今日、Minecraftは、最愛の日本企業であるSanrioと協力して、主要なDLCの立ち上げにコミュニティに興奮しています。わずか1,510のミネコインの場合、プレイヤーはハローキティと友人の魅惑的な世界に飛び込むことができます。このエキサイティングなリリースをマークするために、マイクロソフトは特別なトレイルを作成しました
著者: Jonathan読む:0
Stalker 2: Heart of Chornobyl's "In the Name of Science" Side Quest: A Complete Guide
Following the Visions of Truth main mission and a call from Dr. Shcherba, players embark on the side quest "In the Name of Science" in Stalker 2. This quest involves retrieving electronic collars from various mutants, leading to multiple choices that impact the outcome. Let's break down the quest step-by-step.
Collecting the Electronic Collars
The initial objective is to locate five electronic collars scattered throughout the Zone. If some locations aren't marked, you may have already collected them during previous missions or exploration. Below are the collar locations:
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) once you've gathered all five collars. If you've previously collected and sold collars, the quest might bug. Use the console command "XEndQuestNodeBySID E08_SQ01_S2_SetJournal_WaitForSherbaCall_Finish_Pin_0" to fix this.
The Jammer Decision
After delivering the collars, Shcherba reveals a signal is jamming them. He sends Skif to the Storage on the Hill (west of the Roofed Warehouse) to investigate. Inside, you'll face poltergeists, zombified soldiers, and rodents before finding the jamming device. You must choose between:
The Final Confrontation and Choice
Disabling the jammer leads to another call from Shcherba. He confirms the collars' functionality, sends coupons, and promises future contact. The objective changes to "Wait for your reward from Shcherba." You can speed this up with the console command "XStartQuestNodeBySID E08_SQ01_S3_Technical_SherbaInvitedToLab."
Shcherba's subsequent call leads to a meeting, a gift of Magic Vodka from Dvupalov, and a trap. You'll be exposed to PSI radiation, but the vodka negates the effects. Escape the room, fight three bloodsuckers, and confront Shcherba, who holds Dvupalov at gunpoint.
The final choice: Kill Shcherba or Let Him Go. Both choices yield the same rewards (a Gauss Gun and the "On a Leash" trophy), but letting Shcherba go maintains positive relations with the scientists.
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