The arrival of a fresh wipe in Escape from Tarkov resets all player progression, leveling the playing field and ushering in a period of intense activity as veterans and newcomers alike scramble to establish themselves. Mastering the initial hours and days is crucial for a successful wipe. This guide offers a comprehensive priority checklist, drawing on current meta strategies to maximize efficiency in quests, trader leveling, and early game wealth accumulation.
Understanding the Wipe: What's New and Why It Matters
A "wipe" in Escape from Tarkov signifies a complete reset of in-game character progress, including inventory, experience, and quest completion. This occurs periodically, often coinciding with major game updates, to test new features, rebalance the economy, and provide all players with an equal start. Typically, wipes happen roughly every six months, with historical data showing wipes in June/August and December. For instance, the wipe preceding an anticipated mid-year 2025 event occurred on December 26, 2024.
Each wipe often introduces significant changes:
- New Quests and Questline Expansions: Developers frequently add new tasks or alter existing ones, potentially focusing on new map areas or rogue factions.
- Map Reworks and Expansions: Existing maps may be altered or expanded, and new maps can be introduced, shifting loot zones and combat hotspots.
- New Weapons and Gear: Fresh armaments, attachments, and armor types are common, influencing combat dynamics.
- Economy Reset and Flea Market Changes: The Flea Market is typically locked until level 15, making early trader relations paramount. Item values fluctuate wildly in the early wipe.
- AI Behavior Updates: Bosses and Scavs may exhibit new behaviors and patrol patterns.
- Skill Rebalancing: Adjustments to how skills level or their effects are often implemented.
The Golden Hour: Your Very First Steps (Pre-Raid)
Before even setting foot in a raid, several actions can provide an immediate advantage:
Examine Everything from Traders
A crucial first step is to meticulously examine all items offered by the starting traders (Prapor, Therapist, Skier, Peacekeeper, Mechanic). Right-clicking an item and selecting "Examine" grants a small amount of XP. This simple process can often propel a player to level 2 without firing a shot, unlocking initial quests from Mechanic like "Gunsmith - Part 1" and "Introduction". Fence's inventory can also be examined for extra XP if needed.
Accept Initial Quests
Once level 2 is achieved (or even at level 1 for some), players should accept all available starting quests. These typically include "Debut" from Prapor and "Shortage" from Therapist. Mechanic will offer "Gunsmith - Part 1" and "Introduction" upon reaching level 2. The Ground Zero map quests will also be immediately available and are mandatory starting points.
Basic Stash Management
While the starting stash is limited, players should remove pistol grips and magazines from weapons to save space. High-density rigs can also help maximize storage efficiency.
Ground Zero: Conquering the Mandatory Starter Map
The Ground Zero map is the designated starting area for all PMCs post-wipe, and completing its initial questline is essential to unlock further progression with traders.
Ground Zero Quest Priority
Quest Name | Trader | Objective(s) | Key Locations & Tips |
---|---|---|---|
Burning Rubber | Skier | Use the paid car extraction (Police Cordon V-Ex). | Costs 5000 Roubles. Located at the end of the street between Terragroup and Empire buildings. SUV has glowing stoplights. Becomes unusable if already taken. 60-second extract timer. |
First In Line | Therapist | Find Emercom Station. Hand over 3x FIR medication items. | Emercom Station is near Emercom Checkpoint extract (behind Skyside/Unity Credit Bank). Meds spawn at Emercom, on dead bodies, in office buildings. |
Shooting Cans | Prapor | Kill 5 targets (PMCs or Scavs). Locate AGS grenade launcher & Utyos HMG. | Scavs spawn near Terragroup entrance, underground parking, Empire/Fusion buildings, major roads. AGS: Capital building, 2nd floor. Utyos: Empire building, 5th floor. |
Saving The Mole | Mechanic | Find dead scientist (Terragroup building, behind reception, near cat statue, end of rubble-blocked hallway), get his key. Unlock office #4 (2nd floor, Terragroup) and retrieve HDD from desk. Extract. | Tip: Office #4 can be accessed by jumping from office #3's window if the key is not found or to avoid risk. |
Luxurious Life | Prapor | (Unlocks after other GZ quests) Locate liquor store, obtain specific items. | Follow quest markers. |
Navigating Ground Zero
Key buildings include the Terragroup building, Empire building, Capital building, and the Skyside building (near Unity Credit Bank where Emercom Checkpoint is located). Familiarity with extraction points is vital:
- Police Cordon V-Ex: Paid car extract (5000 Roubles, 4 players max).
