Escape from Tarkov Wiki

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The editorial team is currently collecting the last bits of information to smooth out remaining inaccuracies. If something struck your eyes, let us know on our discord.


Escape from Tarkov Wiki

The map of Escape from Tarkov consists of 12 different locations of which 8 have been released so far. While all maps are to be connected eventually, for now they are all separated from each other.

Interactive Map

The map below links to the locations the player can deploy to.

The Lab🔒 Streets of Tarkov🔒 SuburbsInterchangeCustomsFactoryReserveWoods🔒 TownLighthouseShoreline🔒 TerminalMap.png
About this image

Location specific features

Minefield warning sign

Border Sniper warning sign


Minefields are usually marked by warning signs, but there are also a few unmarked ones (e.g. north of the USEC Camp on Woods).
The mines are invisible, respawn after they detonate and can only be triggered by players. It is therefore impossible to detect a mine, let alone clear a minefield.
While they are used to create artificial borders on Woods, they can also be found scattered around the water treatment plant on Lighthouse and near the "CCP Temporary" extract on Shoreline.

Border Snipers

Border Snipers are marked by various warning signs.
They are invisible, non-killable and can shoot through any object.
They should be avoided under all circumstances, not at last because the player's health will be set to 1% after dying to them.
It is therefore essential for survival to retreat immediately when being targeted by a one, as taking cover is pointless.
They are used to create artificial borders on Customs, Lighthouse, Reserve and Woods.

List of locations

Banner Name Description Duration Players Enemy types Release state
Customs Banner.png Customs A large area of industrial park land situated adjacent to the factory zone. The area houses a customs terminal, fuel storage facilities, offices, and dorms, as well as a variety of other infrastructure and buildings. 40 minutes 9-12 Scavs
Big Pipe, Birdeye, Knight
Factory-Day Banner.png Factory The industrial estate and facilities of Chemical Plant No. 16 were rented out illegally to the TerraGroup corporation. During the advent of the Contract Wars, the plant became the scene of numerous firefights between BEAR and USEC that ultimately determined control over the industrial district of Tarkov. Later on, in the wake of the chaos, the plant facilities became a shelter for the remaining civilians, Scavs, and military operatives, including the scattered remains of the BEAR and USEC contingents. Day: 20 minutes
Night: 25 minutes
4-6 Day: Scavs, Tagilla
Night: Scavs, Cultists, Tagilla
Banner interchange.png Interchange The South Interchange is a key transport location for the city. This strategic area connects the port and harbor with the industrial outskirts of Tarkov. Located in the center of the interchange is a huge ULTRA shopping mall which was used as the main base of operation for the EMERCOM evacuation. 40 minutes 10-14 Scavs
Banner lighthouse.png Lighthouse The lighthouse at Cape Dalniy was an important strategic object on the way to Tarkov. During Contract Wars, it was the main entry point for USEC units and served as their base of operations. After the conflict, Scavs took a fancy to this place, until the old owners returned, who decided to stay in Tarkov and establish their own order. 40 minutes 9-12 Scavs
Big Pipe, Birdeye, Knight
Reserve.png Reserve The secret Federal State Reserve Agency base that, according to urban legends, contains enough supplies to last for years: food, medications, and other resources, enough to survive an all-out nuclear war. 40 minutes 9-12 Scavs
Scav Raiders
Banner shoreline.png Shoreline The Shoreline area makes up a large part of the outskirts of Tarkov and is located next to the Port. The area houses a partially abandoned village, modern private housing, agricultural fields, long stretches of beach, a boating facility, gas station, weather station, and a cellular tower as well as other commercial facilities. Shoreline's main point of interest is the "Azure Coast" health resort which consists of several luxurious buildings and facilities. The resort is exclusively powered by a nearby hydroelectric power plant. The resort had previously been used as temporary accommodation for members of TerraGroup and the corporation's associated divisions in preparation for the evacuation of the Tarkov Port. 45 minutes 10-13 Scavs
Big Pipe, Birdeye, Knight
TheLabBanner.png The Lab Secret underground TerraGroup Labs facility hidden right under the center of Tarkov. Officially, this research center does not exist and, based on data scraps, is engaged in research and development as well as testing and simulation of projects in chemistry, physics, biology, and other high technology. 35 minutes 6-10 Scav Raiders Released
Banner woods.png Woods The Priozersk Natural Reserve recently became part of the state-protected wildlife reserves of the North Western Federal District. 40 minutes 9-14 Scavs
Big Pipe, Birdeye, Knight
Wiki.png Arena A makeshift gladiator-style arena, redesigned by the remaining locals out of the Equator-2 shopping mall. Unreleased
Wiki.png Private Sector Private residential sector consisting of cottages of the upper-class citizens of Tarkov. In the first weeks of the emerging chaos, it served as a refugee staging camp but has since then become a known scavenger haunt. Unreleased
Banner streets.png Streets of Tarkov Downtown Tarkov houses banks, malls, and hotels, as well as all the other amenities a thriving metropolis could have needed. Unreleased
Wiki.png Suburbs The suburb and commuter areas of Tarkov containing all the infrastructure and creature comforts needed for a long and happy life. Unreleased
Wiki.png Terminal A large section of the harbour zone, rumoured to be the backup Emercom extraction point. Unreleased
Wiki.png Town The Verkhneye urban settlement is a small town by the seaside, favoured by locals as an exceptional gardening and outdoor recreation spot. Unreleased