Same map, different job. Military Base: Silent Observers sends you to collect information; Unstable Zone makes you survive a shrinking boundary and find the only exit that opens.
Region
Dalniy Island
Scrapyard
The Midnight run is a high-danger extraction raid at night, with Active Matter clusters and a loot-heavy Hangar 84.
- Region
- Dalniy Island
- Raid variants
- Scrapyard: Midnight
- Objective and danger
- Scrapyard: Midnight. Extract items, high danger.
- Raid conditions
- Scrapyard: Midnight starts at 00:00. Weather: clear, partly cloudy, full cloud cover or overcast. No airdrops.; The zone holds for 30 minutes before shrinking; timed exits close when shrinking begins.
- Threats
- Scrapyard: Midnight. Distorted, Invisible, Gravity Anomalies.
- Extraction
- Scrapyard: Midnight. 2 permanent exits and 1 final exit; no timed exits listed. Extraction takes 20 seconds; up to 3 guards.
- Notable loot
- Map pool: 5 T3, 23 T2 and 1 T1 military crates, plus 140 to 280 other containers. Active Matter cluster (11 spots), Hangar 84, secret notes and a secret cache stand out.
Dogorsk
Dogorsk is a target hunt with timed exits and airdrops. Escape from Dogorsk is the high-danger run on the same map.
- Region
- Dalniy Island
- Raid variants
- Dogorsk; Escape from Dogorsk; Dogorsk: Timeline Collision
- Objective and danger
- Dogorsk. Hunt the target, moderate danger.; Escape from Dogorsk. Hunt the target, high danger.; Dogorsk: Timeline Collision. Hunt the target, moderate danger.
- Raid conditions
- Dogorsk starts at 06:00, 11:00 or 19:30 (random). Weather: clear, partly cloudy, full cloud cover or overcast. Airdrops available.; Escape from Dogorsk starts at 06:00 or 18:00 (random). Weather: clear, partly cloudy, full cloud cover or overcast. No airdrops. Vehicle delivery points support Vehicle Transfer contracts.; Several exposed stationary exits on Dalniy Island sit closer to structures and have cover nearby.; Dogorsk: Timeline Collision starts at 06:00, 11:00 or 19:30 (random). Weather: clear, partly cloudy, full cloud cover or overcast. Airdrops available.
- Threats
- Dogorsk. Distorted, Turned, Flowermen, Dendroids, Devourers, Invisible, Statues, Ball Lightning, Gravity Anomalies, Seeds, Shy Girls. Flowermen dashes have a shorter delay and no longer end early.; Escape from Dogorsk. Distorted, Flowermen, Turned, Mimics, Invisible, Devourers, Ball Lightning. Flowermen dashes have a shorter delay and no longer end early.; Dogorsk: Timeline Collision. Distorted, Turned, Flowermen, Dendroids, Devourers, Invisible, Statues, Ball Lightning, Gravity Anomalies, Seeds, Shy Girls. Flowermen dashes have a shorter delay and no longer end early.
- Extraction
- Dogorsk. 11 permanent exits overall, 2 for each spawn group; 6 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.; Escape from Dogorsk. 1 permanent exit and 1 final exit. Extraction takes 20 seconds; up to 3 guards.; Dogorsk: Timeline Collision. 11 permanent exits overall, 2 for each spawn group; 6 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.
- Notable loot
- Map pool: 16 T3, 57 to 58 T2 and 9 to 11 T1 crates, plus 1,356 to 1,682 other containers. Fixed loot includes T3 rifle crates; the map-only pool lists 5 unique items.
Dam
Dam is a moderate capture mission with gravity hazards around the waterworks and a mix of permanent and timed exits.
- Region
- Dalniy Island
- Raid variants
- Dam
- Objective and danger
- Dam. Capture the target, moderate danger.
- Raid conditions
- Dam starts at 07:00, 10:00 or 19:30 (random). Weather: clear, partly cloudy or full cloud cover. No airdrops.; Dalniy Island stationary exits have added cover; a gravity zone on the Dam stairs and a water ladder issue were fixed.
- Threats
- Dam. Distorted, Turned, Flowermen, Invisible, Statues, Shy Girls, Ball Lightning, Gravity Anomalies. Flowermen dashes have a shorter delay and no longer end early.
