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 "In the Name of Science" side quest in Stalker 2. This quest involves locating electronic collars from various mutants, leading to multiple choices impacting the outcome.
Collecting the Electronic Collars
The initial objective is to find five electronic collars from specific locations (shown on the in-game map). If locations aren't appearing, you may have already collected them during other missions or exploration. The collar locations are:
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 at the Roofed Warehouse in the Chemical Plant after collecting all collars. If the quest becomes bugged due to prior collar acquisition, use the console command "XEndQuestNodeBySID E08_SQ01_S2_SetJournal_WaitForSherbaCall_Finish_Pin_0" to proceed.
The Jammer Decision: Disable or Recalibrate?
After delivering the collars, Shcherba reveals a signal jamming their functionality. You must investigate and choose to either disable or recalibrate the jamming device located in the Storage on the Hill (west of the Roofed Warehouse). Expect encounters with poltergeists, zombified soldiers, and rodents.
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Destroy/Disable the Jammer (Recommended): This advances the quest, rewarding you with coupons and leading to a bloodsucker encounter and a further crucial choice.
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Recalibrate the Jammer: This concludes the quest with coupons from Dvupalov as a reward.
The Final Choice: Kill or Spare Shcherba?
Disabling the jammer leads to Shcherba contacting Skif, providing coupons and promising future assistance. The objective changes to "Wait for your reward from Shcherba." Progress may require resting or using the console command "XStartQuestNodeBySID E08_SQ01_S3_Technical_SherbaInvitedToLab."
Shcherba's subsequent call leads to receiving Magic Vodka from Dr. Dvupalov. A confrontation ensues, involving three bloodsuckers and a trapped Skif exposed to PSI-radiation. Drinking the vodka negates the radiation's effects. Escaping and confronting Shcherba presents the final choice: kill him or let him go. Both choices yield the same rewards (a Gauss Gun and the "On a Leash" trophy), but sparing Shcherba maintains positive relations with the scientists.