death. To deal with the pseudo-giant, position yourself near the green anomaly and shoot at it. The anomaly will periodically appear on the boxes.

After six or seven hits, the monster will be finished. Chat on all topics with Alan. Take the cheburashka from the safe and give it to the dwarf (go up to the character and use the toy through inventory). In exchange for the toy, you will receive a can of vaccine. Take it to Vladimir, who will tell you about everything. Agree with the man, after which he will neutralize the territory and fly away from the Zone. After a while, Abdul will report that he is ready?move on, to the army warehouses.

Location "Army warehouses"

Once at the location, talk about everything with Abdul, and then move towards the barrier blocked by a huge electrical anomaly. Your friend will say that you need to find a unique material that is in the possession of the military, which will allow you to pass through the electrical anomaly. Move to the military unit, in the main building in the center inside the refrigerator, find the hidden scout, who is just fooling around, running away from you.

There is no point in chasing the guy, it is best to appear immediately in the barracks No. 1, where there are documents inside the box. By the way, here you have to deal with the poltergeist. Using the existing marker, find the location of the psychopath's cache, take the key from there and visit the barracks No. 2, where a spatial anomaly that changes colors is located. You need to go through the anomaly in the following order - white, blue and red.

Having overcome the location, find other documents inside the box so that a marker of the next cache appears. Inside it you will find an incomprehensible bottle. Drink its contents, after which you will temporarily lose consciousness. When the main character comes to himself, he will find himself in a strange village, which is very difficult to leave.

You ?Receive a message from old man Makar. Run to the house of this character, avoiding the bloodsuckers. Search the buildings pointed to by Makar and bring back all the necessary items, including the strange device. Then the task will be updated and you will need to find parts from the broken icon, or fix the device. If you decide to search for the icon, then just look for its parts by the markers on the map (they are in boxes). When you have all four parts at your disposal, they will merge together, and you can return to Makar's house to defuse the anomaly that has fettered the village. After that, you will be able to move freely around the location.

If you decide to repair a strange device, then climb with it to the top of the water tower and use the device through inventory. This will defuse the anomaly, and you will be able to return to Makar, and then leave the village altogether. Go to the ensign who has gone mad, talk to him on various topics and show the found device. He will tell you everything. You will also learn that in order to defuse the anomaly at the barrier, you need to activate the antenna on the territory of the military unit. Do this, return to Abdul and go with him to the territory of the Radar.

Location "Radar"

When you move to a new location, the main character will feel bad. Is he a loss??t consciousness and will see the main scientist trying to figure out the plans of the character. After a conversation with a scientist, GG comes to his senses. Chat with Abdul and move forward. Your comrade will fall into a stretch and be seriously injured. The situation will be aggravated by four agents who appear instantly. Kill them all, and after the battle, talk to Abdul. He demands to give him time to recover, but for now he offers to deal with the destruction of the best agent, nicknamed Phoenix.

Move towards the collapsed helicopter, and when you get close to it, the Phoenix itself will appear. If you attack him directly from a firearm, then nothing good will come of it, because he teleports every time. You must hit him right in the head so that he is temporarily disoriented, and you can interrogate him. Having done this, return to Abdul and learn about the kidnapping of a friend. Read the note that talks about the underground bunker X-10.

There are two options here - either immediately go to Pripyat, or try to save Abdul in the X-10 laboratory. By tradition, we will describe both options, but if the second does not suit you, then flip through the passage of the chapter “Pripyat”.

If you can put on an agent suit with a gas mask before going to the lab to save Abdul, then disgusting??ki will not attack you first. You can even talk to them, complete a few quests and get free access to the laboratory. On the other hand, you can attack the agents, but in this case, the key will need to be taken from the dead body of the Prophet.

Laboratory X-10

If you get into the bunker by choosing to fight the agents outside, a countdown will start, after which the agents will kill Abdul, who is in the back room. You will have to get to it before the timer expires. Save Abdul. He will ask you to activate the Brain Burner. Pull the switch in the main hall and leave this place.

