Stalker 2: In The Name Of Science Side Quest Walkthrough

Following a conversation with the C-Consciousness Representative during the Visions of Truth main quest, players receive a phone call from Dr. Shcherba requesting Skif’s assistance in Stalker 2: Heart of Chornobyl. Agreeing to help the assistant initiates the side mission “In The Name of Science,” where players are tasked with locating electronic collars from various mutants.

Discussing the Extended Quest for Knowledge, also known as “In the Name of Science,” a rather lengthy sub-quest: Players will find themselves making decisions at various junctures throughout this mission, each affecting the final outcome. We’ll delve into the entire side quest and every choice you’ll encounter along the way.

How to Find All the Electronic Collars for Dr. Shcherba

In the game Stalker 2, the initial phase of “In The Name of Science” quest involves locating all five electronic collars at specific spots indicated on your map. If you don’t spot five distinct locations, it might be because you had previously acquired these collars during a different mission or while exploring The Zone freely. Here are the places where you can find each collar in this particular mission.

Region Collar Location Mutant
Garbage The Brood Snork
Wild Island Boathouse Psy Bayun
Zaton Hydrodynamics Lab Controller
Malachite Brain Scorcher Kill or Buy Collar from Yevhen Mamay
Red Forest Containers Pseudogiant

After gathering all the collars, make your way back to Shcherba at the Covered Storage area in the Chemical Factory district instead.

If you’ve already collected the collars and traded them to a merchant in the name of science, there might be an issue with collecting new collars. To advance the quest, if you can’t collect a collar in a specific area, press the tilde (~) key on your keyboard and type in the console command “XEndQuestNodeBySID E08_SQ01_S2_SetJournal_WaitForSherbaCall_Finish_Pin_0” to skip ahead.

Should You Disable or Recalibrate the Jamming Device?

When you give all the collars to Shcherba, he’ll inspect them and inform you that an unusual interference is disrupting their function. Shcherba will then delegate Skif to track down the source of this interference and deactivate the device causing the collars to malfunction effectively.

To locate the device emitting the interference signal, you should make your way to the Storage on the Hill spot, which lies west of the Roofed Warehouse. As Skif ventures into the warehouse, he’ll run into a variety of poltergeists, reanimated soldiers, and mutated rodents along the way. Eventually, he’ll stumble upon the device.

In this scenario, players are given two options:

1. To eliminate the jammer permanently, thereby ending the interference with Shcherba’s collars.

Destroy/Disable the Jammer (Recommended) In the Name of Science mission will progress further and players will receive coupons as a reward from Shcherba. It’ll also lead to an encounter will multiple bloodsuckers and a second choice in the mission.
Recalibrate the Jammer Dvupalov will send some coupons as a reward to Skif for his troubles and the quest will conclude.

Should You Kill or Let Shcherba Go During the “In The Name of Science” Quest?

If you opt to deactivate/eliminate the interference device in the earlier segment of the side quest, Shcherba will reach out to Skif and let him know that the collars are now functional. He’ll also forward some vouchers to Skif and promise him that he’ll get in touch when he needs Skif’s assistance again. Subsequently, the objective for the “In the Name of Science” mission will be “Wait for your reward from Shcherba.

In the game, players have the option to carry out additional tasks or simply take a break by lying down on a bed, waiting for Shcherba to contact Skif again to advance the side mission closer to its end. If Shcherba fails to reach out to Skif, you can utilize the console command “XStartQuestNodeBySID E08_SQ01_S3_Technical_SherbaInvitedToLab” to move forward with the mission.

When Scherba summons Skif to his lab, they will each receive a pair of bottles from Dr. Dvupalov, labeled as “Magic Vodka”, for some mysterious purpose. Following this exchange, Skif will then proceed down to the lower level of the warehouse, where Scherba and three Bloodsuckers will be in wait.

As a gamer, I’ll find myself in a predicament when Shcherba instructs me to venture into a treacherous room to claim my reward. Little do I know, it’s a trap set by him! To make things worse, Shcherba exposes me to PSI-Radiation to ignite Faust-like powers within me. But fear not, Dvupalov provides us with a magic elixir known as Magic Vodka, which we can use to counteract the harmful effects of the PSI-radiation.

Currently, the players need to exit the room, encounter three Bloodsuckers along the path to the main office where an armed Shcherba has taken hostage Dvupalov. Upon meeting Shcherba, players will have a decision to make: either spare Shcherba or eliminate him. Regardless of the choice made, the outcome results in the same rewards. However, it’s advisable to spare Shcherba to preserve friendly relations with scientists and Dvupalov.

After the conflict has ended, players will receive a Gauss Gun from Dvupalov and earn the “On a Leash” trophy in Stalker 2.

Once the dispute is settled, players will get a Gauss Gun courtesy of Dvupalov and unlock the “On a Leash” achievement for Stalker 2.

Or:
Following the resolution of the conflict, players will be gifted a Gauss Gun from Dvupalov and will secure the “On a Leash” trophy in Stalker 2.

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2025-01-08 02:25