All Escape From Tarkov Extractions, PMC and Scav Exits for Every Map
PMC, Scav and co-op exits, with requirements for each map.

Choosing an extraction in Escape From Tarkov means checking more than its position on a map. The exit must accept your character, be available in your raid and have its required conditions met. This reference separates PMC, Scav and co-op exits across the game’s locations.
For Peacekeeper’s The Guide quest, use PMC-capable exits. A Scav-only marker cannot complete a PMC survival objective. Check the extraction list in the current raid before building your route around any option below.
Before choosing an exit
- Shared means either character type can use the exit. Co-op means a PMC and a Scav must work together.
- A paid vehicle can leave before you arrive. Bring the payment and keep another exit in mind.
- A signal-flare exit requires a green flare fired from its designated signal area. An existing green light or flare marking an open exit is a different condition.
- Some exits need a key, code-word note, equipment combination, power switch or specific raid timing.
- A transit moves you into another location. It is not the same as extracting to the menu.
Maps
- Factory
- Customs
- Woods
- Interchange
- Ground Zero
- Shoreline
- Lighthouse
- Reserve
- Streets of Tarkov
- The Lab
- The Labyrinth
- Terminal
- Icebreaker
Factory
Factory has exits on different floors, and the floor matters as much as the pin. Cellars and Smugglers’ Passage belong to the tunnels, while Office Window is an upper-office Scav exit. A single flattened plan can send you to the wrong level.



| Extraction | Character | Requirements and availability |
|---|---|---|
| Camera Bunker Door | Scav | No extra item or action specified; check your assigned exits. |
| Cellars | PMC | Factory emergency exit key. |
| Courtyard Gate | PMC | No extra item or action specified; check your assigned exits. |
| Gate 0 | PMC | No extra item or action specified; check your assigned exits. |
| Gate 3 | PMC or Scav | No extra item or action specified; check your assigned exits. |
| Med Tent Gate | PMC | Factory emergency exit key. |
| Office Window | Scav | No extra item or action specified; check your assigned exits. |
| Smugglers’ Passage | PMC or Scav | Note with code word Ark. |
Customs
Customs has shared exits, character-specific exits and several alternatives with extra conditions. Keep the boiler-room co-op exit separate from ZB-1013, and do not confuse a transit to another map with an extraction back to the menu.

| Extraction | Character | Requirements and availability |
|---|---|---|
| Administration Gate | Scav | No extra item or action specified; check your assigned exits. |
| Boiler Room Basement (Co-op) | Co-op | A PMC and a Scav must cooperate. |
| Crossroads | PMC or Scav | No extra item or action specified; check your assigned exits. |
| Dorms V-Ex | PMC | Vehicle payment; fare varies with Scav karma; up to 4 players; Conditional availability; Single-use. |
| Gate Near Medblock | Scav | No extra item or action specified; check your assigned exits. |
| Old Gas Station | PMC or Scav | PMC: conditional; green flares indicate open. Scav: no additional activation requirement. |
| Railroad Passage (Flare) | PMC | Fire a green flare upward from the signal area. |
| Railroad to Port | Scav | No extra item or action specified; check your assigned exits. |
| Railroad to Reserve | PMC or Scav | No extra item or action specified; check your assigned exits. |
| Railroad to Tarkov | Scav | No extra item or action specified; check your assigned exits. |
| Reserve Checkpoint | Scav | No extra item or action specified; check your assigned exits. |
| Smugglers’ Boat | PMC or Scav | Note with code word Voron. |
| Smugglers’ Bunker (ZB-1012) | PMC or Scav | Note with code word Voron. |
| Trailer Park | PMC or Scav | No extra item or action specified; check your assigned exits. |
| ZB-1011 | PMC or Scav | No extra item or action specified; check your assigned exits. |
| ZB-1013 | PMC | Warehouse #4 power lever and ZB-1013 key. |
Woods
On Woods, pick a backup exit before crossing the map. The vehicle, signal-flare and locked-bunker options need preparation, while the northern bridge and expanded northern area make old cropped maps poor navigation references.

