All Classes
UNCLASSIFIED
General Tradecraft

🕵️ MISSION: Escape & Evasion Basics

What to do if you're made — the abort signal, primary and secondary rally points, the evasion sequence, what 'made' looks like, and why safety always comes first.

Difficulty
Novice Agent
Est. Time
7 min
Rewards
🏆 Badge + 50 XP
Escape & Evasion Basics
🎥
60-Second Briefing Video
Handler explains the mission concept

📖 Field Manual

Escape & Evasion Basics

Sometimes a mission goes wrong. You get made. You lose your handler. Something feels unsafe. Escape and evasion (E&E) is the tradecraft of getting out alive and intact. For our purposes, that means getting back to safety and to your handler without leading anyone to your people.

The Cardinal Rule: Safety First, Always

If anything feels unsafe — a stranger following you, a situation turning wrong, your gut saying something's off — abort. No mission objective is worth your safety. The mission can be re-run. You cannot.

This is not weakness. This is doctrine. Real operatives abort when something feels wrong.

The Abort Signal

Before every mission, you and your handler agree on an abort signal — a word, phrase, or action that means stop, get out, meet at the rally point. Examples:

...

Unlock Full Mission — Free

Create a free Field Craft Academy account to unlock the full field manual, gear check, quiz, and your mission badge.

🛡️ The Golden Rules of HQ

RULE 1

Never use field techniques on private property without permission.

RULE 2

Never hide or transport anything dangerous, messy, or valuable.

RULE 3

Always operate within boundaries set by your parents or guardians.

RULE 4

Debrief your Handler after every mission — no exceptions.