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Escape From Tarkov “Batya” Quest Guide

A full route through the BEAR squad investigation, Lightkeeper hand-ins, and Batya's final objectives.

Batya is a long story chapter that requires an Intelligence Center level 3, access to Lightkeeper, and four skill thresholds before the investigation reaches its later objectives. Follow the trail from Woods and Interchange, keep the required hand-in items, and use the hideout radio at the specified stages.

Requirements and objectives

Begin by visiting any one of these locations:

  • Customs: The mattress below the жопа writing on the second floor of the Scav base.
  • Reserve: The radome on the roof of the white queen radar station building.
  • Shoreline: The bunker north of the health resort.
  • Woods: The mattresses on top of the large rock at the USEC camp.

The chapter then sends you to investigate the BEAR squad known as the Bogatyrs, find several outposts and their records, contact Voevoda through the hideout radio, and eventually deal with Lightkeeper, Prapor, and the General-related clues.

Northern Shoreline map marking the chapter-activation bunker west of the stream above the Resort.
Shoreline activation option at the small bunker north of the Resort, west of the stream and southwest of Climber’s Trail. This is not the separate Mountain Bunker extraction.

Equipment and hideout setup

Need When it matters
Workbench level 1 and electricity Craft Moreman’s audio tapes #1 and #2. Electricity must remain available for the entire crafting process or it is interrupted.
Intelligence Center level 3 Required before contacting the Bogatyr squad through the hideout radio.
Encoded Digital secure DSP radio transmitter Needed to cross the Lighthouse bridge safely and reach Lightkeeper.
Dorm room 314 marked key Needed only if you choose the Customs location for the Note mentioning General. The Woods location is an alternative.

The quest instructions mark the field quest items and five Lightkeeper hand-in items as found in raid. Moreman’s two crafted audio tapes are listed as not requiring found-in-raid status.

Reserve map distinguishing the White Queen radar station on the southern hill from White King west of the helicopter yard.
White Queen’s hilltop radome is one chapter-activation option. White King’s upper roof, immediately west of the helicopter yard, is a separate Bogatyr-patch option.

How to complete Batya

Find the Bogatyr traces and ask Jaeger

Pick up and read the Bogatyrs patch. It can appear in any of these locations:

  • Customs: On a couch inside the cabin on the hill southwest of the new gas station.
  • Woods: On the ground beside the BRDM from the cargo convoy.
  • Reserve: On a package on the upper roof of the airspace control center marked with the white king.
  • Lighthouse: On a sleeping bag in the BEAR camp.
Separate Customs panels marking Fort for activation and the narrow hill cabin southwest of New Gas for the Bogatyr patch.
Customs options for two stages: Fort’s second-floor mattress can activate the chapter, while the Bogatyr patch can appear in the small hill cabin southwest of New Gas. The cabin is the narrow building beside the radio mast, not the larger neighboring roof.

Next, open Jaeger’s trader screen and ask him about the BEAR patch. Then head to the Ryabina outpost north of the Woods sawmill. Read the Hostage evacuation report from Voevoda on a pallet beside a bottle in the camp, then collect Strelets’ amulet from a green crate in the nearby sniper nest.

Woods regional map separately marking the USEC activation rock, northern-pond convoy and Ryabina outpost west of the central road.
Three separate Woods stages: the USEC-camp rock is an activation option, the northern convoy is a patch option, and Ryabina is the later outpost investigation. Ryabina is south of the power lines and north of the sawmill.

Search the Carousel outpost on Interchange

Interchange first-floor interior map highlighting Carousel's room group west of IDEA checkouts.
Carousel’s first-floor rooms are opposite IDEA’s checkouts. Additional records are upstairs; this map locates the first-floor outpost rather than inventing an upper-floor plan.

The Carousel outpost is inside the ULTRA shopping mall, opposite the IDEA store checkout area. Search its rooms for the following records and belongings:

  • Near the beds: Taran’s postcard is on the floor and Taran’s personnel file is between the beds.
  • At the radio table: Collect Voevoda’s audio recorder and Voevoda’s thoughts audio tape.
  • Upstairs: Voevoda’s personnel file is on a desk. Strelets’ personnel file is on an armchair, with Strelets’ note next to bottles nearby.

Read the four notes and collect the tape as well as the postcard and recorder. The quest’s later Lightkeeper hand-in lists the postcard and recorder, so keep them for that step.

Search the Gnezdo outpost

Interchange exterior map highlighting Gnezdo in the eastern forest beside ULTRA, between Power Station and EMERCOM.
Gnezdo is in the wooded camp east of ULTRA’s loading and service road, south of Power Station and north of EMERCOM.

Gnezdo is east of the ULTRA shopping mall on Interchange. Collect and read its five notes, then take the audio tape:

  • Inside the tent: Moreman’s personnel file is on a bed. The Audio tape with report is on the table beside the radio system.
  • Under the rock: The Map with triangulated signal is in a sleeping bag. The Bogatyr squad operations report is next to a guitar.
  • By the firebarrel: The First piece of code note is on a pallet with green cloth. The BEAR note from the outpost behind Ultra is on a blue chair.

Investigate Moreman’s grave and craft the tapes

Eastern Woods map marking Moreman's grave northeast of ZB-016 and northwest of Eastern Rocks.
Moreman’s grave is northeast of ZB-016 and northwest of Eastern Rocks, west of the eastern road near Northern UN Roadblock.

