A raid in Arena Breakout: Infinite only counts when you leave through an extraction point. Loot you picked up, gear you brought, missions you completed — none of it is yours until you have stood in an exit zone for its timer and the screen goes to the results. Die, or let the raid clock hit zero, and it all stays on the map. That single rule is why the game plays the way it does: the last five minutes of every raid are about routes to exits, not about loot.
The three kinds of exit
Every map has a mix. Our per-map lists sort them the same way the game does.
- Always open. No requirement. Available every raid, to everyone who is assigned that side of the map. They are also the exits every other squad knows about, which makes the approach to a popular one the most dangerous ground in the raid.
- Conditional. Opens only when a condition is true. Across the 37 conditional exits we have recorded, the conditions the game actually uses are: a time window (most common — "active 25 min after raid start", "active in the final 10 min"); no backpack; no gold-bar case; a switch or control panel somewhere else on the map (the Canal Gate, the Tunnel Gate, a ventilation switchboard, the dam sluice); delivering dog tags; calling a vehicle (cable car, elevator, helicopter, armoured vehicle); faction points; and on Farm, eliminating Ajax. Conditional exits are quieter because fewer players qualify at any given moment.
- Paid. Charges Koen to activate — 30,000 for one, 15,000 for the Lifeboat, in the current data — and then runs its own short activation countdown. You pay for the safety of an exit fewer people bother with; whether it is worth it depends on what you are carrying.
The per-map pages have every exit with its condition, timer and fee where recorded: Farm, Valley, Northridge, Armory, TV Station and Airport.
How exits are assigned
You do not get every exit on the map. Open the map (M) as soon as you load in: the exits marked available are yours for this raid, and the walk to them is the skeleton of your route. The spawn pages show where raids start, which is the other half of reading a raid before it begins.
Conditional exits stay unmarked until you satisfy them, which is the usual reason "my extract isn't showing" — nine times out of ten it is a time window that has not opened yet.
Activation windows
The time-gated exits are the ones to plan around. In the current data they open anywhere from 5 to 25 minutes after the raid starts, and a handful only in the final 10 minutes. Our extraction lists show that as "opens after", straight from the game's condition text. An exit that opens at 25 minutes on a 35-minute raid is a late-game exit by design: nobody is camping it at minute eight, and everybody who knows about it is heading there at minute twenty-six.
Standing in any exit zone starts a countdown; leave the zone and it resets. That is the moment you are stationary and predictable, so the habit to build is to check the surroundings before stepping in rather than after.
Keys and the exits behind them
Some conditional exits need a key, and several of the best ones are behind locked rooms on the way out. The keys database lists what each key opens and which map it belongs to; the per-map key pages (Farm keys, for example) are the ones to read next to the extraction list for that map.
Practical rules for new players
- Pick your exit before you pick your loot route, and know a second one.
- Never extract at the same exit twice in a row on a map you are learning — that is how you get pattern-camped.
- Conditional and paid exits exist to be used. Learn the ones on your first map before you learn the loot.
- If your extract is far and the clock is under ten minutes, start walking. Loot on the way is fine; loot that adds a detour is not.
The PvE modes — Hostile Sector especially — are the place to practise this without another squad waiting on the exit.