- Extraction
- Dam. 6 permanent exits; 5 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.
- Notable loot
- Map pool: 24 T3 and 34 T2 military crates, with no T1 crates. Fixed spots include 16 T3 rifle crates and 6 T3 army crates; the map-only pool lists 12 unique items.
Ozernoe
Ozernoe's information raids split into Overgrowth and Firestorm, and each one brings its own threat mix.
- Region
- Dalniy Island
- Raid variants
- Ozernoe; Ozernoe: Overgrowth; Ozernoe: Firestorm
- Objective and danger
- Ozernoe. Collect information, moderate danger.; Ozernoe: Overgrowth. Collect information, moderate danger.; Ozernoe: Firestorm. Collect information, moderate danger.
- Raid conditions
- Ozernoe starts at 05:12, 13:00 or 19:00 (random). Weather: clear, partly cloudy or full cloud cover. Airdrops available.; Ozernoe: Overgrowth starts at 06:00. Weather: clear, partly cloudy, full cloud cover or overcast. Airdrops available.; Ozernoe: Firestorm starts at 14:00. Weather: overcast. Airdrops available.; Large anomaly concentration zones can appear in Isolated Raids. Several stationary exits sit closer to structures and have cover nearby.
- Threats
- Ozernoe. Distorted, Turned, Flowermen, Invisible, Statues, Gravity Anomalies, Seeds. Flowermen dashes have a shorter delay and no longer end early.; Ozernoe: Overgrowth. Flowermen, Dendroids, Turned, Invisible, Gravity Anomalies, Seeds. Flowermen dashes have a shorter delay and no longer end early.; Ozernoe: Firestorm. Scorches, Fireballs, Fire Anomalies, Shy Girls, Devourers, Gravity Anomalies, Seeds.
- Extraction
- Ozernoe. 11 permanent exits overall, 2 for each spawn group; 7 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.; Ozernoe: Overgrowth. 11 permanent exits overall, 2 for each spawn group; 7 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.; Ozernoe: Firestorm. 11 permanent exits overall, 2 for each spawn group; 7 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.
- Notable loot
- PvP loot pool: 3 T2 and 8 to 10 T1 military crates, with no T3 crates, plus 145 to 215 other containers. PvE loot differs. Secret notes appear among fixed loot; anomaly concentrations can appear in Isolated Raids.
Military Base
Silent Observers sends you after information, while Unstable Zone swaps the normal exit schedule for one randomly chosen portal.
- Region
- Dalniy Island
- Raid variants
- Military Base: Silent Observers; Military Base: Unstable Zone
- Objective and danger
- Military Base: Silent Observers. Collect information, moderate danger.; Military Base: Unstable Zone. Survive in the Unstable Zone, high danger.
- Raid conditions
- Military Base: Silent Observers starts at 05:00. Weather: partly cloudy. Airdrops available.; Military Base: Unstable Zone starts at 05:12, 13:00 or 19:00 (random). Weather: clear, partly cloudy, full cloud cover or overcast. No airdrops. The artifact marker appears earlier on this raid map.; Several stationary exits on Dalniy Island sit closer to structures and have cover nearby.
- Threats
- Military Base: Silent Observers. Distorted, Invisible, Statues, Ball Lightning, Gravity Anomalies.; Military Base: Unstable Zone. Distorted, Turned, Invisible, Gravity Anomalies.
- Extraction
- Military Base: Silent Observers. 7 permanent exits; 10 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.; Military Base: Unstable Zone. 40 possible exit spots; the server picks 1, revealed after the 3rd shrink. It opens in the final phase, or earlier if only 1 team remains during the last shrink, then closes after use. Extraction takes 20 seconds; up to 3 guards.
- Notable loot
- PvP loot by variant: Silent Observers has 32 to 37 T3, 116 to 140 T2 and 8 to 12 T1 military crates, plus 65 to 93 other containers. Unstable Zone has 49 to 64 T3, 146 to 188 T2 and 12 to 18 T1 military crates, plus 65 to 93 other containers. Fixed loot includes Military Van and Barracks 1.
Shegolskoe
Shegolskoe is an item extraction map with Overgrowth and Distortion runs. Distortion adds Hellhounds and Mimics.
