Home News Stalker 2: Guide to the Side Quest "In The Name of Science"

Stalker 2: Guide to the Side Quest "In The Name of Science"

Author : Bella Jan 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 and a call from Dr. Shcherba, players embark on the side quest "In the Name of Science" in Stalker 2. This quest involves retrieving electronic collars from various mutants, leading to crucial choices impacting the outcome.

Locating the Electronic Collars

The initial objective is to find five electronic collars scattered across The Zone. If some locations aren't marked, you may have already collected them. Below are their locations:

Region Collar Location Mutant Type
Garbage The Brood Snork
Wild Island Boathouse Psy Bayun
Zaton Hydrodynamics Lab Controller
Malachite Brain Scorcher Brain Scorcher
Red Forest Containers Pseudogiant

Collar Locations Map

After collecting 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 signal jamming their function. He tasks Skif with finding and disabling the jammer located in the Storage on the Hill, west of the Roofed Warehouse. Inside, you'll face poltergeists, zombified soldiers, and rodents. You then face a choice:

Jammer Device

  • Destroy/Disable the Jammer (Recommended): This advances the quest, rewards you with coupons, and leads to a bloodsucker encounter and another critical choice.
  • Recalibrate the Jammer: This ends the quest with coupons from Dvupalov.

The Final Confrontation: Kill or Spare Shcherba?

Disabling the jammer leads to Shcherba contacting Skif, rewarding him with coupons, and setting up a final confrontation. If Shcherba doesn't call, use the command "XStartQuestNodeBySID E08_SQ01_S3_Technical_SherbaInvitedToLab".

He'll invite Skif back to the lab, giving him Magic Vodka from Dr. Dvupalov. In the lower warehouse level, Skif faces three Bloodsuckers and a trapped encounter with Shcherba. The Vodka negates PSI-radiation effects from a trap. After escaping and confronting Shcherba, you must choose:

  • Kill Shcherba: Results in the same rewards as the next option.
  • Let Shcherba Go (Recommended): Maintains positive relations with scientists and Dvupalov.

Completing the quest rewards you with a Gauss Gun from Dvupalov and the "On a Leash" trophy.

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