Batya
Objectives
- ποΈ Find the BEAR special unit trail
- ποΈ Learn more about the Bogatyrs from traders
- ποΈ Find the Ryabina position
- ποΈ Find the Nest outpost
- ποΈ Find the ambush location
- ποΈ Find the "Carousel" outpost.
- ποΈ Find Bogatyrs' personal records.
- ποΈ Learn more about Voyevoda.
- ποΈ Install a level 3 Intelligence Center.
- ποΈ Get more information about the ambush from Moreman's phone.
- ποΈ Find the squad commander's personal belongings
- ποΈ Find a memento of one of the Bogatyrs
- ποΈ Find a personal item of the Bogatyrs
- ποΈ Find a token of one of the Bogatyrs
- ποΈ Find the Bogatyrs' patch
Guide
The story revolves around the fate of a BEAR PMC veteran squad.
You can start the quest by: approaching some of the BEAR corpses scattered across the maps; arriving at one of the BEAR PMC checkpoints; picking up and inspecting (using the book button) the patch of the Bogatyrs group in the temporary shelter under the power line near the new gas station. The patch can also be found under the corpse of a BEAR fighter near the wrecked BTRD in the Woods convoy.
Eger is the only trader who will tell us about the group. He sends us to search for positions in the Interchange and Woods, where the required items for the quest will be located. In the Woods, at the "Ryabina" position, you can find Voevoda's report and Strelok's amulet.
At Interchange, at the "Nest" outpost, you will find: the group's operation report, another piece of the note with a code, and a map with signal triangulation.
After finding all the documents, you will need to head back to the Woods, where, not far from the old depot, is Moreman's grave, on which lies his token, phone, and a piece of the note with code.
After finding the phone, the character thinks about rummaging through it to find some information. This unlocks the crafting of two Moreman audio cassette tapes at the workbench.
While the cassettes are being crafted, head to the Interchange map and go to the IDEA store. There is a food court at the entrance, which the Bogatyrs have converted into a "Carousel" outpost. By searching the first and second floors, you can find Voevoda's dictaphone, an audio cassette with his musings, Taranal's postcard, Tarana's, Voevoda's, and Strelka's personal files, as well as Strelka's note.
To proceed further, you need to build a level 3 scouting center. After building it, it turns out that the trail of the missing BEAR squad should be looked for with the Keeper.
At the same time, the "Network Provider" quest chain will become available. Make sure to complete the "New Acquaintance" quest before continuing with the storyline.
The Keeper will require you to bring all of the Bogatyrs' personal belongings: Voevoda's dictaphone, Tarana's postcard, Strelka's amulet, M
Having made contact with the commander of the Bogatyrs, he will ask us to prove our "professional suitability". To do this, you will need to:
β Raise the "Strength" skill to level 15;
β Raise the "Stress Resistance" skill to level 10;
β Raise the "Light Machineguns" skill to level 5;
β Raise the "Assault Rifles" skill to level 10;
β Kill 15 any targets without dying;
β Kill 4 PMC scavs without dying.
After successfully passing the "interview", we make contact with Voevoda. Instead of him, Taran will answer, a machine gunner of the group. He will give us the first combat task: to find the trail of traitors who set up an ambush on the squad. The search will lead us to the BEAR checkpoint on Shoreline. On the boat, in the fire in the middle of the checkpoint, there will be a note that says that Prapor leaked information about the squad to the traitors.
Having found evidence playing against Prapor, we exit the location and contact the officer to ask him a couple of questions. During the interrogation, it will become clear that Prapor only provided courier services to deliver orders from a certain "General". Prapor's people left notes in the circles of the cultists, one of which we will have to inspect. We exit to Woods and head to the cultist circle between Sawmill and the temporary checkpoint. That's where we will find the note we need.
After reading the note, we learn that the Keeper has "blessed" General and is also involved in this story. From the conversation with him, we come to a compromise - the Keeper will deal with General in exchange for safety guarantees from Voevoda. The commander agrees, but adds that the Keeper will also have to provide documents confirming the presence of "Unknowns" in the Russian Armed Forces. The Keeper will need some time to prepare the documents.
After 18-24 hours, we return to Lighthouse and pick up the documents lying by the Keeper's door on a sandbox box.
Picking up the documents completes the "Dad" storyline and the player receives the "It's all (not) a coincidence" achievement.
