| “ | You may proceed to extraction when ready. | „ |
| ~ Mission Control |
Extraction, also known as Extraction Zone is the last Objective of every Mission. When you have completed all Objective a Extraction terminal will be dropped onto the Extraction Zone and activate that starts a 2 minuets timer, wail Helldivers will have to defend the Extraction Zone so Pelican-1 can land and extract Helldivers from the Mission. Once Pelican-1 has landed you will board and returned to your Super Destroyer ready for the next mission.
Tips[]
- Once extraction is called, it is not only a beacon for the Extraction Shuttle, but is also a beacon for enemy forces. This becomes a defend the hill objective as you need to remain in the area eliminating enemies for the shuttle to land. If you leave the area, the extraction is aborted and you will have to call it in again.
- Sentries shine in helping defend the Extraction zone. Their positions should be carefully chosen as to avoid firing back on the squad.
- Save a Walker deployment for Extraction and unleashed mechanized mayhem on those foolish enough to approach.
- You are able to extract even after the mission timer ends and the Super Destroyer leaves station. You just won't have the use of any stratagems - even reinforcement.
- The Operation Modifier "Complex Stratagem Plotting" will increase the time from 2 minutes to 4 minutes. Plan accordingly!
- If the entire squad is outside the extraction zone as the shuttle arrives but before it lands, it will start hovering and firing upon enemies. If any Helldivers re-enter the extraction zone during this time the shuttle will land.
- The shuttle gunner carries limited ammunition. Their autocannon weapon system is also vulnerable to return fire, cutting fire support short.
- In some shorter missions, extraction is automatically called in after the primary objective is completed. The same goes for extraction after mission time expires.
- Once any player has entered the shuttle, it will lift off after 20 seconds. If anyone is still some distance away, it might be better to wait for them before boarding if possible. If the mission time has expired, this timer starts as soon as it lands.
- It is best to approach the shuttles back right at the center to avoid collision issues, though a helldive will usually fix that.
- Despite how it may seem, the shuttle CAN take damage. After taking a few heavy hits, the shuttle will begin to smoke and catch fire. If it takes further damage, the shuttle will leave and end the mission immediately, regardless of time remaining or the amount of boarded players.
- Pelican-1 will maneuver the shuttle to avoid stratagems such as Orbital Napalm Barrages. This may result in the shuttle attempting a second landing, which can buy some extra time for distant Helldivers.
- The squad is credited for all samples brought aboard the shuttle, even if the Helldiver carrying them is killed after boarding.
- Should a player lose connection or be kicked from the squad, they will be split off into their own instance of the mission, able to call for extraction, and with a chance of retrieving their former squadmates' dropped gear and samples.