- Region
- Dalniy Island
- Raid variants
- Shegolskoe; Shegolskoe: Overgrowth; Shegolskoe: Distortion
- Objective and danger
- Shegolskoe. Extract items, moderate danger.; Shegolskoe: Overgrowth. Extract items, moderate danger.; Shegolskoe: Distortion. Extract items, moderate danger.
- Raid conditions
- Shegolskoe starts at 06:00, 15:00 or 18:00 (random). Weather: clear, partly cloudy or full cloud cover. Airdrops available.; Shegolskoe: Overgrowth starts at 08:00 or 15:00 (random). Weather: partly cloudy. Airdrops available.; Shegolskoe: Distortion starts at 18:00. Airdrops available. Hellhound portals now appear at ground level.; Large anomaly concentration zones can appear in Isolated Raids, including all Shegolskoe variations. Several stationary exits sit closer to structures and have added cover nearby.
- Threats
- Shegolskoe. Distorted, Invisible, Flowermen, Turned, Statues, Ball Lightning, Gravity Anomalies, Shy Girls. Flowermen dashes have a shorter delay and no longer end early.; Shegolskoe: Overgrowth. Flowermen, Dendroids, Invisible, Ball Lightning, Gravity Anomalies. Flowermen dashes have a shorter delay and no longer end early.; Shegolskoe: Distortion. Distorted, Hellhounds, Mimics, Invisible, Ball Lightning.
- Extraction
- Shegolskoe. 6 permanent exits; 12 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.; Shegolskoe: Overgrowth. 6 permanent exits; 12 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.; Shegolskoe: Distortion. 6 permanent exits; 12 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.
- Notable loot
- Map pool: 6 T2 and 1 T1 military crates, with no T3 crates. Fuel areas hold gasoline canisters; the map-only pool lists 3 unique items.
Cargo Port
Every Cargo Port raid asks you to defend a target. Deep Cover is the high-danger run, and Darkness starts before dawn.
- Region
- Dalniy Island
- Raid variants
- Cargo Port; Cargo Port: Deep Cover; Cargo Port: Darkness
- Objective and danger
- Cargo Port. Defend the target, moderate danger.; Cargo Port: Deep Cover. Defend the target, high danger.; Cargo Port: Darkness. Defend the target, moderate danger.
- Raid conditions
- Cargo Port starts at 06:00, 16:00 or 19:30 (random). Weather: clear, partly cloudy, full cloud cover or overcast. Airdrops available.; Cargo Port: Deep Cover starts at 09:00, 17:00 or 18:00 (random). Weather: full cloud cover, partly cloudy or overcast. Airdrops available.; Cargo Port: Darkness starts at 04:45. Airdrops available.; The Abnormal Signal area sits clear of the road; barge portals have safer landings.
- Threats
- Cargo Port. Distorted, Turned, Flowermen, Dendroids, Devourers, Swarm, Statues, Ball Lightning, Gravity Anomalies, Seeds, Shy Girls. Flowermen dashes have a shorter delay and no longer end early.; Cargo Port: Deep Cover. Distorted, Turned, Dendroids, Invisible, Devourers, Ball Lightning, Gravity Anomalies, Seeds.; Cargo Port: Darkness. Distorted, Devourers, Ball Lightning, Gravity Anomalies, Seeds, Shy Girls.
- Extraction
- Cargo Port. 8 permanent exits; 15 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.; Cargo Port: Deep Cover. 15 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.; Cargo Port: Darkness. 8 permanent exits; 15 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.
- Notable loot
- Map pool: 42 to 50 T3 and 33 to 36 T2 military crates, with no T1 crates, plus 1,212 to 1,508 other containers.
Factory
Every Factory run asks you to gather information. Bloodbath adds Tentacles, and Hive brings Swarm threats.
- Region
- Dalniy Island
- Raid variants
- Factory; Factory: Bloodbath; Factory: Hive
- Objective and danger
- Factory. Collect information, moderate danger.; Factory: Bloodbath. Collect information, moderate danger.; Factory: Hive. Collect information, moderate danger.
