Tarkov's Blackout Event: Wrench and Waterboarding Explained
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15 July 2026 04:50
Battlestate Games has pushed The Lab back to the centre of Escape from Tarkov with patch 1.0.6.5 and the Blackout event. The setup is straightforward enough: trader Skier has found a vulnerability in the facility's security and intends to strip it clean, but word got out, and Wedge's Black Division outfit seized the location first. The map is now dark, hostile, and swarming with the toughest AI faction in the game, with the whole event gated behind a five-quest chain that culminates in the legendary-rarity "Going Dark" achievement.
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The Problem Nobody Warned Players About
Before anything else, there's a barrier that has caught a lot of people out. Wrench and Waterboarding, the questline's opening task, carries a character level 30 requirement. That's proven a genuine headache for the players Battlestate has been actively encouraging to reset their progress under the new prestige system, many of whom now find themselves locked out of the event entirely despite having hundreds of hours logged. Reddit threads and replies to the announcement have been full of complaints about exactly this. The level gate also matters for a practical reason: level 30 is when the Flea Market becomes a reliable source of Labs Keycards, so under-levelled players are squeezed twice.
The silver lining is that Battlestate hasn't announced an end date, so there may be room to grind back into position.
Wrench and Waterboarding: Objectives and Rewards
The quest itself asks you to reach The Lab, search the management offices and the server room, then extract via the Sewage Conduit. That extraction isn't strictly mandatory to tick the objective, but you'll obviously need to get out alive to keep anything you've looted. Complete it and you'll earn:
15,000 XP 75,000 roubles 2x Cyclone Shakhin Thermal Scope 2x Torrey Pines Logic Thermal Reflex Sight
Skier handing over night-vision gear isn't generosity, it's necessity. The Lab has been plunged into darkness for the Black Division's benefit, the same faction players tangled with during ICEBREAKER, led by former SAS operative Wedge. He's no joke, running top-tier loadouts built around 7.62x51mm M62 and M993 ammunition on weapons like the Mk17, X-17, short SA-58, or MDR, sometimes an MP7A1 with AP SX rounds, and both he and his guards carry Model 8230 CS Gas Grenades to suit the event's theme.
Getting Into The Lab
You need a Labs Access Keycard, a one-time-use item, and you also need The Lab unlocked via the story, initially by transitioning there during the 'Tour' chapter. Entry runs through Factory or Streets of Tarkov, with the latter's access sitting at the underground entrance on Klimova, in the basement area beside the building with the Cosmonaut painting.
Keycards themselves are mostly RNG, sitting in the general loot pool across every map with no guaranteed spawns, so drawers, stashes, crates, and the pockets of bosses and scavs are all fair game. Some quests hand them out as rewards, so check your task list before grinding. To skip the RNG:
Mechanic LL3 barter: 2x Elite Pliers, 1x Bulbex Cable Cutter, 1x Pipe Grip Wrench Intel Center LL2 craft: produces three Labs Keycards using Intel plus a UHF RFID Reader as a returnable tool, taking 40 minutes
Neither is trivial, since those barter items aren't common loot either. Once you've completed a run and got out, whether on your feet or carried, you'll have direct access to The Lab going forward, assuming you keep finding keycards.
The Master Code and What Comes Next
The event's real prize is what Skier's Intel points to. If The Lab's emergency power kicks in, every sealed door switches to a single shared access code, meaning no individual room keys required and the entire map opens up. That turns the game's most punishing environment into an enormous loot run.
Getting the code means killing Wedge, who drops a one-use TerraGroup Labs Arsenal Storage Key (Blackout). That opens what was previously the Janitor room, where the Master Code sits. This is technically the next quest in the chain, Key to Every Door, rather than part of Wrench and Waterboarding itself.
The code currently circulating among players is 5619, though it's worth stressing this is community-reported and it isn't yet confirmed whether it's universal or varies by account, so treat it as a strong lead rather than a guarantee. Once you have it, the community has largely mapped out the rest, with the final quest revolving around blood bags found deeper in the facility.
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