How does extraction work in The Mound?
Bank loot on the ox-wagon, retreat along the white line to the landing boat, and gather all living players at the shore extract zone. Rewards convert by total value on Tempestad after the run.

The Mound: Omen of Cthulhu extraction guide: ox-wagon banking, shore white line extract, and Tempestad loot value conversion for the full co-op loop.
Bank loot on the ox-wagon, extract at the shore white line, and convert total value on Tempestad.
Extraction is the payoff gate in The Mound: Omen of Cthulhu — a co-op extraction horror FPS from ACE Team and Nacon (Steam App 2569760). 1–4 player co-op extraction horror in a Lovecraftian jungle — sanity, noise, contracts, and ox-wagon extraction.
This The Mound: Omen of Cthulhu extraction guide walks through Tempestad → contract → jungle → ox-wagon → shore white line → sell on ship — including why loot converts by total value on Tempestad and why you do not need to wait for the cart to reach the boat.
The Mound: Omen of Cthulhu is a co-op extraction horror FPS from ACE Team and Nacon. Launch from Tempestad, pick contracts, explore the jungle for loot and logbooks, manage sanity and noise, and extract via the ox-wagon before eldritch threats overwhelm your team.
You do not need to clear the entire map. Once contract goals or loot value satisfy the run, route toward extract. Greedy deep pushes after noise spikes are how squads lose everything.
This page covers ACE Team's video game, not the Lovecraft short story "The Mound." Search intent for the mound omen of cthulhu extraction should land on ox-wagon mechanics, not prose summaries.
Every expedition follows the same spine: launch from Tempestad (the galleon mothership), pick a contract, land in the jungle, loot and complete objectives, bank treasure on the ox-wagon, extract at the shore white line, then convert rewards on the ship.
| Phase | Location | Win condition |
|---|---|---|
| Prep | Tempestad decks | Contract + gear + optional patron saint |
| Drop | Landing zone | Regroup — assign scout vs cart defender |
| Run | Jungle / forts | Objectives + loot onto ox-wagon |
| Extract | Shore white line | All living players at boat edge |
| Sell | Tempestad | Loot value → Tokens / XP / rank |
Preview coverage cites roughly 20–30 minute expeditions — typical extraction-horror pacing. Plan extract before fatigue causes sanity mistakes or noise chain aggro.
Solo play supports AI companions, but solo death ends the expedition — higher stakes than squad revives. Extract earlier with partial value instead of heroic last-chest dives.
Mixed PC and console parties via crossplay should agree extract keywords before drop — latency hurts last-second "wait for cart" confusion.
The ox-wagon (ox cart) is more than a loot box on wheels. Community guides describe it as a mobile stash, light source, **sanity anchor, revival platform, and path guide** back toward the landing boat.
| Function | Tactical use | Links |
|---|---|---|
| Loot bank | Treasure survives on cart if defended | Value converts on Tempestad |
| Light | Lamp radius for night segments | Weapons tools |
| Sanity anchor | Proximity eases madness buildup | Sanity guide |
| Revive hub | Carry downed allies to cart | Beginner revives |
| Footprints | Trail shows return path | Maps orientation |
Transfer treasure and contract items onto the ox-wagon as you secure them — not only at extract. Downed carriers drop body loot; cart banking insulates against partial wipes when the defender holds position.
Some contracts include reviving salt for field revives. When supplies are gone or the area is too hot, teammates can be killed and carried to the ox-wagon for revival at the cart — coordinate before panic firing.
Each explorer carries six slots. Balance weapons, rain backups, healing, objectives, and high-value treasure. Items can be shared among teammates — call out who holds the team map before splitting paths.
Extraction triggers at the landing boat when all living players stand at the shore white line — the marked path connecting jungle to Tempestad's longboat. You do not need to wait for the ox-wagon to physically reach the boat if the squad is already at the extract edge and the line is connected.
| Signal | Meaning | Squad action |
|---|---|---|
| White ground line | Ox-wagon path to boat | Keep cart on trail during retreat |
| Boat edge gather | Extract zone for living players | Stop looting — regroup |
| Horn call | May be real extract cue or hallucination | Voice-verify per sanity |
| Cart lagging | Cart still on trail but not at beach | Extract can still trigger |
Once loot value or contract objectives are satisfied, pivot to the white line — do not 100% the map. One more chest after a noise spike is the most common extract fail.
Logbooks in fort tents tempt squads into deep detours. Bank confirmed finds on the cart, then decide as a group whether the next fort is worth extract delay.
Defenders cover the cart while carriers sprint to the boat line. Quiet weapons help — see noise guide for crossbow-first extract defense.
