Stalker 2: Science's Puzzling Quest Solved
Stalker 2: Heart of Chornobyl's "In the Name of Science" Side Quest: A Complete Guide
Following the Visions of Truth main mission, players receive a call from Dr. Shcherba, initiating the side quest "In the Name of Science." This quest involves locating electronic collars from various mutants, leading to multiple choices impacting the outcome. This guide details the quest's progression and optimal choices.
Collecting the Electronic Collars
The first objective is to find five electronic collars from the locations marked on the game map. If fewer locations are shown, it's likely you've already collected some 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 | |
| Red Forest | Containers | Pseudogiant |
After retrieving all collars, return to Shcherba at the Roofed Warehouse in the Chemical Plant. If the quest becomes bugged due to previously collected collars, use the console command "XEndQuestNodeBySID E08_SQ01_S2_SetJournal_WaitForSherbaCall_Finish_Pin_0" to proceed.
The Jamming Device: Disable or Recalibrate?
Upon delivering the collars, Shcherba reveals a jamming signal interfering with them. He tasks the player with investigating and disabling the source at the Storage on the Hill. Inside, the player encounters poltergeists, zombified soldiers, and rodents before finding the device.
The player must choose between destroying the jammer (recommended) or recalibrating it.
- Destroy/Disable: This progresses the quest, rewarding the player with coupons and leading to an encounter with bloodsuckers and another crucial decision.
- Recalibrate: This ends the quest with coupons from Dvupalov.
The Final Choice: Kill or Spare Shcherba?
Disabling the jammer leads to Shcherba contacting the player, activating the collars and sending coupons. The objective changes to "Wait for your reward from Shcherba." If Shcherba doesn't call, use the console command "XStartQuestNodeBySID E08_SQ01_S3_Technical_SherbaInvitedToLab."
Shcherba's subsequent call leads to receiving Magic Vodka from Dr. Dvupalov. In his lab, the player confronts Shcherba and three Bloodsuckers. A trap is revealed, exposing the player to PSI-radiation. Drinking the Magic Vodka negates this.
Escaping, the player 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.

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