Escape From Tarkov Reserve Map Guide

Escape From Tarkov Reserve Map Guide

Escape from Tarkov is becoming one of the most popular games available today. This game is a great challenge for new and veteran FPS players. Reserve is one of the eight most popular cards currently available. Reserve is meant to be a base for the Federal State Reserve Agency and is filled with useful supplies. Naturally, the Reserve is also full of scavs.


Escape from Tarkov Reserve Map

This guide will cover all the most basic aspects of Reserve, including extraction points, bosses and a basic setup. Android Basement brings you everything you need to get out of Reserve in Escape from Tarkov.

Escape from Tarkov Map Reserve: provision

The reserve is located in a mountainous forested area. Hostile Scavs can be found roaming all over the map. There are several key areas marked on the map above that players should be aware of.


In the northernmost area of the map is what most players call the Dome. It is marked with the queen chess piece symbol on the card above. The Dome is an excellent vantage point that provides a clear line of sight for much of the map. Its location makes it perfect for orientation when it first appears on the map. It is also very useful for studying the map so players can get a better idea of where everything is, including the possible location of Scav patrols and the map boss, Gluhar. The Dome is a popular sniper location, so it is not uncommon for a player already in the Dome to pick up targets with a sniper rifle.

Just south of the Dome are the barracks and classrooms marked with a tile on the map above. They are easily recognizable. The main area has a red brick building with a pawn painted on the side. Because of the Pawn mural, players often refer to it as the Pawn area. The Pawn area includes some enclosed buildings surrounding an abandoned helipad with a helicopter facing south. This area has some of the best loot on the map, especially on the upper floors of the class buildings. Note that some of the rooms with the best loot are not directly accessible, entering those rooms may require a bit of parkour. One of the best has players crouching from a window onto another small roof before crawling through another window to access the loot.



Opposite the pawn area is the airspace control center marked with a king. King's district consists of a small camp of tents clustered around a few buildings. This area is worth exploring, as it may have some decent military loot.

Right next to the King's area is the service/repair center marked with a knight. The Knight area may also have decent loot, mainly tools, ammunition, and sometimes medicine and weapon accessories.

To the east of the Knight and King area is the AA location marked E2 on the map. There is another at the opposite end of the map, marked "E" on the other side of the pawn area. Theses are commonly referred to as Echo and Echo two. AA locations have bunkers that sometimes have decent assorted loot. The most notable loot is the 30k round that is found near the tanks in the bunkers and is needed for a mission. One of the E2 bunkers also has a turret mounted on top of it. The E2 location also has guard towers that can be a decent sniper nest, but they are fairly isolated. Just north of the E2 bunkers is a tank, but unfortunately it's there mainly for decoration, so players won't be able to replay The Ark mission from Halo 3.


The temporary depot and locomotive repair depot marked 'K' and the tower are located directly south of the Service and Repair Center (Knight) and the Airspace Control Center (King). The yard is quite large and can hold a decent haul. The area is filled with abandoned rail cars and a large train station. The storage area may have decent loot. Unfortunately, it is also one of the places that Gluhar, the map boss, likes to frequent with his menagerie of animals. The station marked by a tower is also one of the extraction points on the map. An armored train will arrive and depart at a specific time for the player to leave the raid.


To the south of the marshalling yard are the Military Security Team barracks marked "B" and the RU reserve warehouses marked "д". This area is commonly referred to as bravo. There is a watchtower in the southeasternmost corner of the map that offers a perfect view of the station where the train extraction point will stop. This makes it easy to pick out other players waiting to leave.

One very important thing to note about this map is that there are a large series of bunkers and tunnels that run underneath. These are accessible from the Dome by going down the stairs from the main building to the bottom.

Escape from Tarkov Reserve Map: boss

Escape From Tarkov Reserve Map Guide

Continuing with Escape from Tarkov Mapa Reserve, Android Basement we talk about the boss. The boss of Reserve is Gluhar. Gluhar and his followers roam between the service area, the pawn area and the yards. His roaming behavior can make these areas particularly dangerous, as he can easily surprise players when they change areas. Gluhar and his minions are very aggressive and are best avoided by new players. He is much more accurate than other NPCs in the Reservoir and has better chest health, making him a damage sponge of sorts. Fighting Gluhar in the open is very dangerous and not recommended.

While Gluhar enjoys roaming, it tends to stick to certain areas that are quite specific to each place it visits. At the point of maintenance and repair, he likes to hang out in the garage. He likes to walk around the classrooms in the academic area. He usually sticks to the platforms at the shipping station.

Gluhar is usually accompanied by 6 disciples who are much more accurate than other NPCs. Followers carry a variety of weapons, making them well equipped to handle most situations. They can carry assault rifles, shotguns, designated sniper rifles and submachine guns with pistols. They usually use tracer ammunition and have high-quality armor and helmets. Occasionally, guardsmen's weapons use drum magazines.


