Active Matter

Contracts, death, safe containers

Active Matter extraction

Active Matter extraction is the main loop: accept contracts, fight a shrinking quantum-unstable zone, stash loot in a safe container or leave alive, and spend Prime on beacons if you bought a respawn. Harvest Active Matter by killing AM-transformed creatures, taking it from other players, or picking it from clusters. Death in a raid strips weapons and equipment that are not in a safe container and not personal. The time loop returns you to the Agency. It does not return the backpack. Read this page before you treat Nexus or Hired Ops as a substitute for an extract.

Contracts, shrink, and why the timer is the boss

A raid starts with a contract, not with a story beat. Credits come from those contracts and from processing Active Matter and loot at the shelter. The zone itself is the other clock: quantum-unstable fragments collapse. If you are still inside when they die, unsecured kit is gone even if you “almost” reached the door.

Some locations are PvE-only, some PvPvE-only. Isolated queues cut rival density. None of those settings pause the collapse. They only change who else is hunting the same clusters. For a first week, take contracts you can finish on the way to extract rather than stacking every marked objective.

Mindvaults and Investigation Terminal cases exist as later trophies — Hack the Planet wants three mindvaults, Elementary, My Dear… wants five terminal cases. They are optional work inside the same shrinking map. Do not start them unless the container already holds something you are willing to die for.

Priority Raid objectives are a later trophy — Mission: Possible wants five of them. They are still contracts inside a shrinking fragment. Finish the ones on your path. Abandon the ones that sit on the far side of a Flowermen nest when the timer is already ugly.

Extraction still
Official still used here as extract-route evidence.

Death, personal items, and the safe container

The FAQ and Steam edition copy use the same death sentence: weapons and equipment not in a safe container and not personal are lost. Personal items stay. The container stays. Everything else is a rumor you told yourself while sprinting.

Dead Man’s Chest asks you to extract items five times using a safe container after death. That trophy is the advanced form of the habit. On an ordinary raid you still win if you die with one high-value object sealed. Provided Destiny is a different extract: leave with Provided Equipment from the Agency. Nobody Gets Hurt wants an extract without firing a shot. Those are optional constraints on the same door.

Prime buys respawn beacons and secure containers. Second Chance unlocks when you return after a revive beacon. Press F… to Revive is for a squadmate. Beacons are a budget decision, not a replacement for sealing loot. Spend Prime on a container upgrade before you spend it on a theatrical respawn.

Personal items include edition cosmetics such as Bouncer when the pack marks them personal. The SOK-94 you picked up off a crate is not personal. If you are unsure, seal it. The container does not care whether the object was “probably fine.”

Safe container on an operative
Official news still of a safe container on an operative.

What you do with a successful extract

Back at the shelter you process loot, refine enriched items, and replicate recovered pieces. The search for the Higgs Boson wants fifty refined enriched items. Fishing in the multiverse wants fifty replicated items. Those are shelter jobs after the raid, not reasons to stay in a dying fragment.

Credits fund the next kit. Prime does not reset after Harmonization and buys Credits, Monolith access levels, secure containers, and respawn beacons. Daily contracts are the Prime faucet. Raid contracts are the Credits faucet. Mixing them up is how people waste a cycle.

If you extracted nothing, you still learned the route. Run Isolated again with a cheaper gun. The first-raid briefing is the checklist version of this page. The raids board is where you pick the next named zone once the extract is boring in a good way.

Open Sesame wants five keys used during raids. All Aboard! stays hidden until unlocked. Neither trophy is a reason to miss the extract door. Keys are for rooms; the door is for living. If a key hunt is still running when the fragment starts to fail, drop the hunt and walk.

Thanks, Sky! is an airdrop looted in raid. That crate is still inside the collapsing fragment. Loot it if it is on the way to the door. Do not reverse a finished extract path for a crate you cannot seal. Credits from processing beat a second death on the same road.

Working Week wants seven different raids. That trophy is how the maps hub pays off: Dam, Dogorsk, Park, Downtown, Gigastructure, an overtime, a Nexus map. Extract from each once before you start hunting hidden trophies. The door is the habit; the roster is the stamp.

Credits from a clean extract buy the next Isolated kit. Prime from the daily contract buys the next container or beacon. Mixing those two wallets is how people walk into Dam with a Deluxe gun and no sealed slot. Finish the door, then spend.

Frequently asked questions

Does a revive beacon save the backpack?

A revive beacon returns you to the raid. It does not rewrite the death rule for unsecured guns if you already died with them on the ground. Seal the container before you fight. Prime spent on a beacon is a second attempt at the same extract, not insurance for a full kit.

Is Nexus a safer way to keep gear?

Nexus is a different mode. Dedicated PvP over a passive Active Matter source issues Agency gear that you keep. It does not teach the extract loop and it does not replace safe containers on PvPvE raids. Use Nexus when you want that keep-the-kit fight, not as a workaround for dying on Dalniy Island.

Sources