Home News Unveil the Secrets of Science: Stalker 2 Side Quest Guide

Unveil the Secrets of Science: Stalker 2 Side Quest Guide

Author : Emily Update : Feb 10,2025

Stalker 2: Heart of Chornobyl's "In the Name of Science" Side Quest: A Complete Guide

Following the Visions of Truth main mission, Dr. Shcherba will contact Skif, initiating the side quest "In the Name of Science." This quest involves locating electronic collars from various mutants. The quest features multiple choices impacting its outcome.

Locating the Electronic Collars

The first objective is to find five electronic collars. If some are missing, you may have already collected them during other missions. Here are 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 is bugged (possibly due to prior collar sales), use the console command "XEndQuestNodeBySID E08_SQ01_S2_SetJournal_WaitForSherbaCall_Finish_Pin_0" to advance.

The Jamming Device: Disable or Recalibrate?

Upon delivering the collars, Shcherba reveals a signal jamming them. He tasks Skif with investigating and disabling the jammer at the Storage on the Hill. Inside, Skif encounters poltergeists, zombified soldiers, and rodents. The choice is to destroy the jammer (recommended), or recalibrate it.

  • Destroy/Disable: The quest progresses, yielding coupons from Shcherba and leading to a bloodsucker encounter and a further choice.
  • Recalibrate: Dvupalov rewards Skif with coupons, concluding the quest.

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." If Shcherba doesn't call, use "XStartQuestNodeBySID E08_SQ01_S3_Technical_SherbaInvitedToLab" to proceed.

Shcherba will then call Skif back to his lab, where Dr. Dvupalov provides two bottles of Magic Vodka. Skif enters the warehouse's lower level, encountering three Bloodsuckers and an armed Shcherba.

Shcherba sets a trap, exposing Skif to PSI-radiation intended to awaken Faust-like abilities. The Magic Vodka negates this. After escaping and confronting Shcherba, the choice is to 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.