- Emercom Checkpoint: Standard extract, available based on spawn.
- Nakatani Basement Stairs: Standard extract, available based on spawn.
- Mira Ave: Requires a green flare (RSP-30 handheld or 26x75mm signal pistol flare).
- Scav Checkpoint (Co-op): Requires a PMC and a Player Scav to extract together.
PMC Level Restrictions & Matchmaking
A significant development for new players is the matchmaking system on Ground Zero. As of patch 0.14.5.0, the map features separate matchmaking queues: one for PMCs up to level 20 inclusive, and another for PMCs level 21 and above. This change directly addresses earlier community concerns about experienced players, or "Chads," dominating the supposed starter map and creating a "killbox" environment for new players. This segregation fosters a more protected environment for those genuinely new or at low levels to complete their mandatory initial quests.
Players can now progress on other maps if they get stuck or prefer a change of pace from Ground Zero, without jeopardizing their overall progression. For PMCs above level 20 who return to Ground Zero, Scavs will be more difficult, and there's a chance for rare loot and the boss Kollontay to spawn. Player Scavs match independently of their PMC level. Bots on Ground Zero are also generally more friendly towards PMCs under level 20.
Beyond Ground Zero: Your Next Questing Steps
With Ground Zero conquered, the broader world of Tarkov's quests opens up. Prioritizing specific questlines is key to unlocking traders, better gear, and substantial XP gains.
The "Holy Trinity" of Early Quests (Post-Ground Zero)
Unlocking Jaeger - The Survivalist Guru: A TOP Priority
Jaeger provides access to essential barters, hideout upgrade items, and powerful early-game weapons like the Mosin rifle. Unlocking him involves a chain of quests:
- Mechanic's "Saving The Mole": This Ground Zero quest (covered earlier) is a prerequisite.
- Character Level >2: Players must be above character level 2.
- Mechanic's "Gunsmith - Part 1": This quest requires modifying an MP-133 shotgun to specific parameters: 60 Durability, recoil sum less than or equal to 850, overall size no more than 4 cells, an extended magazine, any tactical device (laser/flashlight), and ergonomics of 47 or greater. The necessary parts are typically available from Level 1 traders: MP-133/153 Plastic Pistol Grip (Jaeger LL1, once unlocked, creating a slight paradox if not planned for), MP-133/153 Custom Plastic Forestock with Rails (Mechanic LL1), and an NCStar Tactical Blue Laser LAM-Module (Skier LL1).
- Mechanic's "Introduction": Upon accepting "Gunsmith - Part 1," "Introduction" becomes available. Players must venture into the Woods map, locate Jaeger's camp (found near a crashed airplane in the southeastern part of the map, often near a small treehouse structure), retrieve an encrypted message (usually a letter found beneath the treehouse), successfully extract from the raid, and hand the message to Mechanic.
Unlocking Peacekeeper - Your NATO Connection
Peacekeeper is the source for US dollars, NATO weaponry, and related gear. He is unlocked by completing Skier's quest "Friend from the West - Part 1". The objective is to eliminate 7 USEC PMCs. The quest itself rewards $700, which helps with Peacekeeper's initial spending requirements. Factory is often recommended for quick PMC encounters, though Customs (Dorms, Crackhouse, Fortress areas) can also be viable. This quest can often be completed passively while pursuing other objectives.
Other Key Early Quests
- Prapor's "Checking": This quest involves obtaining the Machinery Key and retrieving a bronze pocket watch. The Machinery Key has a high chance to spawn in the pockets of jackets in Room 205 of the three-story dorms building on Customs, or can be found on Scavs. The pocket watch is located inside a tanker truck at the construction site on Customs.
