The Optimal Early Quest Order: Level 0 to Flea Market (15)
A roadmap that chains quests by map so every raid advances three tasks at once.

The decision first
Use Tour as the main unlock sequence.
- Use Tour as the main unlock sequence.
- Unlock Jaeger through Mechanic’s Introduction.
- Friend From the West opens Peacekeeper’s quest line.
- Group compatible tasks on the same map.
- Reserve Salewa, food, and building materials when required.
- Use level fifteen as an early flea-market milestone.
The problem this guide solves
You spawn into a fresh character with two traders, a handful of locked maps, and a flea market that stays closed until PMC level 15. Every raid you run without a plan is experience left on the table.
Most new Tarkov players level slowly not because they die too much, but because their raids have no quest payload. They loot, they fight, they extract, and after ten raids they are level 7 with three unfinished tasks and a stash full of items they will need later and throw away now. This guide fixes that by giving you a strict order of operations from level 0 to the flea market, chained so that a single raid advances two or three tasks at once.
Everything here reflects Patch 1.1.5.0 and Season 1 KORD BREACH as of September 2026, which matters more than usual this year: the August 1.1.0.0 update rebuilt the trader loyalty system from scratch, and a large share of the leveling advice still floating around the internet describes rules that no longer exist. Where a detail could not be confirmed against current sources, this guide says so instead of guessing. Expect reward amounts, XP values, and thresholds to drift as balance patches land, so treat every number as a snapshot of this patch, not a permanent law.
The roadmap has four stages. Stage A rushes the Tour story chapter to open traders and maps. Stage B completes the two quests that unlock Jaeger and the Peacekeeper task line. Stage C grinds the low-barrier side quests from every trader in a map-stacked order. Stage D begins at level 15, when the flea market and weekly tasks open and your whole economy changes. The rest of this guide walks each stage in order.
At a glance: the level 0 to 15 roadmap
If you only read one section, read this one. The checklist below is the entire strategy in compressed form; the table shows what each stage buys you.
The logic behind the order is simple. Trader quests are your main source of XP, reputation, and gear before level 15, and the Tour chapter is the gate that opens most of those traders. Every hour spent on side quests before the Tour is done is an hour spent with half the quest pool locked. So the Tour comes first, always, even when its steps feel slow.
Once traders are open, you batch. Customs alone can carry Operation Aquarius, Background Check, and The Extortionist in overlapping trips, and kill quests from Prapor can be farmed on whichever map you are already visiting for a fetch task. Never run a raid for a single objective if a second one can ride along.
Action checklist
- Stage A: finish the Tour chapter steps until every classic trader and the early maps are unlocked.
- Stage B: do Mechanic's Introduction at level 2 to unlock Jaeger, then Skier's Friend From the West to open the Peacekeeper questline.
- Stage C: clear the cheap early quests per trader: Prapor's Debut line, Therapist's Shortage line, Skier's Supplier, Mechanic's Gunsmith series, Jaeger's Acquaintance.
- Stockpile Salewa kits, gas analyzers, Iskra rations, noodles, beef stew, building materials, and dogtags whenever you see them in raid.
- Stack quests by map so each Customs or Woods raid advances several tasks at once.
- From level 5, run daily operational tasks for bonus XP and reputation.
- Stage D: at level 15 the flea market and weekly tasks unlock; shift to loyalty leveling and Kappa prerequisites.
| Stage | Goal | Main activities | What it unlocks |
|---|---|---|---|
| A: Tour rush | Open traders and maps | Ground Zero tutorial, Therapist hand-in, Interchange, Customs, Factory, Woods steps | Skier, Mechanic, Prapor, Peacekeeper plus early maps |
| B: Trader unlock quests | Open remaining quest lines | Introduction (Mechanic), Friend From the West (Skier) | Jaeger and the Peacekeeper task line |
| C: Low-barrier grind | Reach level 15 | Debut, Shortage, Supplier, Gunsmith, Acquaintance, daily tasks | Trader reputation, gear rewards, steady XP |
| D: Level 15 and beyond | Open the economy | Flea market access, weekly tasks, loyalty leveling | Flea market, weeklies, path toward Kappa |
How questing works after the 1.1.0.0 rework
Before the order itself, you need the current rules, because the August 2026 patch changed who gives you quests and why.
