Patch 1.1.5.0 · September 2026

Maps

Compare 13 locations, entry requirements and extraction conditions.

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.

Patch 1.1.5.0 (September 2026)
LocationPlayersRaid timeAccessBosses
Factory →Day: 7–8; night: 5–6Day: 20 minutes; night: 25 minutesInitially reached by transit; direct access is unlocked through the Tour story chapter.Tagilla, Cultists
Customs →10–1235 minutesInitially reached by transit; direct access is unlocked through the Tour story chapter.Reshala, Partisan, The Goons, Cultists
Woods →10–1435 minutesInitially reached by transit; direct access is unlocked through the Tour story chapter.Shturman, Partisan, The Goons, Cultists
Shoreline →10–1445 minutesInitially reached by transit; direct access is unlocked through the Tour story chapter.Sanitar, Partisan, The Goons, Cultists
Interchange →11–1540 minutesThe 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 →8–1030 minutesRequires a TerraGroup Labs access keycard. Insurance does not return equipment lost here.No regular boss
Reserve →9–1140 minutesInitially reached by transit; direct access is unlocked through the Tour story chapter.Glukhar, Scav Raiders
Lighthouse →10–1240 minutesInitially reached by transit; direct access is unlocked through the Tour story chapter.Partisan, The Goons, Zryachiy
Streets of Tarkov →12–1640 minutesInitially reached by transit; direct access is unlocked through the Tour story chapter.Kaban, Kollontay
Ground Zero →Below level 21: 9–10; level 21+: 9–1230 minutesMatchmaking separates players below level 21 from the level 21+ pool.No fixed regular boss
The Labyrinth →1–530 minutesTransit 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 →1–545 minutesTransit from Shoreline between 21:00 and 06:00 after presenting an access item at the port-garrison intercom.Glukhar, Killa, Reshala, Sanitar, Tagilla
Icebreaker →1–350 minutesUnlock 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
Official Escape from Tarkov gameplay screenshot © Battlestate Games (illustrative)
Day: 7–8; night: 5–6 players

Factory

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

Official Escape from Tarkov gameplay screenshot © Battlestate Games (illustrative)
10–12 players

Customs

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

Official Escape from Tarkov gameplay screenshot © Battlestate Games (illustrative)
10–14 players

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.

Official Escape from Tarkov gameplay screenshot © Battlestate Games (illustrative)
10–14 players

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.

Official Escape from Tarkov gameplay screenshot © Battlestate Games (illustrative)
11–15 players

Interchange

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

Official Escape from Tarkov gameplay screenshot © Battlestate Games (illustrative)
8–10 players

The Lab

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

Official Escape from Tarkov gameplay screenshot © Battlestate Games (illustrative)
9–11 players

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.

Official Escape from Tarkov gameplay screenshot © Battlestate Games (illustrative)
10–12 players

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.

Official Escape from Tarkov gameplay screenshot © Battlestate Games (illustrative)
12–16 players

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.

Official Escape from Tarkov gameplay screenshot © Battlestate Games (illustrative)
Below level 21: 9–10; level 21+: 9–12 players

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.

Official Escape from Tarkov gameplay screenshot © Battlestate Games (illustrative)
1–5 players

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.

Official Escape from Tarkov gameplay screenshot © Battlestate Games (illustrative)
1–5 players

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.

Official Escape from Tarkov gameplay screenshot © Battlestate Games (illustrative)
1–3 players

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.