General Questing Strategy
It is highly advisable to always have a quest active and to enter each raid with a clear objective in mind. Combining or "stacking" quests is a key efficiency tactic. If multiple tasks are on the same map (e.g., killing Scavs for "Debut" while also needing to retrieve the pocket watch for "Checking" on Customs), planning a route to accomplish both in a single deployment saves significant time and resources.
Making Bank: Early Wipe Riches & Loot Routes
With quests underway, accumulating Roubles and valuable items becomes essential. Before the Flea Market unlocks at level 15, players rely on Scav runs, smart looting, and knowing where to find early valuables.
Scav Runs - Your Golden Ticket
Player Scav runs are zero-risk opportunities for reward and should be utilized whenever off cooldown. The primary focus should be on extracting with everything possible, prioritizing barter items like bolts, screws, and tapes (needed for early Hideout upgrades), quest items, and medical supplies. Scav runs are also excellent for learning map layouts, item spawn points, and extraction routes without risking PMC gear.
Low-Risk PMC Loot Routes (Stash Runs & Keyless Areas)
Hidden stashes (buried barrels, ground caches) are a consistent and relatively low-risk source of income and materials.
- Customs: Stashes are found along the river, behind the construction area, near the old gas station, and in USEC areas. Numerous guides detail comprehensive stash run routes, some covering up to 65 stashes. Filing cabinets (for intel items like Flash Drives), toolboxes, and jackets are also valuable.
- Woods: The outskirts of Woods offer good stash routes with minimal PvP. Video guides and community maps illustrate these paths. Keyless areas like the USEC camp and Scav house can yield loose loot, weapon parts, and occasionally rare items. The crashed plane area (relevant for Jaeger's "Introduction" quest) also has loot.
- Shoreline: Early on, it's advisable to avoid the heavily contested Health Resort. Instead, focus on stashes in the Village, Swamp, and around the Pier. These areas also contain some crates and jackets.
- Interchange: While potentially risky due to its CQC environments, stores like Oli, Idea, and Goshan are prime spots for Hideout items such as fuel cans and propane tanks. Some specific loot runs on Interchange can even yield extremely valuable items like Labs keycards early in the wipe, though such finds are RNG-dependent and should be considered opportunistic windfalls rather than reliable farming methods. The consistent income from widespread stashes provides a more stable economic foundation.
Key Priority for Early Looting & Quests
Certain keys are vital for early progression, either by unlocking quest objectives or providing access to valuable loot.
Key Name | Map | Why Get It Early (Quest/Loot) | Common Spawn Info / FIR? |
---|---|---|---|
Machinery Key | Customs | Prapor's "Checking" quest. | FIR. Jackets in Dorms Room 205, Scavs. |
Dorms Safe Keys (e.g., 105, 110, 114, 204, 214) | Customs | Access to safes containing valuables (cash, Bitcoin, diaries) and quest items. | FIR. Jackets, Scavs. |
Director's Office Key | Customs | Safe, 3 PCs (intel/Flash Drives), loose intel, quest item spawn. | FIR. Jackets, Scavs. |
Dorms Room 314 Key | Customs | Potential keycard spawn, guaranteed Salewas. | FIR. Jackets, Scavs. |
Portable Bunkhouse Key | Customs | Prapor's "Bad Rep Evidence" quest. | FIR. Jacket in Factory office area. |
ZB-014 Key | Woods | Jaeger quest, spawns 60-round AK magazines, opens a bunker extract. | FIR. Jackets, Scavs. |
ZB-016 Key | Woods | Access to an underground bunker with rare chance for high-tier loot (keycards, weapon cases). | FIR. Jackets, Scavs. |
Trader Love: Leveling Up Your Best Buds
Before the Flea Market unlocks at level 15, traders are the sole source for purchasing gear and selling loot. Increasing their Loyalty Level (LL) is paramount for accessing better equipment, ammunition, and crucial barters. This requires meeting thresholds for player character level, trader reputation (Rep), and money spent with that specific trader.
