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 marked on the map. If some locations aren't visible, you may have already collected them during other missions or exploration. The 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 |
After retrieving all collars, return to Shcherba at the Roofed Warehouse in the Chemical Plant. If the quest bugs due to previously collected collars, use the console command "XEndQuestNodeBySID E08_SQ01_S2_SetJournal_WaitForSherbaCall_Finish_Pin_0".
The Jammer Decision: Disable or Recalibrate?
Upon delivering the collars, Shcherba reveals a jamming signal interfering with their function. He tasks Skif with investigating and disabling the source. The device is located in the Storage on the Hill, west of the Roofed Warehouse. Players face a crucial choice:
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Destroy/Disable the Jammer (Recommended): This advances the quest, awarding coupons and leading to an encounter with bloodsuckers and a further choice.
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Recalibrate the Jammer: This concludes the quest with coupons from Dvupalov.
The Final Confrontation: Kill or Spare Shcherba?
Disabling the jammer leads to Shcherba contacting Skif, confirming functionality and sending coupons. The objective changes to "Wait for your reward from Shcherba." Progress can be expedited using the console command "XStartQuestNodeBySID E08_SQ01_S3_Technical_SherbaInvitedToLab" if he doesn't call.
Shcherba's subsequent call leads to receiving Magic Vodka from Dr. Dvupalov. Entering Shcherba's lab, Skif encounters three bloodsuckers. A trap is revealed, exposing Skif to PSI-radiation intended to awaken Faust-like abilities. The Magic Vodka negates this effect.
Escaping, Skif confronts Shcherba, who holds Dvupalov at gunpoint. The choice is to kill Shcherba 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.