Escape From Tarkov Reserve Map

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Escape From Tarkov Reserve Map Rating: 5,7/10 4595 reviews
In-depth beginner's Guide Tarkov's Reserve Map

Reserve is a terrible map at the moment. Bottleneck extractions WITH stipulations. The spawns are bad, just so bad. Players are either geared.

Introduction

Tarkov's secret Federal State Reserve Agency, one of the Russian Federation's 'Rosrezerv' bases, is a military facility charged with maintaining, safeguarding, and managing one of Russia's top-secret supply depots created in case of the World War III. Facilities of this type are usually placed in remote or inconspicuous areas, are well-connected via Russia's vast rail network, have hermetically-sealable storage depots (sometimes created in abandoned mines or cave systems), are heavily defended from enemy air and ground attacks (a company of Spetsnaz was likely stationed in Tarkov's Reserve), and hold enough supplies to let a small city survive a nuclear winter. Now, after Tarkov and its vicinity were evacuated, the base stands open for PMCs and Scav Raiders.. and most of the supplies that were stored inside it are, most likely, still in place.

The Reserve is, in eyes of very many Tarkov players, the most competitive and profitable map in the game. Because of this, the competition during Raids is always fierce, squad vs squad firefights are very common, and getting shot is almost a given. Moreover, the abundance of easily accessible Weapon and Military-grade item spawns makes Reserve one of the best maps to play on as a Player Scav.

Here are some of the Reserve's main features:

  • Usable Heavy-Weapon emplacements scattered around the map (including belt-fed machineguns and automatic grenade launchers (sic!)). If you'd like to play with the NSV 'Utes' 12.7x108 machine gun or the AGS 30x29 mm automatic grenade launcher, look no further.
  • The fiercest NPC Boss of Tarkov roams around the area (around Pawn, Knight, and K-Station). Glukhar and his SIX heavily armed, armored, and well-trained guards are truly formidable opponents and engaging them solo, especially at long distances, is almost suicidal. However, their equipment is among the best available, so defeating them will make you rich.
  • The abundance of high-end loot. Assault Rifle, Sniper Rifle, and military item spawns are quite common on Reserve (and many of them are located outside of locked areas). You will probably find more than you can carry on each Raid.
  • ~29 usable Keys that sometimes unlock areas overflowing with valuable loot. If you go on a Reserve Raid without priority keys you will certainly miss out.
  • One more thing, that is an outcome of the previous four.. Reserve is VERY popular among high-level players and player squads. Don't go in unprepared.

Points of Interest

Tarkov's military base is a very interesting (and dangerous) place. There is much to see and even more to scavenge here, as the military likes to keep its secrets and supplies inside of their bases (and they didn't have time to sweep it all when they evacuated); here are some of the most interesting locations (possible loot included).

Note1:Left-clicking on the map will open the full-sized version in a new window.

Note2: We plan on expanding this section of the guide and making it much more detailed in the future (some points of interest that are bulked together might be separated, others will be added, etc.).

1. White Pawn / North Pawn

Northern barracks building. This is where most of the base's personnel were accommodated. The building is quite large; it has 4 stories and an accessible roof that offers a vantage point (there is even some cover on it, so you will not be too exposed there, but you still can be easily seen from the Dome; try to always have some cover between you and it while on the roof). If you want to loot this building fully you will need the following two keys:

  • RB-ORB2 Key [RB-ORB2] that drops from Scavs and can also be found on the Woods map (RUAF Roadblock in the north, on a table close to the tank), and on Reserve in the Dome Tunnels (on a Locker, close to the North Pawn).
  • RB-ORB1 Key [RB-ORB1] that also drops from Scavs and can be found in Interchange's Adik shop (in store's corner, on a small desk's shelf).

Note: In the middle of the plaza between the Pawn buildings, there is aa Helicopter. It can be used as a handy landmark (its nose points towards the School / South Pawn and its tail points towards the North Pawn / White Pawn). It also contains some loot, but hanging around it is very dangerous as you have to cross an open field to get inside.

Note2: There is also a small Podium on the square, west of the Helicopter, and underneath it (entry through a small window) there is an unfortunate Scav..

Location - Western part of the Reserve, just north of the Helicopter and south of the Dome/White Queen (west of the Gas Rigs). White Pawn / North Pawn is marked as number '1' on our Map.

