Security Level 4 Containment run: yellow-safe keycard extraction
The Level 4 card is an extraction job, not a loot sweep. Enter with full Hazmat Suit, Bio-Acoustic Key, decoys for robots, and an X-Ray Lamp for Leyak pressure. Grab the card and leave.
Original route schematic
Step 1
Access
Step 2
Route
Step 3
Return
Step 4
Patch check
This site-generated diagram summarizes the decision flow used by the guide. It is an original planning aid, not copied game or wiki media.
Prerequisites for a Containment Run
A Security Level 4 Containment run requires specific gear and preparation before entering the zone. Without these items, the extraction attempt will likely fail or require aborting.
Mandatory Equipment:
- Full Hazmat Suit set: Containment Block has the highest ambient radiation in the facility. A damaged or incomplete suit will fail mid-run, leaving the player vulnerable to lethal radiation exposure. Check all four armor slots (head, chest, arms, legs) before entry.
- Bio-Acoustic Key: Required to open the sound-based security door at the Containment Block entrance. Forgetting this item means the run cannot proceed past the first barrier.
- X-Ray Lamp: Carry it for anomaly pressure, not robot control. The lamp is the relevant field response for Leyak pressure and can also be used against the Reaper, but those are separate threats with separate route decisions.
- Decoys or smoke tools: Heavy robots patrol Containment corridors. Decoys provide a disengage window when a robot locks onto the player in a narrow hallway with no cover.
Optional but Recommended:
- Tier 4 Keypad Hacker: Deeper Containment routes and Accelerator access require this tool. Unlock method: find and read the email titled "Clean it up!" and view the attachment, or speak with Celine Ahmed. Craft the Tier 4 hacker before attempting deep Containment, as no crafting bench is available inside the zone.
- Healing items: Bring bandages or medical supplies for emergency recovery during the run.
Decide the run type before entry
Containment becomes much safer when the objective is named before the door opens.
| Run type | Main objective | What to ignore |
|---|---|---|
| First extraction | Yellow-safe keycard | Side cabinets, robot testing, unknown branches |
| Corpse recovery | Retrieve dropped gear | The original objective |
| Shortcut check | Confirm a door or return path | Optional loot rooms |
| Later farming | Specific cell or side area | Keycard pressure, if already solved |
If the run type changes mid-route, leave and reset. Changing from extraction to farming while already under radiation and robot pressure is the common failure.
Route and Sequence Judgment
Containment Block is an extraction objective, not a farming zone. The single goal is to retrieve the yellow-safe keycard and exit. Every extra second spent looting side cabinets increases the probability of death, as robots patrol fixed routes and radiation damage accumulates over time.
Primary Route:
- Enter Containment Block DIRAC through the main entrance using the Bio-Acoustic Key.
- Read the whiteboard outside the entrance for navigation guidance to the keycard room.
- Move directly toward the yellow-safe keycard room. Ignore side cabinets, lockers, and adjacent rooms.
- The keycard is located in a secured room. Check the computer desk and wall safe for the spawn point.
- Verify the keycard is in inventory, then exit immediately through the safest known route.
When to Abort the Run:
| Condition | Action |
|---|---|
| Hazmat Suit durability drops below 50% mid-run | Abort immediately: radiation exposure will become lethal |
| Bio-Acoustic Key missing at entrance | Return to base to retrieve it: no alternative entry method exists |
| Multiple robots aggro simultaneously with no disengage tools | Retreat to safe zone and reset the patrol routes |
| Keycard already retrieved but inventory is full | Prioritize keycard: drop non-essential items if needed |
Robot Management During Extraction
Containment robots (Security Bots and heavier variants) patrol fixed routes. They do not chase indefinitely: they return to their patrol path after a disengage window. Fighting them is not recommended, as they have high armor, high damage, and respawn faster than they can be cleared.
Disengage Workflow:
- Throw a decoy in the opposite direction of the intended travel path when a robot locks on.
- Break line of sight immediately: duck into a side room, behind a pillar, or around a corner.
- Wait for the robot to return to its patrol route: this typically takes 15-30 seconds.
- Proceed only when the path is clear: check sightlines before moving forward.
Decoys are the primary tool for this process. Smoke tools can substitute but provide a shorter disengage window. Do not attempt to engage Containment robots in combat: they out-armor and out-damage most player equipment.
Corpse Recovery Protocol
If death occurs inside Containment Block, do not immediately run back to the corpse. The hazard or robot that caused the death is still present, and respawn health is not full. Follow this numbered recovery workflow:
- Respawn and heal to full: Use the Briefcase (6 HP/sec) or medical supplies. Repair Hazmat Suit durability to 100% before re-entering.
- Approach from an alternative entrance: Do not re-enter through the same door where death occurred if another entrance exists. This avoids the hazard that killed the player.
- Check sightlines before entering the death room: If a robot is still patrolling, wait for its rotation gap. Use decoys if needed to create a safe window.
- Grab corpse loot and leave immediately: The corpse recovery is now the objective. Do not attempt to continue the original run or explore additional rooms.
Common Recovery Mistakes:
- Entering Containment with Hazmat Suit at partial durability, then having it fail mid-run while radiation finishes the recovery attempt.
- Corpse-running without healing or repairing gear, even though the same hazard that caused death is still present.
- Trying to "finish what was started" after recovery. The corpse recovery IS the objective now. Return for the keycard in a separate, prepared run.
Post-Extraction Considerations
After successfully retrieving the yellow-safe keycard and depositing it at base, consider whether optional Containment loot is worth a separate, lower-pressure trip. The keycard is the primary objective: side cabinets and adjacent rooms can be explored in a dedicated farming run without the pressure of the extraction deadline.
Decision Table for Return Runs:
| Goal | Recommended Approach |
|---|---|
| Keycard retrieval | Single extraction run with full gear, no side looting |
| Containment loot farming | Separate run after keycard is secured, with lower risk tolerance |
| Robot combat testing | Not recommended: robots out-armor and out-damage most equipment |
| Leyak management practice | Use X-Ray Lamp in safe zones before attempting Containment runs |
The yellow-safe keycard enables access to higher-security areas and Accelerator routes. Securing it should be the sole focus of the initial Containment run. Additional exploration can follow once the keycard is safely deposited at base.
What to record after the keycard run
Before starting the next sector, write down the route facts that changed.
| Record | Why it matters next |
|---|---|
| Keycard deposited location | Prevents losing the progression item in a later corpse run |
| Door or safe opened | Confirms which return path no longer needs a full route |
| Robot choke point | Shows where decoys or smoke tools are still needed |
| Hazmat repair cost | Tells you whether another Containment trip is affordable |
This turns the keycard run into durable progress instead of a one-time survival story.
Sources & References
Security Sector routing, X-Ray Lamp behavior, Leyak handling, Reaper interaction, and containment planning were checked against the cited wiki pages. Extraction priority and abort rules are editorial route guidance.
Editorial contribution
Provides a clear abort criteria table and robot management strategy, organizing prerequisites and route sequence for efficient extraction.
- abioticfactor.wiki.gg: Security Sector →
- abioticfactor.wiki.gg: X Ray Lamp →
- abioticfactor.wiki.gg: Leyak →
- abioticfactor.wiki.gg: Reaper →
- abioticfactor.wiki.gg: Containment Unit: 91 →
Sources support factual claims. Route choices, comparisons, and recovery guidance are editorial synthesis and may change with game updates.
Author
The editorial desk maintains source-backed Abiotic Factor route notes, item checks, and practical decision guides.
About our editorial team →