Spend, Spend, Spend (Money Requirement)
Players must actively buy from and sell to traders to meet their monetary requirements. It's often strategically sound to sell items to a trader who needs leveling, even if another offers slightly more Roubles, as the unlocked gear and barters are more valuable long-term. The "money spent" requirement can often be a larger hurdle than reputation or player level, particularly for traders like Skier and Peacekeeper. This has led to players adopting "lossy trading" tactics – buying items and reselling them to the same or another trader at a small loss, or purchasing currency, purely to inflate the "money spent" statistic. This highlights that efficient trader leveling involves managing an economic mini-game with each trader, not just focusing on immediate profit.
Specific Trader Strategies (Pre-Flea, LL1 Focus)
Additional Traders
- Peacekeeper (after unlock via Skier's "Friend from the West - Part 1"):
- Sells: US Dollars (USD), NATO weapons (MP5, UMP early on), ammunition, and some gear.
- Buys: Intel items (Flash drives, SSDs, Diaries).
- Key LL1 Barters: Scav knives (e.g., Bars A-2607) for an MP5 or UMP SMG.
- Leveling Tip: Directly purchase USD from him to meet spend requirements. A common strategy involves buying items (like UN helmets from Ragman) with Roubles, selling those to another trader, then converting the earned Roubles into USD with Peacekeeper, and finally purchasing an item from Peacekeeper with those USD. This "double-dips" the spend for Peacekeeper.
- Mechanic (after unlock via Jaeger's "Introduction"):
- Sells: Weapon parts, high-tech items, offers Gunsmith quests.
- Buys: Weapon parts, tools, electronics. Often gives the best prices for gun components.
- Key LL1/Early Barters: 2x Green Gunpowder + 2x Thermite for an Ammo Case.
- Leveling Tip: Completing his Gunsmith quests is the primary way to gain reputation. Sell him found weapon parts. His repair services also count towards spend.
- Ragman (unlocks at level 2, then quests):
- Sells: Armor, tactical rigs, clothing.
- Buys: Armor, rigs, clothing (generally offers the best prices for these categories).
- Key LL1 Barters: 3x Toilet paper for GSSh-01 active headsets.
- Leveling Tip: Sell all found apparel, rigs, and armor to him. To boost spend, one can buy items like UN helmets or basic armor from him, then either use them or sell them to another trader if it helps meet that trader's spend requirement. Buying and reselling M Rigs can also work.
The Hoard: What to Keep, What to Sell, What to Rush
Stash space is a precious commodity, especially early in a wipe. Knowing which items to hoard for future quests, Hideout upgrades, or lucrative barters versus what to sell immediately is critical. The "Found In Raid" (FIR) status is paramount for most quest hand-ins and, as of recent patches, many Hideout upgrades. An item is FIR if looted during a raid where the player successfully extracts (meeting XP or time requirements), or if crafted in the Hideout. Items bought from the Flea Market (once unlocked), received from dead teammates, or returned via insurance are not FIR. The shift to requiring FIR items for many Hideout upgrades fundamentally alters looting priorities; "junk" items like bolts and screws now hold significant value for self-sufficient Hideout progression. This makes early-game looting for construction materials as important as questing for some players.
