Escape from Tarkov Woods map guide: every extract and requirement, the keys that matter, Shturman, landmark navigation, quests, loot routes and survival tips.
Escape From Tarkov Woods Map: Extracts, Keys, Loot and Surviving Shturman
Woods is Escape from Tarkov's biggest, most open map: a dark Russian forest called the Priozersk Nature Reserve where long sight lines, minefields and one very dangerous boss decide who survives. It is also the map everyone gets sent to early — Jaeger's quest line starts here, the Introduction quest that unlocks him lives here, and every wipe or season start sends half the server into the same forest (see what a Tarkov wipe actually resets for why the calendar keeps pointing back here). This guide covers the full picture: the numbers that define the map, every extract and what each one requires, the three keys worth carrying, where the loot actually is, how to deal with Shturman and the other bosses, and the route planning that keeps you alive.

Official resources: Steam store page · Official Escape from Tarkov Wiki — Woods · IGN wiki — Woods · tarkov.dev interactive Woods map · MapGenie interactive map
Woods at a Glance: The Numbers That Matter
Woods was the third map added to Escape from Tarkov, and it is the reserve where the trader Jaeger used to work as a state hunter before the conflict — lore that matters because it explains why half the early quests point here. The map was expanded with patch 0.12.9 on December 24, 2020, which added the Old Sawmill area and reshaped the layout players navigate today (official wiki — Woods).
| Stat | Value |
|---|---|
| Raid duration | 35 minutes |
| PMC players | 10–14 |
| Factions present | Scavs, Shturman, Partisan, Goons (Knight / Big Pipe / Birdeye), Cultists |
| Stationary weapons | NSV Utyos 12.7x108 heavy machine guns |
| Map hazards | Border snipers, minefields, BTR patrol |
| Initial access | Transit-only; direct access unlocks via the story chapter "Tour" |
Two facts about Woods surprise new players more than anything else. First, the map is full of long, open sight lines — a PMC with a scoped Mosin can hold entire fields. Second, the edges are lethal: border snipers kill anyone who hugs the map boundary for too long, and minefields dot the western half. The map is not a forest you can wander — it is a forest you have to navigate.
direct access later Woods is initially only reachable by transit from other maps, and direct access from the location selection screen opens once you progress through the story chapter "Tour". If the map tab looks greyed out, that is the reason — check your current story chapter before assuming a bug.
The Landmarks You Navigate By
Woods has no roads grid and no minimap, so orientation is entirely landmark-based. The single most important landmark is the Sawmill (Lumberyard) in the center of the map — the industrial complex with the map's boss, its best loot and the most PvP. From there, everything else is a direction:
| Landmark | Where it is | What you'll find there |
|---|---|---|
| Sawmill / Lumberyard | Dead center | Shturman's territory, weapon crates, the richest loot pool on the map |
| USEC camp | North, above the sawmill | High-value weapon and ammo spawns; hot at raid start |
| Main Village | North, by the river | Food spawns, the Bridge V-Ex car, the food house for Jaeger tasks |
| Sunken Village | West | Dilapidated houses, cultist spawn at night, loose valuables |
| Scav House | East-central, near ZB-014 | Food and tool spawns, usually 1-3 Scavs |
| Old Station | Southeast | Technical loot, jackets, quest-related spawns |
| Plane crash | Southeast | Jaeger's camp (Introduction quest) and weapon spawns |
| FOB / medical camp | South, near the southern checkpoint | Meds, first-aid kits, armor repair items |
| Sniper Rock | Overlooks the sawmill | The map's signature sniping perch — check it before crossing |
| Ritual site | Central-east of the sawmill | Cultist ritual circle; loose high-tier weapon spawns (RSASS) |
| Antenna / Scav Bunker | Northwest | Goons spawn zone, Scav Bunker extract nearby |
| RUAF Roadblock | West | Green-flare extract, weapon boxes, tank landmark |
| UN Roadblock | East | Always-open extract for east spawns |
The veteran navigation trick, repeated in every map guide from Pestily's video to the eft-ammo breakdown: if you can see the lake or the sawmill, you know where you are; if you can't, follow a road until you can. Roads run north-south through the map and are the safest passage — cutting straight through the forest to a quest marker is how people get lost, step on mines, or get shot from a field they never saw.
