Lighthouse is no longer the map where you sprint across open ground and hope the mounted guns are looking elsewhere. Update 1.1.5.0 pulled the Rogues out of the water treatment plant, deleted the minefields that made half the location unwalkable, dropped a BTR onto the main road, and rewrote the entry requirements for Lightkeeper. Old routes, old key names, and old extract habits will get you killed or stranded.
Quick answer: Rogues now hold the upper and lower chalets instead of the water treatment plant, all mines and stationary weapons at the plant are gone, a BTR patrols the main road and crosses the map in roughly five minutes, and Lightkeeper’s “To the Light” chain requires Loyalty Level 3 with every trader except Fence and Ref, 2.0 Fence reputation, and a conversation with Mechanic.
Where the Rogues, Goons, and Glukhar are now
The Rogue base moved uphill. They now hold the upper and lower chalets plus the switchback roads that connect them, backed by observation posts around the chalet perimeter. The plant they used to guard is empty of them entirely, so every fight for Rogue gear is now an uphill push against an elevated, fortified position rather than a long-range duel across water.

Faction no longer buys you any mercy. Rogue behaviour toward USEC characters was adjusted, so both PMC factions get shot on sight. Boss placement shifted with them: the Goons spawn below the lower chalet every raid, and Glukhar now turns up at the water treatment plant with five to six guards, usually around the front and middle of the compound.
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Every landmine at the water treatment plant is gone, along with the stationary weapons that covered the water crossing. The minefields near the lake, along the main road, and at the villa entrance were also removed. Mines still exist only as playable-area boundaries and as the barrier blocking access to Lightkeeper’s peninsula, and a few invisible walls remain in places where the terrain was closed off.

The open stretches along the main road were reworked for movement rather than just removal. Sandbags and barricades now break up the long sightlines, a makeshift UN checkpoint sits on the central section overlooked by the chalets, and the tennis court fence has a hole cut into it for a faster way through. New cliffs and vegetation were added around some PMC spawns to give a little more room at the start of a raid.
Water treatment plant loot and the Substation marked key
With the turrets and mines gone, the plant is a normal loot stop. The container and spawn layout inside is broadly similar to before, so the difference is access rather than value. The bigger change is loot spread across the rest of the map: Rogue stashes holding their abandoned gear were added throughout the location, alongside abandoned outposts and observation posts.
The marked room moved off Lightkeeper’s peninsula and into the central grey building at the water treatment plant. The key changed with it. What used to be the Shared bedroom marked key is now the Substation marked key, and it opens the new room. If you kept the old key in your stash, check the renamed entry rather than assuming it was removed. Prapor’s camp also sits in a different spot than it did before the patch.
BTR route and stops on Lighthouse
Lighthouse is the third location with a BTR. It runs the main road with several route variants that cover the whole map, including the village, the water treatment plant, and the approach to the bridge leading to the peninsula. A full run from the northern end to the southern end takes about five minutes, which makes it the fastest way to reposition without touching open ground.

| BTR stop (north to south) | Area it serves |
|---|---|
| WTP Building 2 Parking | Northern end of the water treatment plant |
| Northern Checkpoint | Northern road and vehicle extract area |
| WTP Building 1 Parking | Southern end of the water treatment plant |
| Construction Site | Mid-map construction area |
| UN Checkpoint | Central main road, below the chalets |
| Road to Lighthouse | Approach toward the bridge and peninsula |
| Southern Road | Southern main road |
| Village Crossroads | Village and southern extract side |
Underground passages and the Side Tunnel bunker
Underground passages were added beneath the mountains to shorten the trip to the extracts in the south. The most visible piece of this is at the Side Tunnel co-op extract, which now has a door leading into a one-way bunker system that spits you out further down the road. It only runs in one direction, so treat it as a commitment rather than a shortcut you can back out of.

Extracts that moved, and why yours may be locked
Two exits changed position outright, and the rules around transits catch people out on the way to the exfil timer.
| Exit | Where it is now |
|---|---|
| Mountain Pass (Red Rebel) | Moved further north, into the valley between the old extract area and the village |
| Secret lake extract | On a dock behind a newly added cabin at the lake |
| Side Tunnel (Co-op) | Same area, now attached to the one-way bunker route |
| Transit to Icebreaker | Hovercraft at the pier near the water cottages |
Note: interacting with a transit disables every other extract for that raid. Once you have touched it, the transit is your only way out, so do not click it while scouting. Items already sent to your stash through a transit still arrive normally.
The Northern and Southern road extracts are also no longer guaranteed for every spawn. Check which exits are listed in green at the start of the raid and plan the route from there, rather than assuming the exit closest to your spawn is available. Lighthouse still has its transits to Shoreline, Reserve, and Woods alongside the new Icebreaker option.
How to reach Icebreaker from Lighthouse
The hovercraft parked at the pier near the water cottages is the Icebreaker transit. Reaching Icebreaker no longer costs roubles. Instead it consumes a one-time “Sudak-tudak” marine vessel repair kit, which is handed out as a task reward. Completing that task opens a special type of operational task that rewards further kits, so repeat trips depend on keeping a stock of them.

One thing worth weighing before you spend a kit: the XP for killing Wedge, his squad, and Black Division operatives on Icebreaker was reduced in the same patch. The gear is unchanged, the experience farm is not.
Lightkeeper access requirements in 1.1.5.0
The gate into Lightkeeper’s “To the Light” story chain was rebuilt. All four conditions below must be true before the first task appears.
| Requirement | Detail |
|---|---|
| Map access | Unlock Lighthouse through the “Tour” storyline |
| Trader loyalty | Loyalty Level 3 with every trader except Fence and Ref |
| Fence reputation | At least 2.0 |
| Final step | Ask Mechanic about working with Lightkeeper |
If the chain does not appear, the cause is almost always one of those four boxes being unticked, most often a single trader sitting at Loyalty Level 2 or Fence reputation just under 2.0. The conversation with Mechanic is the confirmation step, so once it triggers and the first task lands in your list, access is live.
Lightkeeper’s own tasks were rebalanced on the back of player feedback, and some now pay out a rare key to a loot room on the Lighthouse peninsula. The wider set of Lighthouse side tasks was reworked to match the new layout, with new tasks added and a temporary chain that explains why the Rogues packed up and moved to the chalets in the first place.
The practical takeaway for the first few raids is simple. Treat the water treatment plant as looting ground and the chalets as the fight, use the BTR and the mountain tunnels instead of the road wherever you can, and read your green extract list before you commit to a direction. Muscle memory built on the old Lighthouse is the fastest way to lose a kit on the new one.






