Gunman Contracts Contract 01: Outpost Walkthrough
The briefing
The contract terminal in The Hive opens with the Collectors: a rogue syndicate operation the order blames for hundreds of disappearances over the last few years. The target is the Outpost, a safehouse owned by the syndicate outside the city. It once housed syndicate members’ families during what the briefing calls the Chenko conflict, and it has been reactivated as a Collectors relay, one stop in a network that moves kidnapped people around the country.
Your orders: free the group of about 20 captives believed to be held there and extract whatever the on-site servers hold on the Collectors. When you arrive, the game labels the mission the Outpost prologue.
Loadout
You start with a pair of pistols and a knife. The tutorial has already given you a suppressor, and it is worth keeping on for the opening, although one recorded run found it is not fully silent. Holster everything before you step into the elevator; the game reminds you to secure your loadout first.
1. The five patrols
The handler’s thermal scan counts more than 20 hostiles inside the house and five more patrolling outside, and she suggests taking the patrols out first and quietly. There is more than one way in: the direct approach to the house, and a side path that lets you work around the patrols. Guards spot you fast if you step into lit areas, so stay in the dark and take them one at a time.
2. Open the gate with an access node
The house is fenced, gated and locked down. The handler picks up access nodes around the area: look for a glowing red dot inside a red ring on a gate or door. Hold your phone up to it to patch her in, and she opens it remotely. She wants the outside cleared before you go in.
3. Clear the house
Once the gate opens, expect enemies to pour out of rooms rather than wait for you. Clear the ground floor room by room; the handler calls it once the level is clear. Credits lie around the house (recorded runs pick up stacks of 50 and 100) and you collect items by bringing them to your chest and letting go. There is also an auto-collect loot option in the settings.
4. The empty basement
The handler places the captives in the basement, with the door down near the kitchen. When you get there, they are gone: the Collectors have already moved them. With nothing to rescue, the priority becomes the servers upstairs before anyone wipes them.
5. Pull the data and hold
Hold your phone to the servers so the handler can start the extraction. It is not instant, and the download brings a counter-attack; stay upstairs and defend the room until the transfer completes. In one recorded run the handler counts 14 incoming.
6. The 40-second escape
Pulling the data triggers a trap. The handler warns the whole house is set to blow and gives you 40 seconds to clear out. The doors relock behind you, so do not waste time on the way you came in: head for the basement, where she opens the garage door for you, and run. If the timer runs out, the contract fails, as it did in one first attempt we watched.
Achievements
- Contract Closed - 01: finish Outpost on any difficulty. 68.9% of Steam players have it.
- Contract Master - 01: finish it on hard without getting killed. 3.5% have it.
Unlock rates are from September 11, 2026. The full list is on the achievements page.
Tips for a faster run
- Outpost is short once you know it: 6DOF Reviews took about 45 minutes on a first attempt and later ran it in around 10.
- Replays pay out credits for new guns and attachments, and each contract has its own leaderboard.
- Keep an eye on your wrist: the ammo counter sits there, so you are not guessing when a magazine runs dry.
Next up is Contract 02: War-House.
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