Pressing O once shows the current time; pressing it twice brings up your available extracts for this raid. Spawn side decides them, so make checking this your first action every raid — it tells you which half of the map you need to cross before you move a single step.
Every PMC Extract on Woods
Woods has roughly ten PMC extracts depending on patch, and each one has a catch. Here is the full list with requirements, based on the official wiki's extract table and the community map guides (official wiki extract list, eft-ammo's complete Woods guide):
| Extract | Map side | Requirement | Notes |
|---|---|---|---|
| Outskirts | Northwest | None — always open | The main west-side extract. Everyone spawning west goes here, so expect traffic |
| UN Roadblock | East | None | Always-open option for east spawns; low traffic |
| RUAF Gate | West | Green flare (RSP-30 handheld or 26x75mm signal pistol) | Also a good weapon-box loot spot even if the flare isn't lit |
| Northern UN Roadblock | North | None | Quiet extract near the main village |
| Power Line Passage | North-central | Green flare fired inside the marked zone | Flare must reach proper height — fire it straight up |
| ZB-014 | East | ZB-014 key | Bunker extract with loot inside; also a Jaeger task location |
| ZB-016 | Southeast | ZB-016 key | Bunker extract near the lake; decent loot |
| Bridge V-Ex | North (main village) | Pay the car fee | Single-use per raid, max 4 players, fee affected by your Scav karma (historically 3,000–5,000₽ depending on patch) |
| Railway Bridge to Tarkov | West | None | Transit extract to other maps |
| Friendship Bridge (Co-Op) | Northeast | PMC + Scav player together | The co-op extract; a friendly player Scav must be present |
Outskirts is the single most-camped extract on the map because every west spawn has to funnel through it. Approach it from cover, use the tree line, and check the fields before committing. If you spawned west, you have fewer choices — that is by design.
Two extra rules from the veterans: do not rely on the Bridge V-Ex being open — it is single-use, and if another squad already took the car the extract shows red and you need a plan B. And the co-op extracts need a friendly player Scav, which you cannot rely on mid-raid; treat them as a bonus, not a route.
Keys Worth Carrying on Woods
Woods has fewer meaningful keys than any other Tarkov map, which makes the list easy to remember. Pestily's Woods guide sums it up: for normal play, only two keys matter, plus one special item (Pestily — Ultimate Woods Beginner Map Guide):
- ZB-014 key — unlocks the ZB-014 bunker: an extract and a small loot room (60-round magazines and other finds spawn on the floor inside). You also need the bunker itself for an early Jaeger task, so the key pays for itself in quest completions alone. Put it in your secure container so a death doesn't cost you the key.
- Shturman stash key — unlocks Shturman's personal stash near the sawmill. The stash holds high-tier valuables (weapon parts, meds, occasionally armor). Shturman himself drops the key, which makes killing him the most reliable way to get it — and the stash is in the middle of the map by his shack, so expect company.
- Red Rebel ice pick (the special item) — not a key, but it unlocks the Mountain Stash extract (a Scav extract on the west) when combined with a paracord and no armored vest. The Red Rebel drops from Shturman with a small chance. If you find one, it is a permanent extract unlock for the cost of a paracord.
Keys are consumed-proof only if they survive your death. The ZB-014 key is cheap to replace from traders, but you will need it across several early raids (Jaeger's task + your own extracts), and fishing it out of insurance is a 24-hour delay. Secure container, every raid.
Loot Routes: Where the Value Actually Is
Woods loot is spread thin compared to Streets or Reserve, but the map rewards players who know the specific spots. The community consensus routes, cross-checked across GINX, Odealo and GameRant's loot guides (GINX — Woods extraction points and best loot, Odealo — Woods beginner guide, GameRant — best early-wipe loot locations):
- USEC camp (north) — the map's best weapon spawns: loose rifles, ammo crates, attachments. Everyone spawning north pushes here in the first five minutes, so loot fast and leave. The classic solo flow is "in, grab, out" — staying to fight over the camp is how the camp kills you.
- Sawmill — weapon boxes, technical crates and Shturman's stash. The risk is the highest on the map; the reward is the highest too. Dead PMCs near the mill are usually a sign Shturman is home — loot the bodies only if you are ready for the follow-up.
- FOB / medical camp (south) — meds, first-aid kits, occasionally armor repair items. Early wipe this is where you farm Salewas and CMS kits.
