Home News Stalker 2: In The Name Of Science Side Quest Walkthrough

Stalker 2: In The Name Of Science Side Quest Walkthrough

Jan 25,2025 Author: Lucy

In Stalker 2: Heart of Chornobyl, Dr. Shcherba's request for help initiates the side quest "In The Name of Science," tasking players with retrieving electronic collars from various mutants. This comprehensive guide details the quest's progression, crucial choices, and potential outcomes.

Locating the Electronic Collars:

The quest begins with locating five electronic collars scattered across the Zone. These locations are typically marked on the player's map. If some locations are missing, it's likely the collars were already collected 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

After retrieving all collars, return to Shcherba at the Roofed Warehouse in the Chemical Plant. 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.

Jamming Device Dilemma:

Shcherba discovers a signal jamming the collars. He sends Skif to investigate and disable the jammer located in the Storage on the Hill, west of the Roofed Warehouse. Players face a critical choice:

  • Destroy/Disable the Jammer (Recommended): This progresses the quest, yielding coupons from Shcherba and leading to a bloodsucker encounter and another pivotal decision.

  • Recalibrate the Jammer: This concludes the quest with coupons from Dvupalov.

Confrontation with Shcherba:

Disabling the jammer leads to a call from Shcherba, who sends coupons and promises further assistance. The objective changes to "Wait for your reward from Shcherba." Progress can be accelerated using the console command "XStartQuestNodeBySID E08_SQ01_S3_Technical_SherbaInvitedToLab."

Shcherba's subsequent invitation to his lab results in a confrontation involving three bloodsuckers. After receiving two bottles of Magic Vodka from Dr. Dvupalov, Skif is subjected to PSI-radiation. Drinking the vodka negates the radiation's effects.

The final choice involves confronting Shcherba:

  • Kill Shcherba: Results in the same rewards as the next option.

  • Let Shcherba Go (Recommended): Maintains positive relations with scientists and Dvupalov.

Completing this final interaction rewards players with a Gauss Gun from Dvupalov and unlocks the "On a Leash" trophy. Remember, image locations remain unchanged.

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