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The Hideout

Extraction

Every match on Ker-Ys and Nec Mergitur is also an expedition for the Hideout: enemies drop materials, crates hide francs, and you fill your bag. To keep that bag, you have to extract: call a vehicle, prepare its arrival, hold the departure zone against the horde, then board. An extraction ends the match for everyone.

There’s no mode to pick: loot and extraction are active in every match on these two maps, except the beginners’ guided match.

Before you head out: the Hideout loadout

Consumables crafted at the Workbench (Modules and augments) go into the Hideout loadout, set up at the Workbench or from the lobby (“Hideout loadout” line under your loadout, “Edit” button). One slot per Workbench level (3 at most), one copy of each consumable at most.

ConsumableWorkbenchEffect in the matchReturned?
Purselvl 1+1,000 points at the start of your first roundNo
Grenade cratelvl 1+2 lethal grenades at the start of your first round, even above the maximumNo
Leather vestlvl 2+50 max health until you first go downNo
Survival kitlvl 2The first time you go down, gets you back up on your own once (like Second Wind solo), if nothing else doesYes, if unused and you extract
Ankou’s Medallvl 3If the match is lost, your bag is saved (and the Medal is spent)Yes, if you extract

The consumables you take are spent when the match starts; only an unused Survival kit and the Medal go back to your stock if you make it home (extracted or bag secured).

The bag and the satchel

  • Automatic pickup: walk over a material on the ground and it goes into your bag. First come, first served: in a team, loot isn’t shared.
  • The HUD shows your bag, the francs found and “On extraction ≈”: what you’d bring back if you left now (francs found, bank, bonus × depth).
  • Crates: hold F for 3 seconds on “Search the crate”; francs and materials go into the searcher’s bag. See Loot and materials.
  • Bled out (down without being revived, in a team): your bag drops as a satchel where you died. It never disappears and anyone can pick it up: its contents join the bag of whoever takes it. You respawn next round with an empty bag: go get it back, or let a teammate bring it home.
  • Match quit: you keep your secure pocket; the rest of the bag, francs included, drops as a satchel for your teammates.

When to call the extraction

  • An extraction window opens at round 10, then every 5 rounds (15, 20, 25…), for the whole round. On Discovery and Easy, the first one opens at round 5 (then 10, 15…), so a first evening can end with a successful departure. From the start of the match, a discreet line at the top left announces the next one and where to call it (“From round 10, call it in from the bunker’s radio set”); the scoreboard and the pause menu remind you too. For new players (Training panel), the “Call the extraction” step shows during the window and marks the door to open on the way to the call point.
  • During the window, go to the call point and hold F for 2 seconds:
    • on Ker-Ys, the radio set in the Bunker: “Call the Santez-Anna”;
    • in Nec Mergitur, the service phone on the Cité platform: “Pick up the service phone”.
  • In a team, everyone must accept, since extraction ends the match for all: holding the call point opens a vote shown at the top of the screen. Everyone has 20 seconds to answer, wherever they are on the map, even down or dead: Y to accept, N to refuse. The player who calls accepts automatically.
  • A refusal or a missing answer cancels the call and locks the call point for 15 seconds. A player who disconnects or leaves the match is no longer waited for. Solo, the call goes through right away.
  • The radio doesn’t answer (grayed-out prompt) during an Easter egg event that pauses spawns, or during a boss fight: try again once things calm down.
  • At the call point, a card shows what extracting pays now, and what it would pay if you wait for the next window (5 rounds later), assuming your points and found francs stay the same.
  • Missed the window: it closes at the end of the round; see you 5 rounds later.

How it plays out

  1. The call: rounds stop. You get 20 seconds of breathing room (only the round’s leftovers are still around) to head for the tasks, then the extraction horde takes over: Drowned with the current round’s health keep coming nonstop. They don’t count toward the round. The horde scales with team size and difficulty:
    • solo: 18 living enemies at most, 1.12 times the round’s pace;
    • 2 players: 20 enemies, same pace;
    • 3 players: 26 enemies, 4 players: 28 enemies, 1.4 times the pace;
    • on Discovery, the pace is multiplied by 0.7 on top of that; on Easy, by 0.5, with a living cap and hound packs half as large.
  2. Preparations: 1 task solo, 2 in a team, drawn from the site’s 3 and done in parallel (markers on the HUD). Only tasks whose elements are all in open zones can be drawn.
  3. The siege: hold the departure zone for 90 seconds. The countdown only advances if at least one player standing is in the zone; with nobody inside, it stops (“Zone abandoned!”). Spawns speed up to 1.8 times the round’s pace with 3 or 4 players (1.44 times solo and with 2).
    • At the round 5 window (Discovery, Easy), the siege has no Divers and no pack: only the horde.
    • As the siege begins, Divers climb out of the water: 1 solo and with 2 players, 2 with 3 or 4 players.
    • Halfway through, the Ankou’s Pack: 3 hounds, plus 2 per player; in Nec Mergitur, chimeras too (1, plus 1 per pair of players beyond the first).
    • Beyond round 20 (windows at round 25 and later): pace +25%, one more Diver and one more chimera, 6 more living enemies.
  4. Boarding: siege held and vehicle docked, “All aboard!”: 15 seconds to get into the zone.
  5. Departure: every player in the zone, standing or downed, is extracted (+2,500 XP); the horde collapses and the match ends for everyone a few seconds later. Anyone left outside the zone missed the departure.

