What should you check first?

First ask whether final extraction has already been called. If it has, the choice is over: continue to the final exit. Follow the live Extraction Point marker and stop optional looting. A remembered route or vehicle is not a substitute for the active destination.

If final extraction has not been called, read at its exit point. “Early Extraction Available” makes the early option usable. “Cannot Abandon” means continue the mission instead. The game does not state an unlock timer, a required number of dead players, or a guaranteed phase when that notice changes.

Once the early exit is available, check the remaining conditions in order: recovery, Responder stake, team position, then carried Supplies. A live health or infection failure comes before reward value. If recovery is covered but the remaining risk is unacceptable, take the early exit. Otherwise, a separated player regroups before pricing Supplies, and a regrouped team can decide whether the reward still exposed to the mission is worth that accepted risk.

This order keeps the cards separate. Read the first exact match and take its one action. Do not blend the early answer from one card with the final answer from another.

Which extraction state matches?

The eight states below cover the two final-extraction team positions, an unavailable early exit, an open recovery gap, a separated but recoverable team, carried Supply value, rejected Responder risk, and accepted Responder risk. Each state ends in Early Extraction or continuing toward Final Extraction.

Use the first matching state

Final extraction called, team regrouped

Continue to Final Extraction.

Match
You are alive, final extraction has been called, and the living team is regrouped. Early availability, carried Supplies, and risk preference no longer change the action.
Why
The run is already in its exit stage. Following the live destination finishes the route that can award Credits and experience.
Cost or alternative
Optional loot and side tasks end here. Move when the marker and arrival notice change instead of reopening the earlier decision.

Final extraction called, team separated

Continue to Final Extraction and follow the live marker now.

Match
You are alive, final extraction has been called, and living teammates are separated. Early availability, carried Supplies, and risk preference no longer change the destination.
Why
Everyone has the same destination even when the approach differs. More living players carrying Supplies can raise the pooled team result.
Cost or alternative
Waiting for optional loot can leave less time to reach the exit. Help a reachable teammate only when doing so still leaves a route to the live marker.

Final extraction not called, Early Extraction unavailable

Continue toward Final Extraction.

Match
You are alive, final extraction has not been called, and the Early Extraction point says “Cannot Abandon.” Team position, recovery, Supplies, and risk preference cannot make that early exit usable.
Why
An unavailable interaction cannot end the run. The active mission remains the route to a usable final exit.
Cost or alternative
Continuing keeps the Responder exposed to the unfinished mission. Regroup, restore the survival floor, and check the exit again only after its notice changes.

Early available, recovery gap is open

Take Early Extraction.

Match
You are alive, final extraction has not been called, Early Extraction is available, and a recovery gap remains that the team cannot cover. Team position, carried Supplies, and risk preference do not override that immediate survival problem.
Why
Leaving the unfinished match removes the next mission contact from this run. It does not heal damage or cure infection.
Cost or alternative
No Credits rewarded for Early Extraction. Continue toward final only when the matching recovery arrives and the team can regroup.

Early available, recovery covered, team separated

Regroup and continue toward Final Extraction.

Match
You are alive, final extraction has not been called, Early Extraction is available, recovery is covered, and living teammates are separated. Supplies may be present or absent, and the remaining Responder risk is acceptable long enough to regroup.
Why
The open problem is team position, not health or exit availability. Regrouping keeps later rescue and pooled Supplies within one route.
Cost or alternative
You pass an available personal exit and keep the Responder in the mission. Take Early Extraction instead when the regroup route stops being practical and the remaining risk is no longer acceptable.

Early available, team ready, Supplies carried

Continue toward Final Extraction.

Match
You are alive, final extraction has not been called, Early Extraction is available, the living team is regrouped, recovery is covered, and at least one player carries Supplies. The remaining Responder risk is acceptable.
Why
Successful extraction with Supplies grants Credits and Character XP, and the team pools what living players carry out.
Cost or alternative
Those rewards remain exposed until the final exit succeeds. Take Early Extraction when the survival risk becomes more important than that unfinished settlement.

Early available, recovery covered, Responder risk rejected

Take Early Extraction.