Possible Loot:

  • In the locked area on the second floor (the first floor if you are British); RB-ORB2 Key [RB-ORB2] required for entry - Some loose weapon mods and ammunition spawns (including possible rare/high-end AK ammo), a File Cabinet, and two Weapon Boxes (one 4x4 and one 5x2).
  • In the locked area on the fourth floor (the third floor if you are British); RB-ORB1 Key [RB-ORB1] required for entry - Loose Weapon Spawns (AK series of rifles on the Weapon Racks), multiple loose ammunition spawns, some loose weapon mod spawns.
  • On the building's roof - Three lootable jackets on the wall by the stairs; Military thermal vision module Iridium spawn on green military crates; loose ammunition spawns (on a shelf), weapon mods (on green crates), and a Grenade Box in the tent; a duffle bag by the tent.
  • In the Helicopter, located on the square between the Pawn buildings - possible Folder with intelligence spawn on Heli's back seats; two Weapon Crates (one in the front, and one on the Heli's back ramp; a Weapon Box in the storage compartment; a Jacket hangs on a Forklift by the back ramp.
  • Under the Podium west of the Helicopter - a Scav body with possible rare loot (Bitcoins, Roler Submariner Gold Wrist Watch, and more) and a Duffle Bag; a Weapon Crate on top of the podium (but looting it is suicidal).

2. Black Pawn / West Pawn

A building very similar to the White Pawn / North Pawn building (in both ex purpose and room layout - it also has 4 stories). This is where most of the base's personnel were accommodated. Unlike the White Pawn, the Black Pawn has a dark secret in its basement.. a rumor has it that an occultist cult has set up a shrine there. And the cult that operates in the city of Tarkov is famous for using weapons as sacrifices which means that there are bound to be guns there.

If you want to access the Reserve's Marked Room in Black Pawn's basement, you will need the RB-BK Key [RB-BK] (the key can be found on the Woods map in Shturman's stash).

Location - Western part of the Reserve, just west of the Helicopter and south-west of the Dome/White Queen (south-west of the Gas Rigs). Black Pawn / West Pawn is marked as number '2' on our Map.

Possible Loot:

  • In the Marked Room located in the basement (RB-BK Key needed for entry) - Possible loose Weapon Case spawns (very expensive and much-needed by any PMC); possible VPX Flash Storage Module spawn on the ground (by the eye drawing); Keytool spawns on the couch; possible Lab. Red Keycard [Red] spawn; loose jewelry spawns on the table with candles; Loose Weapon spawn on top of the eye drawing on the floor.
  • In the second locked room in the basement (behind the grate door; RB-TB Key [RB-TB] needed for entry; it can be found on top of the White Rook building, next to the sleeping bag, by the sandbags) - Loose Weapon spawns on the weapon rack opposite of the door; more possible weapon spawns on the second weapon rack right of the door; loose weapon mods and attachments on two tables by the weapon racks.
  • In the locked room on the second floor (southern part of the building, RB-ORB3 Key [RB-ORB3] needed for entry; it spawns on Customs, inside a crashed UN Humvee, that is located closest to the main bridge) - Loose Weapon spawns on the weapon racks by the door; multiple loose Weapon mods and weapon attachment spawns on shelves and on green crates; multiple loose ammunition spawns; two File Cabinets.

3. School / South Pawn

The academic building of the base's barracks area (despite being often called the 'South Pawn', this is, in fact, the Black Bishop building). It features some locked areas and a heavy weapon strongpoint in a window on the top floor and on the roof. Also, the building has been fortified with sandbags, so it is possible to mount a defense here. If you want to fully loot this building, you will need the following keys:

  • RB-AM Key [RB-AM] that can be dropped from Scavs (it opens the door on the first (ground) floor, by the staircase on the building's west end).
  • RB-AM Key [RB-AK] that can be dropped from Scavs or found in White Queen's open Guard Shack, in the File Cabinet (it opens the door on the second (first if you are British) floor, by the staircase on the building's west end).

Location - Western part of the Reserve, south of the North Pawn / White Pawn building, and east of the White Bishop Building. School / South Pawn is marked as number '3' on our Map.

