Raid Objectives & Extraction:
How a Run Actually Flows
A clear RIG Riot raid flow: secondary objectives, major encounters, objective markers, loot choices and when extraction matters.

Read a raid as a loop, not a checklist
The observed tutorial flow is: find a secondary objective, complete it, take the reward, get stronger, and work toward a major encounter. In the current tutorial footage, completing three secondary objectives unlocks a major objective. Because launch progression can rearrange content, treat the flow as durable and the exact count as version-sensitive.
What you are really choosing after every reward
A reward is not just “more damage.” The supplied tutorial demonstrates permanent parts alongside temporary raid upgrades. That means every stop can change both the current combat loop and the value of simply surviving long enough to get out.
When extraction is the correct play
Extraction mechanics are designed as a risk dial. If your profile has the loss-on-death behavior enabled, the decision becomes obvious: compare the permanent value already found with your odds of surviving the next spike. The aggressive choice is not automatically the smart choice.
- Extract earlier when the build has no sustain and damage is falling behind.
- Push when upgrades are reinforcing one another and your movement still has margin.
- Do not confuse “I can still kill regular enemies” with “I am ready for the next major encounter.”
Navigation rule: solve height before distance
Recent video runs repeatedly show players arriving at the horizontal location and still not finding the objective. The current compass has above/below indicators. Check that first, then use the movement guide to solve the route.
Compass and objective readability (September 14–15 changes)
Two recent updates changed what the compass actually tells you:
- September 14: mission hotspots were adjusted to reduce enemies and interactables spawning inside geometry.
- September 15: enemy compass icons were made larger, and objective enemies now use a different, taller icon so they read differently from horde enemies.
That makes the compass the fastest way to tell an objective target from the crowd around it. Combine it with the above/below arrow fixed on September 11: read vertical position first, then pick the route.
Objective marker and spawn fixes (September 23)
The September 23, 2026 patch changed two things that affect how a raid reads once you are in it:
- The objective marker turns semi-transparent when you get close. Up close it stops covering the thing it points at, which helps when the objective is a small interactable in a busy room or at the bottom of a drop.
- Another pass on spawn hotspots. Spawn logic was adjusted again to stop enemies spawning inside walls or falling off platforms forever. This is the third round on the same problem (September 14, September 17, September 23) and these passes have never claimed to cover every layout — if you still meet an enemy stuck in geometry, report the map and spot.
Objective counts, the reward flow and extraction are unchanged in this patch. One fix for achievement hunters in RIOT runs: "Assault Attrition" was not unlocking in hard/RIOT-mode raids, and now does.
The spawn bug got a root cause, not another pass (September 25)
Three of the last four weeks' spawn fixes were symptom-chasing. The September 25 patch found the actual fault, and it explains why the earlier passes never fully worked.
Raids are not one continuous map: your objectives take place inside Hotspots — mini-levels the developer builds by hand with their own spawn points and available objectives. Hotspots can be placed so that they overlap each other or the static parts of the stage. To stop objects appearing inside geometry, code checks the space above and below a spawner and places things on top of solid ground. That check had stopped detecting collisions correctly, most likely broken during a refactor, so spawners were trusting an answer they were no longer being given. It is repaired as of September 25.
What the spawn fix and its hotfixes change in practice
- Stuck-in-geometry enemies and interactables should be far less common — including the softlocks that block objectives. The developer still will not promise they are gone, so keep reporting.
- Screenshots are the useful report. The developer says a screenshot identifies which hotspot is misbehaving, and that changing things at random is as likely to break as to fix — so a location is worth more than a description.
- Two same-day hardenings followed. A hotfix for enemy RIGs spawning in the ceiling of the Militia Holding Area (an over-correction from the main patch's extended spawn check), and a bonus hotfix for arena foes that did not realise they had line of sight until you moved.
- The shot-caller flare duel moved to a location less prone to repeated return teleports, and the game's icon was changed.
- September 26 added an arena clean-up: an unnecessary invisible ceiling removed from the Corporate Crossroads arena map, plus a fix for inactive enemies being forced to re-check perception during navmesh generation. It did not let them shoot you, but it caused noise and could cost performance if a stuck check kept running.


