Дом Новости Раскрыть секреты науки: Сталкер 2 Side Руководство по квесту

Раскрыть секреты науки: Сталкер 2 Side Руководство по квесту

Автор : Emily Обновлять : Feb 10,2025

Сталкер 2: Сердце Чорнобила «во имя науки» побочный квест: Полное руководство

После главной миссии истины доктор Шшерба свяжется с SKIF, инициируя побочный квест «во имя науки». Этот квест включает в себя поиск электронных воротников от различных мутантов. В квесте есть несколько вариантов, влияющих на его результат.

Нахождение электронных воротничков

Первая цель - найти пять электронных воротников. Если некоторые отсутствуют, вы, возможно, уже собрали их во время других миссий. Вот локации воротника:

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

После сбора всех воротников вернитесь в Шшербу на крыше склада на химическом заводе. Если квест пробивается (возможно, из -за предыдущих продаж воротничков), используйте команду консоли "xendquestnodebysid e08_sq01_s2_setjournal_waitforsherbacall_finish_pin_0" для продвижения.

Устройство заклинивания: отключить или перекалибровать?

После доставки воротников Шшерба раскрывает сигнал, запускающий их. Он выполняет задачи с расследованием и отключением шума на хранении на холме. Внутри Скайф встречается с полтергейстами, зомбированными солдатами и грызунами. Выбор состоит в том, чтобы уничтожить шутку (рекомендуется) или перекалибровать его.

  • Уничтожить/отключить: Квесты прогрессируют, давая купоны от Шшербы и приводя к встрече с кровью и еще одним выбором.
  • Recalibrate: Dvupalov rewards Skif с купонами, завершая квест.

Последний выбор: убить или запасной Шшерба?

Отключение Jammer приводит к тому, что Shcherba связывается с SKIF, предоставляя купоны и обещает будущую помощь. Цель меняется на «ждать вашей награды». Если Shcherba не вызывает, используйте "xstartquestnodebysid e08_sq01_s3_technical_sherbainvitedtolab", чтобы продолжить.

Шшерба затем вызовет Скиф обратно в свою лабораторию, где доктор Двупалов предоставляет две бутылки магической водки. SKIF входит в нижний уровень склада, встречая три кровящика и вооруженную шшербу.

Шшерба устанавливает ловушку, обнажая SKIF на PSI-Radiation, предназначенное для пробуждения способностей, подобных Фаусту. Волшебная водка отрицает это. После побега и противостояния Шшербе, выбор состоит в том, чтобы убить его или отпустить. Оба выбора дают одинаковые награды (пистолет Гаусса и трофей «на поводке», но щадящий Шшерба поддерживает положительные отношения с учеными.

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