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
Following the Visions of Truth main mission, players receive a call from Dr. Shcherba, initiating the side quest "In the Name of Science." This quest involves locating electronic collars from various mutants, leading to multiple choices impacting the outcome.
Locating the Electronic Collars
The initial objective is to find five electronic collars. These locations may already be discovered if you've explored The Zone extensively. If not, the following locations are key:
Region | Collar Location | Mutant |
---|---|---|
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 bugs due to prior collar acquisition, use the console command "XEndQuestNodeBySID E08_SQ01_S2_SetJournal_WaitForSherbaCall_Finish_Pin_0" to proceed.
The Jammer Decision: Disable or Recalibrate?
After delivering the collars, Shcherba reveals a signal jamming their function. You must investigate and choose between disabling or recalibrating the jamming device located in the Storage on the Hill (west of the Roofed Warehouse). Expect encounters with poltergeists, zombified soldiers, and rodents.
- Destroy/Disable the Jammer (Recommended): This advances the quest, providing coupons and leading to a bloodsucker encounter and another crucial decision.
- Recalibrate the Jammer: This concludes the quest with coupons from Dvupalov.
The Final Confrontation: Kill or Spare Shcherba?
Disabling the jammer leads to Shcherba contacting Skif, offering coupons and promising future assistance. After a waiting period (or using the console command "XStartQuestNodeBySID E08_SQ01_S3_Technical_SherbaInvitedToLab"), Shcherba calls Skif back to his lab. Dvupalov provides two bottles of Magic Vodka.
A trap is sprung, exposing Skif to PSI radiation. The Magic Vodka negates this. Escape the room, defeat three bloodsuckers, and confront Shcherba, who holds Dvupalov at gunpoint.
The choice: kill Shcherba or let him go. Both yield the same rewards (Gauss Gun and the "On a Leash" trophy), but sparing Shcherba maintains positive relations.
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