Into the Fire Expedition Loadouts
Four bags that match the four ways playtests actually kill you.
A tier letter is not a bag. This page turns the weapons and gadgets ranks into four kits you can copy before a playtest or, later, before an Early Access morning. Each kit assumes single-player, a morning craft in camp, and the honesty to extract before you are a legend. Stamp the result into the expedition planner.
Kit 1 — First city / New Sindra teaching run
Goal: one named or unnamed survivor, RV alive, tanks leftover.
- Extinguisher (S)
- Axe with a repair craft (A)
- Suppression pistol (A)
- Life-sign detector (S)
- Extra water tank (A)
Leave the launcher. Leave the hose. Read Getting Started the night before so you do not spend this kit on crates. If you fail, fail small: empty-handed extract beats a wipe.
Kit 2 — Interior / Ruins vertical
Goal: third-floor carry without dropping the person on a ladder.
- Extinguisher
- Suppression pistol (precision in corridors)
- Axe + Breacher if the perk exists on your build
- Rope / zipline (S)
- Stamina perk priority over Kicker
Hose and sled stay home. The extraction Ruins notes exist because people brought plaza tools into a stairwell. Do not be those people.
Kit 3 — Supply run for a thirsty camp
Goal: food, water, parts. Zero heroics.
- Extinguisher
- Axe
- Ash blower only if the detector pings a person you can afford to add
- Empty slots for crates, tanks, first aid
- No launcher, no shield
Check the daily report first. If morale is the leak, this kit is wrong — run a named rescue instead. If water is the leak, do not come home with a relic and a smile. Camp is the customer of this bag.
Kit 4 — High-skull Crimson Pass
Goal: survive overlapping hazards with one specialist.
- Extinguisher + shotgun (two corridor shapes)
- Scanner / seismograph (A)
- Shield or extra tanks, not both if weight is ugly
- Rope if any elevation exists
- Launcher only if the approach is a plaza you have already died in
Use survivor priority so you do not pick up three extras when the quake timer is already bullying the RV. Three-skull is not a loot tour.
Universal rules that outrank the kits
- Two fire shapes or you will meet a door you cannot draw.
- One breach tool or interiors become posters.
- One detect tool or ash becomes a graveyard you walked over.
- Tanks or S-tier is a lie.
- Mobility if the trailer for that district showed a ladder.
- Never four offensive tools. You have one back and two hands.
Perks as loadout slots
If the build offers Breacher, Kit 2 becomes kinder. Durable is a hidden slot on every kit that uses an axe. Kicker is a budget breach for Kit 3. Stamina perks are how Kit 2 and Kit 4 stop dropping people on stairs. Spend perk points like bag slots, not like an RPG trailer.
How to retire a kit
When playtest notes change extinguishing feel, rebuild Kit 1 first. When Ruins ships more vertical, rebuild Kit 2. When camp food recipes change, rebuild Kit 3. Do not wait for a 1.0 wiki. Early Access in 2026 will still be this conversation.
Kit 1 is also your regression test. After a patch that “feels more immersive” on extinguishing, run Kit 1 before you rebuild Kit 4. If you cannot extract one civilian with leftover tanks, you do not have a Crimson Pass problem — you have a basics problem. Getting Started is still the parent of every fancy bag.
Named-rescue variants of Kit 1 swap the empty loot slot for a first-aid or an extra tank, never for a second launcher. Supply variants of Kit 3 should look ugly on purpose: space for crates, no glamour. If your supply bag photographs well, you packed for a trailer.
When camp threat is already high, prefer Kit 3 or a short Kit 1 over Kit 4. A heroic wipe on three skulls does not lower threat. It spends the axe you needed tomorrow. The camp hub daily report is part of loadout choice, not a separate minigame.
Copy one kit, run it twice, then argue. Loadouts that only exist in theory belong on other games’ spreadsheets.
Frequently Asked Questions
Quick answers to the most common questions.
Can I mix Kit 4 guns with Kit 2 ropes?
Yes if weight allows. Never mix them by dropping tanks.
Which kit is for relics?
None. Relics ride along on Kit 1 or 3 if the RV still loves you. They do not get their own bag.
Do I need a different kit for animals?
Same bags, more respect for planks. Animals still occupy the carry. See rescue.
Where do I check weight?
In-game, then on the planner so you notice before the gate.