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How to Unlock Escape from Tarkov Maps through Tour

Tour unlocks direct location selection in stages, while several late locations require their own story chapter or a first visit through transit.

Game build 1.1.0.1.46911

Unlocking a map in Escape from Tarkov usually means gaining direct access from the location selection screen. It does not always mean that the place was unreachable beforehand. Tour opens much of the standard selection list in stages, while Streets of Tarkov and The Lab can first be entered through a transit. Terminal, The Labyrinth, and Icebreaker follow separate story rules rather than the ordinary Tour chain.

If the selection screen says that the route is unknown, check the active Tour chapter and its trader objective. Do not treat a map icon, a transit marker, and a direct-selection unlock as the same state.

Start with the two early routes

Complete the tutorial extraction on Ground Zero. That establishes the starting location, but it is not a reward from a later Tour step. Interchange is also available for the early exploration objective. These two openings lead to different actions.

Therapist asks for RUB 250,000 and grants direct selection for Streets of Tarkov. Before that reward, the same location may still be reached through a named transit. Ragman’s step for Interchange instead asks you to survive and extract there, with 3 visits available as the current alternative. Finishing that part opens the Customs stage through Skier.

Open Ground Zero with exits and transits before the tutorial run. For Interchange, compare the assigned exit with its extraction and transit markers. A location objective is only complete when the task records it; reaching a map boundary is not enough by itself.

Follow the Customs, Factory, Woods, and Shoreline chain

The clearest Tour sequence runs through four traders and locations:

  1. On Customs, satisfy the survival or visit condition and hand in 5 required found-in-raid materials. This opens the Mechanic stage and direct selection for Factory.
  2. On Factory, complete the location requirement and provide 2 required found-in-raid weapons. Prapor then sends the route to Woods.
  3. On Woods, eliminate 3 targets as well as completing its survival or visit condition. This introduces Peacekeeper and opens Shoreline.
  4. On Shoreline, complete the location requirement and make the separate contact at the southeastern communications point. That contact advances the branches leading to Reserve and Lighthouse work.

Use the current task text as the authority for item type, found-in-raid status, and completion. The visit alternative replaces the survival part of an eligible location objective; it does not remove the Customs hand-in, Factory hand-in, or Woods combat requirement.

Treat Reserve and Lighthouse as separate branches

Do not turn the displayed task order into an invented prerequisite between these two locations. Prapor’s branch grants Reserve after its Shoreline condition and the hand-in of 5 PMC dogtags. Mechanic’s branch opens Lighthouse after the payment of USD 20,000. Both depend on reaching the appropriate Tour stage, but they have different requirements.

Plan each raid on its own map. Review Reserve exits and surface access, or open Lighthouse with the transit and extraction layers. The layer shows where a route is plotted; the task panel tells you whether the story condition has been credited.

Enter The Lab once through transit

The Lab is not opened by simply paying for the next Tour line. Carry the required access card and enter through an eligible transit from Streets of Tarkov or Factory. During that first visit, the Tour objective also asks you to search the named management office and server room and locate the drainage escape path. Completing those objectives grants direct selection and advances Pathfinder.

Before attempting it, confirm the transit destination by its full name and keep the extraction list separate. Open Factory with transit and exits, then prepare a new plan on The Lab after arrival. A one-way entry does not promise an immediate route back.

Handle the three special locations outside the normal chain

Terminal begins with its own story access and a night transit from Shoreline. The interaction requires the access item named by that chapter. Reaching the shoreline approach outside its operating window does not unlock the location.

The Labyrinth also begins from Shoreline, but through the west-wing basement route. The entrance uses the named facility key and consumes the required access card for each player. Its delayed trader message and barter belong to that location’s story chapter, not to a generic Tour visit counter.

Icebreaker first opens through its Boreas-related story route from the Shoreline pier and charges the current transit fee shown in game. Direct selection is awarded later through its own follow-up task, not through the ordinary progression between Customs and Shoreline. Check the interaction prompt and task text before committing gear or currency.

Questions about locked Tarkov maps

Why can I transit to a location that is still locked on the selection screen?

Transit access and direct selection are different permissions. A story step may require the first entry through another location. After the required visit and objectives are credited, the selection-screen route can become available.

Does visiting a Tour location three times complete every requirement?

No. 3 visits can replace the survival objective where the current task offers that choice. Required item hand-ins, Woods eliminations, payments, contacts, searches, keys, cards, and special-location story steps remain separate.

Which task should I check when a map still says the route is unknown?

Open Tour and identify the trader currently waiting for a location visit, payment, hand-in, or contact. For Terminal, The Labyrinth, and Icebreaker, check their own story chapter instead. Use the location map to prepare the raid only after the task panel identifies the missing condition.

Maps in this guide