如今,Minecraft与心爱的日本公司Sanrio合作推出了一家主要的DLC,使其社区激动了。对于只有1,510个Minecoin,玩家可以潜入Hello Kitty和朋友迷人的世界。为了纪念这个令人兴奋的发行,微软制作了一条特殊的步道
作者: Jonathan阅读: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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