Patch 1.1.5.0 · September 2026

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Tarkov Field Guide

Survival, progression and equipment references for Escape from Tarkov.

Reference

Getting Started

Pick a profile, prepare equipment and follow the Tour story chapter.

Guides

Guides

37 guides across eight topics, from first raids to endgame progression.

Maps

Maps

Compare 13 locations, entry requirements and extraction conditions.

Traders

Traders

Unlock traders, compare loyalty thresholds and plan quests.

Gear

Gear

Ammunition, armor, helmets and weapon families.

Gear

Ammunition reference

Damage, penetration and armor damage in the September 8 snapshot.

Gear

Armor, plates and materials

Separate soft armor from plates and compare repair materials.

Gear

Helmets, visors and night vision

Protection zones, visor classes and mounting choices.

Gear

Weapons and modification

Weapon families, calibers and practical attachment choices.

Reference

Hideout

Module functions, an upgrade order and evidence limits for production.

Bosses

Bosses

Known encounter locations, guards, equipment and quest links.

Reference

Updates

A dated timeline from development through Patch 1.1.5.0.

Tools

Tools

Two browser-local comparison tools based on dated reference data.

Tools

Ammunition comparison

Filter by caliber and penetration; sort the static ammunition table.

Tools

Trader loyalty requirements

Compare LL2, LL3 and LL4 character-level and reputation gates.

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Find guides, maps, traders, bosses and reference pages.

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About

Our independent editorial approach and unofficial fan-site status.

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Contact

Send a dated correction and supporting evidence to the editorial address.

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Privacy

Browser preferences, local tools, advertising and consent information.

Site

Terms

Informational use, game rights, external links and responsible access.

Site

Sources

Direct URLs cited by the six supplied September 2026 research reports.

Site

Changelog

The first field-guide scaffold and its documented content scope.

Guides

Escape from Tarkov Beginner's Guide: Your First Hours in 1.0

New-player orientation: what kind of game this is, what a raid is, and what to do first.

Guides

Which Escape from Tarkov Edition Should You Buy?

Compares the four current editions and the PvE add-on so buyers don't overpay.

Guides

PvE vs PvP in Tarkov: Which Mode Is Right for You?

Explains the permanent PvE Zone, what carries over, and who should start there.

Guides

Tour Walkthrough: Unlock Every Trader and Map

Step-by-step through the tutorial chapter that gates most of the game.

Guides

Tarkov's Health System: Body Parts, Death, and Healing

Why you died, what each body part does, and how to recover between raids.

Guides

Insurance in Tarkov: When You Get Your Gear Back (and When You Never Will)

How insurance works, who sells it, and the raids where insured gear is gone forever.

Guides

Found in Raid (FIR) Explained: Quest Items, Run-Throughs, and Exceptions

The rule behind most "why didn't my quest item count" frustration.

Guides

Scav Karma (Fence Reputation): Every Gain, Loss, and Threshold

The reputation system that quietly controls scav cooldowns, prices, and AI behavior.

Guides

Playing Your Scav: Free Loadouts, Cooldowns, and Co-op Extracts

How to use scav runs as zero-risk income and map scouting.

Guides

Which Tarkov Map Should You Play? A Progression Guide

Picks the right map for your level using verified player counts, raid timers, and boss presence.

Guides

Every Extraction Type in Tarkov: Paid, Flare, Co-op, Code-Word, and More

A cross-map reference for the seven non-standard extract mechanics.

Guides

Map Transits: How Tarkov's Locations Connect

The full transit graph and what each connection costs.

Guides

The Lab Guide: Keycards, Raiders, and Getting Out Alive

Endgame's most punishing map: entry cost, enemy type, and the power-on extract puzzle.

Guides

How to Unlock Tarkov's Endgame Maps: Labyrinth, Terminal, and Icebreaker

The three locked maps and their exact entry requirements.

Guides

Tarkov Ballistics Explained: Damage, Penetration, and Armor Damage

The three numbers on every bullet and how penetration is actually decided.

Guides

Best Ammo for Every Caliber (Patch 1.1.x)

Per-caliber picks from budget to top-tier AP, with the numbers behind each.

