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Chapter

The Ticket

Endgame quest arc · steps shown depend on your target ending

    Reclaim the Case
  1. Step 1

    Opening trader dialogue chain

    Early Ticket dialogues. All quick trader/Kerman visits.

  2. Step 2

    Find clues about Prapor's people — Lighthouse

    Camp in the rocky area west side of Lighthouse. Two spawns for the note.

  3. Step 3

    Hand 3× Blue Folders materials to Lightkeeper

    TerraGroup "Blue Folders" materials, no FIR required.

  4. Step 4

    ULTRA flare + 15 kills (one Interchange raid)

    Fire a yellow flare in front of ULTRA Mall main entrance, then stay in raid until you have 15 kills. Extracting early resets BOTH objectives.

  5. Step 5

    Talk to Lightkeeper — receive the Armored case

    Empty special slot required to accept the reward.

  6. Step 6

    Unlock Armored case — jammer + Workbench L1

    Mechanic dialogue, then Lab run for the jammer, then craft unlock.

  7. Commit #1: Accept Mr. Kerman?
  8. Step 7

    Contact Mr. Kerman — the first big choice

    Commit

    Hideout Int Center laptop. The game asks whether you accept his help to activate the keycard. This is the first ending branch.

  9. Survivor path(survivor)
  10. Step 8

    Arrive at Terminal intercom + talk to Prapor

    Shoreline port Terminal watchtower. Swipe the (unactivated) keycard. Then Prapor picks up the thread.

  11. Step 9

    Hand over cash to Prapor (gave case) — 300,000,000 RUB

    If the case was handed to Prapor in Falling Skies, the fee is 300M RUB. If it was kept, the fee is 500M.

  12. Step 10

    Complete Prapor's Survivor tasks

    Timed. Failure = hand over Kappa.

  13. Step 11

    Pick up Prapor's letter for the port checkpoint

    Prapor delivers the port checkpoint letter — the Survivor-path keycard equivalent.

  14. Kruglov Keycard Activation(savior, debtor, fallen)
  15. Step 12

    Kruglov's safe — TG Labs master keycard

    R22 in The Lab. Safe consumes 2 Black keycard uses. Transfer master pass to off-raid inventory so you don't lose it.

  16. Step 13

    Activate Kruglov's keycard + 30-min Lab (scripted fail)

    Use master pass to activate Kruglov's keycard, then accumulate 30 minutes alive across any number of Lab raids. The objective is designed to fail — failure triggers Kerman dialogue, who then points you to Mechanic for the next phase.

  17. Step 14

    Mechanic — pay 40 BTC for Elektronik's key

    Trader-only step. After the Lab scripted-fail dialogue, Kerman points you to Mechanic. Mechanic stalls for 12-24 real-world hours, then asks for 40 Physical Bitcoin in one drop. Hand them over → Elektronik's key arrives in your messages.

  18. Step 15

    Streets — pick up RFID encryption device at Klimova 14A

    Streets raid. Use Elektronik's key to access Apartment 2 in Klimova 14A. The RFID keycard encryption device is on the floor under the living room coffee table. Quiet kit recommended — Klimova is a known PMC hotspot.

  19. Step 16

    Craft Activated Kruglov's keycard + swipe at Terminal intercom

    All three pieces in hand: RFID keycard encryption device + TG Labs master keycard + your existing Kruglov's RFID keycard + a blank RFID. Run the Int Center L1 craft (~23h30m). Then take the Activated keycard to Shoreline Terminal — the swipe is rejected, which triggers the next Kerman dialogue.

  20. Commit #2: Find dirt on Kaban?(savior, debtor, fallen)
  21. Step 17

    Kerman asks you to find dirt on TerraGroup

    Commit

    Second ending branch. Determines Savior/Debtor vs Fallen.

  22. Fallen path(fallen)
  23. Step 18

    Ask traders how to leave Tarkov

    Opens the Fallen-path dialogue chain.

