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The Hideout

The Hideout

The Hideout is your base between matches: an Atlantic Wall bunker perched on the north cliff of Ker-Ys, under the lighthouse keeper’s house, which the four heroes fix up room by room. You store the loot you bring back from your matches there, restore modules (generator, workbench, radio set, still, laboratory…) and get ready for the next match.

Everything runs on two resources of its own: francs and materials. You only earn them in matches, and you only keep them by extracting (see Extraction).

What you do there

  • Store your loot in the Stash: materials brought back from Ker-Ys and Nec Mergitur, each capped by the Stash level. Hover a material anywhere in the menus to see where to find it and what it’s used for (Loot and materials).
  • Restore modules: each level costs francs and materials, and takes real time to build (from 10 minutes to 12 hours) that keeps running even while you’re offline. Details: Modules and augments.
  • Build a Hideout loadout at the Workbench: Purse, Grenade crate, Leather vest, Survival kit, Ankou’s Medal, taken into the next match.
  • Complete this week’s contracts and the daily order at the Radio set: francs, Ankou Coins and rare components (Radio contracts).
  • Distill Moon Nectar at the Korrigan’s Still, then turn it into Megas at the Korrigan’s Workshop.
  • Research perk augments at Keller’s Laboratory: three per perk, equipped as soon as they are found and all active together.
  • Try out your weapons at the Shooting range with unlimited ammo, and display your trophies in the casemate.

Getting in and out

  1. In the main menu, pick The Hideout. Its card shows your francs, your rarest materials, the job closest to completion, the daily order and this week’s contracts. The entry opens after a game of at least 3 rounds (see Levels, ranks and prestige): it then glows with Ready to unlock, and a bubble invites you in. After that, it flags the modules you can start right away (“You can build”). At the end of a match, the The Hideout button takes you straight there too, with the number of modules ready to build.
  2. The Hideout opens on its quick view, with no loading: the whole bunker at a glance.
    • one card per module: its level, then its state — ready to build (gold border, with the build time), construction under way (bar and countdown), what’s missing (in red), the module to upgrade first, or max level — what the next level brings, and the module’s key info (vials ready, contracts done, loadout, trophies…);
    • the To do line: modules ready to build, vials to collect (Collect button right there), free lab benches, free Hideout loadout slots;
    • on the right, the stash, this week’s contracts and the daily order, your Hideout loadout and Head out on a mission (opens the lobby).

      Click a card to open the station’s panel, the same one as in the bunker: work order, crafting, research… Esc, the close button or a click outside the panel closes it; a second Esc takes you back to the previous screen.

  3. Visit (top right) opens the bunker in first person, just like in a match (no rounds, no points). Loading takes longer; once everything is ready: “Click to enter the Hideout” (the mouse is captured; Esc before entering: back). Inside, walk up to a station and hold F to open its panel. The shooting range and its weapon rack only work in 3D: from the quick view, its panel offers Go to the range in 3D.
  4. To leave the 3D bunker: the armored door of the airlock, the map table in the common room (“Head out on a mission” opens the lobby) or the pause menu. You’re back on the quick view. Everything in the stash stays there.
ℹWhile you were away

If your last visit was at least 5 minutes ago, the bunker logbook opens when you enter (quick view or 3D): works and research finished since then, jobs still under way, vials to collect at the Still, contracts to complete and the daily order to deliver.

✦Trying a skin

In the shop, Try it on a paid skin opens the Hideout in trial mode: 60 seconds straight at the shooting range with the skinned weapon in hand, no stations, no logbook (The shop).

The bunker’s rooms

RoomStationWhat it’s for
Engine roomGeneratorPower: each level powers one more level of the other modules
Common roomStash, map tableYour materials, the secure pocket; heading out on a mission
WorkshopWorkbenchCrafting consumables and the Hideout loadout
Radio roomRadio setThis week’s contracts, the daily order
CellarKorrigan’s Still, Korrigan’s WorkshopMoon Nectar, then Megas
LaboratoryKeller’s LaboratoryPerk augments
Firing galleryShooting range, weapon rackTry every weapon, Drowned dummies
CasemateTrophy roomMounted trophies, titles
Armored airlockArmored doorLeaving the 3D bunker

A module that was never built lies in ruins (rubble, machine taken apart): its panel shows what it takes to restore it. During works, scaffolding and a “Works” sign with a countdown appear in front of the station.