| Extraction | Character | Requirements and availability |
|---|---|---|
| Boat | Scav | No extra item or action specified; check your assigned exits. |
| Bridge V-Ex | PMC | Vehicle payment; fare varies with Scav karma; up to 4 players; Conditional availability; Single-use. |
| Dead Man’s Place | Scav | No extra item or action specified; check your assigned exits. |
| Eastern Rocks | Scav | No extra item or action specified; check your assigned exits. |
| Friendship Bridge (Co-Op) | Co-op | A PMC and a Scav must cooperate. |
| Mountain Stash | Scav | No extra item or action specified; check your assigned exits. |
| Northern UN Roadblock | PMC | No extra item or action specified; check your assigned exits. |
| Old Railway Depot | Scav | No extra item or action specified; check your assigned exits. |
| Outskirts | PMC or Scav | No extra item or action specified; check your assigned exits. |
| Power Line Passage (Flare) | PMC | Fire a green flare upward from the signal area. |
| Railway Bridge to Tarkov | PMC or Scav | Minefield map (Woods). |
| RUAF Gate | PMC | Green flare = Open; Conditional availability. |
| RUAF Roadblock | Scav | No extra item or action specified; check your assigned exits. |
| Scav Bunker | Scav | No extra item or action specified; check your assigned exits. |
| Scav House | Scav | No extra item or action specified; check your assigned exits. |
| UN Roadblock | PMC or Scav | No extra item or action specified; check your assigned exits. |
| ZB-014 | PMC | Green flares indicate open; ZB-014 key required; conditional availability. |
| ZB-016 | PMC | Green flares = Open; Conditional availability. |
Interchange
Interchange’s main perimeter exits are only part of the picture. Power Station is a vehicle option, Saferoom requires an activation sequence, and the Scav Camp exit needs cooperation between a PMC and a Scav.


| Extraction | Character | Requirements and availability |
|---|---|---|
| Emercom Checkpoint | PMC or Scav | No extra item or action specified; check your assigned exits. |
| Path to River (Flare) | PMC | Fire a green flare upward from the signal area. |
| Power Station V-Ex | PMC | Vehicle payment; fare varies with Scav karma; up to 4 players; Conditional availability; Single-use. |
| Railway Exfil | PMC or Scav | No extra item or action specified; check your assigned exits. |
| Saferoom Exfil | PMC | Turn power on; flush Burger Spot urinal; swipe Object #11SR keycard at revealed panel; lock extraction door from inside; Single-use. |
| Scav Camp (Co-Op) | Co-op | A PMC and a Scav must cooperate. |
| Smugglers’ Tunnel | PMC or Scav | Currently reported non-functional; do not rely on this exit. |
Ground Zero
Ground Zero mixes shared exits with a paid vehicle and a signal-flare route. Check the exact exit name in your raid before committing to a crossing, particularly around Mira Avenue and the northern end of the street.

| Extraction | Character | Requirements and availability |
|---|---|---|
| Emercom Checkpoint | PMC or Scav | No extra item or action specified; check your assigned exits. |
| Mira Ave (Flare) | PMC | Fire a green flare upward from the signal area. |
| Nakatani Basement Stairs | PMC or Scav | No extra item or action specified; check your assigned exits. |
| Police Cordon V-Ex | PMC | Vehicle payment; fare varies with Scav karma; up to 4 players; Single-use. |
| Scav Checkpoint (Co-op) | Co-op | A PMC and a Scav must cooperate. |
| Tartowers Sales Office | PMC or Scav | Note with code word Adaptation. |
Shoreline
Shoreline’s extraction options stretch from the resort area to the coast and map edges. The climbing route needs equipment, Mountain Bunker needs its code-word note, and the pier boat is conditional rather than a dependable fallback in every raid.