Possible Loot:

  • In the locked area on the 1st (ground floor), by the western staircase (RB-AM Key needed for entry) - Jacket on a coat hanger; Weapon Mods on the table in the middle; Military COFDM Wireless Signal Transmitter, two Toolboxes, and FP-100 Filter Absorber on shelves.
  • In the locked area on the 2nd floor, by the western staircase (RB-AK Key needed for entry*) - Two PC Blocks; technological/electronics spawns (including Tetriz portable game and Graphics Cards) on the shelves.
  • In the Classroom above the RB-AK room (the drop-down room on the 3rd floor) - Military COFDM Wireless Signal Transmitter spawn on a table; Military Cable spawns; a Toolbox by the stacked tables; and other military-grade item spawns.
  • Other Classrooms on the 3rd floor - Military tech spawns (including Military Circuit Boards and Military Gyrotachometers (MGT)) on the shelves.
  • On the top floor - multiple Weapon Mods/Attachments spawns on green military crates by the Weapon emplacement.
  • On the lower roof - even more Weapon Mods/Attachments on green wooden crates.

*Alternatively, you can drop down, onto the awning, from the 3rd floor (right-most window in the classroom above the RB-AK room) and enter the room through the window (which means that you don't need the key to loot this area).

4. West Bunkers / E1 Bunkers

One of two anti-aircraft emplacements of Tarrov's military base. This area features entrenched missile AA vehicles and tanks in the middle and two Bunkers (E1 south and E1 north). Although there are spawn points in the bunkers, they are still worth checking out, as there is a chance that someone has overlooked something of value (6-STEN-140-M military battery, for example). Be aware that you will be very exposed while traversing this open area; try to cross the open ground as fast as possible and dive into one of the bunkers or behind some other cover.

Location - Western part of the military base, south-west of the Pawn area and west of the Station building. West Bunkers / E1 Bunkers are marked as number '4' on our Map.

Possible Loot:

  • Behind the AA tracked vehicle in the middle of the area - possible 6-STEN-140-M military battery spawn.
  • In the bunkers - Military Gyrotachometer (MGT) and Phased array element spawn on boxes and shelves.
  • Behind the Tank entrenched east of the south E1 bunker - possible 6-STEN-140-M military battery spawn and a possible OFZ 30x160mm shell spawn.

5. White Queen / Dome

Military Base's radar station, easily recognizable by the white dome that dominates the immediate landscape. This is one of the more interesting areas on the Reserve and for some good reasons; there is a large underground bunker complex underneath the White Queen's smaller building (that is connected by an underground tunnel with the Pawn area; there are very many worthwhile loot spawns in the tunnels), and the area features an AGS 30x29 mm automatic grenade launcher fortified emplacement that can be used to shell a large portion of the base. On top of that here are two Guard Shacks, that might have something interesting hidden in them, here. Also, behind the Dome, there is a 'Cliff Descent' extraction point, that can't be used if you are wearing armor, however. and requires a Paracord and an Ice Pick.

Location - Northern part of the Reserve map, north of the White Pawn building. White Queen / Dome is marked as number '5' on our Map.

Possible Loot:

  • In the Guard Shack on the right (when looking from the main gate; the RB-KPRL Key [RB-KPRL] is needed for entry; it can be dropped from Scavs) - Weapon Box (5x2) on the couch; Weapon Cabinet that can spawn loose Weapons; a Safe by the couch; a Standing Weapon Safe that also spawns loose Weapons; small pistol/money Safe underneath the desk.
  • In the Guard Shack on the left (when looking from the main gate) - a Safe behind the desk; a PC Block; a possible Folder with intelligence spawn on top of the Safe; a Weapon Cabinet by the door (right-hand side); two File Cabinets.
  • In the main Dome / White Queen building - on the 1st (ground) floor: Military Gyrotachometer (MGT) spawn on the green crates, loose technical loot in the server area; On the lower Dome roof: SVD-S spawn on the green table; Inside of the Dome: Weapon Case, Weapon Mods on green crates, Weapon Spawn on the camp bed by the crates.
  • In the Tunnel that connects Dome with North Pawn - loose Expeditionary fuel tank and Corrugated hose spawn on a stillage with cement bags; a Duffle Bag by the big staircase; Weapon Mod spawns under the big staircase in an alcove on stillages; possible Military COFDM wireless signal Transmitted spawn on a table under the big staircase; Phased Array Emelent spawns on shelves by the left side walkway in the big columnar room/hangar; Folder with intelligence spawn, Safe, and File Cabinets in the server room behind the columnar room/hangar; in the second columnar room (close to the North Pan exit): Water Filters, Expeditionary fuel tank spawn, and Metal fuel tank spawns (look between red scaffoldings on the ground).