Item Name | Primary Use (Quest / Hideout / Barter) | Common Locations / Tips |
---|---|---|
Salewa Medkit | Quest: "Shortage" (Therapist). Hideout: Medstation crafts. | FIR. Medbags, Emercom (GZ), ambulances, Scavs. Craftable at Medstation L1. |
Gas Analyzer | Quest: "Sanitary Standards" (Therapist). Hideout: Various. | FIR. Tech stores (Interchange), filing cabinets, toolboxes, industrial spawns. |
USB Flash Drive | Quest: "Golden Swag" (Skier), "Signal" (Mechanic). Hideout: Intel Center. | FIR. PCs (front USB ports), safes, filing cabinets, Woods camps, Interchange tech shelves. |
MP-133 Shotgun | Quest: "Debut" (Prapor). Hideout: Workbench crafts. | Not FIR needed for "Debut". Scavs, Jaeger LL1. |
TOZ-106 Shotgun | Quest: "Supplier" (Skier). | FIR. Common on Scavs. |
Module-3M Armor | Quest: "Supplier" (Skier). | FIR. Scavs, Woods village. Craftable at Lavatory L2. |
Tushonka (Large, flat can, orange-red label) | Quest: Prapor (multiple, needs 15 for "Ice Cream Cones", more later). | FIR. Ration crates, food spawns, Scavs, duffel bags. |
Iskra Ration Pack | Quest: Early Therapist/Prapor. | FIR. Ration crates, food spawns. |
Bolts, Screws, Nuts | Hideout: Workbench, Stash, Lavatory, many others. | FIR. Toolboxes, loose industrial loot, stashes. |
Corrugated Hose | Hideout: Lavatory, Water Collector, others. | FIR. Toolboxes, industrial areas (Interchange Oli), stashes. |
Light Bulbs (ES Lamp, Energy-Saving Lamp) | Hideout: Illumination, various crafts. Barter: ES Lamps for Prapor. | FIR. Tech spawns, offices, drawers, toolboxes. |
Wires | Hideout: Generator, Intel Center, many others. | FIR. Toolboxes, electronics, filing cabinets, computers. |
Spark Plugs | Hideout: Generator L1. | FIR. Toolboxes, vehicle trunks/hoods, tech crates, stashes. |
Car Battery | Quest: "Car Repair" (Therapist). Hideout: Generator, Vents. | FIR. Interchange (Oli/Goshan back shelves), Customs garages (Big Red), Reserve. Very heavy. |
Crickent Lighter, Classic Matches | Hideout: Illumination L1. Barter: Pile of Meds (Therapist LL1). | FIR. Jackets, duffel bags, Scavs, stashes. |
Soap, Toilet Paper | Hideout: Lavatory crafts. Barter: TP for GSSh headset (Ragman LL1). | FIR. Duffel bags, jackets, bathrooms, stashes. |
T-Shaped Plugs (T-Plugs) | Barter: PP-19 Vityaz (Prapor LL1). Hideout: Various. | FIR. Toolboxes, tech crates, computers, stashes. |
Propane Tank (Blue) | Barter: 6B23-1 Armor (Prapor LL1), Gunsmith part. Hideout: Various. | FIR. Interchange (Oli shelves), industrial areas, stashes. |
Secure Flash Drive (SSD) | Quest: Mechanic's "Signal - Part 4". Hideout: Intel Center. | FIR. PCs, safes, tech crates, specific spawns on Interchange/Streets. |
What to Sell (Pre-Flea Market)
Duplicate weapons, low-tier armor, and rigs that will not be used should be sold. "Vendor trash" – items with no immediate quest, Hideout, or barter utility but which sell for decent Roubles to traders – should also be sold, prioritizing traders who need their spend requirements met. Therapist generally offers good prices for valuables and miscellaneous items.
Rushing Specific Items
Gas Analyzers, Salewas, and Flash Drives are notorious early-wipe bottlenecks; actively searching for these is advisable. If a particularly rare key is found early (e.g., a high-value Dorms key or a Labs keycard), players must decide whether to use it for high-risk/high-reward runs or hold it until the Flea Market opens, hoping for a high sale price (a risky proposition given limited stash space).
Home Sweet Hideout: Smart Early Upgrades
The Hideout is a critical component of progression, evolving from a simple shelter into a production and passive bonus powerhouse. Strategic early upgrades can significantly accelerate a player's wipe. As mentioned, most construction items must now be FIR. Players who diligently collect "junk" from the outset will have a distinct advantage. There's a strategic interplay between questing and Hideout development; for example, Medstation L1 helps with Therapist's "Shortage" quest, which in turn helps level Therapist, who is then required for Medstation L2.
