mechanic intermediate

Hunt: Showdown Extraction Points and Locked Extracts

Extracts are hidden by default, one is always locked, and the countdown cancels on a down. The 30-second rule and the card that swaps locks.

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The countdown

Approaching an extraction point starts a thirty-second countdown. Teammates can join at any point during it by stepping into the radius, and when it hits zero everyone inside leaves. It cancels in three cases: the whole team leaves the radius, a team member is downed inside the radius, or an enemy hunter enters the radius. In the last two cases a fresh countdown starts the moment the downed player is revived or the intruder is downed or leaves. A hunter can be left behind and has to extract alone. That structure is why extraction fights are about the down, not the kill. Downing someone inside the radius resets a thirty-second clock, which is often worth more than a kill somewhere else on the map.

Extracts are hidden

Since the Devil’s Trail event, extraction points are not shown on the map screen by default. You uncover them by walking into them, by reading a scouting map, by banishing a target, by picking up a bounty token, or by using The Chariot tarot card. They are also revealed for everyone once the mission timer reaches five minutes. So the practical rule: if you have not banished, you do not know where the exits are. That is another reason a bounty is worth more than its money — the token is a map.

Locked extracts and The Chariot

One extract is always locked at the start of a match, plus a central point added with the Web of the Empress update that is locked by default. The Chariot tarot card swaps which points are locked and which are open, on a five-minute global cooldown shared by the whole server. When the mission timer hits five minutes, the lock state freezes, so nobody can flip the board and strand a team. If you are carrying The Chariot, the correct time to use it is when you can see a team committed to a route you want to close.

Warning noise

Extraction points make noise — horses, a boat horn — when hunters from multiple teams are near. That sound is a warning, and it is also a tell: if you hear it while approaching, someone else is already there.

Supply points on the way

Extraction routes pass supply points: carriages, boats, rail wagons and tents on Mammon’s Gulch, each with ammo crates, a special ammo crate, a toolbox, two health packs and a melee tool. Arsenals are the fixed version — one per map on the three old maps, four on Mammon’s Gulch — and they stay stocked even when Scrapbeak is in the compound. Plan the exit through a supply point. A team that arrives at the extraction with empty consumables loses the thirty-second fight that decides the match. The boss fight page covers what to do with the time before that, and the map page explains why exit routes differ so much between the four maps.

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Sources & References

This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.