- Main Village (north) — the "food house" has huge loose food spawns, which is exactly what Jaeger's Acquaintance task wants. Combined with the Bridge V-Ex, the village is a great "loot and leave" loop.
- Scav House (east-central) — tools, food and jackets, with 1-3 Scavs to farm for task kills. Low risk, decent value.
- Plane crash (southeast) — weapon spawns plus the Jaeger camp for Introduction. The letter is the quest item everyone fights over in early wipe.
- Hidden stashes — Woods has one of the best hidden-cache networks in the game (40+ markers on the interactive maps). A dedicated stash route is the safest money-maker on the map: no buildings, no boss, just walking the tree line.
In the first weeks of a wipe or season, the items that matter are the ones quests and hideout modules need — food for Jaeger, meds for Therapist, tools for the hideout. GameRant's early-wipe loot analysis makes the point cleanly: on Woods that means Scav Town and the food house over the high-risk USEC camp. Profit comes later when the flea market prices recover.
Shturman, the Woods Boss
Shturman is the map boss, and he is the reason Woods has a reputation. He spawns at the sawmill with 2-3 heavily armed guards, and current spawn data tracked from tarkov.dev puts his rate at roughly 45% in PvP and seasonal queues (goon-tracker boss spawn table) — though it has ranged from about 15% to 32% across older patches, so treat the exact number as patch-dependent.
What makes Shturman dangerous is not armor — it is range and aggression. He engages from 200+ meters with a scoped marksman rifle and the guards fan out around the mill, so you can walk into a crossfire without ever seeing the shooter. His typical loadouts include the HK G28, the SVDS and an AK-105, and his guards carry SVDS, SR-25, VPR Hunter, Mosin, OP-SKS or VSS (GINX — what Scav boss is on Woods).
The community's fighting rules for Shturman:
- He fires a warning burst first. The first shots at you are usually the AI "suppression" behavior; the second burst is the one aimed to kill. The moment you hear him open up, break line of sight and reposition.
- Bring a 4x scope minimum. Fighting Shturman with ironsights means fighting at his preferred range with your worst tool. The Mosin, OP-SKS and SR-25 are the classic Shturman-hunting picks — high caliber, easy to source early wipe.
- Kill him, then deal with the guards. The guards roam independently around the mill, so after the kill, loot fast and assume an unaccounted guard is between you and your extract.
- His drops are the point. Shturman drops the Shturman stash key (guaranteed), the Red Rebel ice pick (rare) and his customized M1A. The stash key alone makes the kill worthwhile every time.
Woods also hosts the game's other roaming threats: Partisan (10% spawn, hunts campers — the anti-bushwacker boss), the Goons (Knight, Big Pipe, Birdeye — 15%, at the antenna near the Scav Bunker in the northwest), and Cultists (priest + 4 warriors, at the ritual sites, almost always at night). None of them respect your quest plans.
Per the official Escape from Tarkov Wiki — Woods, the map's bosses are "Shturman (at the sawmill, with 2-3 heavily armed guards), Partisan (has to be expected everywhere), and the Goons Knight, Big Pipe and Birdeye (at the antenna in the northwest)."
Woods Quests: Why Everyone Keeps Coming Back
Woods is the second-most-quested map in the game after Customs, and its quest list explains why early wipe is always full of forest raids:
- Introduction (Mechanic, level 2) — the quest that unlocks Jaeger. Objective: find Jaeger's encrypted message under a hunting stand near the crashed plane in the southeast, extract, hand it to Mechanic. The message only spawns for PMCs — Scav runs cannot pick it up (official wiki — Introduction, GGRecon's Introduction walkthrough).
- Acquaintance — Jaeger's first task after he is unlocked: find rare food items across several maps. The food house in Woods' main village is the reliable source.
- The Huntsman Path line — Jaeger's long task chain, heavily Woods-based, including his sniper-kill and scav-kill objectives.
- A Shooter Born in Heaven — headshot PMCs on Woods (among other maps). This is the long-term task veterans "chip away at" every raid.
- The Tarkov Shooter (parts 3–4) — long-range bolt-action kills, most practically done on Woods.
- Icebreaker questline (post-1.0 story content) — the Boreas chapter sends you back to Woods to repair the communications tower with a Toolset near Prapor's destroyed convoy and the Scav Bunker.
