Game Guide Hub

SAND Raiders Guide Hub: Extraction, Solo & Trampler

Start SAND Raiders with extraction, solo routes, Trampler repair, shovel loot, box with radio beacon, Voyage vs Storm Dive, and beginner route tips.

Recommended Order

Start Here

Use these guides in order if you are starting a new casino.

Guide Cluster

The House Always Wins Guides

SAND: Raiders of Sophie spoke

SAND Raiders Radio Beacon Box Guide

A practical SAND Raiders Radio Beacon Box guide explaining where to deliver it, what the green box icon means, how to extract it normally, how the 2-hour limit works, how to sell it for 2,000 Crowns, and when to skip or chase one.

Read Guide →

Quick Answer

For my first SAND Raiders runs, I start in Voyage, use a manageable Trampler, load and start the reactor, bring food, shells, repair supplies, and a basic weapon, store loot before extraction, and leave after one useful haul. If I am stuck on extraction, solo routing, repair kits, reachability, shovel loot, Storm Dive exits, cannon choice, or the box with radio beacon, I use this hub to jump to the matching guide.

This is the guide hub for SAND: Raiders of Sophie.

SAND is not just an extraction shooter where I bring a gun and leave with loot. The Trampler is the base, the vehicle, the respawn point, the storage room, the weapon platform, and the thing every bad decision eventually breaks.

A good beginner run is not the richest run. It is the run that teaches the loop and still brings something home.

SAND Raiders first expedition checklist before leaving
My first goal is not to clear the map. It is to leave with enough value to make the next run easier.

Start here if you are stuck

Use this table first. Many SAND problems look like “I died,” but the real cause is often extraction timing, messy storage, a blocked Trampler layout, repair confusion, or choosing Storm Dive too early.

If this is your problem…Read thisHub answer
I do not know how to extractHow to Extract in SAND RaidersUse the radio tower, defend the countdown, then climb the escape lines
I found a box with radio beaconHow to Extract in SAND RaidersLoot nearby first, pick it up last, then commit to the route
I want to play soloSAND Solo GuideKeep the route small, protect the reactor, and leave after one good haul
I need a solo buildSAND Solo GuideUse a manageable Trampler before chasing expensive layouts
I need solo tech tree adviceSAND Solo GuideUpgrade for survival and recovery before heavy PvP plans
I need to repair legs or wallsSAND Trampler GuideUse the right repair tool and fix run-ending damage first
I got a reachability errorSAND Trampler GuideCheck ladders, hatches, doors, reactor access, and blocked paths
I found a shovel or buried treasure spotSAND Solo GuideDig only if the area is quiet, then treat a good haul as a reason to leave
I do not know Voyage or Storm DiveSAND Voyage vs Storm Dive GuideStart in Voyage; try Storm Dive after clean extractions
I do not know which cannon to useSAND Raiders Cannon GuideStart 40mm, then compare 70mm and 80mm once you understand spacing
I keep losing profitable runsMy first-run decision loopStop after the run has already solved a problem

This hub gives short answers. The linked guides handle the deeper mechanics.

First run rule: Voyage before Storm Dive

For a first run, I choose Voyage.

Voyage gives me room to learn the basic loop: drive the Trampler, loot a small target, store valuables, call extraction, climb the rope or escape lines, and bring something back. Storm Dive adds shrinking storm pressure, route compression, contested extraction choices, stronger PvP concentration, and higher-value endgame targets before I have learned how to leave cleanly.

SAND Raiders Voyage and Storm Dive mode selection
I start in Voyage because I want to learn the loop before storm pressure starts deciding for me.
ModeWhen I use itBeginner risk
VoyageFirst runs, solo routes, rebuild runs, extraction practiceStill has PvP, but the pacing is easier to manage
Storm DiveLater runs with a real goal, enough supplies, and an exit planThe storm can damage the Trampler, compress routes, and force contested exits

For the full mode decision, use:

SAND Voyage vs Storm Dive Guide

My first-voyage checklist

Before I leave, I want the basics handled.

CheckWhat I wantWhy it matters
TramplerSmall or manageable layoutI need to drive, repair, store loot, and defend without confusion
ReactorEnergy Rod loaded and system startedFuel alone is not enough if the Trampler is not powered
Energy RodsSpare rods stored if I can bring themA good haul is useless if I cannot reach extraction
ShellsMatching shells for my cannonAn installed cannon with no ammo is false confidence
FoodStored for respawn valueFaster recovery can save bad extraction fights
WeaponBasic weapon with matching ammoBoarders and PvE pressure need an answer
Repair toolMultitool access and repair kit if I can spare oneSmall damage and major damage need different answers
ShovelBring one if I have itBuried treasure can turn a small route into a good route
StorageClear shelves or racksLoose loot creates extraction chaos
RouteOne or two small targets, then extractEarly progress matters more than map greed
ExitKnow where I can leaveLoot only counts if I bring it home

If I fail several of these checks, I fix the setup before leaving. A bad deployment creates a bad extraction later.