Quests now live in two systems. Story chapters are multi-stage mainlines that eventually lead toward the game's endings; Tour is the first chapter and doubles as the tutorial. Side tasks are the classic trader quests, and since 1.1.0.0 most of them unlock in batches tied to each trader's loyalty level instead of appearing one after another in a fixed chain. That means leveling a trader's loyalty is no longer just about their shop inventory; it is also how you open more of their quests.
The same patch deleted the old sales-volume requirement from trader loyalty. Leveling a trader now takes only two things: your character level and your reputation with that trader, and reputation comes almost entirely from completing their quests. This creates a clean feedback loop: quests give reputation, reputation plus character level raises loyalty, higher loyalty releases the next batch of quests. Any older guide that tells you to spend a specific pile of roubles or dollars with a trader to level them is describing the pre-1.1.0.0 rules. The old spending figures were never re-verified for this site and the mechanic itself is gone, so ignore them entirely.
Practical consequence for your leveling plan: there is no efficient shortcut around questing. You cannot buy your way into loyalty with trade volume anymore, so the XP-and-reputation loop below is genuinely the fastest road to level 15, not just the cheapest.
Stage A: rush the Tour chapter first
Tour is the story chapter the game hands you automatically, and it is the single highest-priority quest line for a fresh character because each step unlocks a trader or a map.
The chapter starts on Ground Zero. Survive and extract from the tutorial raid, then visit Therapist and hand over 250,000 roubles, which unlocks Streets of Tarkov. From there the chapter walks you through one map at a time: a Ragman step on Interchange unlocks Skier and Customs, a Skier step on Customs unlocks Mechanic and Factory, a Mechanic step on Factory unlocks Prapor and Woods, and a Skier step on Woods unlocks Peacekeeper and Shoreline. By the end of these steps you hold access to every classic trader except Jaeger.
Later Tour steps open the endgame maps. A Shoreline step followed by a hand-in of five PMC dogtags to Prapor unlocks Reserve, and handing Mechanic 20,000 dollars unlocks Lighthouse. The dollars can be bought from Peacekeeper with roubles, so treat that step as a currency conversion, not a farming project. The final step takes you into The Lab via a transit from Streets or Factory with a TerraGroup Labs keycard and awards the Pathfinder achievement.
You do not need to finish the whole chapter before touching side quests. A sensible cutoff is to push Tour until Reserve and Lighthouse are within reach, then pause and let Stage B and C run in parallel, because the middle Tour steps and the early side quests share the same maps and can be completed in the same raids. The Lab step can safely wait until your gear and map knowledge catch up.
Tour chokepoints and how to beat them
Three Tour steps stall more fresh accounts than everything else combined, and all three stall for the same reason: found-in-raid requirements.
The Customs step asks for five found-in-raid construction materials or tools. The Factory step wants two found-in-raid weapons. The Reserve step needs five PMC dogtags. None of these can be bought, traded for, or pulled from your starting stash; each item must be picked up inside a raid and carried out under a Survived status. The fix is to start hoarding early: from your very first raids, grab every tube of glue, roll of tape, wrench, and scav weapon you can fit, and never leave a dead PMC unlooted when dogtags are on your task list.
Dogtags deserve a special note because they gate Reserve. You do not have to win five fair fights for them; tags come off any dead PMC, including ones other players killed. Play cautiously on Shoreline during that step, shadow fights at a distance, and collect tags from the aftermath. Every tag is also worth keeping afterward, since several later tasks and barter-style needs consume them.