6. White Knight

Reserve's eastern workshop building, more widely known as the 'White Knight'. If you are after industrial or military loot, you will not be disappointed with this place. On the building's first floor there are maintenance workshops with an IFV (Infantry Fighting Vehicle) parked inside (it's most likely a Russian/Soviet БМП-2; BMP-2 for those interested). Unlike the Black Knight building, this one was fortified with sandbags, which makes accessing the second floor more difficult (to access it, you have to drop down through a hole in the building's roof, which might break your legs).

To fully loot this area, you will need the following key:

  • RB-MP22 Key [RB-MP22] that can be looted from Scavs.

Location - In the middle of the military base, north of the main Train Station building, south of the White Queen / Dome. White Knight is marked as number '6' on our Map.

Possible Loot:

  • On the first (ground) floor - Jackets; Toolboxes; loose industrial loot; 6-STEN-140-M Military Battery spawns on the table by the IFV and on the ground in one of the back rooms; OFZ 30x160mm Shell on the table by the IFV.
  • On the second floor (first if you are British) accessible through the roof (drop through the hole) - In the locked area (RB-MP22 Key needed for access): Weapon Mods on shelves, 6-STEN-140-M Military Battery spawn on the workshop table, Weapon Spawns on the weapon racks, and an Ammunition box.
  • On the third floor (second if you are British) - a File Cabinet by the staircase; Provisions in the room opposite of the File Cabinet; a Duffle Bag in the second room on the right; Weapon mods, a Toolbox, and Weapon Crate in the third room on the right.
  • On the roof - Weapon Mod/attachment spawns on a wooden crate.

7. Black Knight

Reserve's western workshop building, more widely known as the 'Black Knight'. If you are after industrial or military loot, you will not be disappointed with this place. The building is three-story-tall, the first (ground) floor features a large maintenance hall, workshops, and magazines. On the second floor, one can find a locked workshop with good loot opportunities inside, and on the third, there are mainly building's offices. Moreover, the building's roof is accessible (the roof is quite exposed as it can be seen rather easily from the Dome).

To fully loot this area, you will need the following key:

  • RB-MP21 Key [RB-MP21] that can be looted from Scavs or found on the Interchange's Powerstation (in the bathroom, on a wooden drawer).

Location - In the middle of the military base, north of the main Train Station building, south of the White Queen / Dome. Black Knight is marked as number '7' on our Map.

Possible Loot:

  • On the first (ground) floor - Jackets and Toolboxes on workshop shelves (all around the area); loose industrial and technical loot spawns; Behind the reinforced door that does not require a key to open: A Jacket, Weapon Attachments/Mods spawns on shelves, 6-STEN-140-M Military Battery spawn on the ground.
  • In the locked area on the second floor (first if you are British), at the end of the left-side corridor, on the left (RB-MP21 Key needed for entry) - possible 6-STEN-140-M Military Battery; multiple ammunition spawns; a Weapon Crate; loose Weapon Mod spawns on the table by the window; a Toolbox opposite of the door; two File Cabinets. Also on the corridor next to the room's door: loose loot spawns on the shelf.
  • On the third floor (second if you are British) - possible Paracord spawn on a shelf opposite of the staircase; In the first office: a Jacket, three File Cabinets; In the second office: one File Cabinet, 4 PC Blocks, some loose loot spawns.
  • On the roof - Weapon Mod spawns on green wooden crates on the right side of the door; a Weapon Crate on the roof's far side.

8. Garages

A large hangar/maintenance area by the Knight workshops. There are multiple different vehicles parked inside. At the northern end of the Garages, there is a grate-door that requires a key to open.

To fully loot this area, you will need the following key:

  • RB-ST Key [RB-ST] that can be looted from Scavs or found randomly in Jackets.

Location - In the middle of the military base, north of the main Train Station building, south of the White Queen / Dome (the 'long' building in the north-eastern part of the area). Garages are marked as number '8' on our Map.