Match
You are alive, final extraction has not been called, Early Extraction is available, recovery is covered, and the remaining Responder risk is unacceptable. Team position and carried Supplies do not change that choice.
Why
The player has chosen not to accept the remaining mission risk. Early Extraction is the available way to abandon the unfinished match.
Cost or alternative
No Credits rewarded for Early Extraction. If continuing becomes acceptable, use the final card instead and keep the team together.

Early available, no Supplies to settle, remaining risk accepted

Continue toward Final Extraction.

Match
You are alive, final extraction has not been called, Early Extraction is available, the living team is regrouped, recovery is covered, no one carries Supplies to settle, and the remaining Responder risk is acceptable.
Why
Objective mode awards Credits and experience for completing objectives and extracting alive.
Cost or alternative
A later death can lose the loadout, and Hard or Nightmare has no automatic respawn. A Rescue Beacon can keep the Responder after that permanent loss, but the loadout is still lost.

A downed or dead player does not choose between the two exits. Use the survive, revive, or respawn guide first. A death after final extraction is called has no separate stated outcome here, so do not use death as a shortcut to the vehicle.

What do you give up by leaving early?

The Early Extraction action is “Activate Early Extraction.” Its known Credit result is also direct: “No Credits rewarded for Early Extraction.” Treat that as zero Credits from the early exit, not a reduced payout and not a number to estimate from carried items.

Full extraction has a different reward path. Objective mode says to complete objectives and extract alive to earn Credits and experience. Supply guidance says that successfully extracting with Supplies gives the character Credits and Character XP. Supplies are pooled at the end, so more people making it out alive with Supplies can increase the total for everyone.

That makes carried Supplies the clearest unfinished value. A team carrying Supply Items should continue toward the final exit while it remains regrouped and recovery is covered. The cost is keeping that value exposed to another contact. Take Early Extraction when survival becomes the more important problem, but do not claim an Early Extraction Character XP result that the game does not state here.

makes the tradeoff visible because it uses 1 kg and carries 300 points in its own pool. Small Supply Items, Medium Supply Items, Large Supply Items use no Inventory capacity, but still need successful extraction for the reward path described above. The Inventory and Supplies guide explains what to keep before choosing the exit.

How does Responder risk change the choice?

Responder stake matters only after the exit is usable and the immediate recovery check is complete. If losing the current Responder or loadout would be unacceptable, an available Early Extraction is the conservative choice. Its cost remains no Credits. This is a player preference, not a promise that an unavailable exit will open in time.

If the remaining risk is acceptable, continue toward final with the team. Objective mode gives that route its Credits and experience purpose. A developed Responder, rare loadout, or no spare recovery can all make the same contact feel more expensive. Do not turn those factors into a hidden score.

An equipped changes one later result, not the exit choice itself. On Hard or Nightmare, it can keep the Responder after an otherwise permanent death, but the loadout is lost and the Beacon is consumed. Without it, those difficulties have no automatic respawn. Beacon priority during a pending Beginner or Normal respawn is unknown.

Do not call final extraction because a Beacon makes the whole route safe. It does not preserve the loadout. The alternative is still Early Extraction when it is available and the player rejects the remaining risk. The death and respawn mechanism gives the exact difficulty and Beacon boundaries.

Which transport should you follow?

The live HUD can show “Extraction Point,” “Extraction Arrival,” and “Extract.” Read the current HUD before moving because these labels alone do not establish a fixed sequence. The transport labels found across the current maps are Fast-rope helicopter, Helicopter landing, Train, and Boat.

Read the live exit state

Destination
Extraction Point
Arrival
Extraction Arrival
Countdown label
Extract
Early available
Early Extraction Available
Early action
Activate Early Extraction
Early unavailable
Cannot Abandon

Some maps list more than one transport. These map records do not state which one will appear in a given run, so follow the current HUD rather than choosing from this list. Open the selected record in the Maps query when you need its mode, sessions, objective or Survival relationship, and current transport entries together.

If an Objective prompt is still active, finish its current interaction or counter before treating the final exit as ready. The objective progression mechanism shows how to confirm the replacement prompt without assuming another branch.