The Lighthouse step's 20,000 dollars looks intimidating but is purely a money problem. Sell loot to traders, convert roubles to dollars at Peacekeeper, and pay Mechanic. If you find yourself short, that is a sign to run a few money-focused raids rather than a sign to skip ahead, because the quests waiting behind loyalty levels will demand a healthy cash buffer anyway.
Found-in-raid rules you must internalize
The FIR system decides whether your loot counts for quests, and misunderstanding it is the number one reason new players re-run the same fetch task five times.
An item carries the found-in-raid mark only if it enters your inventory inside a raid that you then leave with a Survived status, or if it was produced in your hideout, or if it arrived as a quest reward. Anything your PMC personally carries into a raid loses the mark, and anything looted in a raid that ends as Killed in Action, Missing in Action, Left the Action, or Run Through comes out without it. Since a large share of early hand-ins demand FIR items, your extraction discipline is literally part of your quest progress.
Run Through is the trap to watch. A raid counts as Run Through if you extract too fast with too little done, and the current thresholds are clear: earn at least 200 XP from kills or looting, or spend at least seven minutes in the raid, before you head for the exit. If you sprint to a quest room, grab the item, and leave in ninety seconds, the item you risked your kit for will not count. Slow down, loot the area, kill a scav or two, then extract.
Two exceptions are worth memorizing. Quest items themselves are treated as FIR regardless of raid outcome, so you do not need to fear the Run Through state for those. And items sent home through the BTR Driver's delivery service or carried through a map transit keep their FIR mark, which gives you an escape valve when your backpack is full of hand-in loot and the nearest extract is hot.
Finally, the flea market does not rescue FIR tasks. Anything bought off the flea arrives without the mark, so even after level 15 you still have to find, craft, or earn quest items yourself. Whether the flea still enforces its old listing restrictions on non-FIR goods after 1.1.0.0 is something this site's research could not confirm; treat that rule as unverified rather than relying on it in either direction.
Stage B: unlock Jaeger and the Peacekeeper questline
With the Tour traders open, two specific quests unlock the remaining quest givers. Do both as early as your gear allows.
First is Mechanic's Introduction, available from level 2. It sends you to Woods to locate Jaeger's camp, recover an encrypted message, and deliver it to Mechanic. Completion pays a small XP and rouble reward but, far more importantly, unlocks Jaeger as a trader. Jaeger matters out of proportion to his shop: he is the source of the survival-flavored quest family, his tasks feed reputation toward a trader you will eventually need at loyalty level 4 for endgame goals, and his insurance option is the fastest in the game even if it is also the priciest.
Second is Skier's Friend From the West, which asks you to kill five PMCs. The reward is notable reputation with Skier plus a euro payout, but the real prize is structural: finishing it opens Peacekeeper's task line. Peacekeeper is your dollar-denominated source of NATO weapons and gear, and his quest chain is long, so every raid you delay starting it is progression you will feel later. Five PMC kills sounds brutal on a fresh account, but you do not need to win head-up duels; play the maps you are already questing on, take third-party shots on distracted players, and let the count accumulate across raids.
Sequence these two quests into your Tour rhythm rather than treating them as a separate phase. The Introduction step happens on Woods, which the Tour sends you to anyway, and Friend From the West progresses on any map. By the time the Tour reaches Shoreline, both unlocks should already be behind you.
Stage C: Prapor's early quests
Prapor is your workhorse quest giver for the climb to 15, and his early line mixes kill tasks with simple fetch runs.
Debut is the natural starting point: kill five scavs on Woods, Ground Zero, Interchange, or Customs for a solid XP payout, a chunk of Prapor reputation, and roubles. Because the task accepts four different maps, it layers under nearly any other objective you are running. Shooting Cans keeps you on Ground Zero, where you locate the mounted Utyos heavy machine gun and the AGS grenade launcher and kill five targets; the reward includes a Mosin, which is a serviceable early rifle if you are broke.