Possible Loot:

  • In the Garages - a Weapon Box in the back of a pick-up truck; Duffle Bags; some loose loot (including provisions).
  • In the locked area (RB-ST Key needed for access) - Military Gyrotachometer (MGT) spawns on crates on the left and in the back of the truck; 6-STEN-140-M Military Battery spawn on crates on the right; Weapon Mods spawn in an open crate by the green crate stack; loose Weapon Spawn on crates in the far-left part of the room; more weapon mods in an open crate by the Weapon spawn; loose OFZ 30x160mm Shell spawns; two Grenade Boxes.

9. White King

Tarkov's Military Base's Airspace Control Center (CPKV), more widely known as the 'White King building'. This large, three-story structure with an accessible roof is one of the more interesting areas on the map and its central position results in players often meeting here. Very welcoming 'Welcome to Hell' writing above the main entrance pretty much sums up this place; expect all hell to break loose after you enter as there are bound to be other PMCs around.

To fully loot this area, you will need the following keys:

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  • RB-GN Key [RB-GN] that can be looted from Scavs.
  • RB-OP Key [RB-OP] that can be looted from Scavs or found on the Interchange map; inside the Generic store in the 'Ultra' Shopping Mall (look for it in the cabinet).

Location - Dead center of the Military Base, east of the Pawn area, west of the Knight area, and south of the Dome / Queen area. The White King is marked as number '9' on our Map.

Possible Loot:

  • In the Server Room on the first/ground floor (far right side of the building; looking from the main entrance) - Virtex Programmable Procesor and Phased Array Element spawns on small server racks; Military Circuit Boards, Military Cables, and more military/technological items on large server racks.
  • In the first locked area in the building's basement (the RB-GN Key needed for access; the door on the right of the staircase) - Two Toolboxes; an FP-100 Filter Absorber spawn; possible 6-STEN-140-M Military Battery spawn. Also, in the room on the right, behind a corner after you exit this one (opposite of the staircase): 6-STEN-140-M Military Battery spawn.
  • In the second locked area in the building's basement (the RB-OP Key needed for access; go through the door by the staircase (on the left), the locked door will be on the far-right end of the room) - Folder With Intelligence and Chain with Prokill Medallion spawn on the table; a File Cabinet; loose money spawn on the desk.
  • On the second floor (first, if you are British) - In the Server Room: Military Gyrotachometer (MGT) and Military Cable spawn on server racks; technological loot by large server racks; a Tetriz portable game spawn in the back room (by the server racks on the left).
  • On the third floor (second if you are British) - In the room connected with the roof: a Weapon Box on the couch and multiple loose loot spawn points in other rooms.
  • On the higher roof - SVDS Weapon spawn on the green table; Weapon Mod and ammunition spawns on crates.

10. The Station / K-Station

The military base's freight station, complete with vast storage areas. This is where all equipment, fuel, armaments, and provision transports, that supplied the Reserve, were unloaded. Station's previous purpose means that, most likely, there still are valuable commodities hidden around its area. There are also two Weapon strongpoints in the area (one at each end of the station).

Note: Reserve's NPC Boss, Glukhar, and his bodyguards sometimes roam the Station's vicinity. They are very hostile, extremely deadly, highly accurate, and surprisingly durable, which makes very formidable opponents out of them. If you meet them, try to break the line of sight immediately and, if you want to engage, close distance as fast as possible, because they are generally more dangerous at longer distances.

Location - Middle of the Military Base, south of the Knight area and west of the Rook area. The Station / K-Station is marked as number '10' on our Map.

Possible Loot: Loose technical loot; technical Crates in storage areas; 4 Weapon Boxes in train carts and storage areas; Industrial item spawns (including Fuel); Paracord spawn on a shelf in the station's workshop (by the Hermetic Bunker).

11. Hermetic Bunker

Large underground storage area located underneath the south-western Hangars/Storage Warehouses. A tunnel with a road that is large enough to support truck traffic gives the scale of this place (it is massive). There are 4 locked-off areas with good loot possibilities here, which means that it is always worth checking this place out if you have the needed keys. Caution is advised when you are down below, as there are multiple Raider spawns in this area. This area also features the 'Bunker Hermetic Door' extraction point (by the western entrance to the Hermetic Bunker).

