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        This app uses Tarkov APIReport a bug2025

        The Ticket

        The Ticket
        Required level:1

        Objectives

        • 🔘️ Build a Level 1 Scav Base
        • 🔘️ Talk to Mr. Kerman
        • 🔘️ Unlock the Armored Case lock
        • 🔘️ Contact Mechanic for assistance
        • 🔘️ Find the "Experimental Signal Suppressor"
        • 🔘️ Find the "RFID card encryption device"
        • 🔘️ Find the "Lab Master Pass"
        • 🔘️ Use the "Lab Master Pass" to activate the Kruglov card
        • 🔘️ Activate the RFID card from the case with Kruglov's name
        • 🔘️ Talk to Mr. Kerman
        • 🔘️ Speak with Mechanic
        • 🔘️ Wait for Mechanic's response
        • 🔘️ Give Mechanic 40 Bitcoins
        • 🔘️ Pick up the "RFID card encryption device"
        • 🔘️ Find the access keycard in TerraGroup Labs
        • 🔘️ Gain access to the Laboratory map
        • 🔘️ Build a Solar Panel

        Guide

        To activate this quest, you need to complete the quests from the "Heavens in Flames" series, as well as build a level 1 Scav base in your Hideout.

        Once this is done, Mr. Keriman will contact you. After setting up the Scav base, there will be a short conversation, which may differ depending on the choice made at the end of the "Heavens in Flames" quest. The quests have different consequences, so choose wisely.

        Some time later, Keriman will contact you again and tell you that you need to unlock the case. To get help with opening the case, you need to contact Mechanic. The trader says that opening the case won't be quick and you'll need to find the "Experimental Signal Suppressor", which can be found in the Laboratory.

        The required item is located in the lecture hall on the first bench. It can also spawn on the round table in the "cats" area and on the table in the research room in the residential module.

        • The lecture hall is located on the Laboratory map.
        • Signal Suppressor
        • Signal Suppressor from Kotov
        • Signal Suppressor in the research room in the residential module
        • After finding the signal suppressor and talking to Mechanic, a new craft will become available at the workbench, allowing you to open a secured case. The craft takes 56 hours and requires Workbench level 1.

        After finding the signal suppressor and talking to Mechanic, a new craft will become available at the workbench, allowing you to open a secured case. The craft takes 56 hours and requires Workbench level 1.

        • Crafting on a level 1 workbench, which unlocks a case.

        The crafting process shown in the screenshot takes 55 hours and 34 minutes due to the "Hand Tool" skill.

        After completing the crafting and opening the case in the stash, you receive an RFID card in the name of Kruglov, a random colored key card, a laboratory access key card, and Euros.

        • Case contents.

        The task requires reading the instructions for the RFID card, which we pick up from the mail and read in the reference book. We go to Kerman for a conversation in the intel center.

        • Instruction for the RFID card

        Kerman offers the player cooperation. The player has a choice: accept his proposal or refuse and try to escape Tarkov with the data from the case.

        Choice: "Cooperate with Mr. Kerman - YES"

        • Kerman's choice

        Kerman will give the player a new task to find the following items:

        Let's head to the lab and find the master pass in the safe in the new molecular room, which can be accessed with a black key card. Here, you can also randomly find an RFID card, which can also spawn in marked rooms on other locations.

        • The master pass is in the safe.

        The condition "Find an RFID card encryption device" cannot be fulfilled. To progress the storyline, survive 3 times on the Laboratory.

        Return to Kerman and report that you were unable to find the device. He suggests that raiders may have taken the encryptors. As a solution, Kerman proposes to negotiate with Mechanic: his friend, Electronik, may have such a device available. Here, the player is faced with another timegate - Mechanic needs 24 hours to contact and clarify all the details.

