Hogar Noticias Revelar los secretos de la ciencia: acosador 2 Side Guía de misiones

Revelar los secretos de la ciencia: acosador 2 Side Guía de misiones

Autor : Emily Actualizar : Feb 10,2025

Stalker 2: Heart of Chornobyl "In the Name of Science" Side Quest: una guía completa

Después de las visiones de la misión principal de la verdad, el Dr. Shcherba se comunicará con Skif, iniciando la búsqueda secundaria "en nombre de la ciencia". Esta búsqueda implica localizar collares electrónicos de varios mutantes. La búsqueda presenta múltiples opciones que afectan su resultado.

Localización de los collares electrónicos

El primer objetivo es encontrar cinco collares electrónicos. Si faltan algunos, es posible que ya los haya recogido durante otras misiones. Aquí están las ubicaciones de collar:

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

Después de recolectar todos los collares, regrese a Shcherba en el almacén techo en la planta química. Si la búsqueda está molesta (posiblemente debido a ventas de collar previas), use el comando de la consola "xendquestnodeBysid e08_sq01_s2_setjournal_waitforsherbacall_finish_pin_0" para avanzar.

El dispositivo de atasco: ¿Deshabilitar o recalibrar?

Al entregar los collares, Shcherba revela una señal que los atasca. Hace tarea en investigar y deshabilitar el Jammer en el almacenamiento en la colina. En el interior, Skif se encuentra con los poltergeists, los soldados zombificados y los roedores. La elección es destruir el Jammer (recomendado) o recalibrarlo.

  • Destruye/deshabilita: La búsqueda progresa, produciendo cupones de Shcherba y conduciendo a un encuentro de Skuster y una opción adicional.
  • Recalibrar: Dvupalov recompensa Skif con cupones, concluyendo la búsqueda.

La elección final: ¿matar o liberar shcherba?

Deshabilitar el Jammer lleva a Shcherba a contactar a Skif, proporcionando cupones y prometedora asistencia futura. El objetivo cambia a "esperar tu recompensa". Si Shcherba no llama, use "xstartquestNodeBysid e08_sq01_s3_technical_sherbainvitedtolab" para proceder.

Shcherba luego llamará a Skif de regreso a su laboratorio, donde el Dr. Dvupalov ofrece dos botellas de vodka mágico. Skif entra en el nivel inferior del almacén, encontrando tres chorzadores de sangre y un Shcherba armado.

Shcherba establece una trampa, exponiendo skif a la radiación psi destinada a despertar habilidades como Fausto. El vodka mágico niega esto. Después de escapar y enfrentar a Shcherba, la elección es matarlo o dejarlo ir. Ambas opciones producen las mismas recompensas (una pistola Gauss y el trofeo "sobre una correa"), pero ahorrar Shcherba mantiene relaciones positivas con los científicos.

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