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§ 04Progression

Tasks & Questlines

How tasks work: the boards, the chains, what they pay, where to hand in, and the few things that catch people out.

Updated 21 Sep 2026queststasksboardsquestlines

On this page
  1. Taking a task
  2. Handing in
  3. What they pay
  4. Gates and chains
  5. Things that catch people out

Every trader has a task line: a sequential Tarkov-style chain where finishing one task unlocks the next. The whole thing — every task, what it asks, what it pays and what it unlocks — is on the Task Board. This page is how the system works.

126
story tasks across 10 task lines
4
daily tasks in the rotation pool
2
weekly contracts in the pool
06:00
daily reset, with the restart

Taking a task#

Tasks are taken from a trader's board, a noticeboard near the trader. Most boards are in the safezone; Mechanic's is at his outpost in the north-east and the Lightkeeper's is at the lighthouse. Walk up, open the board, accept.

BoardWhere
Prapor TasksSafezone (Prapor / Therapist / Skier / Peacekeeper / Ragman / Jaeger / Ref)
Ref TasksSafezone (Prapor / Therapist / Skier / Peacekeeper / Ragman / Jaeger / Ref)
Skier TasksSafezone (Prapor / Therapist / Skier / Peacekeeper / Ragman / Jaeger / Ref)
Peacekeeper TasksSafezone (Prapor / Therapist / Skier / Peacekeeper / Ragman / Jaeger / Ref)
Ragman TasksSafezone (Prapor / Therapist / Skier / Peacekeeper / Ragman / Jaeger / Ref)
Mechanic TasksMechanic's outpost (northeast)
Therapist TasksSafezone (Prapor / Therapist / Skier / Peacekeeper / Ragman / Jaeger / Ref)
Jaeger TasksSafezone (Prapor / Therapist / Skier / Peacekeeper / Ragman / Jaeger / Ref)
Kappa TasksFence's yard (northwest)

A task's objectives are one of a few kinds: kill so many of something, in a place or anywhere; go somewhere; collect items and bring them back; deliver something to a marked spot. The task log tracks each one, and a marker shows where the objective is. Kill tasks count what you actually kill — soldier, patrol and NBC infected all count toward "eliminate infected".

Handing in#

Hand in at the board that gave the task unless the task says otherwise. Some hand-ins are at a marked spot in the world — the jammer, the repeater, the location the task names — where an invisible turn-in point sits exactly on the marker. Stand on it and the hand-in appears.

What they pay#

Roubles and reputation, always. Beyond that: items, a random draw from a list (keys, most often), a choice of rewards, GP coins from Ref, Lega medals from weekly contracts, and at the end of some chains a secure container. The Task Board lists the exact rewards for every task.

Gates and chains#

  • Chains are sequential. The next task in a line unlocks when the previous one is handed in.
  • Reputation gates. Later tasks in a line need a reputation level to accept, scaled to the length of the line — every trader's chain spans the whole ladder, so you can't rush one trader to the end without playing the others.
  • Kappa is one task, four questlines deep: it needs a finished chain from each of four traders and the highest reputation gate on the server.

Things that catch people out#

  • Dailies leave when they rotate. A daily you haven't handed in by the 6:00 restart leaves your log, done or not. Dailies and weeklies.
  • Task items belong in your secure container. They're what it's for.
  • Task numbers are real. The number beside a task on the board is the one the server uses. Quote it in a ticket.

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