        • Dialogue with Mechanic

        After the time gate, Mechanic asks you to transfer 40 bitcoin to him as payment for helping Electron. Once you give him the required amount, you receive a key to the apartment at 14A, Klimova Street, where the RFID card encryption device is hidden. The device is located under a small table with a pig. Mechanic also unlocks a key exchange for this key for 1 bitcoin.

        • Bartering the key with Mechanic

        Head to Streets of Tarkov and find the required building. You need the second apartment. The device will be located under a small table with a pig.

        • Location of the apartment on Streets of Tarkov
        • The required building
        • Entering the entrance
        • Required apartment
        • Device under the table with the pig
        • Device

        Having retrieved the device and escaped the location, we can start crafting, which will take ~51 hours.

        • Crafting the RFID Card

        After completing the RFID card crafting task for the quest, head to the Beach location and approach the entrance to the Port Terminal. The attempt fails, and you need to speak with Prapor. He reveals that he decided not to reveal all the cards at once and was aware that the card wouldn't work.

        At this point, you're presented with another crucial decision: continue cooperating with Prapor or decline his proposal and search for another way to escape Tarkov.

        If during the dialogue you respond with: "Seriously? You decided to play with me? Screw off with your games!", it won't trigger a storyline choice and will be considered an automatic refusal of further cooperation, earning you the achievement "Enough of your games!". This achievement will also be obtained if you refuse during the storyline choice "Help Prapor find compromising information on TerraGroup?"

        Choice: "Help Prapor find compromising information on TerraGroup? — YES"
        • Plot Choice #3

        A dialogue with Prapor will take place here, in which he will suggest taking down the TerraGroup company, but for this, you need to find a lot of incriminating evidence, in the search for which he is ready to help.

        To do this, you need to complete all storyline quests, the result of each quest is one of the necessary pieces of evidence. The full list of major incriminating evidence will be presented below.

        After several documents have been handed over, a conversation with Prapor will take place, which will lead to the final plot choice.


        The choice: "Continue searching for incriminating evidence on TerraGroup for Mr. Prapor? - YES" | Ending "The Savior"
        • Story Choice #4

        This story choice leads to the better ending in the game - "Savior". As part of this ending, it is necessary to hand over to Prapor all the compromising evidence that is obtained in different storylines.


        The fuel catalyst test report (“I’ve found information about Blue Ice. And it’s not a fuel catalyst, as claimed to the whole world.”) - “Unknowns” storyline, TerraGroup locker room in the Factory basement (Polychem keycard).

        • The fuel catalyst test report on the safe
        • The fuel catalyst test report on the safe

        Report on the Deployment of an Agent Network (“Here is the evidence that the Unheard agents are embedded within government institutions of multiple countries.”) — part of the “Batya” storyline, located opposite the entrance to the Lightkeepers room, on a red sand-filled box.

        • Report
        • Report opposite the Lightkeepers room entrance

        Document mentioning The Guardian (“TerraGroup is full of Unheard agents.”) - storyline “The Unheard”, located on Streets of Tarkov, A.P. residence, in a room locked with an electronic lock.

        • Document mentioning The Guardian
        • Document mentioning The Guardian

        Item specification No. 1156 ("An experimental EMP weapon developed by TerraGroup was used over the city.") is a Blue Fire storyline document, located in a blue van next to the "Post of Rus" department on the Streets of Tarkov map.

        • Item Specification No. 1156
        • Item Specification No. 1156

        ARRS System Specification ("TerraGroup had a large-scale surveillance system.") is an They Are Here storyline document, given by Mechanic after handing over the data flash drive from the ARRS station.

        • The ARRS system specification
        • The ARRS system specification

        A compromising audiocassette (“Deputy Minister Shkurenko tried to make a deal with a criminal group.”) - the storyline “Accidental Witness”, is located on the Shoreline map, in the flowerbed at st. Tsvetochnaya, 3.

        • An audiocassette
        • An audiocassette

        Research Report on the “Labyrinth” Facility (“I have data on the illegal and brutal experiments conducted at the TerraGroup site.”) — part of the “The Labyrinth” storyline, located on the Shoreline map near the drainage outlet next to the “Norvinsky” port terminal.