Gluhar has significant firepower. It usually uses an ASH-12 or M1A-EBR with 6x range. The M1A uses M61 rounds, which means it will make most armor work very quickly. It also uses a Zenit PP19 or APS/B as a secondary weapon.

Les deux meilleures façons de gérer Gluhar et ses serviteurs sont de soit de faire sortir le grand homme d'abord, puis de traiter avec les gardes qui arrivent et maintenant très en colère ou de les éloigner à distance avant de faire face à Gluhar, encore plus En cólera.

If possible, ambush Gluhar in an enclosed area, such as a hallway or small room. Once there, approach him and turn him on. Gluhar has high chest health, so the best practice is to use headshots. Aside from his weapons, Gluhar really enjoys using grenades. Players should be aware of their space and cover when Gluhar starts throwing his grenades.

Guards are a very problematic part of Gluhar's assassination. Gluhar has six followers who will make good use of team tactics. If they see a player, they will try to surround Gluhar to protect him and then overwhelm the player with force. If Gluhar is already dead, the whole group will start following players in the area. They make extensive use of escort maneuvers and work in small teams to support each other. These tactics become even more dangerous due to their increased accuracy. They also use grenades and flashbangs, so groups will have to be mindful of their space or become easy targets for guards.

Like Gluhar, the best way to deal with minions is to get in close to eliminate them. Guards tend to have heavier body armor than Gluhar, but a few well-placed headshots will make short work of them. These NPCs can mount certain static machine gun locations scattered around the map, knowing where they are and being aware of them will allow players to intercept guards before mounting a machine gun.

Escape from Tarkov Reserve Map: Extraction Points

The Reserve map has eight different extraction points. Some are easy to access and others require a bit of work and time.

  1. Armored Train: The most obvious of the extraction points is the Armored Train. Players will know when the train arrives because it will beep twice when it arrives. The train arrives at the Rook site between 25 and 35 minutes after the raid. The train will only stay for seven minutes. It will sound its horn one minute before leaving and twice when closing the doors. Players must be inside the train to exit, not on top. The tricky part of this extraction point is that it is very popular, there will be a fire exchange at this extraction point. Holding this point alone is very difficult, you better have a team.
  2. Airtight bunker door: Scavs can access this extraction point from the beginning. Near the station storage area there are eight large dome-shaped bunkers. Coming from the west, the fourth dome is the one with the extraction point. It will have the doors open, a bunch of barrels and a truck coming out of it. At the back of the bunker will be a door with a red light on.
  3. PMC airtight door: requires a few steps to use. This is the same door used by Scavs but requires additional work to be used by PMC players. To use this door, the player must find a hut southwest of the helicopter. Inside the hut is a lever. Once the lever is pulled, the door will open but an alarm will sound alerting anyone in the area. Once the lever is activated, the player will have to go to the bunker. The exit will have a green light above the normal red light. The bunkers may have decent loot, but they are usually full of Scavs. The alarm can also cause Scav Radiers to appear if triggered early in the game. This door will remain open for four minutes before it needs to be reset.
  4. Cliff Descent: This item only works for PMC players. The descent from the cliff is in the dome at the back of the building. To use Cliff Descent, players will need a Paracord, a Red Rebel Ice Pick and cannot be equipped with an Armor Vest. Using the extraction point does not use paracord or the opening pick. It is a good idea to bring a backpack and put some armor on your chest when preparing for extraction.
  5. CP lock: only Scavs have access to this one. This fence is just north of the maintenance and repair point. It is past the reservoir on the north road. Go up to the corner of the fence north of the tank and look for a crack in the fence. The crack is the extraction point and will activate when a Scav approaches.
  6. Mountain fence: only Scavs can use this point. This extraction point can be found on the westernmost side of the map through the Echo AA slot next to the pawn area. Go through the AA location to find a wall. The extraction point is a crack in the wall near a watchtower.
  7. Scav Lands: this extraction point requires a partner. PMC players will need a Scav buddy to access this point and vice versa. Once a buddy is made, the extraction point is on the main road heading south towards the Pawn area. Near the end of the road is an area blocked off with Cyrillic letters scrawled across a concrete barrier. This one is very difficult to use as Scav and PMC players tend to shoot on sight.
  8. Manhole: This manhole is in the night zone. The manhole is located in the northwest corner of the fenced area behind an orange plateau. To use this extraction point, the player cannot use a backpack. The biggest problem with this one is that it is in sight of the dome and any snipers that may be hiding in it.
  9. Heating pipe: only Scavs can use this extraction point. This point is located just south of the marshalling yard storage area. There is a concrete department with trucks and storage containers scattered throughout the building. Pass the red containers and follow the pipes. The pipes acting as an extraction area will pass over the fence.


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