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.
| Item | Tasks that want it (FiR?) | Task qty | Hideout modules that want it | Hideout qty | Total | Grade |
|---|---|---|---|---|---|---|
| Ophthalmoscope | Crisis (FiR) | 3 | Medstation 3 | 1 | 4 | Red |
| LEDX Skin Transilluminator | Crisis (FiR), Health Care Privacy 6 (FiR) | 3 | Medstation 3 | 1 | 4 | Red |
| Military COFDM transmitter | Special Equipment (FiR), Network Provider 1 (FiR), Key to the Tower (FiR) | 10 | Intelligence Center 3 | 2 | 12 | Red |
| VPX Flash Storage Module | Import (FiR), Special Equipment (FiR) | 6 | Bitcoin Farm 1, Intelligence Center 3 | 4 | 10 | Red |
| Working LCD | Key to the Tower (FiR), Camera, Action! (FiR) | 2 | Intelligence Center 1, Security 3, Solar Power 1 | 6 | 8 | Red |
| Bottle of OLOLO Multivitamins | Crisis (FiR), Thirsty – Secrets (FiR) | 14 | Medstation 1 | 1 | 15 | Amber |
| Pile of meds | Crisis (FiR) | 20 | Medstation 1 | 1 | 21 | Amber |
| Toolset | Falling Skies (FiR), Wiring the Vessel, They Are Already Here, Boreas | 5 (2 FiR) | Defective Wall 5–6, Gym, Hall of Fame 2, Lavatory 3, Shooting Range 2, Water Collector 2, Workbench 2 | 11 | 16 | Amber |
| Fleece fabric | Textile – Part 2 (FiR) | 10 | Defective Wall 2–5, Gear Rack 1, Hall of Fame 1 | 19 | 29 | Amber |
| Cordura polyamide fabric | Textile – Part 2 (FiR) | 10 | Gear Rack 3 | 10 | 20 | Amber |
| Aramid fiber fabric | Textile – Part 1 (FiR) | 5 | Gear Rack 2 | 10 | 15 | Amber |
| KEKTAPE duct tape | Textile – Part 2 (FiR) | 5 | Gear Rack 3, Hall of Fame 3, Lavatory 2, Water Collector 2, Weapon Rack 3 | 26 | 31 | Amber |
| Spark plug | Car Repair (FiR) | 8 | Generator 1, Generator 3 | 17 | 25 | Amber |
| Car battery | Car Repair (FiR) | 4 | Vents 2, Vents 3 | 5 | 9 | Amber |
| Military power filter | Falling Skies (FiR) | 3 | Air Filtering Unit, Bitcoin Farm 2, Solar Power 1 | 20 | 23 | Amber |
| Printed circuit board | Falling Skies (FiR) | 5 | Bitcoin Farm 2, Shooting Range 3, Vents 3 | 25 | 30 | Amber |
| Capacitors | Fertilizers (FiR), Camera, Action! (FiR) | 6 | Illumination 3, Rest Space 3, Shooting Range 3 | 17 | 23 | Amber |
| Bundle of wires | Fertilizers (FiR), Camera, Action! (FiR) | 6 | 9 modules across Generator, Vents, Weapon Rack, Illumination and others | 124 | 130 | Green (hideout-dominated) |
| Light bulb | Camera, Action! (FiR) | 1 | Cultist Circle, Defective Wall 6, Hall of Fame 1, Illumination 2 | 26 | 27 | Green (hideout-dominated) |
| Insulating tape | Key to the Tower (FiR) | 1 | Gym, Hall of Fame 1, Weapon Rack 1 | 15 | 16 | Green (hideout-dominated) |
| SSD drive | Camera, Action! (FiR) | 1 | Security 3 | 1 | 2 | Amber |
| NIXXOR lens | Camera, Action! (FiR) | 1 | Security 3 | 8 | 9 | Green (hideout-dominated) |
| Bottle of saline solution | Thirsty – Secrets (FiR) | 3 | Medstation 2, Medstation 3 | 16 | 19 | Green (hideout-dominated) |
| Medical bloodset | Supplements (FiR) | 3 | Medstation 2 | 2 | 5 | Amber |
| Secure Flash drive | What’s on the Flash Drive? (FiR), They Are Already Here | 3 (2 FiR) | Intelligence Center 2 | 3 | 6 | Amber |