Guides

Armor in Tarkov: Classes, Plates, Materials, and Repair

Why "class 6 armor" really means the plate, and which materials survive repairs.

Guides

Helmets, Visors, and Night Vision: What Actually Saves Your Head

Helmet classes, ricochet, ear coverage trade-offs, and NVG mounting.

Guides

Weapon Modding for Beginners: Recoil, Ergonomics, and the Parts That Matter

Demystifies the mod screen so players stop wasting money on the wrong attachments.

Guides

Budget Loadouts That Win Fights (Early Wipe / Low Level)

Cheap kits built from verified stats, not vibes.

Guides

Flea Market Guide: Unlock Levels, Fees, and Restrictions

When you get the flea, what it costs, and what you can't list.

Guides

How to Make Money in Tarkov: 7 Reliable Income Streams

From zero-gear scav runs to passive bitcoin, ranked by startup cost.

Guides

Hideout Upgrade Order: What to Build First

The community-consensus build order with the reasons behind each step.

Guides

Hideout Crafting for Profit: Workbench to Bitcoin Farm

Turning cheap materials into sellable goods and passive income loops.

Guides

High-Value Loot and Keys: What to Grab on Every Map

The keys and items worth building a raid around, per map.

Guides

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.

Guides

Trader Loyalty Levels: Requirements After the 1.1.0 Rework

The spending requirement is gone — here's exactly what each trader level needs now.

Guides

Kappa Container Guide: The Collector Quest Explained

The endgame secure container and its brutal double gate.

Guides

Lightkeeper: Access Requirements, Quests, and Services

How to reach Tarkov's in-raid trader and what he actually offers.

Guides

Daily and Weekly Operational Tasks: Free XP You're Ignoring

Unlock levels, reward ranges, and reroll economics.

Guides

Story Chapters and Endings: Tarkov's Main Questlines

What the chapter system is and where each thread leads.

Guides

Boss Hunting Basics: Spawns, Guards, and AI Behavior

What makes bosses different from scavs before you chase the Huntsman Path.

Guides

Jaeger's Huntsman Path: Every Boss-Kill Quest Walkthrough

The complete boss-hunting quest chain with targets and hand-ins.

Guides

The Goons: Knight, Big Pipe, and Birdeye

The roaming three-man squad: where they spawn, how they fight, what they drop.

Guides

Wipes in Tarkov: What Changed Forever at 1.0

Why nobody loses their stash anymore, and where the fresh-start feeling went.

Guides

Season 1 "KORD BREACH": Seasonal Characters, Modifiers, and Battle Pass

Everything about the new seasonal system that launched with 1.1.0.0.

Guides

Tarkov Skills: All Five Categories and How to Level Them

What each skill does and the accepted training methods.

Maps

Factory

A compact, multilevel chemical plant with offices, tunnels and elevated walkways. Short sightlines make the route between cover and an extraction especially important.

Maps

Customs

An industrial corridor connecting a customs terminal, fuel storage, offices and dormitories. Several boss patrols converge around the Scav base.

Maps

Woods

The Priozersk nature reserve mixes open forest with the sawmill, USEC camp and bunkers. Boundary snipers and conditional bunker exits deserve attention before crossing exposed ground.

Maps

Shoreline

A large coastal map centered on the Azure Coast health resort. The pier, cottages and weather station are separate threat areas, while the coast also provides access to three specialist maps.

Maps

Interchange

The three-level ULTRA shopping center includes IDEA, OLI, Goshan and underground parking. Power controls connect several valuable rooms and the Saferoom extraction.

Maps

The Lab

A secret TerraGroup underground laboratory beneath the city. Extraction switches, public announcements and possible Raider arrivals make departure part of the encounter.

Maps

Reserve

A secret Federal State Reserve Agency military base with aboveground barracks and the D-2 bunker network. Power, alarms and the train create distinct extraction decisions.

Maps

Lighthouse

Cape Dalniy combines coastal routes, mountain chalets, the water treatment plant and the lighthouse peninsula. Patch 1.1.5.0 relocates Rogues to the chalets, removes the water plant’s stationary weapons and mines, and adds a patrolling BTR.