Module | Target Level | Key Benefit(s) | Example Critical FIR Materials |
---|---|---|---|
Security | L1 | Prerequisite for Generator. | 1x Construction measuring tape, Roubles. |
Vents | L1 | Prerequisite for Generator, Lavatory, Stash. | Roubles. |
Generator | L1 | Powers other essential modules. | 1x Spark plug, Roubles. (Requires fuel: Metal or Blue cans found in raid or via Jaeger barter). |
Illumination | L1 | Prerequisite for Shooting Range, some crafts; basic lighting. | 1x Crickent lighter, Roubles. |
Medstation | L1 | Craft FIR Salewas for "Shortage"; craft other basic meds; passive health regen. | Medical items (e.g., Bandages, Esmarchs, Augmentin - check in-game for exact L1 list). |
Lavatory | L1 | Prerequisite for many modules; basic crafts (e.g., some barter items). | Nuts, Bolts, Corrugated Hose, etc. (check in-game for L1). |
Workbench | L1 | Weapon modding (essential for Gunsmith quests!); basic crafts (e.g., Wires from Power Cords). | Nuts, Bolts, Tools (check in-game for L1). |
Stash | L1 (Standard Ed.) / L2 (any Ed.) | Significantly increases inventory space. A massive QoL improvement. | L1 (Std): Specific items + Roubles. L2: 2.5M Roubles, 4x WD-40 (100ml), 1x Hand drill, 5x Pack of nails, 10x Pack of screws. |
Lavatory | L2 | Craft cases (components for Scav Junkbox!), FIR Module-3M armor for "Supplier". | 1x KEKTAPE duct tape, 3x Corrugated hose, 5x Pack of screws, 1x Electric drill, 2x Sewing kit. |
Nutrition Unit | L1 | Craft food/drinks; passive energy regeneration. | Food items, construction items (check in-game). |
Water Collector | L1 | Passive hydration regeneration; prerequisite for Lavatory. | Construction items (check in-game). |
This upgrade order prioritizes powering the Hideout (Generator), then enabling critical quest item crafts (Medstation for Salewas, Lavatory L2 for 3M armor), facilitating Gunsmith tasks (Workbench), and alleviating stash pressure (Stash upgrade).
Gear Up, Don't Break the Bank: Budget Loadouts & Ammo
Early in the wipe, gear is scarce and expensive relative to income. Losing high-value kits is detrimental to progress. Therefore, mastering budget loadouts is paramount. The focus should be on cost-effective weapons that can still perform adequately with readily available ammunition.
Weapon | Key Attachments (if any) | Recommended Early Ammo (Trader Source) | Pros / Cons |
---|---|---|---|
MP-133 Shotgun | Stock, or custom parts from Gunsmith Pt.1. | 12x70 Buckshot (6.5mm "Express" or 7mm preferred if available) (Prapor/Jaeger LL1). | Cheap, effective vs. Scavs & unarmored/lightly armored PMCs at close range. Limited range, slow pump action. |
SKS / OP-SKS | None needed for base SKS. OP-SKS can mount dovetail sights like Cobra EKP-8-02 (Skier LL1). | 7.62x39mm PS (Prapor LL1). | Hard-hitting round, cheap, reliable, readily available ammo. Semi-auto. OP-SKS allows optics. |
Mosin Nagant Infantry/Sniper | Stock. PU scope if found/bartered. | 7.62x54R LPS Gzh (Prapor LL1). | High one-tap potential against Class 3 and even some Class 4 armor. Slow fire rate, bolt-action. Good for learning ranging & leading. |
VPO-136 "Vepr-KM" | Bastion dust cover (Skier LL1) allows mounting reflex sights. | 7.62x39mm PS (Prapor LL1/LL2) or HP (Skier LL1). | Uses effective 7.62x39mm. AK platform familiarity. Limited by 10-round magazines early on. |
PPSh-41 Submachine Gun | Stock. | 7.62x25mm TT LRNPC (Prapor LL1). | Very high rate of fire, cheap ammo. Good for leg meta or unarmored face shots up close. Ammo struggles against armor. Large drum magazine. |
AKS-74U Assault Rifle | Stock (often from "Debut" quest reward). | 5.45x39mm PS (Prapor LL1 after "Delivery from the Past" quest) or HP (Jaeger LL1). | Full-auto capability. Decent early on if PS ammo is unlocked. High recoil, less effective ammo than 7.62x39 PS. |
Armor - Your First Line of Defense
- PACA Soft Armor (Class 2): Provides basic protection against Scav buckshot and low-caliber pistol rounds. Widely available and cheap.
- Module-3M Body Armor (Class 3): The "white press armor." Offers decent protection against common early-wipe rifle rounds like 7.62x39mm PS. Needed FIR for Skier's "Supplier" quest.
