Expedition Into Darkness Extraction Checklist
A phase-by-phase run sheet for safer co-op dungeon extractions.
Extraction is the whole point of Expedition Into Darkness. Treasure that never leaves the ruins is just scenery. Because death is permanent for the character and everything they carry, your group needs a shared script: what to pack, what to watch, and when greed loses to the exit. Use this checklist before every meaningful run—especially during demo or alpha playtests where maps and combat timing can shift between weekends.
Pair this page with the Loadout Planner, Party Planner, route notes on the Map hub, and beginner habits in Getting Started. For broader context, skim the Game Overview and track playtest changes on Patch History.
How to run the checklist
One player reads the list aloud. Everyone answers. Do not skip the boring lines—most wipes start with “we thought someone brought ropes / keys / meds.” After extract, spend two minutes on the debrief section so the next run improves.
Phase A — Pre-run (camp)
Complete every row before you leave base. Camp stash is safe; carried loot is not.
| # | Check | Owner | Done |
|---|---|---|---|
| A1 | Confirm party size (solo or up to four allies) and voice chat | Leader | [ ] |
| A2 | Agree on objective: scouting / material farm / deep push / extract practice | Leader | [ ] |
| A3 | Set a hard bag-value or timer limit for calling extract | Leader | [ ] |
| A4 | Verify weapon assembly and repair status | Each player | [ ] |
| A5 | Verify armor fit for expected threats (blunt / pierce / trap exposure) | Each player | [ ] |
| A6 | Pack consumables: heals, light, tools for traps or doors | Support role | [ ] |
| A7 | Leave spare gear and valuables in camp stash | Each player | [ ] |
| A8 | Confirm everyone knows primary and backup exit plan | Scout | [ ] |
| A9 | PC ready: updates installed, broadband stable | Each player | [ ] |
| A10 | Quick glance at System Requirements if a friend is new | Host | [ ] |
Pre-run callouts: “Objective is X. Extract when Y. Scout calls routes. Tank holds chokes. Nobody solo loots out of voice range.”
Phase B — Mid-run (inside the ruins)
Repeat these checks after every major room clear or whenever the bag starts feeling heavy.
| # | Check | Trigger | Done |
|---|---|---|---|
| B1 | Scan for traps, unstable structures, and gas before committing | Entering new wing | [ ] |
| B2 | Clear sound cues—skeletons and other PvE packs punish tunnel vision | After loot pile | [ ] |
| B3 | Rotate block / parry timing; do not treat block as infinite hold if the build uses timed blocks | Every fight | [ ] |
| B4 | Report bag fill % and heaviest item | Every two rooms | [ ] |
| B5 | Mark dead ends and blocked passages for the party | Scout | [ ] |
| B6 | Rebind formation after splits (nobody more than one room alone) | After any split | [ ] |
| B7 | Spend stamina deliberately—no panic sprints into unknown fog | Low stamina | [ ] |
| B8 | If a character goes down riskily, decide revive vs. abort immediately | Knockdown | [ ] |
| B9 | Cross-check mid-run notes against Map patterns when lost | Navigation fail | [ ] |
| B10 | Recheck extract threshold (value / time / wounds) | Midpoint | [ ] |
Mid-run red flags: three downs in one wing, two players out of heals, no known path to exit, bag so full you cannot pick up a key item, or voice chat arguing instead of calling targets.
Phase C — Extract (leave with the haul)
Extract is a combat encounter with a finish line. Treat it like a boss.
| # | Check | Owner | Done |
|---|---|---|---|
| C1 | Leader calls extract; no new side rooms | Leader | [ ] |
| C2 | Drop junk that slows movement if needed | Each player | [ ] |
| C3 | Rearm consumables for the walk-out | Support | [ ] |
| C4 | Scout confirms path; second player watches rear | Scout + Rear | [ ] |
| C5 | Hold doors / chokes while slow players catch up | Frontline | [ ] |
| C6 | No last-second greed piles unless the whole squad votes yes | All | [ ] |
| C7 | On surface or safe zone, stash valuables in camp immediately | Each player | [ ] |
| C8 | Note what almost wiped you for Builds and next checklist | Leader | [ ] |
Quick reference card
Copy this short version to Discord:
- Objective + extract rule set at camp.
- Stash first, carry only what the run needs.
- Trap scan every new space.
- Bag call after every fight.
- Bag % spoken every two rooms.
- Extract call is law—no freelancing.
- Camp deposit before celebration screenshots.
Debrief (two minutes)
- What almost killed us?
- Which checklist line did we skip?
- Did roles from the Party Planner actually fire?
- Should the next kit change via the Loadout Planner?
- Any map quirk worth saving under Map?
Why this matters before launch
The game is still heading toward a Q4 2026 release window. Playtests already iterate on combat feel (timed block windows instead of permanent holds), new map spaces, and enemy mixes such as skeletons. Your checklist should survive those changes because it tracks process, not patch numbers. When official notes arrive, skim Updates and adjust only the lines that broke.
Deep lore and feature context live on the Game Overview. Playtest etiquette and signup habits live in the Playtest Guide. Mechanics deep-dives belong in Guides. Keep this page open when the temptation to “just one more room” starts winning—because that room is where most characters go to die.
Frequently Asked Questions
Quick answers to the most common questions.
Who should read the checklist during a run?
Pick one caller—usually the party leader. Everyone else answers their rows so ownership stays clear.
What if we disagree about extracting?
Pre-agree a hard rule (timer or bag value). Mid-run votes only if the whole squad is healthy and near an exit.
Does this work for solo runs?
Yes. Collapse Owner columns to yourself and be stricter on bag limits and retreat triggers.
Should I update the checklist after playtests?
Yes. When block timing, maps, or enemies change, revise mid-run combat and navigation lines.
Where do I plan gear and roles?
Use the Loadout Planner for kits and the Party Planner for 2–5 player roles, then return here for the run itself.
Is extract always available?
Treat exits as something you must locate and secure. Never assume a path remains open if you ignored navigation checks.