Discovery

"Escape from the unidentified alien prison facility and get back to the Beacon."

- Mission description

Discovery, referred as Prologue: Discovery, is the first map in the Extinction game mode in Call of Duty: Extinction. It is set at an unidentified Korman prison facility which is guarded by their more common sub-species Grimm. There are four main areas of the map, each containing various weapons, Challenges, Crates, and Gates, which players would need to disable to escape.

Characters

 * Rose Squad (Playable)
 * Korman (Specialists, Soldiers)
 * Grimm (Warriors, Gladiators, Aggressors, Scorpions, Vindicators, Bruisers, Stalkers, Apparitions, Guardians)

Overview
Discovery features the basic of the Extinction game mode: there are four main areas of the map where Gates must be opened in order to advance to the next area, players must protect the Gates from being interacted by Korman Specialists attempting to disable the unlocking process, and the encounters with the Grimm become more and more difficult with each passed Gate. The first area consists of only Warriors and Stalkers; the second area consisting of Gladiators, Scorpions and Aggressors make their debut; the third consist of all previous Grimm but Vindicators naturally appear alongside Bruisers, and Apparitions, and have to rescue the pilots of the Beacon; the last area feature all Grimm but introduces the Guardians, large Grimm aliens able to summon Gladiators. In each of these four areas, players will be able to find Weapon Crates and Crates containing attachments or equipment such as flares, trophy systems, and knives. However Weapon Crates cost money to open as opposed to opening regular Crates. Completing Challenges rewards players with Skill Points to upgrade their classes and abilities.

After opening the fourth and final Gate, players must now fight their way back to the Beacon which is docked at a nearby landing pad guarded by Korman Soldiers to which they are able to escape the planet and warn the Special Operations Command about their discovery.

Story
During a routine patrol in the southern regions of the Ventogon System, the Beacon, unknowingly strays from the Ventogon System, discovers Arkona, a Korma colony world, and are spotted, attacked, and captured. A few hours later, Rose Squad awaken in what appears to be cells of some sort, but alien-like. They notice their guards are aliens, and hitch a plan to escape to warn Special Operations Command about what they discovered, and the potential danger these aliens might pose.

Prison Block
The Prison Block is where the players start off as they exit their cell, the Gate control is located on the north side of the area. In addition, there are a total of 14 Crates in this area that will contain low-power weapons, attachments, equipment, and money as well. Once beginning the unlocking process for the Gate, players would need to keep Korman Specialists from disabling the Gate controls as allowing them will result in a mission failure.

There are a total of five Intel pieces in this area.

Weapons available:
 * TX-82 carbine rifle Crate for $1500 next to the closed "Hatchery" door
 * TXs-6 SMG Crate for $1000 next to the starting Cell
 * TXD type 24 shotgun Crate for $1500 under the Guard's tower

Grimm Colonies and Armoury
The Grimm Colonies and Armoury is the second area players gain access to after unlocking the first Gate. In this area, players encounter the Gladiators, Scorpions, and the heavily armoured Aggressors as well as Vindicators once killing an Aggressor. Being the area with the Armoury, this area has the most Crates; 21, leaving players to find a ton of items including weapon attachments, equipment, and money. Like the first area, players would need to defend the Gate control from being disabled by a Korman Specialist as they fight off Grimm.

There are a total of four Intel pieces in this area.


 * TX-90 assault rifle Crate for $1500 next to the Gate control
 * TXB-5 heavy sniper Crate for $2000 next to the Korman supply crates and containers

Outdoor Recreation
The Outdoor Recreation is the third area players gain access to after unlocking the second Gate. In this area, players will encounter the Vindicators naturally, Bruisers, and Apparitions. It is also the area where players must rescue the pilots and crew of the Beacon in order to escape. There are a total of 17 Crates in this area.

There are a total of three Intel pieces in this area.


 * TXL-4 assault rifle Crate for $2000 by the north fence
 * TXR-82A HMG Crate for $3000 on the balcony above the Gate control

Main Gate
The Main Gate is the fourth and last Gate area players enter after unlocking the Outdoor Recreation Gate. In this area, players will encounter all Grimm and introduces the Guardians. Players will find 16 Crates in different randomized locations in the area. Once unlocking the Main Gate itself, players will have escaped the prison but must now make it to the Beacon.

There are a total of two Intel pieces in this area.


 * TXU type 2 slug-gun Crate for $1500 directly beside the Main Gate control
 * TXZ-120 launcher Crate for $2500 under the stairs leading to the roof

Outside and Landing Pad
After the Main Gate is opened, players must now make a run for it to the Beacon which is docked at a nearby landing pad. Outside the Main Gate area, players will encounter much more of all Grimm types, including the appearance of stronger Bruisers. Once approaching the Landing Pad area, Korman Soldiers will be guarding the ship and fire back at the players with their weapons.

Ending
After escaping the prison on Arkona and out of range of the Korman ships, Ruby Rose contacted the Special Operations Command on Luna, telling them of an unknown enemy species found within the southern regions of the Ventogon System where they were attacked and captured, but escaped. As a response, Special Operations Command member General Christina Foley informs her that she would take command of her squad in order to find out if this unknown species would be hostile towards the Eclipse Empire and her systems.

Achievements/Trophies

 * Discovery - Escaped the alien prison and warned your superiors
 * The Great Escape - Escape for the first time
 * Grimm Colonies and Armoury - Gain access into the Grimm Colonies and Armoury area
 * Outdoor Recreation - Gain access to the Outdoor Recreation area
 * Main Gate - Gain access to the Main Gate area.
 * Freedom - Open the Main Gate and run to the Beacon!
 * Sprinter - Make to the Beacon in under a minute
 * Completionist - Complete all challenges and escape
 * Scavenger - Scavenge 40 items in a single game
 * Ghost Slayer - Kill 10 Apparitions in a single game
 * Blind Brute - Kill 5 Bruisers in a single game

Trivia

 * This is the first map to reintroduce the Scorpion Cryptid.
 * The map also establishes the Grimm as a sub-species to the Kormans, who are much more intelligent than their common lesser counterparts.
 * The map features only Zerahian made weapons as in one of the Intel pieces, the Korman species did not have knowledge of the outside galaxy other than their own system.
 * The information the Intel provides also contracts itself as by having no knowledge of the outside galaxy, Zerahian weapons shouldn't be appearing.
 * Once buying to open up a Weapon Crate, all players can grab that weapon for free without having to pay for it again, however buying the same weapon removes all attachments.
 * This is the first Extinction map to feature NPC allies.
 * The Beacon crew and pilots take only 30% damage from all Grimm aliens. There is no penalty for one being killed, however if all of the crew are killed, the mission will fail.