To fully loot this area, you will need the following keys:

  • RB-PS81 Key [RB-PS81] that can be looted from Scavs or found in the basement of the White Bishop building, lying on a chair.
  • RB-PS82 Key [RB-PS82] that can be looted from Scavs.
  • RB-PSP2 Key [RB-PSP2] that can be looted from Scavs or found in Jackets.
  • RB-PSP1 Key [RB-PSP1] that can be looted from Scavs.

Location - Southern part of the Military Base, underneath of the western-most of the southern Storage Warehouses, South of the K-Station. The Hermetic Bunker is marked as number '11' on our Map.

Possible Loot:

  • In the main bunker area - 6-STEN-140-M Military Battery and other technical/military loot spawn on shelves.
  • In the south-eastern enclosed storage area (RB-PS81 Key needed for entry) - two Medical Supply Crates; one Technical Supply Crate; one Ration Supply Crate.
  • In the north-eastern enclosed storage area (RB-PS82 Key needed for entry) - four Ration Supply Crates.
  • In the south-western enclosed storage area (RB-PSP2 Key needed for entry) - four Ration Supply Crates.
  • In the north-western enclosed storage area (RB-PSP1 Key needed for entry) - a Toolbox; four Ration Supply Crates; a Medical Supply Crate; a Technical Supply Crate; loose provisions; loose Expeditionary Fuel Tank spawns.

12. White Rook

The Train Repair and Maintenance Depot. This is the place from which the Armored Train departs from (one of the possible extraction routes of the Reserve map). White Rook is a large hangar with an accessible roof that provides good (but somewhat exposed) vantage points that overlook the immediate area (including Military Guard Barracks, Hermetic Bunker entrances, and the K-Station).

Location - South-eastern part of the Military Base, east of the K-Station building, north of the Military Guard Barracks. White Rook is marked as number '11' on our Map.

Possible Loot:

  • In the Armored Train - a Weapon Crate.
  • On the first (ground) floor - A Weapon Crate on the bricks stack; a Jacket on a coat hanger; a Toolbox on a workshop table; some loose loot.
  • On the White Rook building's lower roof - a Weapon Box; an SVDS Weapon Spawn on green crates.
  • On the White Rook building's upper roof - an RB-TB Key [RB-TB] and loose ammunition spawn by the Sleeping Bag near the Sandbags; Provision spawns in the opened crate by the sandbags; Dead Scav at the far end of the building's upper roof.

Spawns and Extractions

Detailed Extraction/Spawn map of the Reserve coming soon!

Spawns

Coming Soon!

Extractions

Coming Soon!

Raid Strategy

Coming soon!

END NOTE

Escape of Tarkov is a tough game with a steep learning curve. This is why we have decided to aim this guide at new players who tend to struggle with their first Raids and help them learn about different maps that the game has to offer.

We hope that you have found this guide useful and informative. If we have missed an important piece of information, please let us know! Also, we will be happy to receive constructive criticism that will help us improve our future work so leave your suggestions in the comments section below.

Pictures used in this article are the intellectual property of the Battlestate Games.

There are many different keys you can find while playing Escape from Tarkov. Each key has a special purpose and normally will reward you with some high-quality loot you can sell for a lot of rubles. This chart will help you know which keys are good for each different map.

Escape from Tarkov Recommended Keys for Every Map

The chart above is the recommended keys from Pesily, who is a veteran to the Escape from Tarkov game. Here’s a list of each map with the associated recommended keys:

Shoreline

  • Sanitorium: 104, 112
  • Sanatorium West (Red): 203, 216, 218, 220, 301, 306
  • Sanatorium East (Blue): 205, 226, 306, 310, 313, 316

Customs

  • Customs key
  • 105 Key
  • Mark Key
  • Room 204
  • Gas Station
  • 110 Key
  • 114 Key
  • Factory Key
  • Room 214

Interchange

  • MES
  • KIBA
  • KIBA 2

Labs

  • Lk.MO
  • Lk.TA(w)
  • Lk.ASR
  • Red Keycard
  • Blue Keycard
  • Black Keycard
  • Green Keycard

Reserve

  • RB-PSP1
  • RB-PSP2
  • RB-VO
  • RB-BK
  • RB-KPRL
  • RB-PS82
  • RB-TB
  • RB-ST
  • RB-AO

Factory

  • Factory