In STALKER 2: Heart of Chornobyl, “In the Name of Science” sends you after electronic collars and a signal jammer at Storage on the Hill, then asks you to choose what to do with the jammer. The walkthrough sources disagree on how many collars the mission requires and describe the jammer choices differently, so use your active quest markers and the exact wording shown in your game as the final authority.
How to unlock In the Name of Science
GamesRecon says the side mission becomes available after the main mission Visions of Truth, provided you handed the Controller Project Documents to Shcherba during In Search of Past Glory. If you declined Shcherba’s initial call, the guide says you can meet him later at the Roofed Warehouse in the Chemical Plant region to start the mission. These are guide-reported prerequisites, not official developer documentation.
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GamesRecon’s walkthrough was published December 8, 2024, and its page reports an update on July 19, 2026. The Nerd Stash’s walkthrough was published December 3, 2024, and warns that it may be outdated.
Find the electronic collars
The guides disagree about the required count: GamesRecon describes four collars, while The Nerd Stash describes five and adds a Red Forest location. Follow the live objectives in your game rather than treating either count as definitive. The four locations GamesRecon details are:
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- Boathouse, Wild Island: A Psy Bayun is the target. GamesRecon suggests using the nearby hunters and focusing fire on the bleeding Bayun.
- The Brood, Garbage: Look for a Snork near wrecked cars.
- Brain Scorcher, Malachite: Yevhen Mamay’s group has the collar. GamesRecon lists paying 1,500 Coupons, leaving, or fighting the group as options; the payment amount is reported by that guide and may vary by game version.
- Hydrodynamics Lab, Zaton: Zombies are followed by a Controller on the second floor. GamesRecon suggests clearing the Zombies methodically and using Psi-Blockers, a psi-protective suit, or Dvupalov’s Magic Vodka to help withstand the Controller’s threat.
The Nerd Stash lists the same four areas and also identifies Containers in Red Forest, where a Pseudo Giant is encountered, as a fifth collar location. Because the sources conflict, check your objective list and map markers for whether that additional stop applies to your playthrough.
Reach the jammer at Storage on the Hill
The jammer is in an underground facility at Storage on the Hill. The route described by both walkthroughs includes Zombies, locked passages or doors controlled by switches and levers, acid anomalies, rats, and two Poltergeists. Proceed through the hazards and use the ladder to reach the upper walkway, where GamesRecon places the device. If a door blocks your route, look for the switch or lever associated with that passage rather than assuming the route has ended.
Should you recalibrate or disable the jammer?
The walkthroughs use different wording for the choice, so read the in-game prompt carefully. GamesRecon calls the options “recalibrate” and “destroy”; The Nerd Stash describes disabling the jammer to activate the collars versus recalibrating it to shut them down. Their reported results broadly distinguish an ending that shuts down the collars from an extended path that leads to a later confrontation, but the exact menu wording and rewards may differ by version.
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| Choice as described by GamesRecon | Reported result |
|---|---|
| Recalibrate | Shuts down the collars and ends the quest. GamesRecon reports a payment of 8,000 Coupons from Dvupalov. |
| Destroy the jammer | Keeps the collars active and continues the story toward a later confrontation with three Bloodsuckers. GamesRecon reports 9,500 Coupons; The Nerd Stash also associates the extended route with a Gauss Gun. |
The Coupon amounts and reward details above are reported by the cited walkthroughs, not independently verified outcomes for every current game version. Use the choice text and quest result shown in your own game to confirm which branch you are taking.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What happens if you continue the extended route?
On GamesRecon’s route after destroying the jammer, Shcherba later calls you back. The guide says he locks you in a room and exposes you to psi-radiation, after which you must survive three Bloodsuckers. Dvupalov supplies Magic Vodka before the trap, according to that walkthrough.
Kill or spare Shcherba?
GamesRecon reports that killing Shcherba harms relations with the Scientists. If you spare him, the guide says your standing is preserved and you still receive a Gauss Gun at 50% durability. The Nerd Stash likewise recommends sparing him to avoid hostility with the scientist faction. These are guide-reported consequences; neither source is official documentation.
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