The game loop

  1. At the Hideout, prepare your Hideout loadout at the Workbench (or from the lobby, “Hideout loadout” line).
  2. In a match on Ker-Ys or Nec Mergitur, pick up the materials enemies drop, search crates (francs and materials) and keep some points in reserve.
  3. Extract: from round 10 (round 5 on Discovery and Easy), then every 5 rounds, call the extraction (in a team, everyone must accept), complete the preparations and hold the departure zone until boarding.
  4. Back home, your bag goes into the stash, along with the bank (remaining points ÷ 10) and the extraction bonus. Contracts and the daily order advance.
  5. Spend francs and materials on works, crafting and research, which make the next match easier and more profitable.
⚠No extraction, no loot

If the match ends without you leaving (dead, missed departure, match quit), you only keep your secure pocket: a few units, the most valuable ones. Exceptions: the main Easter egg completed (bag secured) and the Ankou’s Medal. Details: Extraction.

The beginners’ guided match (Discovery difficulty) has no loot and no extraction. On Easy difficulty, loot and extraction work, with loot halved (see Loot and materials).

Real-time works

  • Supplies (francs and materials from the stash) are paid when the works start; the level is only gained when the job is done.
  • Only one job at a time per module, but several modules can be under works at once.
  • Jobs and laboratory research keep running offline: start the longest ones before you quit the game.
  • Higher levels need a stronger Generator: the distribution board in the engine room shows what each module requires.

Discord direct messages

With a Discord account, the ANKOU bot can send you a direct message:

  • when a job or a research project finishes (“Your Great Still is ready.”); anything finishing less than a minute apart comes in a single message;
  • as a streak reminder: if your daily order streak hangs on today’s order and it isn’t delivered yet, a reminder goes out around 17:00 UTC, at most once a day;
  • when a bug you reported on the Discord server is marked “Fixed”, or one of your ideas is marked “Planned”;
  • when you’re away: after 2, 6 and 14 days without playing, three messages at most, around the time you usually play, never within 48 hours of another message from the bot. A welcome-back gift (two Megas and one hour of Double XP) waits for you in the game, at most once every two weeks.

Messages are written in the language you picked in the game. The setting is under Settings → Account → Notifications. To receive them, enable direct messages (offered after your first match, or the “Enable” button in the same setting): the game adds the ANKOU app to your Discord account, and you get an activation gift. Being on the ANKOU Discord server also works. Guests don’t receive any.

Where to start

A new profile starts with 0 francs and the Stash at level 1 (60 units per material, secure pocket of 3).

The first time you enter, a 6-step tour starts on its own on the quick view (the ? button starts it again; Enter or →: next step, Esc: skip it):

  • what you bring back from a match is spent here;
  • the Stash: its first upgrade is on the house, free and instant, taking it to level 2 (120 units per material, secure pocket of 5);
  • the Generator, to build first: the end of the tour gives you 1,000 francs and 10 Scrap to start it;
  • the To do line, and jobs that keep going even while you’re offline; while a job is running, the menu also offers to enable direct messages from the bot so you hear when it’s done (Playing in Discord);
  • from round 10 (round 5 on Discovery and Easy), call the extraction to bring your loot home;
  • Visit, to stroll through the bunker.

The 1,000 francs and the Scrap are only given once. After that, the modules you can start glow with a gold border on the quick view. In the 3D bunker, the ? button starts a marker guide (Stash, Generator), and a “you can build” marker sits above the first module you can start.

  1. First extraction at round 10 (from round 5 on Discovery and Easy, 300 F bonus): the bonus (600 F), the bank of your points and the francs from crates are enough for the first jobs.
  2. Generator level 1 (1,000 F, 10 Scrap, 20 min): without it, no other module works, except the Shooting range (500 F, 10 Scrap).
  3. Radio set level 1 (2,000 F, 10 Radio tubes, 10 Scrap): weekly contracts and the daily order, the best source of francs and rare components early on.
  4. Workbench level 1 (1,500 F) for the Purse (+1,000 points at the start) and Keller’s Laboratory level 1 (1,500 F) for the first perk augments, at 500 F each.
  5. The Korrigan’s Still (3,500 F) distills Moon Nectar even when you’re not playing: the sooner it’s built, the more it pays.
✦Staying longer pays more

The extraction bonus is multiplied by 1.5 after 15 rounds played and by 2.5 after 20, and so are the odds of rare components. Extracting at round 20 pays a 3,000 F bonus, five times the round-10 bonus.

Checked against the game on November 9, 2026