        • Research Report on the “Labyrinth” Facility
        • Research Report on the “Labyrinth” Facility

        Transcript of the Conversation with Miss A. (“I have a recording of a conversation between high-ranking TerraGroup executives. They’re talking about controlling the Big Seven and some kind of global changes in the world.”) — part of the “The Ticket” storyline, located on the Streets of Tarkov map inside a safe in the apartments of the Cardinal residential complex.

        • Transcript of a conversation with Miss A.

        This document appears after receiving the storyline "Ticket," an optional task to "visit Kruglov's apartment on the Streets of Tarkov."

        Head to the Streets of Tarkov, to the "Cardinal" residential complex, and go up to the second floor. You can enter the right apartment by moving along the right wall. To enter, you need the "apartment key in Cardinal residential complex."

        • Inside, you need to find the room with a painting and a broken flower. The safe is located to the left of the bed, but it will be locked.

        Inside, you need to find the room with a painting and a broken flower. The safe is located to the left of the bed, but it will be locked.

        • The right room

        To open it, you need to approach the painting, which will bring up a context menu for interaction.

        • The painting

        After that, you need to use the electronic panel, which will open the safe. To do this, you must have the TerraGroup Labs key card (black).

        • The panel is behind the painting

        As a result of all actions, the safe will be opened, and the required transcript will be inside.

        • Transcript

        Additionally, you can hand over small compromising materials on TerraGroup (audiocassettes, notes, etc.). There are 32 of them in total.

        • Dialogue with Prapor about handing over the compromising materials

        For this, you will receive the hidden achievement "A little something".

        After handing over 8 documents, the player will receive a secure "Alpha-1" container with TerraGroup compromising materials in their in-game mail.

        • Alpha-1 container with TerraGroup compromising information

        After receiving the container, speak with Prapor again. He will provide us with hash codes for reprogramming the keycard through his trusted associate, who turns out to be Fence. If the relationship with Fence is below 4.0, he will refuse to do business with us, so we need to go farm.

        • Fence

        After gaining the trader's trust, he will give us a task:

        ● IN PVP ZONE - Meet Scav at the joint extraction point in Reserve and Woods;

        ● In the PVE ZONE - Kill 5 PMC's in one raid on Customs and 5 PMC's in one raid on Interchange.

        You cannot kill Scavs until you complete these tasks.

        After completing the tasks, you will need to grind further - to advance the storyline, you need to raise your reputation with the BTR driver to 0.4. To achieve this goal, you need to complete his quest chain. You must not go through the Skier branch in it.

        After completing the entire chain, go to the Scav and take the flash drive with hash codes from him.

        • Fence gives you the flash drive.
        • Flash Drive

        After talking to Prapor and receiving the flash drive, you will need to construct the "Solar Power" module in your Hideout (continuing the grind), as without it, the recipe for crafting a reprogrammed map to access the Terminal will not become available. Once the battery is installed, the crafting recipe will appear.

        • Crafting a Reprogrammed Map

        After crafting the map, take it, and the container with compromising evidence, and under the cover of night, between 22:00 and 04:00, head to the Terminal. To do this, go to the intercom on the Customs map (recalling the Tour quest), use the key card, and proceed to the Terminal map by continuing down the road to the gates of Checkpoint 11. If you die on the Terminal map, you will need to craft the card again (~11 hours).

        Choice: "Continue searching for compromising evidence on TerraGroup for Mr. Kerman - NO" | Ending "Debtor"

        Having told Kerman that we're not his errand boys and that there are other people in Tarkov who can help us escape, we sever contact with him. If we ask other traders about the way out of Tarkov again, we'll be met with refusal. Next, depending on whether the Lightkeeper has been unlocked, two possible paths open up - if the Lightkeeper is unlocked, we go to him, otherwise we go to Prapor.


        The Lightkeeper route.

