97 results
Tarkov Field Guide
Survival, progression and equipment references for Escape from Tarkov.
ReferenceGetting Started
Pick a profile, prepare equipment and follow the Tour story chapter.
GuidesGuides
37 guides across eight topics, from first raids to endgame progression.
MapsMaps
Compare 13 locations, entry requirements and extraction conditions.
TradersTraders
Unlock traders, compare loyalty thresholds and plan quests.
GearGear
Ammunition, armor, helmets and weapon families.
GearAmmunition reference
Damage, penetration and armor damage in the September 8 snapshot.
GearArmor, plates and materials
Separate soft armor from plates and compare repair materials.
GearHelmets, visors and night vision
Protection zones, visor classes and mounting choices.
GearWeapons and modification
Weapon families, calibers and practical attachment choices.
ReferenceHideout
Module functions, an upgrade order and evidence limits for production.
BossesBosses
Known encounter locations, guards, equipment and quest links.
ReferenceUpdates
A dated timeline from development through Patch 1.1.5.0.
ToolsTools
Two browser-local comparison tools based on dated reference data.
ToolsAmmunition comparison
Filter by caliber and penetration; sort the static ammunition table.
ToolsTrader loyalty requirements
Compare LL2, LL3 and LL4 character-level and reputation gates.
SearchSearch
Find guides, maps, traders, bosses and reference pages.
SiteAbout
Our independent editorial approach and unofficial fan-site status.
SiteContact
Send a dated correction and supporting evidence to the editorial address.
SitePrivacy
Browser preferences, local tools, advertising and consent information.
SiteTerms
Informational use, game rights, external links and responsible access.
SiteSources
Direct URLs cited by the six supplied September 2026 research reports.
SiteChangelog
The first field-guide scaffold and its documented content scope.
GuidesEscape 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.
GuidesWhich Escape from Tarkov Edition Should You Buy?
Compares the four current editions and the PvE add-on so buyers don't overpay.
GuidesPvE vs PvP in Tarkov: Which Mode Is Right for You?
Explains the permanent PvE Zone, what carries over, and who should start there.
GuidesTour Walkthrough: Unlock Every Trader and Map
Step-by-step through the tutorial chapter that gates most of the game.
GuidesTarkov's Health System: Body Parts, Death, and Healing
Why you died, what each body part does, and how to recover between raids.
GuidesInsurance 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.
GuidesFound in Raid (FIR) Explained: Quest Items, Run-Throughs, and Exceptions
The rule behind most "why didn't my quest item count" frustration.
GuidesScav Karma (Fence Reputation): Every Gain, Loss, and Threshold
The reputation system that quietly controls scav cooldowns, prices, and AI behavior.
GuidesPlaying Your Scav: Free Loadouts, Cooldowns, and Co-op Extracts
How to use scav runs as zero-risk income and map scouting.
GuidesWhich Tarkov Map Should You Play? A Progression Guide
Picks the right map for your level using verified player counts, raid timers, and boss presence.
GuidesEvery Extraction Type in Tarkov: Paid, Flare, Co-op, Code-Word, and More
A cross-map reference for the seven non-standard extract mechanics.
GuidesMap Transits: How Tarkov's Locations Connect
The full transit graph and what each connection costs.
GuidesThe Lab Guide: Keycards, Raiders, and Getting Out Alive
Endgame's most punishing map: entry cost, enemy type, and the power-on extract puzzle.
GuidesHow to Unlock Tarkov's Endgame Maps: Labyrinth, Terminal, and Icebreaker
The three locked maps and their exact entry requirements.
GuidesTarkov Ballistics Explained: Damage, Penetration, and Armor Damage
The three numbers on every bullet and how penetration is actually decided.
GuidesBest Ammo for Every Caliber (Patch 1.1.x)
Per-caliber picks from budget to top-tier AP, with the numbers behind each.
GuidesArmor in Tarkov: Classes, Plates, Materials, and Repair
Why "class 6 armor" really means the plate, and which materials survive repairs.
GuidesHelmets, Visors, and Night Vision: What Actually Saves Your Head
Helmet classes, ricochet, ear coverage trade-offs, and NVG mounting.
GuidesWeapon Modding for Beginners: Recoil, Ergonomics, and the Parts That Matter
Demystifies the mod screen so players stop wasting money on the wrong attachments.
GuidesBudget Loadouts That Win Fights (Early Wipe / Low Level)
Cheap kits built from verified stats, not vibes.
GuidesFlea Market Guide: Unlock Levels, Fees, and Restrictions
When you get the flea, what it costs, and what you can't list.
