
Battlestate Games just dropped update 1.1.5.0 (September 8, 2026), and the headline is a full rework of Lighthouse — the map the community loves to hate. The Rogues no longer camp the water treatment plant, the mines are gone, a BTR now patrols the whole map, and there's a brand-new transit to Icebreaker. If you loaded in today and your extracts wouldn't work, you're not bugged — the rules changed. This is the current, fact-checked breakdown of everything that moved and how to run the new Lighthouse for profit.
Quick answer: In 1.1.5.0, the Rogues relocated from the water treatment plant (WTP) to the mountain chalets, and all their stationary machine guns and every landmine at WTP were removed — the plant is now safely lootable. A BTR patrols the entire location (Northern Checkpoint → Southern Road with multiple route variants), new underground mountain passages shortcut to the southern extracts, and a transit point to Icebreaker sits at the pier by the water cottages. If your extracts "don't work," it's because interacting with a transit disables every other exit and side extracts are now spawn-dependent. The fresh Rogue stashes scattered across the map make Lighthouse one of the best rouble runs in Season 1.
The reworked Lighthouse is genuinely lucrative right now — most players don't know the new loot routes yet, and the Rogues are softer without their turrets. If you'd rather have a pro farm the new Rogue stashes and clear Lightkeeper tasks on your account, our Tarkov Raid & Map Carry covers Lighthouse; for a straight cash injection, the Tarkov Roubles top-up skips the grind. Otherwise, here's exactly what changed.

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What changed on Lighthouse in 1.1.5.0?
Per the official 1.1.5.0 patch notes, the Lighthouse rework is one of the biggest single-map overhauls in years. Here's the full list of changes:
- Rogues moved from the water treatment plant to the mountain chalets. Their whole base relocated to the chalet area on the mountainside.
- No more stationary weapons at WTP. The mounted machine guns that shredded anyone crossing the water are gone.
- All landmines removed from the water treatment plant. The infamous minefield that killed thousands of PMCs is deleted.
- Open areas along the main road reworked for more cover and additional routes — less of the "cross the death-field or die" design.
- A transit point to Icebreaker added. The hovercraft stays at the pier near the water cottages.
- A temporary faction-shift task chain added, explaining in-story why the Rogues repositioned.
- Loot distribution reworked, with Rogue stashes containing abandoned gear added throughout the location.
- The BTR now patrols Lighthouse with several route variants covering the entire map, including the bridge approach to the peninsula and WTP.
- Underground passages added in the mountains, shortening the route to the southern extracts.
- The Marked Room moved off Lightkeeper's peninsula, and Prapor's camp relocated (main-story key points shifted).
The short version: the two things that made Lighthouse miserable — the WTP turrets and the mines — are gone, and the map is now a mobility-and-loot playground built around the BTR.
Where are the Rogues now on Lighthouse?
The Rogues (the ex-USEC faction that guarded the water treatment plant) have moved up to the mountain chalets on the map's mountainside. This is the single biggest tactical shift.
What it means in practice:
- The water treatment plant is now safe to loot. No turrets, no mines. WTP is a legitimate loot stop for the first time ever — expect it to be crowded with PMCs the first week.
- The chalets are the new danger zone. If you want Rogue kills for tasks (or their gear), you now push the elevated chalet area instead of assaulting across the water. Bring range — you're fighting uphill.
- Rogue attitude toward USEC was adjusted. The patch notes explicitly changed how Rogues treat USEC PMCs, so faction matters for how they react to you.
- Rogue stashes are everywhere. The devs scattered stashes of the Rogues' abandoned gear across the whole map as part of the loot rework — these are the new rouble piñatas (more below).
One r/EscapefromTarkov player already flagged that spawns shifted too: "I spawned at WTP and did not have Northern Checkpoint as an extract… also ran into Gluhar at WTP." Boss and spawn behavior is still settling in the first days, so scout before you commit.
Why won't my extracts work on the new Lighthouse?
This is the #1 confusion on launch day, and it's not a bug — it's the transit and extract rules. Here's what's actually happening:
- Interacting with a transit disables every other extract. The moment you click a transit (such as the new transit to Icebreaker), all your normal extracts turn red and lock. As one player learned the hard way: "Transit removes all other extracts on the map… gotta go through the transit once you interact with it." If you accidentally interacted with a transit, your only way out is that transit.
- Side extracts are spawn-dependent now. The classic Northern and Southern road extracts are no longer guaranteed. If you spawn on one side, that side's extract may be unavailable and you'll need to cross to the other side, use Shoreline transit, or take a different exit. Plan your route based on where you spawn.
- Anything you sent to stash via a transit still arrives. If you queued items into a transit and bailed, your gear reaches your stash normally — you don't lose it.
Bottom line: don't click transits unless you mean to use them, and check which extracts are green before you commit to a direction.
The new BTR route on Lighthouse
The BTR armored transport now patrols Lighthouse, and it's a huge quality-of-life upgrade. Its route has several variants and covers the entire location, including the approach to the peninsula bridge and the water treatment plant.
How to use it:
- It runs roughly Northern Checkpoint → Southern Road, stopping at points along the main road. Players report it spawning around the Northern Checkpoint / vehicle extract area early in the raid.
