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Choose a location for the objective
Player counts and timers are snapshot values. Check the selected mode, current raid timer, unlock state and assigned extracts in game.
| Location | Players | Raid time | Access | Bosses |
|---|---|---|---|---|
| Factory → | Day: 7–8; night: 5–6 | Day: 20 minutes; night: 25 minutes | Initially reached by transit; direct access is unlocked through the Tour story chapter. | Tagilla, Cultists |
| Customs → | 10–12 | 35 minutes | Initially reached by transit; direct access is unlocked through the Tour story chapter. | Reshala, Partisan, The Goons, Cultists |
| Woods → | 10–14 | 35 minutes | Initially reached by transit; direct access is unlocked through the Tour story chapter. | Shturman, Partisan, The Goons, Cultists |
| Shoreline → | 10–14 | 45 minutes | Initially reached by transit; direct access is unlocked through the Tour story chapter. | Sanitar, Partisan, The Goons, Cultists |
| Interchange → | 11–15 | 40 minutes | The supplied Wiki research does not establish its Tour or initial-transit unlock requirement: unverified as of Patch 1.1.5.0. | Killa, Tagilla |
| The Lab → | 8–10 | 30 minutes | Requires a TerraGroup Labs access keycard. Insurance does not return equipment lost here. | No regular boss |
| Reserve → | 9–11 | 40 minutes | Initially reached by transit; direct access is unlocked through the Tour story chapter. | Glukhar, Scav Raiders |
| Lighthouse → | 10–12 | 40 minutes | Initially reached by transit; direct access is unlocked through the Tour story chapter. | Partisan, The Goons, Zryachiy |
| Streets of Tarkov → | 12–16 | 40 minutes | Initially reached by transit; direct access is unlocked through the Tour story chapter. | Kaban, Kollontay |
| Ground Zero → | Below level 21: 9–10; level 21+: 9–12 | 30 minutes | Matchmaking separates players below level 21 from the level 21+ pool. | No fixed regular boss |
| The Labyrinth → | 1–5 | 30 minutes | Transit from the Shoreline resort west-wing basement with a Labrys access keycard and Knossos LLC facility key. Insurance does not return equipment lost here. | Shadow of Tagilla, Vengeful Killa |
| Terminal → | 1–5 | 45 minutes | Transit from Shoreline between 21:00 and 06:00 after presenting an access item at the port-garrison intercom. | Glukhar, Killa, Reshala, Sanitar, Tagilla |
| Icebreaker → | 1–3 | 50 minutes | Unlock access through the Boreas story chapter, then transit from a Lighthouse or Shoreline pier with a Sudak-Tudak marine repair kit. Completing the Stick to It questline enables direct selection. Insurance does not return equipment lost here. | The Wedge, Knight |

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

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

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.

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.

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

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

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.

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.

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.

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.

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.

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.

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.