Evacuation Zone
Evacuation Zone is the place where your run stops being loot theory and becomes a real extraction commitment.
Radio Tower is the object that turns an exit option into a real extraction gamble, so timing matters more than bravery here.
The real Radio Tower question is simple: does your run want to become visible right now? The tower is where extraction actually starts, which means it also starts the loud, readable final phase that other players can punish. Voyage is more forgiving because exits stay easier to use. Storm Dive is harsher because tower timing comes later and a bad tower choice can waste the whole run.
Find an active extraction tower, climb to the radio console, and call evac from there. Nearby exits show a white door icon on the map, and the tower becomes the object that starts the final pickup phase.
Evacuation Zone is the place where your run stops being loot theory and becomes a real extraction commitment.
Voyage is the better queue when you still need room to learn routes, test a Trampler layout, or bring home steadier early loot without Storm Dive pressure.
Storm Dive starts making sense once Voyage stops teaching much and the crew is ready to trade safety for better loot under real time pressure.
Dreadnought is the end of the colored-key chain, a late high-tier payoff stop where Black Key turns into the black vault run.
Evacuation Zone is the place where your run stops being loot theory and becomes a real extraction commitment.
Fort Istria is a fixed fort worth routing for Black Key progression and guaranteed NZ Mk2 Energy Rods at each extraction exit.
Kaiserplatz is the landmark that turns a loose Green Key into Blue Key progress, so it only pays when your run can survive the whole key chain.
Meere Sauge is the point where the colored chain starts getting expensive enough to punish greed.
Segen is the last landmark before Fort Istria, so it only matters when your run can still justify the final push.
A tower is not just a marker. It is the moment your run becomes visible, timed, and punishable.
Storm Dive punishes one-exit thinking. Towers open later, can become unavailable after use, and force you to plan a second answer before the first one fails.
It is the console point where extraction starts and the final pickup phase begins.
Yes. Storm Dive makes towers available later and can turn them into single-use exits.