| Extraction | Character | Requirements and availability |
|---|---|---|
| Admin Basement | Scav | No extra item or action specified; check your assigned exits. |
| Climber’s Trail | PMC | Red Rebel, Paracord and no equipped armor vest. |
| East Wing Gym Entrance | Scav | No extra item or action specified; check your assigned exits. |
| Lighthouse | Scav | No extra item or action specified; check your assigned exits. |
| Mountain Bunker | PMC or Scav | Note with code word Heartbeat. |
| Path to Lighthouse | PMC | No extra item or action specified; check your assigned exits. |
| Pier Boat | PMC | Green flare = Open; Conditional availability. |
| Railway Bridge | PMC | No extra item or action specified; check your assigned exits. |
| Road to Customs | PMC or Scav | No extra item or action specified; check your assigned exits. |
| Road to North V-Ex | PMC | Vehicle payment; fare varies with Scav karma; up to 5 players; Single-use. |
| Ruined Road | Scav | No extra item or action specified; check your assigned exits. |
| Smugglers’ Path (Co-op) | Co-op | A PMC and a Scav must cooperate. |
| Tunnel | PMC | No extra item or action specified; check your assigned exits. |
Lighthouse
Lighthouse offers exits at both ends of the map, along the coast and through a mountain route. A Scav hideout is not a PMC escape route, and the Side Tunnel co-op room is separate from simply reaching the tunnel entrance.

| Extraction | Character | Requirements and availability |
|---|---|---|
| Armored Train | PMC or Scav | Timed train; stay aboard for departure. |
| Hideout Under the Landing Stage | Scav | No extra item or action specified; check your assigned exits. |
| Industrial Zone Gates | Scav | No extra item or action specified; check your assigned exits. |
| Mountain Pass | PMC | Red Rebel, Paracord and no equipped armor vest. |
| Northern Checkpoint | PMC | No extra item or action specified; check your assigned exits. |
| Passage by the Lake | PMC or Scav | Minefield map (Lighthouse). |
| Path to Shoreline | PMC or Scav | No extra item or action specified; check your assigned exits. |
| Road to Military Base V-Ex | PMC | Vehicle payment; fare varies with Scav karma; up to 5 players; Conditional availability; Single-use. |
| Scav Hideout at the Grotto | Scav | No extra item or action specified; check your assigned exits. |
| Side Tunnel (Co-Op) | Co-op | A PMC and a Scav must cooperate. |
| Southern Road | PMC | No extra item or action specified; check your assigned exits. |
| Southern Road Landslide | Scav | No extra item or action specified; check your assigned exits. |
Reserve
Reserve’s most important distinctions are underground access and activation requirements. D-2 and Bunker Hermetic Door use different controls; the train is timed, and Sewer Manhole has a backpack restriction.



| Extraction | Character | Requirements and availability |
|---|---|---|
| Armored Train | PMC or Scav | Timed train; stay aboard for departure; Single-use. |
| Bunker Hermetic Door | PMC or Scav | Activate the shack lever west of White Pawn; 4-minute window. |
| Checkpoint Fence | Scav | No extra item or action specified; check your assigned exits. |
| Cliff Descent | PMC | Red Rebel, Paracord and no equipped armor vest. |
| D-2 | PMC | Activate bunker power, then press the button beside the extraction door. |
| Depot Hermetic Door | Scav | No extra item or action specified; check your assigned exits. |
| Exit to Woods | PMC or Scav | Minefield map (Reserve). |
| Heating Pipe | Scav | No extra item or action specified; check your assigned exits. |
| Hole in the Wall by the Mountains | Scav | No extra item or action specified; check your assigned exits. |
| Scav Lands (Co-Op) | Co-op | A PMC and a Scav must cooperate. |
| Sewer Manhole | PMC or Scav | No backpack equipped. |
Streets of Tarkov
Streets has enough similarly named buildings and underground access points to make broad pins unhelpful. Check the specific staircase or floor for indoor exits, and prepare the correct flare, fare or note for conditional alternatives.