Return to the "Radar"

This time you need to get to the transition point to Pripyat as soon as possible. If you do not have time to do this before the end of the countdown, then the activated "Brain Scorcher" will kill you and Abdul (if he is saved).

Location "Pripyat"

If you got to the territory of Pripyat without Abdul, then the task associated with searching the cache of this character will automatically become active, where there is a note indicating what to do next. If you got here with Abdul, then talk to him and move along the street. At one of the intersections, Abdul will be wounded by sitting in the buildingani sniper. Talk to him one last time to hear a request to find the time capsule.

Use the new marker to go inside the kindergarten, but first, search the yard and find a case with documents near the car. Take them and climb inside the building. Be careful, because there is a teleport that throws the GG into the yard.

On the first tier, you must find a brownie. Kill him (guided by the sound, or shooting everything around for good luck) to get the key to the medical office. Inside it, on the second tier, find a magazine and study the information contained in it. Go down to the first tier and kill another brownie, from which the key to the refrigerator will fall out. Run to the kitchen, open the refrigerator door with the key you received and take the jar of pills.

Jump into the teleport that is in the corridor to move to a secret room with other portals. Pass alternately through three similar rooms and, finally, you will find yourself in the director's office. Inside the safe is a newspaper that talks about the time capsule.

Move to the bus station, go into the room with the safe and kill the bloodsucker. Having dealt with him, use the claw to open the safe and take the note, which indicates the meeting place. Send?Follow the marker, where the head of agents, nicknamed the Apostle, will already be waiting for you. The character will not be hostile, but neutral. After talking with the Apostle, you will have two options. You can agree with him and listen to the sermon, or kill the character. If you attack him, then be prepared for a parallel battle with ten more agents. Search the corpse of the Apostle and take the key to the stadium, then go there.

If you agree with the agent, you will automatically be transferred to the scene where he will begin his speech. At the end of the speech, talk to the Apostle, who will offer you something to drink. You will lose consciousness, and after a while you will wake up on the roof of the building. The Mind of the protagonist will appear. Chat with him, protect him from ghosts, and when the last one is destroyed, you will again find yourself on the stage. All agents will come to an inadequate state. Interrogate the Apostle, take away the key to the stadium from that one and move towards it.

When you find yourself in the stadium, a helicopter will appear and start shooting at the main character. Get to the crashed helicopter as soon as possible, pull out the rocket launcher from the box and attack another turntable. One hit is enough to destroy it. Now search the agent's corpse inside the car, then follow the marker on the PDA to find the time capsule and remove the chip from it. Together with her movego to the Chernobyl nuclear power plant.

Location "Chernobyl"

This area is exposed to weather anomalies, is characterized by strong radiation. You can meet numerous whirlwinds that damage the armor, as well as infect the main character with radiation. Be sure to put on a scientific suit and search the corpse of an agent lying next to the bridge.

You will have a task to find four parts of the code that allows you to open the station door. Find them by the markers on the PDA. Each time you will need to search the corpses of agents, and when you do this, a radioactive storm will begin. You need to hide from the storm at certain points marked on the map.

Find the last agent who will be surprisingly alive. He will run away from GG. Read the information on the laptop (in the place where the agent was) so that a marker appears on the PDA, pointing to the altar. Search the altar, take the shard and return to the agent. Give that shard, for which you will recognize the last fragment of the code combination. Go to the door and open it, knowing the password. An unpleasant surprise awaits you outside the door.

Location "Control Center"

Everything is quite simple here. There is a computer in the main hall. You must activate it by using the chip from the vr capsule.name. So the chief scientist will appear and explain what is going on here. Using the computer, deactivate the protection of the Golden Orb so that the door leading to the room with this Orb opens. Approach him and decide what to do.

Depending on your choice, one or the other ending will be shown. You can either touch the ball, or wait until it overheats and then leave the control center through the emergency exit.

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