Extracted treasure does not stay in your personal inventory on the ship. Rewards convert by total loot value into Tokens, XP, and rank progress when you return to Tempestad — not item-by-item banking in a stash.
| Concept | Behavior | Planning note |
|---|---|---|
| Body loot | Lost on death unless on cart | Bank early |
| Cart loot | Survives if cart defended | Assign defender |
| Value total | Converts on Tempestad sell screen | Not per-slot stash |
| Tokens | Weapon anvil + saints | Patron saints |
| Rank | Progress toward ~30 + unlocks | Maps landing zones |
Wild deer are an easy bonus value source when taken quietly — low risk Tokens for squads learning aim and noise timing before extract.
Contracts scale Basic → Legendary with better starting gear and harder enemy pressure. Match tier to extract confidence — a finished Basic extract beats a wiped Legendary push.
A dedicated value calculator is planned for Phase 2. Until then, use conservative "leave early" math when cart value already satisfies the board objective.
Contracts set mission tier, shared starting gear, and win conditions — loot quota, prisoner rescue, logbook recovery, or mixed goals. Read the Tempestad board aloud so the squad knows what "done" means before drop.
| Objective type | Extract trigger | Common mistake |
|---|---|---|
| Loot value quota | Cart value + living boat gather | Ignoring cart banking |
| Rescue | Stranded explorer secured | Splitting before escort to cart |
| Logbooks | Journal recovered to cart | Fort deep dive without map |
| Mixed | Multiple pins active | Chasing optional camps |
Harder contracts grant better shared equipment at drop. There is no skill tree — power comes from rank, Tokens, weapon upgrades, and squad coordination per beginner progression notes.
About 13 logbooks unlock map knowledge; achievements land at 7 / 13 collected. Maps with dashed white lines indicate logbook forts — plan dedicated hunts after routine extracts feel safe.
Extract phases are won or lost on the retreat. The cart defender holds lamp radius, watches for false horn blasts, and covers carriers moving loot to the white line.
Loud firearms during the final minute can chain enemy into the boat gather. Call "going loud" only when the squad is anchored — details on noise guide.
False horns and phantom teammates lure carriers away from the white line. Use the sanity guide phrase kit — Anchor: back to cart — before sprinting toward audio bait.
Carved patron saints can include weather or resilience blessings. Rain control saves firearm-heavy teams during long cart escorts — verify saint text in-game after patches.
Successful extracts return you to Tempestad where loot value converts into spendable progression. This is the hub loop that funds the next jungle push.
| Tempestad station | Post-extract use | Priority |
|---|---|---|
| Sell / convert screen | Value → Tokens + XP | Immediate after boat |
| Weapon anvil | Upgrade firearms and melee | After first clean extract |
| Lower decks | Ration upgrades for healing | Beginner tip |
| Saint carver | New expedition tokens | Patron saints |
| Contract board | Next mission tier | Stay Basic until routine |
Rank progresses toward ~30, unlocking new landing zones on maps. Extract consistency beats occasional jackpot wipes for long-term unlock pace.
Pre-release demo saves may or may not transfer — confirm the latest developer note on updates before advising friends their logbook progress is safe.
Most failed runs are extract timing failures, not aim failures. Avoid these patterns in your first ten contracts.
| Mistake | Why it hurts | Fix |
|---|---|---|
| Waiting for cart at boat | Delay → wipe while idle | Living players at white line extract |
| Body-only loot at death | Zero conversion on wipe | Bank on ox-wagon early |
| 100% map before leave | Noise + sanity spiral | Extract when value met |
| Ignoring contract goal | Win condition missed | Read Tempestad board |
| Solo deep flank | No revive on solo death | Solo guide early extract |
Bank loot on the ox-wagon, retreat along the white line to the landing boat, and gather all living players at the shore extract zone. Rewards convert by total value on Tempestad after the run.
No — you do not need to wait for the cart to physically reach the boat. If living players are at the white line and the path is connected, extract can trigger while the cart catches up.
Loot converts by total value into Tokens, XP, and rank progress on Tempestad — you do not keep individual treasure items in a permanent stash.
Mobile stash, light, **sanity anchor, revive hub**, and path guide via footprints. Defend it during retreats.
No — leave once contract goals or loot value satisfy the run. See contracts for objective types.
Revive with salt, carry to cart, or extract with reduced squad. Dead players do not count toward the living gather at the boat.
Solo death ends the expedition. AI helps fight but extract early with partial cart value instead of greedy fort dives.
Logbooks in fort tents unlock maps — bank them on the cart, then extract. Achievements at 7 / 13 collected.
Matched by build plan, shared topics, and guide progression — not random related links.