        The trader knows why we've come and offers us a deal - we'll work for him, and he'll provide us with a key that will grant us access to the Terminal.

        We accept the job. Our first task will be to collect topographic survey materials on Lighthouse, Woods, Customs, Ground Zero, and Factory.

        Some material spawn points are listed below.


        • Materials at Facto

        On the Ground Zero, the materials are located in Office No. 4, behind the TerraGroup Scientists’ Office Key. This is the same office where the HDD for the “Saving the Mole” quest is found.

        • Materials at Ground Zero

        On Woods, the materials are stuck in the car door at the entrance to the hangar at the Lumber Mill.

        • Materials at Woo

        Materials at Customs are located in a room behind the office of the head of the enterprise, accessible with the Customs Office Key.

        • Materials at Customs

        On Lighthouse, the materials are located in the upper chalet, on the second floor, on the armchair by the fireplace.

        • Materials on Lighthouse

        After collecting all the materials, begin crafting them in the Intelligence Center. You will also need a regular Military Flash Drive for the craft.

        • Intelligence Center crafting

        After receiving the flash drive with the materials, head to the Lightkeeper. He will give you the next task — eliminate 30 PMCs on Woods and bring him 100 dogtags. After doing some work as the local John Wick, the Lightkeeper will ask the player to find the Cultist Charms in all marked rooms in the game, except for the marked room on Lighthouse. The charms can be collected and turned in one by one.

        • Sectant's amulet
        • Sectant's amulet
        • Sectant's amulet
        • Sectant Amulet
        • Sectant Amulet
        • Sectant Amulet

        After collecting the amulets, head to the Lighthouse peninsula, where in the general dormitory (Marked key), you will need to place the amulets.

        • The Amulet Drop Location

        After dropping off all the amulets, report the completed task to the Lightkeeper. He will give you a key card that will allow you to access evacuation. Place the card in the special slot, and under the cover of night, from 22 to 4, head to the Terminal (see the end of the article for passage).


        Choice: "Cooperate with Mr. Keriman - NO" | Ending "Survivor"
        • Cooperation Choice

        Keriman refuses to help us further in the storyline and cuts off communication. The player has a new task: "Use the Kruglov key card at Shoreline", however, after using it, the intercom at the entrance to the Terminal (from the Tour quest) refuses to recognize the pass.

        • Intercom at Shoreline near the Terminal
        Prapor (quick final)

        We return to Prapor and ask for his help: he is willing to cooperate with us, but in exchange for an escape ticket from Tarkov, he will require 500,000,000 roubles from the player. Part of this amount is a moral compensation for the player not handing over the case to Prapor at the end of the "Falling skies" storyline. If the case was handed over to the trader, he will ask for 300,000,000 roubles.

        • The task is to transfer the money to Prapor

        The Prapor asks us to complete a couple more tasks within 72 hours, or the quest will be failed.

        The tasks are as follows:

        - Craft an item in the Hideout and record incriminating evidence onto a flash drive

        - Kill 50 any targets on the Streets of Tarkov map

        - Kill 4 PMC scavs in a single raid (and survive)

        IMPORTANT: The crafting process takes 5 hours, and it is unlocked at the Intelligence Center. It will require you to find 4 report folders from TerraGroup: Finance, Personnel, Developments, and Reports.

        • Location of all report folders in the Laboratory

        After that, report back to Prapor and proceed to the next stage.

        If the player manages to complete these tasks before the 72-hour timer expires, the achievement "I Am Speed" will be awarded.

        Prapor doesn't give us a keycard; instead, he gives a "note" that we need to take to the Terminal, approach the entrance of Checkpoint 11, and activate the transition.

        Make sure to holster your weapon, including melee, or the terminal's security will attack you.

        A note and a cutscene at the Terminal will trigger afterwards (see Terminal section at the end of this article).

        IMPORTANT: If you die in the Terminal, you can buy a new note with money from Prapor for 5,000,000 roubles.


