§ 03Core Gameplay
Deploy & Extract
Where you can land, how group deploys work, what an extract does, and the rules that apply around one.
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.
- Go to a marker on your map.
- Find the smoke and the green light, which most extracts show, and step inside.
- Stay inside while the countdown runs.
- At zero you're back at the hub with everything you're carrying.
- 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#
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#
Gear up. Accept tasks on the task screen. Put anything you'd hate to lose in your secure container.
Pick a town. Tick WITH MY GROUP and your group lands with you.
Loot, fight, do the tasks. If you die, everything but your secure container stays where you fell.
Find a marker and stay inside it for 7 s.
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.