Scavengers
Scavengers & civilians
The Scavengers are the playable faction within The Forever Winter, acting as a base of operations, source of quests, and of course, the playable characters themselves. They are the 'ordinary citizens' of the world, living day to day as best they can, deep below the surface, somewhat safe from the never-ending war. Underground, they have built miles upon miles of interconnected settlements with their own working economies and cultures.
Survival is based off of scavenging. What you find, you keep, unless it's water of course. The surface offers plentiful amounts of scraps, equipment, and the occasional luxury; however, to survive on the surface is no easy feat. Scavs must weave in and out of violent, unpredictable battlefields, tuck themselves into the smallest crevices, sprint across the greatest of plains, and stay out of sight from powerful units, all to ensure that they may live to do it again. The art of a Scav is a fine one, but one that bears much responsibility.
The Innards
The Innards is the player scavs home base. Here, you will sell and buy items, modify your loadouts, and replenish your water supplies, as well as choosing your next battlefield to scurry across. Hastily constructed by predecessors in order to escape the nightmares of the surface, the quality control shines through in its shoddy nature. Despite this, it's home, the only one that you, and many others, have.
As of current, the Innards contain every interactable NPC, bar the Exo Pilot.
- Vendors offer a variety of goods, such as weapons and their various attachments, medical supplies, and NPC companions, to aid you on the surface.
- Questgivers will offer you jobs, with rewards ranging from special weapons, to water, to equipment
- Upgrades for the Innards can be purchased from a separate Vendor that cannot be accessed through the ESC menu. He is located to the right of the water reserve. Here, you can purchase upgrades to your water reserve capacity, and crafting stations for both ammunition and weapons. Also purchasable are water bots, to aid in gathering water while you are away, 20mm Turret, to assist with defending the innards from water thieves, and welfare upgrades, adding homely decoration to the Innards. Welfare upgrades are are purely cosmetic, and serve no function as of yet.
Water
Water is scarce. Plain and simple. Any opportunity to top up your reserve is a welcome one, but it won't come easy. As a scav, your primary goal is to keep your reserves replenished, ensuring the survival of you, and everyone who calls the Innards home. Water is also a relatively dangerous mechanic, needing a lot of supervision, especially in the early game. Upon water reserves reaching zero, the scav's entire inventory and Innards home base will be wiped, leaving you with only your XP remaining. For this reason, it's crucial to try and keep your reserves at a safe level.
As of writing, there are 3 ways to add to your water supply.
The first requires you to find and retrieve barrels of the stuff from the surface. Barrels of water are easily distinguishable by their bright blue appearance, standing out in the otherwise bleak palettes of most battlefields. They are classed as a large item and require a Large Item Bin in order to obtain. You must extract with the barrel in order to use it. Just try not to bite off more than you can chew...
The second method of obtaining water for the Innards is through quests. A large chunk of quests offer between 1 or 2 days worth of water as a reward, making them potentially lucrative sources of water, if you know what you're doing. These quests can range anywhere between eliminating a certain number of units, retrieving intel/items, or simply the feat of making it back alive from a mission.
The third method is using Water Bots to retrieve water for you. Water Bots can be obtained through the Innards upgrade station, and they can bring anywhere between 1-4 barrels of water per day depending on how many Water Bots are purchased. However, Water Bots increase the chance of a Water Thief raid outside of Water Death, and the upgrades can't be undone once they're purchased.
As of current, water stands as a currency, with which you can enter raids with. water cost will depend on what map and entrance you decide to go to. water cost per entrance changes every day. for example the cemetery entrance on scorched enclave might cost 1 day of water while cliffs entrance might cost 2 days of water. However the next day, cliff might cost 3 water while cemetery might cost nothing at all. this mechanic seems to be random with no pattern found as of yet.
Quests
- Training
- Supporting the scavs
- Rigged For Looting
- Friends in hostile places
- Liberate the Innards
- Extract from the Innards
- Bring Her In
- Burying Secrets
- Clear Skies
- Discover the Truth
- Freed from Shadows
- King of Kings
- Memento Pt 1
- Risky Cargo (Europan quest, but given by Scavengers)
- Scav Scrap Pt. 1
- Scav Scrap Pt. 2
- Shifting Tide
- Terror On Display
- Thief in the Night
- Time to Fly
- Tunnel Vision
- Water Wars
- Whispers Beneath the Thunder
Scavenger quests given by Europa:
- Connecting the Dots (given by Europa)
- Errand of Mercy (given by Europa)
- Hidden Water Pt 1 (given by Europa)
- Hidden Water Pt 2 (given by Europa)
- Memento Pt 2 (given by Europa)
- Memento Pt 3 (given by Europa)
- Summon The Pain pt.1 (given by Europa)
- Summon The Pain pt.2 (given by Europa)
Bunco quest line:
- Trial by Extraction Pt.1
- Trial by Extraction Pt.2
- Down to the Last Drop Pt.1
- Down to the Last Drop Pt.2
- Down to the Last Drop Pt.3
- Bunco's Bounties Pt.1
- Bunco's Bounties Pt.2
- Bunco's Bounties Pt.3
- Ghosts of the Enclave
- Dead Men Walking
- Electro-Magnetic Railway Pt.1
- Electro-Magnetic Railway Pt.2
- Electro-Magnetic Railway Pt.3
- Electro-Magnetic Railway Pt.4
- Electro-Magnetic Railway Pt.5
- Electro-Magnetic Railway Pt.6
- Electro-Magnetic Railway Pt.7
- Electro-Magnetic Railway Pt.8
- Electro-Magnetic Railway Pt.9