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Expedition Into Darkness Extraction Checklist

A phase-by-phase run sheet for safer co-op dungeon extractions.

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Extraction Checklist

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.

#CheckOwnerDone
A1Confirm party size (solo or up to four allies) and voice chatLeader[ ]
A2Agree on objective: scouting / material farm / deep push / extract practiceLeader[ ]
A3Set a hard bag-value or timer limit for calling extractLeader[ ]
A4Verify weapon assembly and repair statusEach player[ ]
A5Verify armor fit for expected threats (blunt / pierce / trap exposure)Each player[ ]
A6Pack consumables: heals, light, tools for traps or doorsSupport role[ ]
A7Leave spare gear and valuables in camp stashEach player[ ]
A8Confirm everyone knows primary and backup exit planScout[ ]
A9PC ready: updates installed, broadband stableEach player[ ]
A10Quick glance at System Requirements if a friend is newHost[ ]

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.

#CheckTriggerDone
B1Scan for traps, unstable structures, and gas before committingEntering new wing[ ]
B2Clear sound cues—skeletons and other PvE packs punish tunnel visionAfter loot pile[ ]
B3Rotate block / parry timing; do not treat block as infinite hold if the build uses timed blocksEvery fight[ ]
B4Report bag fill % and heaviest itemEvery two rooms[ ]
B5Mark dead ends and blocked passages for the partyScout[ ]
B6Rebind formation after splits (nobody more than one room alone)After any split[ ]
B7Spend stamina deliberately—no panic sprints into unknown fogLow stamina[ ]
B8If a character goes down riskily, decide revive vs. abort immediatelyKnockdown[ ]
B9Cross-check mid-run notes against Map patterns when lostNavigation fail[ ]
B10Recheck 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.

#CheckOwnerDone
C1Leader calls extract; no new side roomsLeader[ ]
C2Drop junk that slows movement if neededEach player[ ]
C3Rearm consumables for the walk-outSupport[ ]
C4Scout confirms path; second player watches rearScout + Rear[ ]
C5Hold doors / chokes while slow players catch upFrontline[ ]
C6No last-second greed piles unless the whole squad votes yesAll[ ]
C7On surface or safe zone, stash valuables in camp immediatelyEach player[ ]
C8Note what almost wiped you for Builds and next checklistLeader[ ]

Quick reference card

Copy this short version to Discord:

  1. Objective + extract rule set at camp.
  2. Stash first, carry only what the run needs.
  3. Trap scan every new space.
  4. Bag call after every fight.
  5. Bag % spoken every two rooms.
  6. Extract call is law—no freelancing.
  7. 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.

FAQ

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.