Stalker 2: Heart of Chornobyl's "In the Name of Science" Side Quest: A Comprehensive Guide
Following the Visions of Truth main mission, Dr. Shcherba will contact Skif, initiating the "In the Name of Science" side quest. This quest involves locating electronic collars from various mutants and presents players with several key choices impacting the outcome.
Locating the Electronic Collars
The first objective is to find five electronic collars. Their locations are pre-marked on the map; however, if some are missing, it's likely you've already collected them during previous missions or exploration. The table below details 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 collecting all collars, return to Shcherba at the Roofed Warehouse in the Chemical Plant. If the quest becomes bugged (e.g., you previously traded collars), use the console command "XEndQuestNodeBySID E08_SQ01_S2_SetJournal_WaitForSherbaCall_Finish_Pin_0" to proceed.
The Jammer Decision: Disable or Recalibrate?
Upon delivering the collars, Shcherba reveals a signal jamming their function. He tasks Skif with investigating and disabling the jammer located in the Storage on the Hill (west of the Roofed Warehouse). Inside, Skif encounters poltergeists, zombified soldiers, and rodents. The crucial choice:
- Destroy/Disable the Jammer (Recommended): This advances the quest, rewards coupons, and leads to a bloodsucker encounter and a further choice.
- Recalibrate the Jammer: Rewards coupons from Dvupalov and concludes the quest.
The Final Confrontation: 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." You can progress by resting or using the console command "XStartQuestNodeBySID E08_SQ01_S3_Technical_SherbaInvitedToLab."
Shcherba's subsequent call leads to receiving Magic Vodka from Dr. Dvupalov. In the warehouse, Skif confronts Shcherba and three Bloodsuckers. Shcherba attempts to expose Skif to PSI-radiation; however, the Magic Vodka negates this.
Escaping, eliminating the Bloodsuckers, and confronting Shcherba presents the final choice: kill him or let him go. Both options yield the same rewards (Gauss Gun and the "On a Leash" trophy), but sparing Shcherba maintains positive relations with the scientists.