- Raid conditions
- Factory starts at 06:00, 14:00 or 18:42 (random). Weather: clear, partly cloudy or full cloud cover. Airdrops available.; Factory: Bloodbath starts at 06:00, 14:00 or 17:30 (random). Weather: full cloud cover. Airdrops available.; Factory: Hive starts at 08:00 or 14:00 (random). Weather: clear, partly cloudy, full cloud cover or overcast. Airdrops available.; Large anomaly concentration zones can appear in Isolated Raids. Several stationary exits sit closer to structures and have cover nearby.
- Threats
- Factory. Distorted, Turned, Invisible, Flowermen, Devourers, Statues, Ball Lightning, Gravity Anomalies, Shy Girls. Flowermen dashes have a shorter delay and no longer end early.; Factory: Bloodbath. Distorted, Turned, Tentacle, Ball Lightning, Gravity Anomalies. An Invisible contract nest appears at one of two possible sites per raid.; Factory: Hive. Distorted, Turned, Flowermen, Swarm, Ball Lightning, Gravity Anomalies, Shy Girls. Flowermen dashes have a shorter delay and no longer end early.
- Extraction
- Factory. 9 permanent exits; 12 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.; Factory: Bloodbath. 2 permanent exits; 12 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.; Factory: Hive. 9 permanent exits; 12 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.
- Notable loot
- Map pool: 10 T3, 45 T2 and 3 T1 military crates, plus 90 to 110 other containers. Fixed spots include rifle, medical and T1 crates.
Park
Park is a moderate target hunt with a big military-crate pool, a hidden-task safe and an underground lab.
- Region
- Dalniy Island
- Raid variants
- Park
- Objective and danger
- Park. Hunt the target, moderate danger.
- Raid conditions
- Park starts at 10:00, 15:00 or 17:00 (random). Weather: clear, partly cloudy or full cloud cover. No airdrops.; Several stationary exits on Dalniy Island sit closer to structures and have cover nearby.
- Threats
- Park. Turned, Flowermen, Dendroids, Invisible, Gravity Anomalies, Tentacle. Flowermen dashes have a shorter delay and no longer end early.
- Extraction
- Park. 8 permanent exits; 9 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.
- Notable loot
- Map pool: 17 T3 and 84 T2 military crates, no T1 crates, plus 69 to 89 other containers. The hidden-task safe and underground lab are distinct loot areas; the map-only pool lists 9 unique items.
Region
Africa
Headquarters
Headquarters is mostly target hunts, including Assistance Protocol runs, plus an Unstable Zone raid that picks one exit at random.
- Region
- Africa
- Raid variants
- Headquarters; Headquarters: Code 2901; Headquarters: Unstable Zone; Headquarters: Assistance Protocol; Headquarters: Assistance Protocol + Distortion
- Objective and danger
- Headquarters. Hunt the target, moderate danger.; Headquarters: Code 2901. Hunt the target, moderate danger.; Headquarters: Unstable Zone. Survive in the Unstable Zone, high danger.; Headquarters: Assistance Protocol. Hunt the target, moderate danger.; Headquarters: Assistance Protocol + Distortion. Hunt the target, moderate danger.
- Raid conditions
- Headquarters starts at 06:00, 14:00 or 18:42 (random). Weather: full cloud cover. Airdrops available.; Headquarters: Code 2901 starts at 05:00 or 18:00 (random). Weather: full cloud cover. Airdrops available.; Headquarters: Unstable Zone starts at 06:00, 14:00 or 18:42 (random). Weather: full cloud cover. Airdrops available.; Headquarters: Assistance Protocol starts at 06:00, 14:00 or 18:42 (random). Weather: full cloud cover. Airdrops available.; Headquarters: Assistance Protocol + Distortion starts at 06:00 or 18:42 (random). Weather: full cloud cover. Airdrops available.; Stationary evacuation points have more cover nearby.
- Threats
- Headquarters. Distorted, Turned, Invisible, Flowermen, Dendroids, Swarm, Devourers, Statues, Gravity Anomalies. Flowermen dashes have a shorter delay and no longer end early.; Headquarters: Code 2901. Distorted, Turned, Invisible, Flowermen, Dendroids, Swarm, Devourers, Statues, Gravity Anomalies. Flowermen dashes have a shorter delay and no longer end early.; Headquarters: Unstable Zone. Distorted, Turned, Invisible, Flowermen, Swarm, Statues, Gravity Anomalies. Flowermen dashes have a shorter delay and no longer end early.; Headquarters: Assistance Protocol. Distorted, Turned, Invisible, Flowermen, Swarm, Devourers, Statues, Gravity Anomalies. Flowermen dashes have a shorter delay and no longer end early.; Headquarters: Assistance Protocol + Distortion. Distorted, Turned, Invisible, Flowermen, Swarm, Devourers, Statues, Gravity Anomalies. Flowermen dashes have a shorter delay and no longer end early.