SAND Raiders first loadout with food, weapons, ammo, and cannon supplies
My early loadout is about function: food, ammo, shells, Energy Rods, storage, and a Trampler I can manage.

Extraction short answer

Extraction is the first thing I want to understand because loot is only real after I leave.

My hub-level extraction rule is simple: store first, call second, defend third, climb out last. I do not call extraction while loot is scattered on the floor, and I do not treat the pickup arrival as the end of the run. When the rope or escape lines appear, I still need to leave the Trampler and climb out myself.

SAND Raiders extraction rope and Ready for Evacuation timer
When the pickup arrives, I still need to climb the rope or escape lines. The final seconds are not a victory screen.

If I find a box with radio beacon, I do not pick it up like ordinary quiet loot. I clear the immediate danger, loot nearby first if it is safe, then pick up the beacon box only when I am ready to commit to the route.

For the full extraction route, use:

How to Extract in SAND Raiders

Trampler short answer

The Trampler is not just transport. It is the run.

My hub-level rule is: power, movement, control, storage. If a problem affects the reactor, legs, steering, captain quarters, reachability, or loot storage, I treat it as a real run threat. If the damage is only cosmetic, I do not let it steal my last repair resources.

The deeper repair guide covers the exact mechanics: multitool vs repair kit, repair-kit charges, wall repair from the outside hull, reachability errors, captain-quarter hijacks, and what to fix first.

For the full Trampler breakdown, use:

SAND Trampler Guide

SAND Raiders Trampler reactor area
If the Trampler loses power, movement, or captain quarters control, the loot route stops mattering.

Solo short answer

Solo is playable, but it is not forgiving.

A solo death spiral usually starts before the death: deploying the last Trampler, last shells, and last materials into a risky route is already the mistake. When I play solo, I keep the route small, watch smoke and sound, store rebuild materials first, and leave after one good haul.

The solo guide covers the specific build details, Trampler presets, tech tree order, weapon pairing, Energy Rod timing, and rebuild route.

For the full solo route, use:

SAND Solo Guide

SAND Raiders solo bare minimum loadout
Solo is not about proving I can fight every crew. It is about bringing home enough value to keep the next run possible.

Choose a small target, not a perfect route

My first run should not be a tour of the whole map.

I want one or two targets I can loot, store, and leave from. Smaller town routes, ship routes, minor POIs, and shovel opportunities are better learning targets than huge objectives where I park too long and invite PvP.

Route ideaWhy I use it early
Small town lootGood for basic supplies and mixed materials
Minor POILower commitment and easier to abandon
Small ship routeUseful if the area is quiet and I can leave quickly
One PvE boxGood only if I can take it and return to the Trampler fast
Buried treasure with shovelWorth checking if I brought a shovel and the route stays safe
Large fortress or hot objectiveLater, when I have supplies, a cannon plan, and an exit route

If I already stored mechanical parts, raw materials, shells, Energy Rods, repair kits, or one valuable box, the run may already be successful. The next stop has to justify the risk.

What loot should I care about first?

Early loot should help future runs survive.

Loot color is a quick risk signal: white crates are common, green crates are uncommon, and red boxes or red crates are rare. I do not risk the Trampler for every common crate, but I pay more attention when a green or red container is realistic to extract.

LootWhy I care
Mechanical partsKeeps Trampler rebuilding possible
Raw materials / weapon partsSupports crafting and recovery
Energy RodsKeeps future routes and extraction possible
Shells and ammoMakes the next run defendable
FoodHelps respawns and bad extraction fights
Repair kitsCan save legs, walls, reactor cover, or captain defense
ShovelOpens buried treasure without requiring a huge fight
Black boxesUseful for value and tech tree progress
Box with radio beaconTimed delivery value if I can finish the route
Valuable boxesWorth taking if extraction is realistic
Rare weaponsGood, but not worth losing the rebuild economy

I do not chase a flashy item if the Trampler is weak, the route is contested, or I have no clean extraction plan.

Cannon choice: start forgiving

For early runs, I start with 40mm because it is forgiving enough for a player who is still learning driving, repairs, storage, and extraction.

The 70mm shotgun-style cannon is more specialized for close crew pressure and spread damage. The 80mm can hit harder later, but it needs manual loading, enough shells, cleaner spacing, and better positioning.

CannonHub-level use
40mm AutocannonSafest first cannon for pressure and recovery
70mm shotgun-style cannonClose-range crew pressure and spread damage
80mm Naval CannonStronger later when loading, shells, and spacing are under control

For the full cannon comparison, use:

SAND Raiders Cannon Guide

When to try Storm Dive

I try Storm Dive after Voyage becomes consistent.

