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Stalker 2: In The Name Of Science Side Quest Walkthrough

Stalker 2: Heart of Chornobyl's "In the Name of Science" Side Quest: A Complete Guide After the Visions of Truth mission, Dr. Shcherba contacts Skif, initiating the side quest "In the Name of Science." This quest involves locating electronic collars from various mutants, leading to several key deci
By Max
Jan 17,2025

Stalker 2: Heart of Chornobyl's "In the Name of Science" Side Quest: A Complete Guide

After the Visions of Truth mission, Dr. Shcherba contacts Skif, initiating the side quest "In the Name of Science." This quest involves locating electronic collars from various mutants, leading to several key decisions affecting the outcome.

Collecting the Electronic Collars

The first step is retrieving five electronic collars from specific locations (shown on your map). If some are missing, you may have already collected them during other missions or exploration. The collar locations are:

Region Collar Location Mutant Type
Garbage The Brood Snork
Wild Island Boathouse Psy Bayun
Zaton Hydrodynamics Lab Controller
Malachite Brain Scorcher Brain Scorcher
Red Forest Containers Pseudogiant

Return to Shcherba in the Roofed Warehouse (Chemical Plant) after collecting all collars. If the quest becomes bugged (due to previously collected collars), use the console command "XEndQuestNodeBySID E08_SQ01_S2_SetJournal_WaitForSherbaCall_Finish_Pin_0" to advance.

The Jammer Decision: Disable or Recalibrate?

Shcherba discovers a signal jamming the collars. You must investigate and choose between disabling or recalibrating the jamming device in the Storage on the Hill (west of the Roofed Warehouse). Expect encounters with poltergeists, zombified soldiers, and rodents.

  • Disable/Destroy the Jammer (Recommended): This progresses the quest, awarding coupons and leading to a bloodsucker encounter and a further choice.
  • Recalibrate the Jammer: Dvupalov rewards you with coupons, concluding the quest.

The Final Confrontation: Kill or Spare Shcherba?

Disabling the jammer leads to Shcherba contacting Skif, sending coupons, and promising future help. Wait (or use the console command "XStartQuestNodeBySID E08_SQ01_S3_Technical_SherbaInvitedToLab" if needed) for his next call. He'll then lead you into a trap involving three Bloodsuckers and a PSI-radiation exposure. Drinking the Magic Vodka (received from Dvupalov) negates the effects.

Escape, confront Shcherba, and choose: kill him or let him go. Both choices yield the same rewards (a Gauss Gun and the "On a Leash" trophy), but sparing Shcherba maintains positive relations with the scientists.

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