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STALKER 2: Science Side Quest Guide

Authore: CamilaUpdate:Jan 20,2025

In Stalker 2: Heart of Chornobyl, after the "Visions of Truth" mission, Dr. Shcherba requests Skif's assistance in a side quest titled "In the Name of Science." This quest involves retrieving electronic collars from various mutants.

Collecting the Collars:

This lengthy quest begins with locating five electronic collars scattered across the game's map. The locations are predetermined, but if you've already collected some while exploring, fewer locations might be marked.

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

Once all collars are recovered, 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:

Shcherba discovers a signal jamming the collars. He tasks Skif with finding and disabling the source – a device located in the Storage on the Hill, west of the Roofed Warehouse. Skif will face various enemies (poltergeists, zombified soldiers, rodents) before reaching it.

Here, players face a crucial choice:

  • Destroy/Disable the Jammer (Recommended): This continues the quest, rewarding players with coupons and leading to a further encounter and choice.
  • Recalibrate the Jammer: This ends the quest with coupons from Dvupalov as a reward.

Jamming Device

The Final Confrontation:

Disabling the jammer leads to another call from Shcherba. He sends Skif coupons and promises further contact. The objective changes to "Wait for your reward from Shcherba." (Use the console command "XStartQuestNodeBySID E08_SQ01_S3_Technical_SherbaInvitedToLab" if he doesn't call).

Upon returning, Skif receives Magic Vodka from Dvupalov. In the warehouse's lower level, Shcherba awaits, flanked by Bloodsuckers. A trap is sprung, exposing Skif to PSI-radiation, but the Vodka negates the effects.

Escape ensues, culminating in a confrontation with Shcherba. Players can choose to kill him or let him go. Both choices yield the same rewards (a Gauss Gun and the "On a Leash" trophy), but letting him go fosters better relations.