- Ride it to shortcut objectives. One player noted the new "Honest Review" task (visit three map locations) can be done almost entirely from inside the BTR: "BTR can take you directly to all 3. We didn't even get out of the BTR while doing that quest."
- It's a mobile extract and cover. Use it to cross the reworked main road without exposing yourself, and to reach southern extracts fast alongside the new underground passages.
Combined with the underground mountain passages (which shortcut to the southern extracts), the map is far more traversable than the old "sprint across the minefield and pray" layout.
How do I get to Icebreaker from Lighthouse now?
The Icebreaker access rules changed with 1.1.5.0:
- Icebreaker can now be reached from both Shoreline and Lighthouse. The Lighthouse transit is the hovercraft at the pier near the water cottages.
- It no longer costs roubles. Instead, the transit requires a one-time "Sudak-tudak" marine repair kit.
- You get the kit from Ragman's "Pay the Fare!" task. Completing it unlocks a special operational task type that rewards more Sudak-tudak kits, so you can keep re-entering Icebreaker.
If you're chasing the Icebreaker loot loop (Wedge, Black Division, the Labyrinth), note the patch also reduced the XP for killing Wedge, his squad, and Black Division operatives — the farm is still worth it for gear, just less for raw XP.

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Best money route on the reworked Lighthouse (Rogue stash farm)
The loot rework is the real reason to run Lighthouse right now. Rogue stashes containing abandoned gear were added throughout the location, and most players haven't learned the spots yet — that's your window.
A high-value Season 1 rouble loop:
- Spawn and check your green extracts first (they're spawn-dependent — see above).
- Hit the water treatment plant. It's finally mine-free and turret-free; loot the containers and any Rogue stashes on the approach.
- Sweep the reworked main-road buildings and the chalets for Rogue stashes — the abandoned-gear stashes are the new money. Armor, weapons, and rigs from these convert straight to roubles at Fence or the flea.
- Use the BTR and underground passages to move between loot clusters without crossing open ground.
- Extract deliberately — don't touch a transit unless you're done, or you'll lock every other exit.
Expect 150k–300k+ roubles per clean raid once you know the stash routes, more if you catch the Rogues' better drops in the chalets. For context on where this ranks, see our best Lighthouse money guide and the broader Season 1 money guide.
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- Tarkov Quest & Kappa Boost — unlock the reworked Lightkeeper and clear the new task chain toward Kappa.
Did the Lightkeeper unlock change too?
Yes. The Lightkeeper access chain was reworked alongside the map. To start his "To the Light" story chain in 1.1.5.0 you now must:
- Gain access to Lighthouse through the "Tour" storyline.
- Reach Loyalty Level 3 with all traders except Fence and Ref.
- Ask Mechanic about the possibility of working with the Lightkeeper.
His tasks were also significantly rebalanced based on player feedback, and some now reward a rare key to a loot room on the Lighthouse peninsula. Because Lightkeeper gates Collector / Kappa, this is high-priority for anyone chasing the container. Full walkthrough: our Lightkeeper unlock guide.
Other notable 1.1.5.0 changes
Beyond the map, a few changes affect your economy and loadouts:
- Reduced purchase price of euros and dollars from traders — cheaper to buy hard currency for the flea/traders.
- HK MP5 sale price changed at Mechanic and Peacekeeper LL2.
- Armor removed from several face masks (Glorious E, Shattered, both DevTac Samurai Menpo variants, and both Death Shadow masks) — they're cosmetic-only now.
- Transition XP multiplier now ramps up more gradually (lower for 1–2 transitions, reaching old values at 16+).
- Labyrinth XP reduced for Shadow of Tagilla, Vengeful Killa, and Scavs.
- Fixes for disappearing weapon presets, stuck padlocked doors after shooting the lock, and bolt-action hit-reg off a bipod.
FAQ
When did the Tarkov Lighthouse rework release? Update 1.1.5.0 released on September 8, 2026, during Season 1 (Kord Breach). The Lighthouse rework is the headline feature, alongside the Lightkeeper access change and an Icebreaker adjustment.
Where did the Rogues go on Lighthouse? They moved from the water treatment plant to the mountain chalets. Their stationary machine guns at WTP were removed, and all landmines at the water treatment plant were deleted, so WTP is now safe to loot.
Why won't my extracts work on the new Lighthouse? Because interacting with a transit (such as the new Icebreaker transit) disables every other extract — you must then use that transit. Side extracts like Northern and Southern are also spawn-dependent now and may not be available depending on where you land. It's not a bug; check your green extracts before moving.
How do I get to Icebreaker from Lighthouse? Take the hovercraft transit at the pier near the water cottages. It no longer costs roubles but requires a "Sudak-tudak" marine repair kit, which you earn from Ragman's "Pay the Fare!" task.
Is the reworked Lighthouse good for money? Yes — the loot rework added Rogue stashes of abandoned gear across the whole map, and with the mines and turrets gone, the water treatment plant and chalets are far safer to farm. Expect roughly 150k–300k+ roubles per clean raid once you learn the stash spots.
Did the BTR come to Lighthouse? Yes. The BTR now patrols the entire map with several route variants (Northern Checkpoint to Southern Road), giving you mobile cover and a fast way to reach southern extracts and objectives.