Search Mission sends you to Woods to find Prapor's missing convoy and a USEC temporary camp, which pairs naturally with the Introduction trip you are already making for Mechanic. Background Check sends you to Customs for a bronze pocket watch, with an optional fuel-tanker key along the way; you will want the machinery key for the relevant door, so check whether you have looted one before dedicating a raid to it. Delivery From the Past also starts on Customs, pulling a secure folder that must then be planted inside Factory, and because the folder is a quest item it vanishes if your raid fails, so run the Factory leg light and focused rather than fully kitted.
Notice the pattern: Prapor's line constantly revisits Customs and Woods, the same two maps your Tour steps and unlock quests keep using. That overlap is not a coincidence you should exploit casually; it is the core of the whole strategy. Plan raids by map, not by quest, and Prapor's tasks will complete themselves in the background.
Stage C: Therapist's medical errands
Therapist's early quests are fetch tasks, and the correct way to do them is to never do them on purpose at all.
First in Line asks you to find the Emercom station on Ground Zero and hand over three found-in-raid medical items, which happens almost automatically if you simply keep every bandage and medkit you loot during your tutorial visits. Fall Ailment wants five FIR disposable syringes. Shortage, the quest new players complain about most, demands three FIR Salewa first aid kits, and the community reputation of this task as a wall is earned: Salewas are common enough that veterans drown in them, yet rare enough that a fresh player who throws them away hits the quest with an empty stash.
The solution is the stockpile habit described in the next sections. Every Salewa you see from raid one goes in a box. Every syringe goes in a box. When Shortage appears, you hand in from storage and move on in thirty seconds while other players are still farming med bags. Operation Aquarius, which sends you into the Customs dorms to locate the hidden water, rounds out her early line, but check the fine print: completing it costs you a small slice of Skier reputation, so schedule it when that trade is acceptable to you rather than blindly the moment it appears.
Sanitary Standards and its gas analyzer requirement sit just behind these. Gas analyzers spawn in toolboxes, tech stores, and industrial shelves across several maps, and they are exactly the kind of item you will walk past fifty times before you need one. Start collecting them before the quest is even visible.
Stage C: Skier, Mechanic, and Jaeger
The remaining traders fill out your XP diet with a mix of hand-ins, fetch runs, and the Gunsmith series that quietly teaches you weapon modding.
Skier's Supplier asks for a found-in-raid Module-3M body armor and a FIR TOZ-106 shotgun, both common scav loot, and pays out reputation, roubles, and access to the Saiga-9. The Extortionist pulls a hidden cargo case from Customs, yet another reason that map keeps appearing in your raid plan. His Stirrup task, ten pistol kills on Factory, pays handsomely in reputation and euros but is genuinely hard for a new player on Tarkov's most violent map; leave it until you have a pistol you trust and a few successful Factory extracts under your belt.
Mechanic's Saving the Mole sends you back to Ground Zero to recover a scientist's hard drive from the lab area. His Gunsmith series is the sleeper pick of the entire early game: each step hands you a weapon like the MP-133 shotgun or an AKS-74U and asks you to modify it to a specification, paying XP, reputation, and roubles while progressively opening up parts. Treat Gunsmith as a free tutorial in the modding system rather than a chore, because the recoil-versus-ergonomics instincts it builds pay off for the rest of your account's life.
Jaeger, once unlocked, opens with Acquaintance: hand in three FIR Iskra ration packs, two FIR instant noodles, and two FIR cans of beef stew for reputation and roubles. This is a pure stockpile quest, and it is the reason your food box matters as much as your med box. His Survivalist Path family that follows, with challenges like killing targets while unarmored or surviving dehydration, is optional seasoning rather than a leveling requirement; sample them when they overlap with raids you already planned.
Stacking raids: how Customs carries three quests at once
The single biggest efficiency skill in the 0-to-15 climb is treating each raid as a route through a map that touches several objectives, not a trip taken for one quest.