| Military flash drive | Special Equipment (FiR), Bullshit | 5 (4 FiR) | Intelligence Center 3 | 8 | 13 | Amber |
| 6-STEN-140-M military battery | Regulated Materials (FiR), Battery Change | 2 (1 FiR) | Bitcoin Farm 3 | 2 | 4 | Amber |
| Golden rooster figurine | Proper Comeback | 3 | Hall of Fame 2, Scav Case 1 | 2 | 5 | Amber |
| FireKlean gun lube | Collector (FiR) | 1 | Weapon Rack 3, Workbench 3 | 2 | 3 | Red |
| BakeEzy cook book | Collector (FiR) | 1 | Library 1 | 1 | 2 | Red |
| Electric drill | (no listed task) | 0 | 8 modules incl. Workbench 2, Stash 3, Gym | 12 | 12 | Green (hideout only) |
| Bolts | (no listed task) | 0 | Gear Rack, Gym, Stash 4, Water Collector, Weapon Rack, Workbench | 63 | 63 | Green (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.
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:
| Task | Gate that hides it | Items it will later claim |
|---|---|---|
| Crisis | Level 38, Therapist; Kappa-required | Ophthalmoscope, LEDX, Pile of meds, OLOLO Multivitamins |
| Textile – Part 1 | Ragman Loyalty Level 4 | Aramid fiber fabric |
| Textile – Part 2 | Level 42, after Textile – Part 1 | Fleece fabric, Cordura, KEKTAPE |
| Import | Level 35 | VPX Flash Storage Module |
| Special Equipment | Loyalty Level 4 | VPX, Military COFDM, Military flash drive |
| Supplements | USEC only, Skier Loyalty Level 2 | Medical bloodset |
| Camera, Action! | “Edge of Darkness” edition only | Working LCD, SSD drive, NIXXOR lens, Light bulb, Capacitors, Bundle of wires |
| Falling Skies | Story chapter, via Mechanic during Tour | Toolset (FiR), Military power filter, Printed circuit board |
| Key to the Tower | 24h after Assessment – Part 3 | Working 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:
- 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.
- Strike the rows you can never receive. Wrong faction, wrong edition, module already built at max level.
- 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.
- 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.
- 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
- Escape from Tarkov Wiki, Hideout — module requirement tables for every zone and level; the hideout quantities in the matrix are summed from these
- Escape from Tarkov Wiki, Seasons — Season 1: KORD BREACH ran 3 August to 7 December 2026; insurance unavailable; “Hideout zones do not require items to be found in raid”; the “No FiR for Hideout” common modifier
- Escape from Tarkov Wiki, Found in raid — items brought into raid by a PMC lose FiR status; only a “Survived” extraction, hideout crafting, or a quest reward grants it
- Escape from Tarkov Wiki, Crisis — Therapist, level 38, Kappa-required, FiR objectives
- Escape from Tarkov Wiki, Toolset — worked example of an item page carrying both a Quests and a Hideout claim list
- Escape from Tarkov Wiki, Textile - Part 2 — level 42 requirement
- Escape from Tarkov Wiki, Textile - Part 1 — Ragman Loyalty Level 4 requirement
- Escape from Tarkov Wiki, Import — level 35 requirement
- Escape from Tarkov Wiki, Supplements — USEC-only, Skier Loyalty Level 2
- Escape from Tarkov Wiki, Camera, Action! — restricted to the “Edge of Darkness” edition