Tarkov: items a task and your hideout both want

Escape from Tarkov Guide 13 min read

Data basis: the Escape from Tarkov Wiki module tables and item pages, read 2026-08-17, against Season 1: KORD BREACH (3 August – 7 December 2026). Every quantity below is summed from those tables and cited at the bottom. Nothing here is estimated.

Every Tarkov item tool answers the question what is this item for. That is the wrong shape for the mistake people actually make. Nobody sells an Ophthalmoscope because they think it is worthless — they sell it because the only consumer they can currently see wants one, and they have two. The demand that bites is the demand from a task that has not appeared in your list yet.

So this page is not an item database. It is the intersection: items where a task and a hideout module both make a claim, with both claims counted, so you can decide what your stash floor is before the second claim shows up.

The Season 1 rule that changes the whole calculation

In Season 1: KORD BREACH, hideout zones do not require items to be found in raid — it is a listed common modifier of the season, “No FiR for Hideout.” Task turn-ins are unaffected: a task that asks for a FiR item still asks for a FiR item.

That splits the problem cleanly in two, and it is the single most useful thing to know before reading the matrix:

  • FiR stock is task-only currency. Never spend a FiR item on a module in this season. The module will happily take a flea-bought one.
  • Non-FiR stock is hideout currency, and hideout demand is large but purchasable.

The second Season 1 modifier that matters here: insurance is not available. An item you take into a raid and lose is gone, which removes the usual “I’ll get it back” cushion on rare task items.

The conflict matrix

Rows are items claimed by both sides. Task column counts every listed task objective for that item and marks whether it must be Found-in-Raid. Hideout column sums the requirement across every module and level that asks for it. Grade is the practical one: red means the FiR half is scarce and irreversible, amber means both claims are real but the hideout half is buyable, green means one side dominates and the other is noise.

ItemTasks that want it (FiR?)Task qtyHideout modules that want itHideout qtyTotalGrade
OphthalmoscopeCrisis (FiR)3Medstation 314Red
LEDX Skin TransilluminatorCrisis (FiR), Health Care Privacy 6 (FiR)3Medstation 314Red
Military COFDM transmitterSpecial Equipment (FiR), Network Provider 1 (FiR), Key to the Tower (FiR)10Intelligence Center 3212Red
VPX Flash Storage ModuleImport (FiR), Special Equipment (FiR)6Bitcoin Farm 1, Intelligence Center 3410Red
Working LCDKey to the Tower (FiR), Camera, Action! (FiR)2Intelligence Center 1, Security 3, Solar Power 168Red
Bottle of OLOLO MultivitaminsCrisis (FiR), Thirsty – Secrets (FiR)14Medstation 1115Amber
Pile of medsCrisis (FiR)20Medstation 1121Amber
ToolsetFalling Skies (FiR), Wiring the Vessel, They Are Already Here, Boreas5 (2 FiR)Defective Wall 5–6, Gym, Hall of Fame 2, Lavatory 3, Shooting Range 2, Water Collector 2, Workbench 21116Amber
Fleece fabricTextile – Part 2 (FiR)10Defective Wall 2–5, Gear Rack 1, Hall of Fame 11929Amber
Cordura polyamide fabricTextile – Part 2 (FiR)10Gear Rack 31020Amber
Aramid fiber fabricTextile – Part 1 (FiR)5Gear Rack 21015Amber
KEKTAPE duct tapeTextile – Part 2 (FiR)5Gear Rack 3, Hall of Fame 3, Lavatory 2, Water Collector 2, Weapon Rack 32631Amber
Spark plugCar Repair (FiR)8Generator 1, Generator 31725Amber
Car batteryCar Repair (FiR)4Vents 2, Vents 359Amber
Military power filterFalling Skies (FiR)3Air Filtering Unit, Bitcoin Farm 2, Solar Power 12023Amber
Printed circuit boardFalling Skies (FiR)5Bitcoin Farm 2, Shooting Range 3, Vents 32530Amber
CapacitorsFertilizers (FiR), Camera, Action! (FiR)6Illumination 3, Rest Space 3, Shooting Range 31723Amber
Bundle of wiresFertilizers (FiR), Camera, Action! (FiR)69 modules across Generator, Vents, Weapon Rack, Illumination and others124130Green (hideout-dominated)
Light bulbCamera, Action! (FiR)1Cultist Circle, Defective Wall 6, Hall of Fame 1, Illumination 22627Green (hideout-dominated)
Insulating tapeKey to the Tower (FiR)1Gym, Hall of Fame 1, Weapon Rack 11516Green (hideout-dominated)
SSD driveCamera, Action! (FiR)1Security 312Amber
NIXXOR lensCamera, Action! (FiR)1Security 389Green (hideout-dominated)
Bottle of saline solutionThirsty – Secrets (FiR)3Medstation 2, Medstation 31619Green (hideout-dominated)
Medical bloodsetSupplements (FiR)3Medstation 225Amber
Secure Flash driveWhat’s on the Flash Drive? (FiR), They Are Already Here3 (2 FiR)Intelligence Center 236Amber
Military flash driveSpecial Equipment (FiR), Bullshit5 (4 FiR)Intelligence Center 3813Amber
6-STEN-140-M military batteryRegulated Materials (FiR), Battery Change2 (1 FiR)Bitcoin Farm 324Amber
Golden rooster figurineProper Comeback3Hall of Fame 2, Scav Case 125Amber
FireKlean gun lubeCollector (FiR)1Weapon Rack 3, Workbench 323Red
BakeEzy cook bookCollector (FiR)1Library 112Red
Electric drill(no listed task)08 modules incl. Workbench 2, Stash 3, Gym1212Green (hideout only)
Bolts(no listed task)0Gear Rack, Gym, Stash 4, Water Collector, Weapon Rack, Workbench6363Green (hideout only)

Two reading notes. The FiR flags shown against hideout modules on the wiki are the standard-mode ones; in Season 1 they are all suspended, which is why the hideout column here carries no FiR marks. And the Collector rows are red despite tiny numbers — one is one, and if you hand your only FiR copy to a module you have deferred a Kappa item indefinitely.