Customs is the textbook example. A single well-planned raid can check the dorms for Operation Aquarius, grab the bronze pocket watch for Background Check, and pull the hidden case for The Extortionist, while every scav you kill along the way ticks Debut and every construction item you loot feeds the Tour hand-in. That is five tasks influenced by one twenty-minute raid. Compare that with the player who runs five separate single-purpose raids, each with its own risk of death and lost kit, and the XP-per-hour difference explains most of the gap between fast and slow levelers.
Build the habit with a simple pre-raid ritual. Open your task list, filter to one map, and write down every active objective there. Plan a rough route that passes those locations in an order ending near an extract you trust. Then add the passive layer: which stockpile items should you grab if you see them, and which kill tasks can tick in the background. If the route falls apart mid-raid, which it will, fall back to the nearest objective and the safest exit rather than forcing the full plan.
For kill-heavy tasks, prefer the maps with dense scav populations and predictable spawns. Customs, Woods, Ground Zero, and Interchange all qualify and all appear repeatedly in early quest requirements, which is exactly why the roadmap keeps circling back to them. Avoid detouring onto high-end maps for tasks that a starter map can satisfy.
The stockpile list: what to never sell again
Half of the early quest walls in Tarkov are really storage discipline problems. Keep the items below and most fetch quests become instant hand-ins.
The rule is simple: until you are well past level 15, these items go into a dedicated container the moment they reach your stash, and they come out only for quest hand-ins. The list is short enough to memorize and cheap enough that the hoarding costs you almost nothing in lost sales.
Two adjacent habits multiply the value of the stockpile. First, keep dogtags beyond the Tour's five-tag requirement, because later tasks keep asking for them and they weigh nothing. Second, hold onto FIR building materials and tools past the Customs step, since hideout upgrades and future hand-ins consume the same families of items. When in doubt, one of everything is a policy that almost never loses you money.
What you should not hoard is just as important: common weapons, armor below your current tier, and barter clutter with no quest demand can be sold to fund the Therapist hand-in and the dollars for the Lighthouse step. A lean stash with a fat quest box beats a fat stash with an empty quest box every time.
Action checklist
- Salewa first aid kits, target three FIR, for Therapist's Shortage.
- Gas analyzers, for Therapist's Sanitary Standards line.
- Iskra ration packs, target three FIR, for Jaeger's Acquaintance.
- Instant noodles, target two FIR, for Acquaintance.
- Cans of beef stew, target two FIR, for Acquaintance.
- Construction materials and tools, five FIR for the Tour Customs step plus spares.
- PMC dogtags, five for the Tour Reserve step and extras for later.
- Disposable syringes and spare medical items for First in Line and Fall Ailment.
- A Module-3M armor and a TOZ-106 shotgun, both FIR, for Skier's Supplier.
Daily tasks from level 5: free XP on the side
Operational tasks are the quiet multiplier of the early climb, and most new players ignore them for weeks.
Daily tasks unlock at character level 5. Traders offer randomized small jobs such as handing in an item, killing a set of scavs or PMCs, or extracting from a named map, and each completion pays XP, money or items, and a small slice of reputation with the issuing trader. The reputation alone justifies the habit, because it feeds the loyalty thresholds that release your next batch of side quests.
Two details keep dailies efficient rather than distracting. First, kill objectives count only normal scavs, sniper scavs, and player scavs; boss kills, raiders, and rogues do not tick them, so do not take a scav-kill daily into a boss hunt expecting double duty. Second, you can reroll an unwanted daily for roubles plus a small reputation cost, and Edge of Darkness owners get two free rerolls per day, so there is no reason to drag yourself through a task that conflicts with your raid plan.
Weekly tasks arrive at level 15 alongside the flea market, with harder objectives and larger rewards. They mark the transition out of the early game: from that point on, your XP comes from a blend of weeklies, loyalty-gated quest batches, and whatever long-term goals you have set, rather than from a fixed checklist of starter quests.