        Choose: "Help Mr. Kerman in searching for compromising information on TerraGroup - NO" | Ending "Fallen"

        Having refused to cooperate with Kerman, you'll have to find a new patron, which will be Prapor (Lightkeeper must be locked!).

        • Dialogue with Prapor
        Prapor's Path.

        If in the first storyline choice the case was handed over to Prapor, he won't burden you with extra work, otherwise the trader will stage a show of punishment.

        • Prapor's Quests

        You need to hand over:

        - 50 units of Military or Advanced Electronics. Can be purchased at the flea market and handed over. All at once!

        - One of the following containers: Teta/ Epsilon/ Kappa Secure Container

        - 40 Armor Repair Kits or Weapon Repair Kits. Can be purchased at the flea market and handed over. All at once!

        After completing all tasks, Prapor will report that a scientist from TerraGroup left a briefcase with some BO in the Reserve bunker, and it needs to be returned in order to gain access to the port. However, this information did not come to the trader for free, so it is necessary to compensate for the costs by paying a total of $1,000,000.

        To retrieve the "Case with Hazardous Contents," you need to head to the technical storage room in the command section of the underground bunker system on the Reserve map. This room is located to the left of the airlock that leads to the flooded room. The room will be locked and requires a "RB-PCPTS Key" (buy on the flea market if you don't have one, it has a very low chance to drop).

        • The required room in the Reserve bunker

        The case itself is located on one of the shelves.

        • Shelves with the case
        • Case with Hazardous Contents

        Next, we hand over the case and the money to Prapor, who will highly appreciate it and send you on a couple of days' leave.

        • We give the case to Prapor
        • We wait for information from Prapor

        For transferring the money and the case, you will receive the "Was That Worth It?" achievement

        Next, Prapor calls you to him and gives you a "flash drive with Prapor's hash codes," and a new crafting project appears in your Intelligence center. The crafting project requires: an RFID encryption device, a blank RFID card, a Khruglov Map, and the flash drive with Prapor's hash codes (see screenshot below). The crafting process takes 11 hours, and if you die in Terminal, you will have to re-do the craft in order to re-enter Terminal.


        Terminal Extraction. Escape from Tarkov.

        After completing all tasks and before heading to Customs, be sure to prepare: wear your best bulletproof vest and helmet. It will be very dark inside, so take a night vision device or rely on a flashlight. It's recommended to bring a backpack with necessary resources - a large amount of ammunition, medical supplies (including the Surv12 Field Surgical Kit) and be sure to bring a Tool Kit. Additionally, we recommend using the SJ6 TGLabs Combat Stimulator and the Meldonium drug.

        You can only enter Customs between 22:00 and 4:00.

        To open the path to Customs, approach the Intercom on the Shoreline map. Activate the working login panel and head to the transition to Customs.
        The transition is only available for 5 random PMC scavs in one raid, or for a group of up to three PMC scavs. A group of four or more PMC scavs will not be allowed to transition.

        The path to the boat and task completion (possibly not suitable for all endings, definitely suitable for the Prapor ending for 500 million rubles)

        At the beginning, you will see a cutscene: you are greeted by friendly NPCs and led to the first room, where you will find yourself without equipment. A map of the location is hanging on the wall, and nearby you can collect food, water, medicine, and other small consumables. You have about 15-20 seconds to pick up everything you need. After that, the next cutscene will start - the Terminal is under attack.

        After the video, you will again find yourself in the same room, with only armor, a helmet, and a rig. Next, you need to get to the Armory building, where your equipment is located. The door of the house will open, and outside, friendly fighters (do not shoot at them) are fighting with Scavs. Go outside and pick up the weapon and magazines from the corpse to the left of the entrance.

        • Locations of fuse boxes on the Terminal map

        We recommend running past the fuse boxes along the way, checking each one. There will be Scavs on the route, so proceed with caution. You need to get to the Armory - it is located near the starting building.

