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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

    Craft Activated Kruglov's RFID keycard

    Intelligence Center L1 craft, unlocked by the accept dialogue.

  16. Step 13

    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.

  17. Step 14

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

    Accumulate 30 minutes alive across any number of Lab raids. The objective is designed to fail — Kerman then points you to Mechanic.

  18. Step 15

    Bitcoin payoff → Elektronik's apartment

    Talk to Mechanic, pay 40 BTC, raid Klimova 14A on Streets for the device.

  19. Step 16

    Final Activated keycard + swipe at Terminal intercom

    Int Center L1 craft, then Shoreline Terminal watchtower.

  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

    Intel Center L3 confirmed

    Required to transmit evidence.

  28. Step 22

    Hand in majors — and the branch point for Savior vs Debtor

    Commit

    Three of the eight majors come from earlier chapters (Witness / Blue Fire / Labyrinth) and should already be in stash. The remaining 5 come from Batya, Unheard, TAAH, and the Ms. A safe. After the 2nd major is handed in, Kerman pops a Yes/No screen — Yes commits you to Savior (must deliver all 8). No flips you to Debtor.

  29. Lightkeeper amulets(debtor)
  30. Step 23

    Topographic survey — five maps

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

  31. Step 24

    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.

  32. Step 25

    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).

  33. Step 26

    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.

  34. Step 27

    Receive the Debtor keycard from Lightkeeper

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

  35. Alpha-1 + hash codes(savior)
  36. Step 28

    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.

  37. Step 29

    Wait for Mr. Kerman's trusted contact

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

  38. Step 30

    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).

  39. Step 31

    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.

  40. Terminal extract
  41. Step 32

    Terminal at night with the correct keycard

    Terminal is a transit-only map reached from Shoreline. The intercom only accepts your card between 22:00 and 04:00 in-game. Bring the keycard matching your ending and (Savior) the secure container Alpha-1 with TerraGroup evidence. Forgetting Alpha-1 wastes the Shoreline trip but does NOT consume the access keycard.

  42. Step 33

    Armory — key + Alpha-1 + equipment + Black Division keycard

    Four pickups in this zone. Alpha-1 is on a desk in the armory room (under the window). The armory key spawns on one of four dead RUAF soldiers — sweep all four spawns if the first is empty.

  43. Step 34

    Pumping station — power + drain

    Repair 1–5 electrical panels (solo = 1, more in groups). A Toolset guarantees the repair and is NOT consumed, so the same one works for every attempt. After power, hit the pumping station button to drain the flooded route to the pier.

  44. Step 35

    Iron gate (C4) + pier door + ZUBR boat extract

    Two obstacles to clear before the pier: the large iron gate on the road needs C4 charges to blow open (or elite Strength), and the pier door itself needs the Pier door key from the safe inside the pumping station. Then board the ZUBR boat — extracting on the ZUBR plays the cutscene and triggers whichever ending matches your inventory keycard.