Loot and Stash Management#

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:

  1. Containers before loose items: one cell in a large safe beats half a backpack of scattered loot.
  2. Full bag? Drop whites and greens first: low quality always goes first, to make room for purple and above.
  3. Secure box slots go to “lose-it-if-detached” smalls: keys and high-value smalls go into the secure box (the “crotch box”) first.
  4. 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#

  1. Before entry: check the secure box (valuables) and chest rig (first aid); set gunsmithing and ammo budgets by map difficulty.
  2. In-match: containers first, quality tiers second, pockets and chest rig each doing their job.
  3. After extraction: loot to stash → keep or sell? → selling goes through the Flea Market (Koen) or the market (Delta Ticket system).
  4. 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

内容最后验证于 2026-07