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Stalker 2: In The Name Of Science Side Quest Walkthrough

Jan 23,2025 作者: Jonathan

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:

  • Destroy/Disable the Jammer (Recommended): This advances the quest, rewards you with coupons, and leads to a bloodsucker encounter and a further choice.
  • Recalibrate the Jammer: This ends the quest with coupons from Dvupalov.

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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