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Mistfall Hunter Extraction Points: All 78 Exits Mapped

Mistfall Hunter's three maps carry 78 marked extraction points: 38 on Brandrgarde South, 22 on Brandrgarde North and 18 in Hallowgrove.

Game build 24708702

Layers this guide uses

Between them, the three maps carry 78 marked extraction points. Brandrgarde South has 38, Brandrgarde North has 22, and Hallowgrove has 18. Every one of them is labelled Soul Ferry, and the extraction layer is switched on by default, so any map opens with them already showing.

The count matters less than the walk. What decides whether a run ends with your bag or without it is how far the container you are standing over sits from the nearest way out, and that is the stretch where rival Gyldhunters get to pick you off. On that measure the three maps are not remotely alike.

How to extract in Mistfall Hunter

Get to a Soul Ferry and leave through it. That is the whole of it, and the reason people still lose runs is that the walk to one is longer than they think and they start it too late.

So the useful preparation is knowing where the ferries are before you drop rather than after your bag is full. Open the map for the map you are queuing into, leave the extraction layer on, and note the two or three nearest the area you mean to loot. Anything you carry out is yours; anything still on you when a rival Gyldhunter catches you is theirs.

The layer is on by default, so a bare map link already shows them. Hallowgrove, Brandrgarde North and Brandrgarde South each open with nothing but the exits on them.

How far each map makes you carry loot

The scale bar in the corner of the map reads in map units, and all three maps are 2,048 units square. Measured against every container on the map, the picture looks like this.

MapExitsContainersMedian walk to the nearest exitContainers over 300 units outFarthest container
Brandrgarde South386641151332
Hallowgrove181,528160111412
Brandrgarde North228062973971,122

Brandrgarde South is the forgiving one. Of its 664 containers, 663 sit within 300 units of a marked exit, and the single worst case is 332. You can loot almost anywhere on that map and still be a short run from a way out.

Brandrgarde North is the map that punishes a full bag. Nearly half its containers, 397 of 806, are more than 300 units from the nearest marked exit. 246 of them are more than 500 units out, and 142 are more than 800. The worst container on the map sits 1,122 units from anywhere you can leave, which is more than half the width of the map.

Hallowgrove extraction points

Hallowgrove has the fewest exits of the three and the most markers overall, at 3,692. The 18 Soul Ferries are spread across the whole map rather than clustered, from y 234 at the top to y 1,851 at the bottom, so no corner is stranded. 111 of its 1,528 containers sit more than 300 units from an exit and none is further out than 412.

That spread has one consequence worth planning around: the gaps between exits are uneven. The closest pair of Soul Ferries sits 50 units apart, and the widest gap between one exit and its nearest neighbour is 492 units. Open Hallowgrove with exits and traversal together and you can see which parts of the map have two options and which have one.

Nine of the 18 markers carry only a Day label on their detail card. The other nine also carry Night, Solo or Team labels. Click any Soul Ferry to see what its card says.

Brandrgarde North extraction points

Every one of the 22 exits on Brandrgarde North sits in the northern half of the map. The lowest one is at y 971, and the map runs to 2,048. Containers, meanwhile, run all the way down to y 1,947.

That single fact explains most of what goes wrong on this map. The dense container cluster in the south, 100 containers inside a 250 unit radius around x 696, y 1,695, has its nearest marked exit 872 units away. There is nothing closer. If you loot the south of Brandrgarde North, the walk back is the run.

Compare the two layers yourself on Brandrgarde North with exits and containers on. The view opens over the southern cluster, and the nearest green Soul Ferry is off toward the top of the screen.

The exits it does have are tightly packed. Their nearest neighbour spacing runs from 129 to 223 units, averaging 168, so once you are in the north you usually have a second option nearby if the first is contested.

Brandrgarde South extraction points

Thirty eight exits on 1,675 markers is the densest exit coverage in the game. They cover the map from y 324 to y 1,737, 18 in the upper half and 20 in the lower, and they average 171 units apart from their nearest neighbour.

South also carries 13 merchant markers and 79 landmarks, where Brandrgarde North has neither layer at all. If you would rather sell than carry, open South with exits and merchants together and pick the pair that sits closest.

Its 22 traversal markers are almost triple the 8 on Brandrgarde North, which is the other half of why South feels quicker to leave.

What the extraction layer does and does not tell you

The layer holds every extraction location these maps record for build 24708702. Be exact about what that means, because players report different things about how extraction behaves in a live run. Some describe fixed exits they can memorise. Others describe exits appearing in different places from one run to the next. Nothing on these maps settles that question.

Read the layer as coverage rather than as a guarantee. It tells you where an exit can be. It does not promise that every marked point is open on the run you are in right now. In practice that changes how you use it: instead of memorising two spots, learn which parts of each map have several exits within reach and which have one, and plan your looting so you are never deep inside a thin patch with a full bag.

The marker counts are also a record of what the maps carry, not a headcount of what spawns in front of you. Many markers elsewhere in the data carry Solo or Team labels on their detail card, and on the Brandrgarde maps the extraction markers carry no run mode label at all. Open a marker and read its card rather than assuming.

Using traversal markers to shorten the walk

The traversal layer, labelled Journey, is the layer most players never switch on. There are 44 of them: 22 on Brandrgarde South, 14 in Hallowgrove and 8 on Brandrgarde North.

They matter most on Hallowgrove, where four of the 14 sit close together in the middle west of the map, around x 715 to 871 and y 1,008 to 1,133. That cluster is the fastest way to move between the western container corridor and the centre without walking the long way. Open the traversal layer on its own and you land on the patch with all four in view.

On Brandrgarde North the 8 traversal markers all sit in the same northern band as the exits, seven of the eight above y 1,024. They will not help you get out of the south. You can confirm that in one look on Brandrgarde North with both layers on: the bottom half of the screen is empty.

Planning a run around the exits

Before you drop in, decide how much the map will let you carry.

  • On Brandrgarde South, loot wherever you like. Check the 38 exits once so you know the shape, then stop thinking about it.
  • On Hallowgrove, pick a quadrant and stay in it. The exits are spread, but with 18 of them across 3,692 markers you will not stumble onto one by accident.
  • On Brandrgarde North, treat y 1,024 as a line. Everything south of it is a one way trip that ends with a long carry, so either go in light and come back early, or stay north of the line and take the smaller haul.

Maps in this guide

More Mistfall Hunter guides

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    A five stop run down Hallowgrove's western corridor covers 372 of the map's 1,528 containers and finishes beside a merchant, 234 units from a Soul Ferry.

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    The enemy layer holds 3,781 spawn markers and starts switched off on all three maps: 1,894 in Hallowgrove, 1,191 on Brandrgarde North and 696 on Brandrgarde South.

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