Guide
When to extract in R.E.P.O.: is the haul enough?
When to extract in R.E.P.O.: reading the end-of-run screen, the extraction machine's haul display and the crew bonuses to decide a haul is enough.
Applies to
0.4.0, read from the copy of the game this site was built from (see the sources page)
Before you start
- At least one extraction point found or marked on the level
- Voice contact with the rest of the crew
- A load in hand, so the question is about the next one rather than the first
Steps
- Bank the loads you already have before you judge the next one.
completed extractions are recorded by the game, so a banked load is progress that a load still on the floor is not - Decide the trip before the last carry, not while standing in the truck doorway.
the end-of-run screen keeps separate pages for not enough and enough, so the call is made against a result rather than a feeling - Read the level's own points of interest to see what is still out there.
the level interface works from defined points of interest, so finding the way out and the places still worth visiting is navigation rather than memory - Treat what is left as a question about its worth rather than about whether more exists.
the level decides which valuables are available, so a level can still hold more while the trip already has what it needs - Count one more death against the bonuses a clean run carries.
surviving as a full crew and finishing with no deaths are separate bonuses, and dying carries a penalty of its own - Watch the extraction machine's own haul display instead of counting in your head.
the machine has a haul goal, a haul bar and a surplus state with its own steps, and its focus hints include going back to the truck - Call the crew back before the last load and heal at the truck after the haul.
one ending is that every player is aboard, and the truck carries a healer with a beam and particles of its own - Spend the takings between runs rather than treating the last load as a reason to stay in the level.
the between-run shop has its own shopkeeper and manager, and the truck shows the shop introduction as the crew arrives
Common mistakes
- Waiting for the level to announce a deadline instead of deciding from what is already banked.
- Measuring the next load by what the last trip found, when the level decides its own valuables.
- Staying for one more item after the crew is already back at the truck.
- Treating an extraction as the end of the run rather than a decision the crew can make more than once.
Related entries
Extraction and the shopChoosing when to leaveCompleted extractions are recorded by the game.
Extraction and the shopThe truck and the end of a runThe truck has doors of its own, with their own animation and sound.
Extraction and the shopExtraction and finishing a runExtraction happens at tracked points on the level.Related guides
Finishing a run on your own termsHow to end a R.E.P.O. run deliberately, using the truck and the end-of-run states the game already defines instead of drifting until something goes wrong.A looting routine that gets the valuables outHow to work a level so the loot reaches the extraction point instead of being lost on the way there.
Sources
A local copy of the game, read only. Grounding for each step is on the technical reference pages; no number is estimated.