| Extraction | Character | Requirements and availability |
|---|---|---|
| Cardinal Apartment Complex Parking | Scav | No extra item or action specified; check your assigned exits. |
| Collapsed Crane | PMC | No extra item or action specified; check your assigned exits. |
| Courtyard | PMC | Green flare = Open; Conditional availability. |
| Crash Site | PMC | No extra item or action specified; check your assigned exits. |
| Damaged House | PMC | No extra item or action specified; check your assigned exits. |
| Entrance to Catacombs | Scav | No extra item or action specified; check your assigned exits. |
| Expo Checkpoint | PMC | No extra item or action specified; check your assigned exits. |
| Klimov Shopping Mall Exfil | Scav | No extra item or action specified; check your assigned exits. |
| Klimov Street (Flare) | PMC | Fire a green flare upward from the signal area. |
| Near Kamchatskaya Arch | Scav | No extra item or action specified; check your assigned exits. |
| Pinewood Basement (Co-Op) | Co-op | A PMC and a Scav must cooperate. |
| Primorsky Ave Taxi V-Ex | PMC | Vehicle payment; fare varies with Scav karma; up to 4 players; Conditional availability; Single-use. |
| Sewer Manhole | Scav | No extra item or action specified; check your assigned exits. |
| Sewer River | PMC | No extra item or action specified; check your assigned exits. |
| Smugglers’ Basement | PMC or Scav | Note with code word Onyx. |
| Stylobate Building Elevator | PMC | No extra item or action specified; check your assigned exits. |
| Ventilation Shaft | Scav | No extra item or action specified; check your assigned exits. |
The Lab
The Lab uses elevators, gates and service routes across multiple floors. An activation switch and the extraction it enables can be in different places, so a useful map must show both rather than placing one unexplained marker over a building.



| Extraction | Character | Requirements and availability |
|---|---|---|
| Cargo Elevator | PMC | Restore power in the basement, room G1.; Single-use; Call the powered elevator, enter and press its inside button. |
| Hangar Gate | PMC | Open the gate in cabin B24, on the second floor of the hangar.; Conditional availability. |
| Main Elevator | PMC | Restore power in the basement, opposite of room R4.; Call the powered elevator, enter and press its inside button. |
| Medical Block Elevator | PMC | Restore power in the basement, room G6.; Call the powered elevator, enter and press its inside button. |
| Parking Gate | PMC | Open the gate in room Y21 on the second floor, next to R22.; Conditional availability. |
| Sewage Conduit | PMC | Activate the drainage switch in basement B1; allow approximately 80 seconds for water to drain. |
| Ventilation Shaft | PMC | No backpack equipped. |
The Labyrinth
The Labyrinth has 2 extraction routes with different conditions. Ariadne’s Path needs its symbol key; The Way Up becomes available only after the raid has been running for 15 minutes.

| Extraction | Character | Requirements and availability |
|---|---|---|
| Ariadne’s Path | PMC | Ariadne symbol key. |
| The Way Up | PMC | Only available 15 min after raid start.. |
Terminal
Terminal uses the Zubr Boat rather than a conventional set of perimeter exits. Seats depend on the number of players who entered, and carrying the Alpha-1 evidence container creates an additional condition at extraction.

| Extraction | Character | Requirements and availability |
|---|---|---|
| Zubr Boat | PMC | Pier door key needed for approach; single-use boat; 3-minute timer starts on pier entry; 3 seats for 1-3 entrants, 3-4 seats for 4 entrants, 4-5 seats for 5 entrants; retain Alpha-1 evidence container if brought in. |
Icebreaker
Icebreaker’s helicopter extraction needs both a valid green signal flare and the euro payment. Reaching the helicopter area alone does not complete the process, so retain the required supplies until you are ready to leave.

| Extraction | Character | Requirements and availability |
|---|---|---|
| Helicopter | PMC | Fire a green flare upward from the signal area; 2,400 euros per player. |
Planning The Guide
Choose one map from each of the quest’s pairs and prepare the extraction equipment for those choices. Do not choose a route solely because its marker is nearby. An exit that needs a missing key, an absent vehicle or a Scav partner is not a useful fallback when you need to preserve a survival streak.
The extraction reference does not change the quest’s Survived-status requirement. Check our The Guide walkthrough for the map pairs, eliminations and conditions that reset the run.



