Map of Tarkov

The map of Escape from Tarkov consists of 11 different locations, of which 10 have been released so far.
While the maps are separated from each other, it is possible to transit between some of them without leaving a raid.
The map below links to the locations the player can deploy to.
File:Map.png
rect 681 140 525 181 The Lab
rect 576 191 770 226 Ground Zero
rect 503 287 766 318 Streets of Tarkov
rect 497 487 692 525 Interchange
rect 409 412 550 444 Customs
rect 481 407 349 371 Factory
rect 339 255 464 289 Woods
rect 260 450 397 486 Reserve
rect 69 417 249 455 Lighthouse
rect 148 533 316 572 Shoreline
rect 195 644 350 694 🔒 Terminal
==Location specific features==
===Minefields===
Minefields are usually marked by warning signs, but there are also a few unmarked ones (e.g. west of the USEC camp on Woods).The mines are invisible, respawn after they detonate and can only be triggered by players. It is therefore impossible to detect a mine, let alone clear a minefield. When entering a minefield, triggering a mine is chance-based.While they are used to create artificial borders on Woods, Shoreline, Ground Zero and Reserve, they can also be found scattered around the water treatment plant on Lighthouse and along the harbor terminal wall on Shoreline.
===Border Snipers===
Border Snipers are marked by various warning signs. They are invisible, non-killable and can shoot through any object. They should be avoided under all circumstances, not least because the player's health will be set to 1% after dying to them.It is therefore essential for survival to retreat immediately when being targeted by one, as taking cover is pointless.They are used to create artificial borders on Customs, Lighthouse, Reserve, Woods, Shoreline, Ground Zero and Streets of Tarkov.
===Claymores===
Claymores are directional anti-personnel mines. The mines have an activation range of 5-10m, are unaffected by gunfire and explosives and instantly kill players upon detonation, unless they are behind cover. Unlike the minefield, once blown up another doesn't respawn in its place, allowing claymores to be permanently cleared after detonation. Claymores can only be detonated by getting into their activation range.
They are used on the Lighthouse, Ground Zero and Streets of Tarkov locations:
* On Lighthouse they are scattered on the bridge to the lighthouse at the peninsula territory and on the hills eastern of the water treatment plant. The mines on the bridge to the lighthouse can be passed safely with an encoded Digital secure DSP radio transmitter.
* On Ground Zero one is located inside the Tarbank, in customer desk booth no. 3.
* On Streets of Tarkov they are scattered around the LexOs car dealership.
==Locations==
Banner	Name 	Description 	Duration 	PMC players 	Enemy types
 	Arena 	Makeshift gladiator-style arenas in various parts of Tarkov where the remaining locals face each other, created by a mysterious group of arena masters. 	 	 	
 	Customs 	A large area of industrial park land situated adjacent to the factory zone. The area houses a customs terminal, fuel storage facilities, offices, and dorms, as well as a variety of other infrastructure and buildings. 	40 min 	10-12 	ScavsReshalaPartisanKnightBig PipeBirdeyeCultists
 	Factory 	The industrial estate and facilities of Chemical Plant No. 16 were rented out illegally to the TerraGroup corporation. During the advent of the Contract Wars, the plant became the scene of numerous firefights between BEAR and USEC that ultimately determined control over the industrial district of Tarkov. Later on, in the wake of the chaos, the plant facilities became a shelter for the remaining civilians, Scavs, and military operatives, including the scattered remains of the BEAR and USEC contingents. 	Day: 20 minNight: 25 min	7-8 	Day:ScavsTagillaNight: ScavsTagillaCultists
 	Ground Zero 	The business center of Tarkov. This is where TerraGroup was headquartered. This is where it all began. The area has yet again become a hot zone since the early days of the conflict. 	35 min 	Lvl <21: 9-10Lvl 21+: 9-12	Lvl <21: ScavsLvl 21+:ScavsKollontayCultists
 	Interchange 	The South Interchange is a key transport location for the city. This strategic area connects the port and harbor with the industrial outskirts of Tarkov. Located in the center of the interchange is a huge ULTRA shopping mall which was used as the main base of operation for the EMERCOM evacuation. 	40 min 	10-14 	ScavsKilla
 	Lighthouse 	The lighthouse at Cape Dalniy was an important strategic object on the way to Tarkov. During Contract Wars, it was the main entry point for USEC units and served as their base of operations. After the conflict, Scavs took a fancy to this place, until the old owners returned, who decided to stay in Tarkov and establish their own order. 	40 min 	10-12 	ScavsRoguesPartisanKnightBig PipeBirdeyeZryachiy
 	Reserve 	The secret Federal State Reserve Agency base that, according to urban legends, contains enough supplies to last for years: food, medications, and other resources, enough to survive an all-out nuclear war. 	40 min 	9-11 	ScavsScav RaidersGlukhar
 	Shoreline 	The Shoreline area makes up a large part of the outskirts of Tarkov and is located next to the Port. The area houses a partially abandoned village, modern private housing, agricultural fields, long stretches of beach, a boating facility, gas station, weather station, and a cellular tower as well as other commercial facilities. Shoreline's main point of interest is the "Azure Coast" health resort which consists of several luxurious buildings and facilities. The resort is exclusively powered by a nearby hydroelectric power plant. The resort had previously been used as temporary accommodation for members of TerraGroup and the corporation's associated divisions in preparation for the evacuation of the Tarkov Port.	45 min 	10-14 	ScavsSanitarPartisanKnightBig PipeBirdeyeCultists
 	Streets of Tarkov	Downtown Tarkov houses banks, malls, and hotels, as well as all the other amenities a thriving metropolis could have needed. 	50 min 	12-16 	ScavsKabanKollontay
 	The Lab 	Secret underground TerraGroup Labs facility hidden right under the center of Tarkov. Officially, this research center does not exist and, based on data scraps, is engaged in research and development as well as testing and simulation of projects in chemistry, physics, biology, and other high technology. 	35 min 	8-10 	Scav Raiders
 	Woods 	The Priozersk Natural Reserve recently became part of the state-protected wildlife reserves of the North Western Federal District. 	40 min 	10-14 	ScavsShturmanPartisanKnightBig PipeBirdeyeCultists
==Upcoming Locations==
Banner	Name 	Description
 	Private Sector	Private residential sector consisting of cottages of the upper-class citizens of Tarkov. In the first weeks of the emerging chaos, it served as a refugee staging camp but has since then become a known scavenger haunt.
 	Suburbs(DLC) 	The suburb and commuter areas of Tarkov containing all the infrastructure and creature comforts needed for a long and happy life.
 	Terminal 	A large section of the harbour zone, rumoured to be the backup Emercom extraction point.
 	Town(DLC) 	The Verkhneye urban settlement is a small town by the seaside, favoured by locals as an exceptional gardening and outdoor recreation spot.
Category:Escape from Tarkov
cs:Mapy Tarkova
de:Karte von Tarkov
fr:Carte de Tarkov
ru:Локации
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