Video summary
Updated Tarkov Hideout Crafting Guide – Max Profit, Minimal Time
Main summary
Key takeaways
Storyline (context)
The subtitles don’t describe Escape from Tarkov’s narrative storyline directly. They focus entirely on PvE/hideout economy gameplay: how to use hideout crafting modules to generate rubles profit while raids repeatedly cycle your time.
Gameplay highlights & crafting approach
- The guide’s “rules” are built around profit per hour:
- A higher total profit craft can still be worse if it takes too long.
- Compare crafts by net rubles gained per unit time (example given: 12 hours for 20k vs. 10 minutes for 5k).
- The creator warns prices are dynamic and time-dependent (economy, listing volume, day/night shifts), so viewers should:
- Double-check flea market prices before crafting.
- Many recommendations also emphasize flea market rating:
- High-value stack sales (especially booze) help raise rating, unlocking more slots.
Hideout crafting guide by module (key crafts + when/why they’re good)
Nutrition Unit
1) Slickers → Barter to scav vests (best emphasis) - Input flow: - Buy Army Crackers from Therapist; use them to craft Slickers. - Profit method: - Don’t just sell Slickers directly. - Barter 5 Slickers into 1 Scav Vest via Jäger. - Then sell Scav vests on the flea market. - Claimed results: - ~20–22k profit per cycle (described as ~10k more than straight-selling Slickers) - Craft time mentioned: ~13–14 minutes - Targeting roughly 95–100k rubles/hour when cycling continuously
2) Tushonka/Sausage craft - Inputs are described as expensive (salt, tushonka components, toilet paper). - Claimed results: - ~10k rubles profit per craft cycle - With fast crafting: ~30k/hour - (Less than Slickers-trading, but useful for cycling)
3) Vodka craft (flea rating “stack seller”) - Key idea: - Buy Moonshine cheaper, then sell Vodka at a high spike price. - Claimed pricing window: - Moonshine target: ~250 (or ~240–245) - Vodka selling: spikes toward 33k–35k (best during market jumps) - Flea rating strategy: - Sell in large stacks (30–40) and let them sit to hit favorable prices. - This boosts flea rating, increasing max listing slots. - Claimed results: - ~20k/hour average; up to 25–28k/hour when pushing higher sales prices
Water Collector
- Guidance:
- “Always craft in the water collector” and keep filters running.
- Claimed efficiency:
- With max hideout management + max crafting, super water uses fewer inputs per unit.
- Claimed outputs:
- Super waters sell around 110k
- Net profit described as ~45–50k from the super water itself
- Plus additional uses (e.g., refilling hydration items)
- Secondary note:
- Aquamarines (from a water bottling route) are used for raids/hydration support
- Stated profit is lower (~6–7k, ~10k/hour range)
Booze Generator
- Overall:
- Near break-even, but can make small profit if selling Fierce Hatchling moonshines at good prices.
- Pricing guidance:
- Sell moonshine around 260–265
- If sugar is cheaper (noted around 70k), profits can be 5–10k
- Claimed role:
- Mainly “run it anyway” for flea rating leveling and stack selling
- ~5–6k profit per bottle mentioned
Med Station
1) Propital via recycling meds - The creator doesn’t simply craft Propital from scratch. - Strategy: - Burn down Ibuprofen and Golden Star uses (example shown with remaining uses) - Then craft into Propital - Claimed results: - Propital crafting cost described as ~20–25k (cheaper than buying) - Emphasis on using them rather than only selling
2) Pile of Meds (main money maker) - Strategy: - Craft Pile of Meds using mixed currency settings if desired (rubles-only option mentioned). - Market timing: - “Peak vs trough” effect: - Late NA hours = fewer listings - Asia/Europe still buying → price spikes - Claimed results: - Aim to sell around 24k - ~26k profit per craft - About 50k/hour (between raids; slightly higher with max crafting)
3) SJ6 / SJ1 (pricing-sensitive) - SJ6 - Buy inputs (OlO vitamins, saline/bottle items) below stated thresholds to avoid breaking even. - Target input thresholds: - OlO vitamins: ~22k or less (up to ~23k sometimes) - Saline solutions/bottles: keep under ~38–39k (avoid too close to 40k) - Also sell Pile of Meds lower: - Target 21–20k range
- SJ1 (big but condition-based)
- Described as expensive and often absent on the flea—opportunity when priced high.