Stage D: level 15, the flea market, and what actually changes
Reaching PMC level 15 flips your economy open, but it does not finish your quest obligations, and knowing the difference saves you real frustration.
At level 15 the flea market unlocks for player-to-player trading, and the practical effect is immediate: gear gaps close, because you can buy the ammo, armor, and weapon parts your traders do not yet sell. What does not change is found-in-raid. Quest hand-ins that demand FIR items still cannot be satisfied with flea purchases, since bought goods carry no mark, so the stockpile habit and the Survived-status discipline from earlier sections remain fully in force.
Two caveats deserve honest labeling. The community often describes a second tier of flea access at level 40 with category restrictions lifting along the way, and the exact per-category level gates between 15 and 40 are not verified in this site's current research, so treat the details as approximate until you see them in your own client. Likewise, whether the flea still restricts listing non-FIR items after the 1.1.0.0 changes could not be confirmed from current sources; do not build your selling strategy around either assumption.
With the flea open and weeklies running, your next axis of progress is trader loyalty. Since the 1.1.0.0 rework, loyalty is character level plus reputation only, so the roadmap from here is mechanical: keep clearing each trader's quest batches as they unlock, keep dailies and weeklies rolling, and watch the loyalty thresholds that gate the gear you actually want. The endgame goals visible on the horizon, Kappa's Collector quest and Lightkeeper access, both demand high loyalty across most traders, which means the reputation you stack now is the same currency you will spend at the finish line.
Common mistakes that stall the climb
Most slow levelers are not bad at fighting; they repeat a small set of planning errors. Audit yourself against these.
The first mistake is selling quest items. It feels impossible in the moment that a two-slot can of beef stew matters more than its vendor price, until Acquaintance appears and you spend four raids hunting stew. The stockpile list exists precisely because Tarkov never warns you which junk becomes gold two levels later.
The second mistake is single-quest raids. Running Customs for one objective, then running it again the next day for the objective next door, doubles your risk and halves your XP per hour. The pre-raid stacking ritual is the fix, and it takes ninety seconds.
The third mistake is speedrunning extracts into Run Through results. A four-minute raid with a quest item in your gamma that comes out unmarked is a raid you have to repeat. Bank 200 XP or wait out the seven-minute mark before you leave, every time, no exceptions.
The fourth mistake is following pre-1.1.0.0 advice. Old guides telling you to pump trade volume into a trader, or quoting rouble spending thresholds for loyalty, describe a removed system. Check the date and patch number on any guide you consult, including this one, and prefer sources that name their version over sources that sound confident.
Expected outcome and what to do next
Follow the four stages and a fresh character should reach level 15 with every classic trader unlocked, Jaeger and Peacekeeper's lines open, a stocked quest box, and a head start on loyalty reputation.
From there, your progression splits into three tracks. For the economy, read the flea market guide at /guides/flea-market-guide and the money-making guide at /guides/money-making-guide to turn your new market access into income. For trader progression, the loyalty guide at /guides/trader-loyalty-guide lays out every level and reputation threshold after the rework, and the interactive checklist at /tools/trader-loyalty lets you track where each trader stands. For quest depth, the Tour walkthrough at /guides/tour-quest-walkthrough expands Stage A step by step, and /guides/daily-and-weekly-tasks covers the operational task system in full.
Data pages worth bookmarking for this stage of the game: /maps/customs for the map that carries half your early quests, /traders/mechanic and /traders/jaeger for the unlock chain and survival tasks, and /maps/ground-zero for the tutorial zone several Stage C quests revisit.
