Stalker 2: Heart of Chornobyl's "In the Name of Science" Side Quest: A Comprehensive Guide
Following the Visions of Truth main mission and a call from Dr. Shcherba, players embark on the "In the Name of Science" side quest in Stalker 2. This quest involves retrieving electronic collars from various mutants and navigating several crucial choices that impact the outcome.
Locating the Electronic Collars
The initial phase requires finding five electronic collars from specific locations marked on your map. If some locations aren't visible, you may have already collected them during previous missions or exploration. Below are the locations and corresponding mutants:
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 collecting all collars, return to Shcherba at the Roofed Warehouse in the Chemical Plant. If the quest becomes bugged due to prior collar collection and trade, use the console command "XEndQuestNodeBySID E08_SQ01_S2_SetJournal_WaitForSherbaCall_Finish_Pin_0" to proceed.
The Jamming Device Dilemma
Upon delivering the collars, Shcherba reveals a jamming signal interfering with their functionality. He tasks Skif with investigating and disabling the source. This leads to the Storage on the Hill, where a jamming device is located. Players face a choice:
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Destroy/Disable the Jammer (Recommended): This advances the quest, yielding coupons from Shcherba and triggering an encounter with bloodsuckers and a subsequent choice.
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Recalibrate the Jammer: Results in coupons from Dvupalov and quest completion.
The Final Confrontation and Choice
Disabling the jammer leads to Shcherba contacting Skif, providing coupons, and promising future assistance. The objective changes to "Wait for your reward from Shcherba." You can either proceed with other missions or rest to trigger Shcherba's next call. If he doesn't call, use the console command "XStartQuestNodeBySID E08_SQ01_S3_Technical_SherbaInvitedToLab."
Shcherba's call leads to receiving Magic Vodka from Dr. Dvupalov. Entering his lab, Skif encounters three bloodsuckers and a confrontation with Shcherba, who attempts to expose Skif to PSI-radiation. Drinking the vodka negates the radiation's effects.
Escape the room, eliminate the bloodsuckers, and confront Shcherba. The final choice is whether to 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.