Maps

Streets of Tarkov

A dense city district of banks, shopping centers, hotels, apartments and a car dealership. LexOs and the Klimov / MVD areas have different boss threats.

Maps

Ground Zero

The commercial district around TerraGroup headquarters separates new and experienced players at level 21. Learn a basic exit before carrying out the early quest objectives.

Maps

The Labyrinth

Also called Labrys, this fortified Knossos LLC bunker uses a Greek theme, trapped starting chambers and environmental hazards. It is reached from Shoreline rather than by a normal onward transit chain.

Maps

Terminal

A fortified southern port controlled by RUAF, with a container-ship berth, mortar zones and a restricted departure boat. The raid uses a special character-state restoration rule.

Maps

Icebreaker

The Boreas is a nuclear-powered icebreaker owned by Paradigm Shipping in the Gulf of Finland. Small groups face enemy numbers that scale with the number of entrants.

Traders

Prapor

Soviet weapons, ammunition, insurance and early combat tasks.

Traders

Therapist

Medical supplies, post-raid treatment, keys, containers and insurance.

Traders

Skier

Weapons, attachments, euro transactions and the route into Peacekeeper tasks.

Traders

Peacekeeper

The main dollar-denominated source of Western and NATO equipment.

Traders

Mechanic

Weapon modification, keycards, specialist equipment, and access to Jaeger and Lightkeeper.

Traders

Ragman

Armor, tactical rigs, helmets, backpacks and tactical clothing.

Traders

Jaeger

Hunting and precision weapons, survival challenges and insurance.

Traders

Fence

Resells player-supplied items and connects Scav karma to trading benefits.

Traders

Ref

Arena-linked equipment and transfers of Arena items and currency.

Traders

Lightkeeper

An in-raid trader with specialist services and endgame task rewards.

Traders

BTR Driver

In-raid transport, covering fire and item delivery to the stash.

Bosses

Reshala

The Customs boss travels with four police-uniform guards. His Golden TT and bunkhouse key connect the encounter to quest and access objectives.

Bosses

Killa

An independent boss in the ULTRA shopping center with distinctive armor, helmet and sustained automatic fire. His shop-floor spawns are separate from Tagilla below Goshan.

Bosses

Shturman

The Woods sawmill boss fights with a small group of heavily equipped guards. The open terrain supports deliberate observation, but long sightlines also expose an approaching player.

Bosses

Glukhar

Reserve’s boss brings six heavily equipped guards into a map that can also contain Raiders. Separate identification of the boss group and other elite enemies matters for both survival and quest credit.

Bosses

Sanitar

A former doctor encountered around Shoreline’s resort, pier or cottages. Treatment and stimulants make the duration of the engagement relevant, alongside the threat from his guards.

Bosses

Tagilla

A solitary boss recognized by his welding mask and hammer. Factory’s confined spaces and his separate parking-area appearance on Interchange require attention to escape routes.

Bosses

Kaban

The LexOs dealership boss combines heavy machine-gun fire with bodyguards, armed guards and snipers. The encounter extends beyond the boss’s immediate position.

Bosses

Zryachiy

The lighthouse peninsula guardian protects the route to Lightkeeper with two Cultist guards. Patch 1.1.5.0 changes Lightkeeper access, so older bridge and transmitter instructions need to be read alongside the new progression requirements.

Bosses

Kollontay

A former Ministry of Internal Affairs officer associated with Kaban. His Streets encounter centers on the Klimov shopping center or the MVD academy.

Bosses

Partisan

A roaming boss found across Customs, Woods, Shoreline and Lighthouse. The research supplies no fixed position to check as a guaranteed encounter.

Bosses

The Goons

Knight, Big Pipe and Birdeye form a coordinated three-person boss group. Their assault, grenade-launcher and sniper roles create different threats; Knight also has a separate Icebreaker encounter.

Bosses

The Wedge

The Boreas gym boss appears on deck 3 of Icebreaker with a variable guard group. Getting to the ship and reserving the helicopter extraction supplies are part of preparing for the encounter.

Bosses

Shadow of Tagilla

The Labyrinth encounter has two stages in the supplied research: Shadow of Tagilla roams the bunker, and Vengeful Killa appears after Shadow is killed.