- Scav Vests: Use any found Scav vest for basic load-bearing capacity.
- Kolpak-1S Riot Helmet (Class 2) / SSH-68 Steel Helmet (Class 3): Minimal head protection, but better than nothing. SSH-68 ("penis helmet") offers Class 3.
Ammo 101 - The Real Killer
A good weapon with ineffective ammunition is still an ineffective weapon. Early in the wipe, ammunition penetration is generally more important than raw damage due to the prevalence of basic armor.
- Good Early Ammo Types: 7.62x39mm PS (Prapor LL1), 7.62x54R LPS Gzh (Prapor LL1), 5.45x39mm PS (Prapor LL1, post-"Delivery from the Past") or HP (Jaeger LL1), and basic 12-gauge buckshot are solid starting choices.
Pro Tips from a Veteran: Surviving and Thriving
Beyond specific tasks and gear, certain mindsets and tactics differentiate successful early-wipe players.
- Survival is Paramount: Successfully extracting from a raid not only allows players to keep their FIR loot but also grants an XP bonus. Avoid unnecessary risks, especially when carrying quest items.
- Fight or Flight Wisely: Early wipe, discretion is often the better part of valor. Avoiding fights that are not essential for quest completion or survival is generally advisable, particularly when low on gear or carrying critical items. The opportunity cost of a lost fight (time, gear, quest items) often outweighs the potential rewards from killing a similarly undergeared opponent. Progression, not kill count, is the early priority.
- Maximize Scavenger Protocol: Utilize Player Scav runs consistently for risk-free acquisition of loot, FIR items for quests and Hideout, and invaluable map knowledge.
- Ammo & Armor Acumen: Develop a basic understanding of ammunition penetration values versus armor classes. Even a low-gear Scav with a Mosin rifle loaded with LPS Gzh rounds can be a significant threat to a player wearing only PACA armor.
- Quest Stacking Masterclass: Before deploying, always review active quests. If multiple objectives can be completed on the same map (e.g., retrieving an item for Therapist while also eliminating Scavs for Prapor on Customs), plan routes to achieve them concurrently for maximum efficiency.
- Embrace Night Raids: Deploying at night often means fewer hostile PMCs, and Scavs can be easier to spot or avoid, especially with night vision goggles (NVGs) or by using moonlight for navigation. This can be an effective strategy for focused questing.
- Economic Opportunism (Pre-Flea Rushing): Certain items, such as Gas Analyzers, Salewas, and Flash Drives, are notorious early-wipe bottlenecks for quests. Their prices can surge when the Flea Market initially opens. Players who manage to farm surplus quantities of these items might capitalize on this, though this is risky due to limited stash space.
- Examine Everything (Continuously): Even after reaching level 2, continue to examine any new items encountered from traders or found in raid. This provides small but consistent XP gains throughout the leveling process.
- Loot Fast, Check Fast: Even the act of opening a container or quickly searching a body (without necessarily taking items) grants a small amount of XP.
- Headshots are King: Eliminating Scavs or PMCs with headshots provides a bonus to XP earned.
Wrapping Up: Go Get 'Em, Tiger!
The initial phase of an Escape from Tarkov wipe is a unique and exhilarating experience. Armed with this knowledge, players are better equipped to navigate the challenges and opportunities that lie ahead. The path is arduous, often frustrating, but the rewards of persistence and smart play are immense.
To reiterate the absolute top priorities for a dominant wipe start:
- Survive your raids: Extraction is key to progress and keeping valuable FIR loot.
- Focus on quests: Begin with the mandatory Ground Zero tasks, then strategically progress through early Prapor, Therapist, and Skier quests while unlocking Jaeger and Peacekeeper.
- Get the Hideout cooking: Prioritize essential early modules like the Generator, Medstation, Workbench, and Lavatory to support questing and crafting.
Every seasoned "Chad" in Tarkov was once a "Timmy" learning the ropes. Deaths are lessons, victories are to be celebrated, and the community is a vast resource for information and support. This wipe is an opportunity to apply these strategies, adapt to the evolving meta, and forge a successful path through the war-torn streets of Tarkov. It is a marathon, not a sprint; enjoy the journey.