§ 06Map & Locations
The Lab
Getting into the keycard-gated laboratory, what the coloured keycards open, the alarm, the no-relog rule and the four ways out.
The Lab is the one place on the map you deploy into rather than near. It's keycard-gated, it's guarded, it's a true raid, and it's where the coloured keycard rooms are. It has been rebuilt from its author's newer pieces, so rooms and furniture no longer vanish as you walk up to them and the walls are solid, and it sounds like the Lab, with its own ambience inside and the weather outside reduced to a murmur.
Getting in#
The Lab is entered from its own doors in the safezone with a Lab access keycard, and the card is used up on entry. Therapist sells it for 125,000 ₽ from her loyalty level II, an entry fee rather than an endgame purchase. 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.
- Your map shows the Lab's floor plans, floor by floor, with your squad on its floor, the exits and the keycard doors, labelled by colour.
The Lab is a true raid
Once you are in, the way out is one of its four extracts. Log out inside and come back after more than ten minutes, and everything you were carrying is left on the ground where you stood, for whoever finds it first; your secure case, dogtags and shoes stay with you. Crashed? Reconnect within ten minutes and nothing happens. The rules also count logging out of a fight in there as combat logging. Going in is a decision: you commit the gear and the time.
Who holds it#
While anyone is near, the Raiders hold the Lab, patrolling between its rooms, and three times in ten Black Division are there as well, under their leader Wedge. The Raiders wear Tarkov's own Raider kits: plate carriers and chest rigs rather than heavy armour, mostly M4A1s and AKS-74UNs, and a pistol each. They don't show on the map. Clear them, and the next squad arrives 30 minutes later. Bosses.
The rooms#
The white Lab access keycard gets you in. The six coloured keycards each open a room rebuilt on its Tarkov counterpart, each with a strong weapon, an explosive and real body armour. A card is used up on its door.
- TerraGroup Labs access keycard
- TerraGroup Labs keycard (Black)
- TerraGroup Labs keycard (Blue)
- TerraGroup Labs keycard (Green)
- TerraGroup Labs keycard (Red)
- TerraGroup Labs keycard (Violet)
- TerraGroup Labs keycard (Yellow)
- Red — the security arsenal, and one of the few places military C4 turns up. Shturman's stash and the higher-tier airdrops are the others.
- Black — the experiment area. A guaranteed LEDX.
- Blue — quarantine.
- Green — the lab block.
- Violet — the security post.
- Yellow — the alarm room.
Rooms can hold each other's cards, as in Tarkov. Opening a keycard door sets off an alarm that anyone nearby can hear.
Where the coloured cards come from#
They are properly rare. They come from:
- the three marked rooms out on the map (Reserve RB-BK, Reserve RB-PKPM and Dorms), each holding one roughly every third to fifth cycle
- inside the Lab itself
- rare drops from T4 airdrops and patrol wrecks
- the workbench, which makes each colour at level 3 from Lab access cards, intelligence folders and electronics
They don't spawn on the ground, in ordinary containers or in the Tisy chests. The marked rooms open silently; only the Lab doors sound the alarm.
Getting out#
Four exits, and they work like any other extract: stand in one and wait it out. Like every extract, their names aren't shown.
One of the patrol helicopter's routes covers the Lab entrances. It leaves you alone until you open fire. Patrols.