Extraction
Overview
On a successful extract, items in your pockets, anything stowed in Trampler cargo bays and equipped weapons return to your station stash. Scrap spent building compartments on a lost walker does not — only extracted valuables count.
Extracting on foot (quick) is faster than fastening your Trampler for evac. Exact windows for the standard extraction point (150m zone), in seconds:
Aborting a started extraction locks the point for 60s.
Extraction POIs unlock in waves during a Storm Dive match. Early sites are safer; later sites — including high-tier radio towers and the Dreadnought approach — roll better loot but attract more traffic. Compare templates in the POI catalog.
Three NZ Mk2 energy rods are guaranteed at each untouched extraction exit — grab them before someone else clears the spawn.
Some extractions require deploying a rope or zip line from the Trampler to reach the evac point. Park with clearance to spare, secure the line before enemies cut you off, and don't leave cargo on the walker if you're evacuating on foot.
If you disconnect mid-raid, your character may remain in-world for a grace period. Rejoin quickly and head for the nearest extraction — don't assume your loot is safe until you're back at the station screen.
Details
| Phase | Quick (on foot) | With Trampler |
|---|---|---|
| Arrival (ship inbound) | 90s | 90s |
| Calibration | 0s | 20s |
| Fastening | 60s | 60s |
| Walker fastening | 0s | 15s |
| Ropes available after | 5s | 5s |
| Departure | 10s | 10s |
| Abort penalty | 60s | 60s |
Found at
Locations on Sophie where Extraction appears — landmarks, points of interest, and drop spots cross-linked from the map.
SAND: Raiders of Sophie and its assets belong to their respective developers.