Field notes

Maps

Plan runs like you mean it: set a clear goal, pick a clean route, and only take fights that move you toward extraction. Below is a quick directory of the regions, plus practical routing habits.

Extraction is often a train or grav-train style exit after ringing a station bell (preview coverage describes this as a “final standoff” while you wait to leave), so it helps to end runs with a little reserve—HP, mobility, and control options.

Preview: GameGrin Impressions: Kotaku

Map list

Far West

Large open starter region with quests and side activities.

Desert

Open sightlines; plan cover and extraction routes early.

Canyons

Tighter spaces; area control and safe resets matter more.

Woodlands

Denser terrain; good for methodical routing and add management.

Area 41

Higher pressure; treat it as “go in prepared, extract on time.”

Far North

Chill visuals, not always chill fights—bring a consistent plan.

Sources: Miraheze community wiki · GameGrin preview

Planning tips

  • Decide your win condition: resources, boss kill, weapon XP, or a safe extract.
  • Route with purpose: backtracking adds risk with little payoff.
  • Match loadout to terrain: narrow spaces vs open sightlines change what’s reliable.

When to leave

  • After the objective: extracting after completing the contract is the default “safe win.”
  • Before a spiral: low resources, repeated mistakes, or broken rhythm usually get punished later.
  • After a good drop: if you found something key, leaving early often beats chasing “one more thing.”