Escape From DayZGuides
DiscordSkip the queuePlay now

§ 03Core Gameplay

Deploy & Extract

Where you can land, how group deploys work, what an extract does, and the rules that apply around one.

Updated 15 Oct 2026

On this page
  1. Deploying
  2. Landing points
  3. Extracting
  4. Out of The Lab
  5. Where everything is
  6. What a run looks like

Every run starts at the hub and ends at an extract. You choose where you land; the map decides how you leave.

Deploying#

The Land Cruiser and the customs gate at the hub's entrance open the deploy screen, Tarkov's own: a satellite map naming every area, the extracts in reach of each town with their distances, the time and the weather, and READY. Pick a town, press READY, and the GET READY screen counts you down to the jump. You arrive with whatever you are carrying, so gear up before you press the button.

  • Every landing point is checked before you land on it: never in water, on a steep slope or inside something, never within 500 m of an extract, never near a base, and never within 200 m of a stranger. A town that is already busy says BUSY.
  • Arrival protection. For up to 15 s after you land you can't be hurt, until you fire, hit someone or move away.
  • Each town has a wait of its own: after you deploy to one, it stays shut to you for ten minutes, and the wait is kept across restarts.

Groups deploy together. Tick WITH MY GROUP and everyone in your group standing within 60 m of you lands with you, a couple of metres apart.

Landing points#

  • The Lab — needs a Lab access keycard, used up on entry
  • Chernogorsk
  • Elektrozavodsk
  • Kamyshovo
  • Solnechny
  • Berezino
  • Svetloyarsk
  • Zelenogorsk
  • Stary Sobor
  • Severograd
  • Novodmitrovsk
  • Vybor
  • Gorka
  • Krasnostav
  • Pustoshka
  • Novaya Petrovka
  • Lopatino
  • Grishino
  • Staroye
  • Kamenka
  • Vyshnoye
  • Svergino
  • Zaprudnoye
  • Kamensk
  • Sinystok

The Lab is the one that costs something. It is entered from its own doors in the safezone with a Lab access keycard, which is used up on entry, and a 5 s black screen covers the trip so nobody can watch you arrive. It opens 30 minutes after each restart, and each player waits 30 minutes between entries. The Lab has the rest.

Extracting#

Extracts are marked on your map as green crosses, and they are all free and open all the time. Their names aren't shown, so part of learning the map is learning which marker is which. The deploy screen shows the ones in reach of the town you pick.

  1. Go to a marker on your map.
  2. Find the smoke and the green light, which most extracts show, and step inside.
  3. Stay inside while the countdown runs.
  4. At zero you're back at the hub with everything you're carrying.
32
extracts across the map
4
of them out of The Lab
7 s
standing inside before it fires
30 s
before the same extract can be used again
30 m
explosive-free zone around every extract
  • Taking damage does not cancel the countdown, so an extract under fire is still an extract.
  • You can't take a vehicle through one. Get out first.
  • Surviving a real trip pays a bonus to your player level when you extract.
  • Once an extract fires it needs 30 s before it can be used again.
  • Claymores, mines and charges can't be placed or armed within 30 m of an extract, and anything already there is swept. Trap-camping an extract isn't a thing here.
  • Every extract sits inside a no-build zone, so nobody can wall one in.

Out of The Lab#

The Lab has four exits of its own, and they behave like any other extract. Their names are hidden too.

Where everything is#

00000000010101010202020203030303040404040505050506060606070707070808080809090909101010101111111112121212131313131414141415151515N ↑NovoselkiDubovoVysotovoChernaya PolyanaPolyanaSafezone, square 07 14: the hub, with seven traders, your stash and the marketSAFEZONEThe Lab, square 12 14: deploy in with an access keycard; no relogging insideTHE LABdeploy in by keycardLab exit, square 13 14Lab exit, square 13 14Lab exit, square 12 14Lab exit, square 13 14Extract, square 13 02Extract, square 10 07Extract, square 02 11Extract, square 13 09Extract, square 06 03Extract, square 05 10Extract, square 11 11Extract, square 02 14Extract, square 07 10Extract, square 10 04Extract, square 04 02Extract, square 12 05Extract, square 08 06Extract, square 01 04Extract, square 07 02Extract, square 11 01Extract, square 03 06Extract, square 00 07Extract, square 10 09Extract, square 06 12Extract, square 03 02Extract, square 03 09Extract, square 10 13Extract, square 11 04Extract, square 00 12Extract, square 03 00Extract, square 08 02Extract, square 06 07The Lab: deploy point, square 13 14, needs a Lab access keycardChernogorsk: deploy point, square 06 13ChernogorskElektrozavodsk: deploy point, square 09 13ElektrozavodskKamyshovo: deploy point, square 12 11KamyshovoSolnechny: deploy point, square 13 08SolnechnyBerezino: deploy point, square 13 05BerezinoSvetloyarsk: deploy point, square 13 01SvetloyarskZelenogorsk: deploy point, square 02 10ZelenogorskStary Sobor: deploy point, square 05 07Stary SoborSeverograd: deploy point, square 08 02SeverogradNovodmitrovsk: deploy point, square 11 00NovodmitrovskVybor: deploy point, square 04 06VyborGorka: deploy point, square 09 06GorkaKrasnostav: deploy point, square 10 03KrasnostavPustoshka: deploy point, square 02 07PustoshkaNovaya Petrovka: deploy point, square 01 02Novaya PetrovkaLopatino: deploy point, square 02 05LopatinoGrishino: deploy point, square 06 05GrishinoStaroye: deploy point, square 10 10StaroyeKamenka: deploy point, square 01 13KamenkaVyshnoye: deploy point, square 06 09VyshnoyeSvergino: deploy point, square 10 01SverginoZaprudnoye: deploy point, square 04 03ZaprudnoyeKamensk: deploy point, square 06 01KamenskSinystok: deploy point, square 01 03SinystokMechanic: trader outpost, square 11 02MechanicFence: trader outpost, square 04 03FenceLightkeeper: trader outpost, square 14 12Lightkeeper

Tap or hover over a marker to see what it is and which grid square it is in.

Grid squares are 1 km, numbered like the in-game map: columns along the top, rows down the side. Extract names are hidden here, as they are in game. The keys switch layers on and off. Drag the map sideways to see all of it.

Deploy points are named because the deploy screen names them. Extracts are not, because the map doesn't.

What a run looks like#

Hub

Gear up. Accept tasks on the task screen. Put anything you'd hate to lose in your secure container.

Deploy

Pick a town. Tick WITH MY GROUP and your group lands with you.

Raid

Loot, fight, do the tasks. If you die, everything but your secure container stays where you fell.

Extract

Find a marker and stay inside it for 7 s.

Hub

Hand in at the traders, sell, stash. Go again.

Logging out is not an extract

Your character stays in the world for 30 s normally and 5 min if you've been in a fight. See Death, logout and combat logging.

Type to search · ↑ ↓ to move · Enter to open · Esc to close