§ 04Progression
Secure Containers
The pouch that survives your death: how to get Alpha, Beta, Epsilon, Kappa and Theta, and what none of them will hold.
A secure container is the one piece of your kit that comes back with you when you die. Whatever is inside it is never lost. Everything else you were wearing or carrying stays on your body.
It has its own slot in your inventory, marked with a padlock. When you die, the case itself is moved into a vault of your own and moved back onto your next character. It is never copied, so it is always in exactly one place: a crash, a logout after a death, or being killed while you were offline all bring it back.
Earning them#
| Container | How you get it |
|---|---|
| Alpha | Free. Your first task is given to you automatically: extract at any green X on your map, which brings you to the safezone, and the Alpha is waiting for you. |
The others come from task chains. A dash under level means none is needed beyond finishing the chain.
| Container | Holds | Task that awards it | Trader | Level needed |
|---|---|---|---|---|
| Epsilon | 4 × 2 | The Punisher - Part 6 | Prapor | — |
| Theta | 5 × 2 | Secure Container Theta | Ref | — |
| Beta | 3 × 2 | Secure Container Beta | Peacekeeper | level 1 |
| Kappa | 3 × 4 | Collector | Fence | level 1 |
Bigger is the only difference that matters: a larger container holds more of the things you'd hate to lose. Quests / Tasks shows each container's task in its chain.
How much each holds#
The grids are read from the container mod in the current pack, so what is drawn here is what the game gives you.
What it refuses#
A few things can never go in a secure container, on purpose, because the container is what survives a death. The number after each group is how many item types it covers:
- explosives and C4 (2)
- grenades (3)
- item, weapon and junk cases (6)
C4 that survived death could be carried through a raid for ever, and a case inside a case is the classic nesting trick. Magazines and car keys are allowed: the same magazine comes back with the same rounds in it.
Using it well#
- Keys and keycards. A Lab card is used up on entry, and most keys on their one use, so the one you're carrying is the one that matters.
- Cash, medals and GP coins.
- Task items, the thing the task asked you to bring back.
- A loaded spare magazine for the gun you carry.
- The small, expensive things: LEDX, graphics cards, intel, the barter items that pay.
Anything you can't afford to lose and that fits belongs in it before you deploy, not after the first shot.