- Critical condition:
- Only sell when SJ1 price is around 80k+
- If inputs cost ~87–90k, profit collapses
- Claimed results:
- At ~80k+ sell price: ~40–50k per craft
- Up to ~56k/hour mentioned
Intel Center
Labs keycards / Intel market
- Core point:
- Labs cards are money, and they influence Intel prices (or vice versa).
- Guidance:
- Sell Intel around 370–390 (noted target ~380)
- Sell keycards at market price
- Claimed results:
- ~26–27k profit per craft
- ~66k/hour (fast craft)
Intelligence folders / flash drives / GPUs (situational)
- Intelligence folders
- Very long craft (~19 hours)
- Good for weekend/log-off periods
- Target inputs: ~50k or less paper
- Military flash drives
- Need cheap input pricing (around 115k when it drops)
- When favorable: ~75–80k pure profit per craft
- GPUs
- Only a “sliver” of profit due to tight input price conditions
- Also used to supplement GPU farm or Bitcoin farm timing
Laboratory (Crafting alternatives)
- A “Christmas tree” craft is mentioned but skipped due to likely expiring quickly after the video time.
Main mentioned crafts
1) Soap - Claimed: - ~30k per craft, ~60k/hour - Requires specific input targets for profitability (alkali/salt/soap-selling at high side). - Suggestion: - Stack sales overnight when soap price is high.
2) Ripstop (via slickers/scav vest chain) - You can convert scav vests into ripstop if barter pricing supports it. - Claimed results: - ~18k profit, ~45–50k/hour at good selling prices - Example selling target: ripstop around 15–16k
3) Bleach - More of a “weekend timing” craft: - Bleach price rises into ~17–18k on weekends due to barter demand. - Claimed results: - ~18k profit, ~40–45k/hour when selling at weekend prices
Easy fabric crafts
- Aramid fiber
- Buy from Ragman ~29k, sell ~22k (subtitle seems inconsistent, but profit is discussed)
- Beanies
- Easy craft; depends on fleece price spiking ~17k
- Cordura
- Lower profit; positioned as “easy mode” rather than highest EV
Workbench (Big money section)
“Money king” crafts and key cycling notes
1) AKM - Not liked personally because it’s too fast, though it helps cycling. - Claimed: - ~3 minute craft time - Per-cycle profit small (~7k) - High “theoretical” hourly due to speed
2) Gunpowder crafts (primary focus by creator) - Hawk / Eagle / Run (green gunpowder family) - Green/Eagle/run targets and market timing described as demand-driven ebbs/flows - Claimed: - ~40k per fast craft - About 100k+ rubles/hour when cycled per raid - Blue gunpowder - Short craft: can be completed within a raid without waiting - Claimed: - ~10 minutes craft time, ~15k profit - ~100k/hour when cycling - Plex - Requires careful input pricing for LCDs to avoid profit loss - Claimed: - Selling target ~18k - ~22k profit per craft - ~80–90k/hour depending on craft time - Green gunpowder (favorite for ease) - All inputs bought from traders - Claimed: - At ~48k sell price: ~65k profit per craft - ~60–65k/hour due to longer craft time - Other convenience crafts - Print circuit boards / wires - PCB profit: moderate but reliable (~20k/craft, ~60k/hour stated) - Power cords → wires (“don’t think” craft) - Claimed: - Power cords ~30k input target - Wires selling target ~15k (as described in subtitles) - ~50–55k profit per craft - ~46k/hour on the lower end
Overall recap / expected gains
- Running one cycle of the “best crafts” across the guide:
- ~140–150k rubles from one full cycle
- Running 2–3 raids worth (two to three cycles):
- ~300k–400k rubles, plus whatever you earn directly from playing
- Even on a bad day, crafting helps recoup inventory-to-rubles value over time.
Gamers/sources featured (mentioned at end)
No specific gamer names or external sources beyond in-game NPCs are featured in the provided subtitles:
- Therapist, Jäger, Ragman (game vendors) are mentioned.
- No other creators, channels, or external sources are explicitly named.