When your traders start hitting loyalty level 3 and 4, look ahead to the endgame gates. The Kappa container guide at /guides/kappa-container-guide explains the Collector quest and its steep double requirement, and /guides/lightkeeper-guide covers Lighthouse's in-raid trader, whose access conditions now include loyalty level 3 on nearly every trader plus Fence reputation of at least 2.0. Both goals are built from exactly the reputation you start stacking in Stage C, which is the real reason the early order matters: you are not just racing to 15, you are laying the foundation for everything after it.
Avoid these mistakes
- Stacking tasks that require incompatible routes.
- Selling a needed FIR item for a small immediate gain.
- Ignoring the story unlock behind a side task.
Source ledger
- Escape from Tarkov official siteOfficial
Official game identity, current version availability, and the Season 1 KORD BREACH context for this guide's version stamp
- Official forums: Patch 1.1.0.0 and Season 1 KORD BREACH announcementDeveloper
Developer patch notes verifying the trader loyalty rework (removal of sales-volume requirement), side-task batching by loyalty level, and the season system launch
- Escape from Tarkov Wiki: TourReference
Step-by-step Tour chapter objectives, hand-in requirements (250,000 roubles, 5 FIR materials, 2 FIR weapons, 5 dogtags, 20,000 dollars), and trader/map unlock order
- Escape from Tarkov Wiki: QuestsReference
Names, requirements, and rewards for the Stage B and Stage C quests (Debut, Shortage, Supplier, Introduction, Gunsmith, Acquaintance) plus daily/weekly task unlock levels and kill-credit rules
- Escape from Tarkov Wiki: Found in raidReference
FIR acquisition and loss rules, the 200 XP / 7-minute Run Through thresholds, and the BTR delivery and transit exceptions
- Escape from Tarkov Wiki: TradingReference
Flea market unlock at PMC level 15, trader roster, and unlock conditions per trader
Frequently asked questions
What is the fastest way to reach level 15 in Escape from Tarkov?
Rush the Tour story chapter first to unlock all traders and early maps, then complete Mechanic's Introduction and Skier's Friend From the West to open Jaeger and Peacekeeper's questline. After that, grind the low-barrier side quests from each trader while stacking multiple objectives into every raid on quest-dense maps like Customs and Woods, and run daily operational tasks from level 5 for extra XP and reputation.
When does the flea market unlock and can I buy quest items there?
The flea market unlocks at PMC level 15. You cannot use it to finish found-in-raid hand-ins, because purchased items carry no FIR mark; those items must be looted in a raid you survive, crafted in the hideout, or received as quest rewards. The exact per-category level gates between 15 and full access are unverified in current research.
Why did my quest item not count after I extracted?
The most common cause is a Run Through raid result. If you extract without earning at least 200 XP from kills or looting and without spending at least seven minutes in the raid, looted items lose their found-in-raid status and will not satisfy FIR hand-ins. Raids ended as killed, missing, or voluntary disconnect also strip the mark. Quest items themselves are exempt and always count as FIR.
Which items should I stockpile for early quests?
Keep three FIR Salewa kits for Shortage, gas analyzers for Sanitary Standards, three Iskra rations plus two noodles and two beef stew cans for Jaeger's Acquaintance, five FIR building materials and two FIR weapons for Tour steps, at least five PMC dogtags, disposable syringes and spare meds for Therapist's first tasks, and a FIR Module-3M armor with a FIR TOZ-106 shotgun for Skier's Supplier.
Do I still need to spend money with traders to level their loyalty?
No. The 1.1.0.0 patch in August 2026 removed the sales-volume requirement entirely. Trader loyalty levels now require only your character level and reputation with that trader, and reputation comes from completing their quests and operational tasks. Any guide quoting rouble or dollar spending thresholds is describing the old, removed system.
Which early quests should I skip or delay?
Skier's Stirrup, ten pistol kills on Factory, is a common wall for new players and can safely wait until your gear and map knowledge improve. The Lab step of the Tour chapter is also fine to postpone past level 15. Therapist's Operation Aquarius costs a small amount of Skier reputation, so complete it when that trade-off fits your plan rather than automatically.