That means I can extract reliably, store loot quickly, repair under pressure, bring enough shells and Energy Rods, read smoke, and leave without greed.

Storm Dive is where Dreadnought, Sandworm Pit, red boxes, artifacts, contested extraction types, and higher-value routes start to matter. It is also where the sandstorm can damage the Trampler, close exits, compress players into the same routes, and punish every slow decision.

For the full mode comparison, use:

SAND Raiders Voyage vs Storm Dive Guide

My first-run decision loop

The checklist above tells me what to bring. This loop tells me when to stop.

MomentDecision
After the first small targetIf I have rebuild materials, shells, food, Energy Rods, or one valuable box stored, the run may already be profitable
Before driving to a second targetI check smoke, sound, ammo, Trampler damage, and extraction distance
If I find a shovel pileI dig only if the area is quiet and storage is ready
If I capture a beacon boxI stop side-looting and commit to the delivery route
If the run is already profitableI extract now instead of trying to make the run perfect
If the run is not profitable yetI hit one more small target, store quickly, then reassess
If the next target is a hot POII skip it unless I have a real reason, supplies, and an exit plan

That loop is boring. That is why it works.

Common beginner mistakes

MistakeWhy it hurtsBetter habit
Starting Storm Dive too earlyStorm pressure punishes slow decisionsLearn extraction in Voyage first
Loading Energy Rods but not starting the reactorThe Trampler can still sit deadLoad fuel, then start the reactor system
Treating the Trampler like a carIt is also storage, respawn, weapons, and extraction safetyBuild and defend it like the run depends on it
Ignoring repair legs or wallsSmall damage can become a failed exitRepair movement and critical cover first
Ignoring reachability errorsThe build may not save or may fail during a real routeCheck ladders, hatches, doors, and blocked modules
Chasing big POIs firstParking risk and PvP pressure rise fastStart with one or two smaller targets
Calling extraction before storing lootThe timer becomes chaosStore first, call second
Treating the beacon box like normal lootThe delivery route changes the runLoot nearby first, pick it up last, then commit
Using the wrong cannon for the jobA heavy or specialized gun can punish bad spacingStart forgiving, then specialize later
Staying after the run is profitableGreed turns progress into lossLeave after one good haul

Most beginner losses come from scope, not aim. I asked too much from one run, one Trampler, or one timer.

  • How to Extract in SAND Raiders — Learn radio towers, 90-second countdowns, green smoke, escape lines, loot storage, and beacon boxes.
  • SAND Trampler Guide — Protect reactor, Energy Rods, repair kits, legs, walls, flywheel, captain quarters, reachability, and storage.
  • SAND Solo Guide — Use solo builds, Trampler presets, tech tree priorities, airlock setup, smoke scouting, shovel routes, and early extraction.
  • SAND Raiders Voyage vs Storm Dive Guide — Compare Voyage, Storm Dive, storm pressure, extraction types, Dreadnought, Sandworm Pit, and when to switch back.
  • SAND Raiders Cannon Guide — Compare 40mm, 70mm, and 80mm cannon choices before committing to fights.

The House Always Wins FAQ

What should I do first in SAND Raiders? +

Start in Voyage, use a manageable Trampler, load and start the reactor, bring food, shells, a basic weapon, repair supplies, and a shovel if you have one, loot one or two smaller targets, store valuables, then extract before greed turns the run into a loss.

How do I extract in SAND Raiders? +

Find the doorway-style evacuation icon, drive to the extraction point, climb to the radio tower call point, activate extraction, defend the countdown, then leave the Trampler and climb the rope or escape lines.

What does box with radio beacon mean? +

The box with radio beacon is a delivery-style objective that can change the route. I loot nearby first, pick it up only when I am ready to move, then commit to the delivery or extraction plan.

Is SAND Raiders solo friendly? +

SAND Raiders is playable solo, but it is not forgiving solo. I use a manageable Trampler, protect the reactor, keep routes small, avoid unnecessary PvP, and leave after one useful haul.

What should I repair first on my Trampler? +

I repair what keeps the run alive: reactor cover, movement-critical legs, steering or flywheel problems, walls exposing captain quarters, and access paths that stop boarders.

What does reachability mean in the Trampler editor? +

Reachability usually means the crew cannot access part of the Trampler layout. Check ladders, hatches, doors, captain access, reactor access, isolated modules, and blocked internal paths.

Should I play Voyage or Storm Dive first? +

I start with Voyage. It gives more room to learn driving, storage, extraction, food respawns, repairs, and rebuild planning before Storm Dive adds shrinking storm pressure and contested exits.

Which Trampler cannon should I use first? +

I start with 40mm because it is forgiving. The 70mm shotgun-style cannon is more specialized for close crew pressure, while the 80mm can hit harder later but needs cleaner loading, shells, and spacing.