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《潜行者 2:科学之名》支线任务攻略

Stalker 2: Heart of Chornobyl's "In the Name of Science" Side Quest: A Complete Guide After the Visions of Truth main mission, Dr. Shcherba contacts Skif, initiating the "In the Name of Science" side quest. This quest involves locating electronic collars from various mutants, leading to multiple ch
By Julian
Jan 27,2025

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

After the Visions of Truth main mission, Dr. Shcherba contacts Skif, initiating the "In the Name of Science" side quest. This quest involves locating electronic collars from various mutants, leading to multiple choices impacting the outcome.

Locating the Electronic Collars

The first objective is to find five electronic collars. Their locations are marked on the map, but if some are missing, you may have already collected them during other missions or exploration.

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

Return to Shcherba at the Roofed Warehouse in the Chemical Plant after collecting all collars. If the quest becomes bugged (due to prior collar collection and sale), use the console command "XEndQuestNodeBySID E08_SQ01_S2_SetJournal_WaitForSherbaCall_Finish_Pin_0" to proceed.

The Jamming Device: Disable or Recalibrate?

Shcherba discovers a jamming signal affecting the collars. He tasks Skif with investigating a device at the Storage on the Hill (west of the Roofed Warehouse). Here, you face a crucial choice:

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

The Final Confrontation: Kill or Spare Shcherba?

Disabling the jammer leads to another call from Shcherba. He sends coupons and promises future assistance. After waiting (or using the console command "XStartQuestNodeBySID E08_SQ01_S3_Technical_SherbaInvitedToLab" if needed), Shcherba calls Skif back to his lab.

You receive Magic Vodka from Dr. Dvupalov, then encounter a trap involving three Bloodsuckers and Shcherba. Escaping and confronting Shcherba presents the final choice: kill him or let him go. Both options yield the same rewards (Gauss Gun and the "On a Leash" trophy), but sparing Shcherba maintains better relations.

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