- Extraction
- Headquarters. 23 permanent exits overall, 2 for each spawn group; 15 timed exits; 1 final exit. Timed exits open from 03:00, one every 5:00, each open for 5:00, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.; Headquarters: Code 2901. 23 permanent exits overall, 2 for each spawn group; 15 timed exits; 1 final exit. Timed exits open from 03:00, one every 5:00, each open for 5:00, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.; Headquarters: Unstable Zone. 20 possible exit spots; the server picks 1, revealed after the 6th shrink. It opens in the final phase, or earlier if only 1 team remains during the last shrink, then closes after use. Extraction takes 20 seconds; up to 3 guards.; Headquarters: Assistance Protocol. 5 permanent exits overall, 2 for each spawn group; 15 timed exits; 1 final exit. Timed exits open from 03:00, one every 5:00, each open for 5:00, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.; Headquarters: Assistance Protocol + Distortion. 5 permanent exits overall, 2 for each spawn group; 15 timed exits; 1 final exit. Timed exits open from 03:00, one every 5:00, each open for 5:00, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.
- Notable loot
- Map pool: 29 to 30 T3, 103 to 239 T2 and 127 to 181 T1 military crates, plus 772 to 829 other containers.
Airport
Airport is a moderate target hunt with airdrops and a mix of permanent and timed exits.
- Region
- Africa
- Raid variants
- Airport
- Objective and danger
- Airport. Hunt the target, moderate danger.
- Raid conditions
- Airport starts at 06:00, 14:00 or 18:42 (random). Weather: full cloud cover. Airdrops available. Large anomaly concentrations can appear in Isolated Raids.; Stationary evacuation points have more cover nearby.
- Threats
- Airport. Distorted, Turned, Invisible, Flowermen, Swarm, Devourers, Statues, Gravity Anomalies. Flowermen dashes have a shorter delay and no longer end early.
- Extraction
- Airport. 8 permanent exits; 11 timed exits; 1 final exit. Timed exits open from 03:00, one every 5:00, each open for 5:00, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.
- Notable loot
- Map pool: 21 to 22 T3, 79 to 189 T2 and 65 to 109 T1 military crates, plus 391 to 413 other containers. The map-only pool lists 4 unique items.
Region
Abandoned America
Downtown
Downtown is a high-danger target hunt. Its Collapse run changes the boundary, and its Unstable Zone run changes the final exit.
- Region
- Abandoned America
- Raid variants
- Downtown; Downtown: Collapse; Downtown: Unstable Zone
- Objective and danger
- Downtown. Hunt the target, high danger.; Downtown: Collapse. Hunt the target, high danger.; Downtown: Unstable Zone. Survive in the Unstable Zone, high danger.
- Raid conditions
- Downtown starts at 05:30, 08:00, 10:00 or 17:00 (random). Weather: clear, full cloud cover, partly cloudy or overcast. No airdrops.; Downtown: Collapse starts at 05:30, 08:00, 10:00 or 17:00 (random). Weather: clear, partly cloudy, full cloud cover or overcast. No airdrops.; Downtown: Unstable Zone starts at 05:30, 08:00, 10:00 or 17:00 (random). Weather: clear, partly cloudy, full cloud cover or overcast. No airdrops.; Stationary evacuation points have more cover nearby.
- Threats
- Downtown. Distorted, Invisible, Flowermen, Dendroids, Turned, Statues, Gravity Anomalies. Flowermen dashes have a shorter delay and no longer end early.; Downtown: Collapse. Distorted, Mimics, Hellhounds, Dendroids, Turned, Statues, Gravity Anomalies.; Downtown: Unstable Zone. Distorted, Invisible, Flowermen, Dendroids, Turned, Statues, Gravity Anomalies. Flowermen dashes have a shorter delay and no longer end early.
