Loot and Stash Management#
The extraction profit chain has three links: find things worth taking → fit them in your bag → get them out. This page covers the first two: identifying and decrypting high-value containers, pickup priority, and stash and secure box management strategy. The third link (extraction) is covered in Extraction Points and the Extraction Loop.
1. High-Value Container Reference Table#
| Container | Decrypt / Open Method | Value Positioning |
|---|---|---|
| Large safe | Five-digit code decryption | Highest-value fixed container |
| Hacker computer | Three-digit code (dots = 1-5, dashes = 6-0) | High-value electronics target |
| Small safe | Regular opening | Mid-tier backbone income |
| Server | Regular opening | Regular high value in building zones |
| Aviation case | Regular opening | Weapon and gear outputs |
| Weapon crate | Regular opening | Weapon outputs |
| Medical stash | Regular opening | Medical supplies only |
Memorize the hacker computer decoding rule: dots stand for 1-5, dashes for 6-0. The three-digit code is essentially an observation puzzle, and your decrypt speed directly sets how long you stay exposed in that area.
Fixed Container Layouts by Map#
| Map | Fixed High-Value Containers |
|---|---|
| Zero Dam | 4 (2 large safes + 2 hacker computers) |
| Space Base | 5 large safes (Top Secret +2) + 4 hacker computers |
| Other maps | Follow in-game reality; see each map page |
2. Pickup Priority Framework#
The six quality tiers (White / Green / Blue / Purple / Gold / Red) are the baseline, but quality alone misleads. The practical priority formula:
Container value × item quality × extraction distance = expected value per cell
Operating rules derived from it:
- Containers before loose items: one cell in a large safe beats half a backpack of scattered loot.
- Full bag? Drop whites and greens first: low quality always goes first, to make room for purple and above.
- Secure box slots go to “lose-it-if-detached” smalls: keys and high-value smalls go into the secure box (the “crotch box”) first.
- Mandel Bricks cannot go into the secure box: the brick’s escort-and-decrypt mechanic is itself a separate income line — see Economy and Trading.
3. Keycards and Pouch Management#
Keycards are passes that open specific rooms; the pouch comes in four tiers:
| Tier | Capacity |
|---|---|
| Basic | 4 cards |
| Advanced | 6 cards |
| High-End | 9 cards |
| Top-Tier | 12 cards |
Pouch management principles:
- Match cards to maps: each map’s key spots are fixed; bring the dedicated pouch for whichever map you are running — don’t haul every key into an unrelated map.
- Split keys into “daily rotation” and “high-value specific”: use low-value cards on everyday maps; carry high-value room keys only when you are committed to hitting that building.
- Keys are durable goods: keycards are reusable (per in-game reality), a classic “buy once, amortize many times” asset.
4. Secure Box (“Crotch Box”) Management#
The secure box is the guaranteed container that keeps its contents even when extraction fails — four sizes:
| Size | Shape | Source |
|---|---|---|
| 1×2 | Two cells | Base |
| 2×2 | Four cells | Advanced |
| 2×3 | Six cells | High-End (obtained by buying the season pass) |
| 3×3 | Nine cells | Seasonal use rights from completing season tasks |
Items That Cannot Go Into the Secure Box (Must-Know)#
| Item | Reason |
|---|---|
| Weapon attachments | System restriction |
| Mandel Bricks | The core hard currency has its own escort mechanic |
| Gehross Judgment Card | Special collectible |
| In-match injectors | Consumable rules |
Secure Box Usage Strategy#
| Size | Suggested Fill Strategy |
|---|---|
| 1×2 / 2×2 | High-value smalls + must-have keys for the map |
| 2×3 | Add a buffer slot for “second-tier valuables” |
| 3×3 | Mix of valuables and high-value smalls; tolerate mid-raid reshuffles |
There is only one principle: the secure box holds “what you can’t afford to lose,” not “what you like most.”
5. Stash and Backpack Management#
| Container | Positioning | Management Notes |
|---|---|---|
| Backpack | Main in-match container | Capacity is your income ceiling; load discipline decides per-raid profit |
| Chest rig | Quick access on person | Chest rig and pocket items are quick-use — keep life-saving meds in the rig, not buried at the bottom of the bag |
| Pockets (5 × 1×1 cells) | Fixed small-item slots | Keys, tourniquets, injectors — the things you need “right now” |
| Account stash | Out-of-match container | The transfer station between looting and Flea Market listings |
One easily missed rule: chest rig and pocket items are quick-use. Keeping tourniquets / surgery kits / med kits in the chest rig rather than deep in the backpack can be a life-or-death difference in emergency wound treatment — which maps directly to the treatment needs of the 7-part wound model in the health system.
6. From Loot to Cash: The Complete Loop#
- Before entry: check the secure box (valuables) and chest rig (first aid); set gunsmithing and ammo budgets by map difficulty.
- In-match: containers first, quality tiers second, pockets and chest rig each doing their job.
- After extraction: loot to stash → keep or sell? → selling goes through the Flea Market (Koen) or the market (Delta Ticket system).
- Review: per-raid profit = value extracted − loadout spent − extraction costs (paid point fees, etc.) — the Koen flywheel runs on this margin.
For Flea Market pricing, cashing out Mandel Bricks, and earning Delta Tickets — the complete economy model — see Economy and Trading.
— Wubian, NTGame Editorial