The practical takeaway: batch your Woods tasks. Plan one raid that grabs the Introduction letter, checks the food house and farms Scav House scavs, then extract at the nearest bunker — the same batching logic drives the early-season playbook in our wipe guide. Multiple guides make the same point: every extra trip through the forest is another chance to meet Shturman's scoped friends.
The Introduction letter is the most-camped quest item in the game's early wipe — players literally hide in the trees around the crashed plane waiting for PMCs to grab it (a known Reddit pain point for years). Go at night, or wait 10-15 minutes into the raid for the ambush squads to clear out, then grab and extract.
Surviving Woods: Routes, Mines and Common Deaths
Woods kills in four ways: long-range PMCs, Shturman, mines, and getting lost. Here is how to avoid all four:
Spawn logic. Your extract options depend on your spawn half. Spawn on the east side and your extracts are the east exits (UN Roadblock, RUAF Gate, ZB-016, Old Station area); spawn west and you are walking to Outskirts or ZB-014. The lake and the sawmill split the map, so know your side before you move — this is the single highest-leverage Woods knowledge there is (explained clearly in Pestily's map guide and the "Learn Woods in 5 minutes" videos). Survivors from Rust will feel at home with this loot-and-extract loop, but the flow is pure Tarkov — the Rust beginner's guide is the closest cross-over read if you are new to hardcore survival PvP.
Mines. The minefields sit in the western section — the woods between the lake and the western border, plus the roads from USEC camp toward the bunker. The official wiki publishes a minefield map; community guides repeat the same warning: do not shortcut across the west until you know the safe paths. You get an audio cue and a few frames before a mine detonates — sprint to hard cover the instant you hear it.
Border snipers. The map edge is a kill zone. When you see the map boundary, back off — border snipers do not miss.
Common deaths (in order of frequency):
- Crossing open ground near the sawmill without checking Sniper Rock
- Extracting at Outskirts without clearing the tree line
- Grabbing the Introduction letter mid-raid and sprinting the most-trafficked path
- Trusting the Bridge V-Ex to be open (single-use — it is often gone)
- Walking into the west minefield while "shortcutting"
- Looting a dead PMC in the sawmill with Shturman still alive
The two east-side co-op extracts and the flare extracts can all be unavailable in a given raid (wrong spawn side, no partner, no flare). Before you commit to a long loot route, know at least two extracts you can actually use from your spawn — the players who die to "no extract left" are the ones who planned for one exit.
Frequently Asked Questions
Is the Woods map good for beginners?
It is the best map in the game for learning to survive and one of the worst for learning to fight. The map is so open that avoiding PvP is genuinely easy — the classic advice is "Woods is the easiest map to survive by a ton, the trick is not standing in the open." Learn it with Scav runs first, then run PMCs for the early quests.
How many extracts does Woods have in Escape from Tarkov?
Roughly ten PMC extracts (Outskirts, UN Roadblock, RUAF Gate, Northern UN Roadblock, Power Line Passage, ZB-014, ZB-016, Bridge V-Ex, Railway Bridge transit, and a co-op extract), plus a separate set of Scav-only extracts including the Red Rebel-gated Mountain Stash. Availability depends on your spawn side.
Where does Shturman spawn on Woods?
At the sawmill in the center of the map, with 2-3 guards. Current tracked spawn rate is roughly 45% in PvP queues (patch-dependent; historically 15–32%). He engages at long range — bring a 4x scope and reposition after his first burst.
What keys do I need on the Woods map?
Three things: the ZB-014 key (bunker extract + Jaeger task), the ZB-016 key (second bunker extract), and the Shturman stash key (unlocks his stash near the sawmill; drops from Shturman). The Red Rebel ice pick plus a paracord unlocks the Mountain Stash extract.
How big is the Woods map?
Officially published dimensions do not exist, but Woods is consistently described as the largest and most open map in the game — community measurements and every map guide rank it at the top for pure open terrain. The practical consequence is that fights happen at 200+ meters and getting lost is the #1 cause of death.
Related Guides
- Escape From Tarkov Wipe — what wipes, what carries over, and Season 1
- Rust Beginner's Guide — how to play, survive and not quit
- Rust Server Guide — wipe cadence and how to choose a server
- Rust Full Kit Guide — the end-of-cycle gear grind in survival games
Last updated: August 13, 2026.
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