Red-grade items: how many FiR copies the tasks actually need From the conflict matrix — task quantity column, red-grade rows only Military COFDM transmitter 10 FiR copies VPX Flash Storage Module 6 FiR copies Ophthalmoscope 3 FiR copies LEDX Skin Transilluminator 3 FiR copies Working LCD 2 FiR copies FireKlean gun lube 1 FiR copy BakeEzy cook book 1 FiR copy This is the FiR floor to reserve. The hideout half of demand for these items can be bought on the flea.

Why the red rows are red: the demand you cannot see yet

The reason a flat item database cannot answer this is that half the demand is behind a gate. Here are the gates on the tasks in the matrix, as the wiki states them:

TaskGate that hides itItems it will later claim
CrisisLevel 38, Therapist; Kappa-requiredOphthalmoscope, LEDX, Pile of meds, OLOLO Multivitamins
Textile – Part 1Ragman Loyalty Level 4Aramid fiber fabric
Textile – Part 2Level 42, after Textile – Part 1Fleece fabric, Cordura, KEKTAPE
ImportLevel 35VPX Flash Storage Module
Special EquipmentLoyalty Level 4VPX, Military COFDM, Military flash drive
SupplementsUSEC only, Skier Loyalty Level 2Medical bloodset
Camera, Action!“Edge of Darkness” edition onlyWorking LCD, SSD drive, NIXXOR lens, Light bulb, Capacitors, Bundle of wires
Falling SkiesStory chapter, via Mechanic during TourToolset (FiR), Military power filter, Printed circuit board
Key to the Tower24h after Assessment – Part 3Working LCD, Insulating tape, Military COFDM

A level-20 player has not seen a single row of that table. Every item in the right-hand column is, to them, an item with one visible use and a sale price. That is the whole trap, and it is a harsher trap this season because there is no insurance to soften a loss and no way to re-earn a FiR mark on an item you bought back from the flea.

Two of those gates are worth calling out because they are not level gates and never open on their own: Supplements is USEC-only, and Camera, Action! is restricted to owners of the “Edge of Darkness” edition. If neither applies to you, those rows collapse to hideout-only and you can sell freely. That is the kind of subtraction a shared checklist cannot do for you.

Most of the other loyalty-level gates in that table moved under 1.1.0 along with everything else about how traders unlock content — the post-1.1.0 trader loyalty dataset covers what actually gates each level now that turnover requirements are gone.

Turning the matrix into your own do-not-sell list

The matrix is the general case. Your list is a subtraction from it, and it takes about five minutes:

  1. Write down your profile state. PMC level, loyalty level with Therapist, Ragman, Skier and Mechanic, your faction, your edition, and which hideout modules are already finished.
  2. Strike the rows you can never receive. Wrong faction, wrong edition, module already built at max level.
  3. For every surviving row, subtract what you have already handed in. A finished Medstation 3 removes one Ophthalmoscope of demand; it does not remove Crisis’s three.
  4. Set the floor at the FiR number only. Reserve exactly the task quantity in FiR condition and sell everything above it. In Season 1 the hideout half never needs to come out of your raid loot — it can be bought.
  5. Re-run step 1 every ten levels. The gates above cluster at levels 35, 38 and 42, so the list is stable for long stretches and then changes all at once.

The output of that is short. For most players below level 35 it is four or five items, not thirty — which is the point. A do-not-sell list you cannot memorise is a list you will not follow.

If you are running the season on a clock, the same subtraction feeds the pacing question in the season time-left planner: items you have already banked are tasks you can finish in a single session later. And if you are still deciding what to chase first this run, the goal-by-goal ordering in the early-wipe priority matrix determines which half of this table is even live for you — a hideout-first run and a task-first run disagree about which rows are red. The season’s modifier choices, covered in the modifier trade-off page, also change how expensive a mistake here is.

What we could not verify

  • Trader loyalty levels for several tasks. The wiki pages for Car Repair, Fertilizers, Key to the Tower and Wiring the Vessel do not state a level or loyalty requirement in their Requirements section, so the gate table above omits them rather than guessing. Special Equipment’s page says “Loyalty Level 4” without naming the trader; we have reproduced it as written.
  • Whether the Season 1 questline alters any of these quantities. The season adds a [KORD BREACH] questline, and the item pages we read do not flag season-specific changes to the objectives above. Treat the task quantities as standard-mode figures that we have no evidence were changed, not as figures confirmed against a Season 1 client.
  • Flea market prices. Deliberately absent. They move daily and any number printed here would be wrong before you read it, which is also why the advice is “reserve the FiR count,” not “sell above X roubles.”

Sources