In Survival, Wave 3 must first end with “Operation has Succeeded.” The Survival wave plan covers the speaker warnings, failure threshold, and exact handoff to Extraction.

Transport labels used by each map

Official BEAULIEU HOSPITAL mission selection image

BEAULIEU HOSPITAL

  • Fast-rope helicopter
  • Helicopter landing
Official BROADWAY mission selection image

BROADWAY

  • Helicopter landing
  • Train
Official FLOODED mission selection image

FLOODED

  • Fast-rope helicopter
Official LEWISTON mission selection image

LEWISTON

  • Boat
  • Fast-rope helicopter
  • Train
Official LIGHTHOUSE mission selection image

LIGHTHOUSE

  • Fast-rope helicopter
Official NIGHT OF THE LIVING DEAD mission selection image

NIGHT OF THE LIVING DEAD

  • Fast-rope helicopter
Official POTTSVILLE mission selection image

POTTSVILLE

  • Fast-rope helicopter
  • Helicopter landing
Official POWER PLANT mission selection image

POWER PLANT

  • Helicopter landing
Official RAVEN ROCK mission selection image

RAVEN ROCK

  • Helicopter landing
  • Train

These labels show how extraction can appear on each map. They do not state which transport will appear in a given run, so check the current HUD before moving.

LEWISTON is the broadest example: it can use Boat, Fast-rope helicopter, or Train. The other cards show the labels for their own maps without turning them into remembered route directions.

What if the exit plan breaks?

Recover from the state on screen

The Early Extraction point will not activate

Read the prompt. “Cannot Abandon” means return to the active mission path. Do not wait beside the exit for an unstated timer.

The extraction marker is missing

Check “Non Objective Markers.” It controls indicates the location for non-objective markers (extraction and supply drops). Then follow the live marker rather than a remembered exit.

The arrival timer or alert is missing

Check “Extraction Countdown and Alerts.” It displays a timer for extraction events and alerts. The setting changes visibility, not the mission stage.

A teammate is not at the final route

Stop optional looting and name the live extraction destination. Help only while a route to the same marker remains. Do not assume that a departed transport will reopen.

Someone is downed or dead near extraction

Use the live-state recovery path before assuming the vehicle will save them. A death after extraction is called has no separate stated result here.

When the early exit is unavailable, return to the active mission. When the marker or timer is hidden, check the matching visibility setting rather than assuming the exit has vanished. These settings change what the HUD shows; they do not create a new extraction state.

When a teammate falls behind, the team must price one rescue against the live exit route. Regroup when the teammate remains reachable and the route can still reach the same marker. Continue to the final exit when waiting would only add optional contact. Do not assume that a departed transport will reopen.

When someone becomes downed, ordinary revive and Revive Syringe decisions come before boarding assumptions. When someone dies after extraction has been called, stay for the live result. Neither a lower-difficulty respawn profile nor a Beacon is presented here as a guaranteed extraction-phase outcome.

Leaving through the game menu is not Early Extraction. The ordinary warning says leaving without extracting loses the character. Use the exit point and its “Activate Early Extraction” prompt, or continue to the final marker. Do not replace either route with Quit to Main Menu.

When is the extraction task finished?

The task ends when the live game shows the player extracted, not when the vehicle is announced or the countdown first appears. Move the team to the active marker, board through the interaction the run presents, and wait for the result before treating Supplies as settled.

After an Early Extraction, accept the stated no-Credits result. After a successful full extraction with Supplies, use the end-of-match totals rather than estimating an unstated Character XP conversion. Team Supplies and Critical Supplies remain separate labels in that settlement.

For the next run, change the condition that forced the choice. If recovery failed, reserve the matching Medical field. If the squad split, stop optional looting sooner. If Responder stake made every contact unacceptable, reduce the loadout or equip a Beacon before deployment. If a visibility setting hid the exit, fix that setting before the next final call.

Current game facts do not state an Early Extraction unlock schedule, Character XP formula, transport selection rule, extraction-phase death result, or guaranteed reopened exit.

These decisions apply to Hotfix 1.0.4.0. The game facts were checked on September 3, 2026.