Moreman’s grave, the ambush spot, is near the ZB-016 extraction in eastern Woods. Search the grave for the Second piece of code note in one of the boots, Moreman’s phone on the ground beside the cross, and Moreman’s dogtag on the sleeping bag next to the cross. Read the note. The dogtag is also on the later Lightkeeper hand-in list.

At the hideout, craft Moreman’s audio tape #1 and Moreman’s audio tape #2 at Workbench level 1, with electricity maintained throughout. Listen to both tapes to complete the follow-up about the ambush.

Contact the Bogatyr squad and reach Lightkeeper

Upgrade the Intelligence Center to level 3. Use its radio system to contact Voevoda. Enter frequency 35.70, followed by code 27.893.2000. The first and second code notes point to the frequency, while Strelets’ note provides the code.

Lightkeeper is in a locked area on the third floor of the lighthouse building on Lighthouse’s peninsula. The bridge is guarded by Zryachiy and contains claymores. An encoded Digital secure DSP radio transmitter is required to pass safely and speak to Lightkeeper. Its questline begins with To the Light – Trust but Verify.

Harming Zryachiy, one of his followers, or a PMC acquainted with Lightkeeper on the Lighthouse premises can decode the transmitter. In local PvE raids, unequipping the transmitter does not prevent it from being decoded. A PMC acquainted with Lightkeeper can kill unacquainted intruders without penalty.

Southern Lighthouse map marking the mainland BEAR camp north of Southern Road and Lightkeeper's northwest island tower.
The mainland BEAR camp east of the main road is a patch option and later investigation site. Lightkeeper is at the separate lighthouse tower on the island’s northwest edge. These markers identify different stages, not a safe crossing route.

Hand over the Bogatyr items and wait for Voevoda

The Lightkeeper hand-in lists five items: the Bogatyrs patch, Strelets’ amulet, Taran’s postcard, Voevoda’s audio recorder, and Moreman’s dogtag. The objective list labels some of these pickups optional earlier in the chapter, but this later hand-in explicitly calls for all five. The dogtag, amulet, postcard, and recorder are specifically described as items to move into the off-raid quest inventory between raids. Move the hand-in items into the in-raid quest inventory when you are ready to give them to Lightkeeper.

After the hand-in, wait 6 to 12 hours for Voevoda to reach out. Contact him again through the Intelligence Center radio, using frequency 35.70 and code 27.893.2000.

Complete Voevoda’s tasks and contact him again

Complete the four listed skill objectives and both elimination objectives:

  • Reach Light Machine Guns skill level 5.
  • Reach Assault Rifles skill level 10.
  • Reach Stress Resistance skill level 10.
  • Reach Strength skill level 15.
  • Eliminate 15 targets without dying.
  • Eliminate 4 PMC operatives without dying.

Once those objectives are complete, use the Intelligence Center radio to contact Voevoda again. Enter frequency 35.70 and code 27.893.2000.

Investigate the traitors and the general

Southern Woods map highlighting the marked-circle vicinity west of the sawmill, below the checkpoint approach road and northeast of ZB-014.
The general’s note location in Woods is at the southern marked circle, west of the sawmill and northeast of ZB-014. This is separate from the northern village circle.

Find and read the note mentioning Prapor at the Lighthouse BEAR camp, on the table with the radio system. The objective also lists three optional investigation locations: the command bunker on Reserve, the BEAR camp on Lighthouse, and the BEAR camp east of the ULTRA mall on Interchange.

Interrogate Prapor through his trader screen. To investigate the cultist connection, collect and read Voevoda’s photo with a cultist mark from the house on Shoreline’s island, then collect the note mentioning General from either of these locations:

Western Shoreline coast map highlighting the small offshore island southeast of Tunnel for Voevoda's photo.
Voevoda’s photo is in the house on the small western Shoreline island southeast of Tunnel. The ring identifies the island, not a particular rendered building or a safe crossing.
  • Woods: At the marked circle west of the sawmill near the checkpoint, beside the candles.
  • Customs: On the wall inside the marked room on the third floor of the three-story dorms building. This route requires the Dorm Room 314 marked key.
Customs dorm compound map highlighting the three-story L-shaped dorm on the right for room 314, separate from the smaller two-story dorm.
The Customs alternative for the note mentioning General is room 314 on the third floor of the three-story dorm. Bring the Dorm Room 314 marked key. The Woods circle is the other option.

Talk to Lightkeeper again on Lighthouse. In a new raid, return to his area and pick up and read the Agent network deployment report from the red wooden box. The objective completes after 6 hours.

Rewards

  • 144,000 EXP
  • Voevoda’s audio recorder
  • The This Is All (Not) Coincidence achievement

Escape from Tarkov

Escape from Tarkov is a hardcore and realistic online first-person action RPG/Simulator with MMO features and story-driven walkthrough.

  • Genre Shooter, Role-playing (RPG), Simulator, Tactical
  • Platforms PC (Microsoft Windows)
  • Perspective First person
  • Modes Single player, Multiplayer, Co-operative, Massively Multiplayer Online (MMO)
  • Release November 15, 2025
  • Publisher Battlestate Games

Angel Kicevski

I've spent half of my life playing video games, ever since the competitive 1.6 era, where I played professionally. Now I am happily married to Margarita Kicevski and have two beautiful children. My goal is to deliver fresh news and updates from the gaming world, but also deliver some juicy guides. Previously, I worked on another website for 8 years and decided to continue my journey here! So basically, I am in this industry for 10+ years... which has been quite a lot, let me tell you!

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