Extraction sites

Ker-Ys: the Santez-Anna

A trawler from Douarnenez answers the Bunker radio and docks at the end of the harbor pontoon. Departure zone: the Harbor pontoon. The boat waits offshore from the call, comes in when the siege begins and docks.

TaskHow to do it
Light the beacon fires3 braziers: on the beach, on the lighthouse cliff, on the graveyard cliff. Hold F for 3 s on each.
Bring the fuel to the pontoon2 jerrycans drawn from 6 hiding spots (near the slipway, near the cannery drums, near the fisherman’s hut, on Dahut Square, in front of the chapel, in the trenches), carried to the drum at the foot of the pontoon (“Pour the fuel”).
Haul in the moorings at the winchStart the winch at the foot of the pontoon (1.5 s hold); its gauge (35 s) only advances while a standing player stays within 6 m.
⚠The jerrycan is heavy

While carrying it, you pull out your sidearm and can only shoot with it, and you walk more slowly. If the carrier goes down, leaves the match or drops the jerrycan, it goes back to its hiding spot.

ℹAlready holding something?

Picking up a jerrycan drops whatever you were carrying: a buildable part falls at your feet, a quest item goes back to its place. You can only carry one jerrycan at a time.

Nec Mergitur: the service train

Traffic control sends a service train: the next train that stops at the Saint-Michel platform, track 1, during the siege is held there, doors open. Departure zone: the Saint-Michel platform, track 1, plus the cars of the held train (passengers on board count). If no train shows up 75 seconds after the siege ends, you leave on foot.

TaskHow to do it
Restart the substationRaise the lever in the Saint-Michel Substation (1.5 s hold); its gauge (30 s) advances while a standing player stays within 6 m.
Throw the signal box levers2 emergency levers in the Signal Box, 1.5 s each.
Light the signal lanterns3 lanterns along the Saint-Michel platform, 3 s each.

The Substation and the Signal Box are behind doors: while those are closed, their tasks aren’t drawn.

What you bring back

OutcomeBag (materials, francs found)Bank and bonusExtraction contracts
Extracted (in the zone at departure)KeptYesYes
Secured (main Easter egg completed)KeptYesYes
Ankou’s Medal (match lost)KeptNoNo
LostSecure pocket only, francs found lostNoNo
  • Bank: points left at the end ÷ 10, in francs.
  • Extraction bonus: 60 F × rounds played × depth. Rounds played include the starting round: starting at round 20 doesn’t give you the bonus for 20 rounds.
  • Depth: ×1.5 after 15 rounds played, ×2.5 after 20 (the same depth multiplies the odds of rare components, Loot and materials).
  • The stash has room per material (60 to 500 depending on its level): anything above that is lost on arrival.
Extraction (starting at round 1)BonusDepth
Round 5 (Discovery, Easy)300 F×1
Round 10600 F×1
Round 151,350 F×1.5
Round 203,000 F×2.5
Round 253,750 F×2.5
Round 304,500 F×2.5

Secured: the main Easter egg

Completing the main Easter egg (The Awakening of Ys, The Last Metro (Nec Mergitur Easter egg)) secures every bag until the end of the match (“Your loot is safe”). The match goes on: you can still extract, but even if the team goes down afterwards, everyone keeps their bag, the bank and the bonus, and the match counts as an extraction for contracts.

Dying, quitting, missing the departure

A lost match, a quit match or a missed departure with no secured bag and no Medal: you only keep your secure pocket, the 3 to 12 most valuable units in your bag depending on the Stash level (legendaries first, then ultra-rares, rare components, brass and shards, uncommon, common). Francs found, bank and bonus are lost; so are the consumables you took (the Medal, for its part, saves the bag and is spent).

Tips and strategies

  • Keep some points before calling: the bank is worth a tenth of what you have left. Avoid buying one last door right before the departure.
  • On Discovery and Easy, the round 5 window is the safest: a first extraction to fill the Hideout before aiming further.
  • Solo, the round-10 window is safe and pays enough to start the first jobs; round 20 pays five times the bonus and 2.5 times the rare components.
  • Warn your team before calling: the 20-second vote happens mid-fight, and everyone has to decide whether they are ready to leave the match.
  • Use the 20 seconds of breathing room after the call to run to the farthest task.
  • In a team, split the two tasks while someone guards the call point; during the siege, a single standing player in the zone keeps the countdown going.
  • The siege Divers drop brass and often a Diving porthole: grab them before boarding.
  • During boarding, a downed player inside the zone is still extracted: revive the ones outside, not the ones inside.
  • Open zones early: jerrycans, braziers and levers are only drawn in open zones.

Checked against the game on November 8, 2026