GuidesHow to Make Money in Tarkov: 7 Reliable Income Streams
From zero-gear scav runs to passive bitcoin, ranked by startup cost.
GuidesHideout Upgrade Order: What to Build First
The community-consensus build order with the reasons behind each step.
GuidesHideout Crafting for Profit: Workbench to Bitcoin Farm
Turning cheap materials into sellable goods and passive income loops.
GuidesHigh-Value Loot and Keys: What to Grab on Every Map
The keys and items worth building a raid around, per map.
GuidesThe 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.
GuidesTrader Loyalty Levels: Requirements After the 1.1.0 Rework
The spending requirement is gone — here's exactly what each trader level needs now.
GuidesKappa Container Guide: The Collector Quest Explained
The endgame secure container and its brutal double gate.
GuidesLightkeeper: Access Requirements, Quests, and Services
How to reach Tarkov's in-raid trader and what he actually offers.
GuidesDaily and Weekly Operational Tasks: Free XP You're Ignoring
Unlock levels, reward ranges, and reroll economics.
GuidesStory Chapters and Endings: Tarkov's Main Questlines
What the chapter system is and where each thread leads.
GuidesBoss Hunting Basics: Spawns, Guards, and AI Behavior
What makes bosses different from scavs before you chase the Huntsman Path.
GuidesJaeger's Huntsman Path: Every Boss-Kill Quest Walkthrough
The complete boss-hunting quest chain with targets and hand-ins.
GuidesThe Goons: Knight, Big Pipe, and Birdeye
The roaming three-man squad: where they spawn, how they fight, what they drop.
GuidesWipes in Tarkov: What Changed Forever at 1.0
Why nobody loses their stash anymore, and where the fresh-start feeling went.
GuidesSeason 1 "KORD BREACH": Seasonal Characters, Modifiers, and Battle Pass
Everything about the new seasonal system that launched with 1.1.0.0.
GuidesTarkov Skills: All Five Categories and How to Level Them
What each skill does and the accepted training methods.
MapsFactory
A compact, multilevel chemical plant with offices, tunnels and elevated walkways. Short sightlines make the route between cover and an extraction especially important.
MapsCustoms
An industrial corridor connecting a customs terminal, fuel storage, offices and dormitories. Several boss patrols converge around the Scav base.
MapsWoods
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.
MapsShoreline
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.
MapsInterchange
The three-level ULTRA shopping center includes IDEA, OLI, Goshan and underground parking. Power controls connect several valuable rooms and the Saferoom extraction.
MapsThe Lab
A secret TerraGroup underground laboratory beneath the city. Extraction switches, public announcements and possible Raider arrivals make departure part of the encounter.
MapsReserve
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.
MapsLighthouse
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.
MapsStreets 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.
MapsGround 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.
MapsThe 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.
MapsTerminal
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.
MapsIcebreaker
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.
TradersPrapor
Soviet weapons, ammunition, insurance and early combat tasks.
TradersTherapist
Medical supplies, post-raid treatment, keys, containers and insurance.
TradersSkier
Weapons, attachments, euro transactions and the route into Peacekeeper tasks.
TradersPeacekeeper
The main dollar-denominated source of Western and NATO equipment.
TradersMechanic
Weapon modification, keycards, specialist equipment, and access to Jaeger and Lightkeeper.
TradersRagman
Armor, tactical rigs, helmets, backpacks and tactical clothing.
TradersJaeger
Hunting and precision weapons, survival challenges and insurance.
TradersFence
Resells player-supplied items and connects Scav karma to trading benefits.
TradersRef
Arena-linked equipment and transfers of Arena items and currency.
TradersLightkeeper
An in-raid trader with specialist services and endgame task rewards.
TradersBTR Driver
In-raid transport, covering fire and item delivery to the stash.
BossesReshala
The Customs boss travels with four police-uniform guards. His Golden TT and bunkhouse key connect the encounter to quest and access objectives.
BossesKilla
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.
BossesShturman
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.
BossesGlukhar
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.
BossesSanitar
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.
BossesTagilla
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.
BossesKaban
The LexOs dealership boss combines heavy machine-gun fire with bodyguards, armed guards and snipers. The encounter extends beyond the boss’s immediate position.
BossesZryachiy
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.
BossesKollontay
A former Ministry of Internal Affairs officer associated with Kaban. His Streets encounter centers on the Klimov shopping center or the MVD academy.
BossesPartisan
A roaming boss found across Customs, Woods, Shoreline and Lighthouse. The research supplies no fixed position to check as a guaranteed encounter.
BossesThe 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.
BossesThe 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.
BossesShadow 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.