  24. Step 19

    Prapor's tasks (case given branch)

    For runs where the case was handed to Prapor in Falling Skies — the shorter task list applies.

  25. Step 20

    Craft Reprogrammed keycard with Prapor's hash codes

    Int Center L1 craft. This is the Fallen-path extract keycard.

  26. Evidence Loop(savior, debtor)
  27. Step 21

    Hand in evidence — and the Point-of-No-Return for Savior vs Debtor

    Commit

    Hand in all 8 majors via Mr. Kerman's laptop. The Savior/Debtor split is NOT decided during the hand-ins — it fires at the POINT OF NO RETURN Yes/No popup that appears AFTER all 8 majors + a scripted negotiate phase. YES = Savior · NO = Debtor.

  28. Lightkeeper amulets(debtor)
  29. Step 22

    Topographic survey — five maps

    Lightkeeper asks for one Topographic Reconnaissance item from each of five maps. Static spawns; no key gates.

  30. Step 23

    Craft + deliver the flash drive to Lightkeeper

    Run the Intelligence Center craft (~6h) on the five Topographic items, then bring the resulting flash drive to Lightkeeper.

  31. Step 24

    Combat gate — 30 PMC kills on Woods + 100 PMC dogtags

    Standard Lightkeeper combat objectives. The PMC kills are tracked on Woods specifically; the 100 dogtags can be from any map but must be ≥ a level threshold (verify wiki).

  32. Step 25

    Sacred Amulets — marked-room circuit

    Pick up Sacred Amulets from marked rooms across the maps and place them all in the shared dormitory on Lightkeeper Island.

  33. Step 26

    Receive the Debtor keycard from Lightkeeper

    After all amulets are placed, Lightkeeper hands you the RFID keycard with unknown name — your Debtor extract pass.

  34. Alpha-1 + hash codes(savior)
  35. Step 27

    Confirm with Kerman + receive Alpha-1

    After all 8 majors delivered, confirm at Kerman's laptop. He mails the Alpha-1 secure container with TerraGroup evidence inside.

  36. Step 28

    Wait for Mr. Kerman's trusted contact

    Fence reaches out via in-game messenger. The objective ticks itself once his intro message lands.

  37. Step 29

    Complete Fence's assignment chain

    Fence chains a series of post-Alpha-1 tasks. Maintain standing > 4.0 throughout (you should already be there from the day-1 grind).

  38. Step 30

    Talk to Fence — receive Kerman's hash codes + craft Reprogrammed RFID keycard

    Fence mails the flash drive after the chain is complete and BTR rep > 0.4 clears. Craft the final keycard at Int Center L1.

  39. Terminal extract
  40. Step 31

    Terminal at night with the correct keycard

    Terminal is a transit-only map reached from Shoreline. The intercom only accepts your card between 21:00 and 06:00 in-game. Bring the keycard matching your ending. (Savior) the intercom will refuse transit unless Secure container Alpha-1 with TerraGroup evidence is in your task inventory.

  41. Step 32

    Armory + Black Division keycard + admin loading zone

    Three wiki objectives in this step: locate the armory (find the key, retrieve Alpha-1 + equipment), get the Black Division keycard from the seaport terminal, and use that keycard at the admin building to access the loading zone.

  42. Step 33

    Pumping station — power + drain + pier door key

    Per the wiki: solo players always have a single panel to repair (panel 9 or 10); groups of 2-5 players need 1-5 panels repaired across all panel locations. Once power is restored, press the drain button inside the pumping station. After draining, the safe inside the pumping station is accessible — the Pier door key is guaranteed to spawn there every raid.

  43. Step 34

    Metal gate breach + pier door + ZUBR boat extract

    Per the wiki: get through the metal gate blocking your path (SZ-1 explosive charge OR Elite-level Strength solo OR push it open with another player), then reach the pier door. Use the Pier door key. Opening the door starts a 3-minute timer for ALL players in the raid to reach the ZUBR boat extraction; whichever ending matches your access item triggers when you extract.