- Extraction
- Downtown. 5 permanent exits; 7 timed exits; 1 final exit. Timed exits open from 03:00, one every 3:30, each open for 3:30, and all close when shrinking starts. Extraction takes 20 seconds; up to 3 guards.; Downtown: Collapse. 1 final exit; no timed exits listed. The zone boundary stays at 130 m and does not shrink by itself. Extraction takes 20 seconds; up to 3 guards.; Downtown: Unstable Zone. 10 possible exit spots; the server picks 1, revealed after the 3rd shrink. It opens in the final phase, or earlier if only 1 team remains during the last shrink, then closes after use. Extraction takes 20 seconds; up to 3 guards.
- Notable loot
- Map pool: 4 T3, 10 T2 and 7 to 10 T1 military crates, plus 476 to 536 other containers. The map-only pool lists 80 unique items.
Region
Gigastructure
Gigastructure
Gigastructure is a moderate target hunt with a single permanent exit, a Storage Room key and a high-tier crate pool.
- Region
- Gigastructure
- Raid variants
- Gigastructure
- Objective and danger
- Gigastructure. Hunt the target, moderate danger.
- Raid conditions
- Gigastructure starts at 11:00. Weather: full cloud cover. No airdrops.
- Threats
- Gigastructure. Distorted, Invisible, Mimics.
- Extraction
- Gigastructure. 1 permanent exit; no timed exits listed. Extraction takes 20 seconds; up to 3 guards.
- Notable loot
- Map pool: 28 T3 and 34 T2 military crates, no T1 crates, plus 497 to 517 other containers. The Storage Room key appears in the loot pool; the map-only pool lists 12 unique items.
What Each Active Matter Objective Asks of You
A raid's objective decides what your run is really about. Some send you after a target to hunt, capture or protect, some ask you to collect information, and some want items pulled out of the zone. The Unstable Zone raids are a different kind of test, because you have to survive a zone that keeps closing in. Read the danger rating next to the objective. A high-danger run on a map you already know can bring tougher threats and fewer ways out.
Why One Map Plays Differently in Each Variant
Most maps have more than one named raid, and each variant can change the threats, the exits or both. Factory: Bloodbath adds Tentacles and can put an Invisible contract nest at one of two possible sites. Downtown: Collapse keeps its boundary fixed, so the zone stays wide open. Plan around its final exit. Military Base: Silent Observers sends you after information. Its Unstable Zone variant replaces the normal exits with one randomly chosen portal.
Timed Exits, Final Portals and Extraction Holds
Extraction is a hold, not a tap. Stand inside the exit's radius until the timer finishes, and expect guards at some exits, so clear the area before you commit. Permanent exits stay open for the whole raid. Timed exits open one after another and shut the moment the zone starts shrinking, so the exit you can reach in time is the one that counts.
Unstable Zone raids change the rules. The server picks a single final portal from a set of possible spots, and the chosen one appears on the map only after a shrink. It opens in the last phase, or sooner if only one team is left at the final shrink, and it closes once someone uses it.
Crate Tiers to Check Before You Pick a Route
Crate tiers change from map to map, and a named variant can change the pool again. Check the T3 and T2 military crate lines before you choose a route. A map that leans on T3 crates asks for a different run than one that leans on T1 and T2, so decide which crates you're after first.
FAQ
Which Active Matter raids are rated high danger?
Scrapyard: Midnight, Escape from Dogorsk, Cargo Port: Deep Cover, Military Base: Unstable Zone, Headquarters: Unstable Zone, Downtown, Downtown: Collapse and Downtown: Unstable Zone are rated high. Every other raid is rated moderate.
Which Active Matter raids have no airdrops?
Scrapyard: Midnight, Escape from Dogorsk, Dam, Military Base: Unstable Zone, Park, Gigastructure, Downtown, Downtown: Collapse and Downtown: Unstable Zone have no airdrops. The other raids have them.
Are there special loot spots on Park or Gigastructure?
Park has a hidden-task safe and an underground lab, and each one has its own loot. Gigastructure has a Storage Room key in its loot pool.
Where do Hellhounds appear in Active Matter raids?
Hellhounds are in the threat list for Shegolskoe: Distortion and Downtown: Collapse.