        There are also friendly fighters near the Arsenal, do not shoot them. Go around the building on the right: behind the wall lies a corpse, on which the Armory door key with equipment may spawn. The key may also spawn on a table inside the Armory .

        • Location of the corpse with the key and Armory

        Once you open the door, search the farthest lockers - that's where your equipment will be. Pick it up and stay inside the Armory.

        You'll be ambushed by multiple waves of opponents - Scavs and Black Division squads. The latter are very strong and heavily armored fighters. Pick them off carefully from inside the Arsenal. When it becomes safer, exit and search the Black Division fighters - their pockets contain a special Pass. He can also be found in the building across the road from the arsenal, next to the pharmacy and the ATMs. The card will be lying in a flat weapon case on the toppled ATM. Take it and head to the left exit door from the Armory. Then, exit onto the street, move forward and to the right towards the fuel tanker. Walk past it and don't forget to check the electrical boxes: you may need to return to one of them.

        • Route to the Sea Port
        • Flat weapon case with Pass

        From the fuel tanker, walk a bit further and turn left into the yards. Make your way to the Sea Port.

        After crossing, move forward. You'll encounter Scavs along the way. Keep to the right along the hangars, reach the end and continue on when a passage appears to the right. Then move forward, and to the right you'll see a chain-link fence. Before reaching the gate, find a wicket - knock it down and enter. On the side you were moving from, there's a Black Division squad. Try to lure them out with grenades or carefully destroy them from cover.

        Your next goal is to find the C4 bomb spawn location and blow up the gate.
        C4 spawns in four locations:
        • Two in the tent (one in a crate at the entrance, the second on a table inside),
        • The third on a table by containers nearby,
        • The fourth behind the tent on a barrel.

        IMPORTANT: You can complete this stage in three ways - by blowing up the gate with a bomb, using an elite character strength level, or by opening the gate with a partner. Choose a suitable option. Once the gate is open, proceed to the next stage.

        IMPORTANT: if you use the gate demolition, a Black Division squad will appear nearby immediately after the bomb is planted - be extremely cautious.

        • C4 spawn locations
        • Route to the Pump Station

        After passing through the gate, move west on the map towards the "Pump Station" - see the map above. Your goal is to find a broken panel and pump out the water inside.

        If you have already inspected the panels at the start of the location and didn't find the damaged one, it may be right at the entrance to the Pump Station. If the panel still hasn't been found, you will have to go search for it.

        • Panel locations

        For repairs, you will need a Tool Kit - we hope you picked it up in advance. If not, it spawns near the BTR immediately after the gate (marked on the map above), regardless of how you opened them.

        After repairing the panels, press the water drainage button inside the pump station. Then, proceed deeper into the building and in the control room, take the terminal gate key from the safe. The panel map and mechanic's note may also spawn near the entrance door of the pump station - you can pick them up if desired.

        Having received the evacuation point key, exit outside and return along the route shown on the map. Along the way, you will encounter three Black Division squads and a random Boss. Carefully deal with them and reach the evacuation point. Open the door with the key and move further - to the ZUBR landing ship.

        • The Path to ZUBR

        After passing through the evacuation point checkpoint, continue moving along the pier.

        IMPORTANT: At this stage, an announcement will be made over the loudspeaker that there are three minutes left until the evacuation is complete. It is unclear if the player is required to make it on time, but it's best not to delay.

        Along the way, there will be another Black Division spawn. Kill the enemies and continue advancing. Right before the landing craft, the Boss spawn appears. It is unclear if he is aggressive, but usually, everyone who has reached this point has destroyed all enemies in their path.

        When you approach the landing craft, a 50-second exit timer will start. Once it expires, the final cutscene will begin.

        Congratulations - you have escaped from Tarkov. This completes the Ticket quest. You will then be shown a final cinematic (the variation depends on your path) and the final credits. Full walkthrough of the Terminal by world first escaper Tigz can be found here.