Active Matter: Secret Missions and Lore Locations
Most secret missions in Active Matter start when you pick up a specific item or note and extract with it. The table below says where each one is, how it starts and, where we know, what it leads to.
The short version:
| Secret | Map | How it starts | What it leads to |
|---|---|---|---|
| Data from the Headquarters | Headquarters | Extract the commander’s memory card, then four access codes | A reward on extraction (contents unknown) |
| Police safe and encrypted disc | City Center | Walk through three portals in order | Money, a SCAR-H and an RPL-20 machine gun |
| Deck of cards | City Center | Pick up the deck in an office near the crater | A mission to extract the deck (reward unknown) |
| Failed Evacuation note | Shchegolskoye | Dive to the sunken helicopter in the lake | A secret investigation in the Park (not covered here) |
| Captain’s Key | Factory, then Dam | Take the key from the ship on a workshop roof | A quest for the Abakan blueprint (not covered here) |
| Conscript notes | Military Base: Silent Witnesses | Search under the nightstands in the barracks | A two-part lore note |
| Park bunker notes | Park | Search the bunker’s tables and cabinets | Lore notes and the bunker map |
Notes you find are kept in your character profile, where you can read them again. A monolith reset wipes all of them. More secrets may turn up with future updates, so treat this as the list so far.
Data from the Headquarters
This one takes more than one raid. It is unlocked in two stages before the mission itself becomes available.
Step 1: the commander’s memory card
Start with the regular quest to recover a memory card from the commander’s body and get out alive with it. The body is in the movie theater, next to a crashed helicopter. Search the commander’s pockets for the card. The helicopter itself can be looted too, and it is split into three sections, so check each one.
Step 2: the four access codes
Once the memory card is extracted, you need four more storage devices holding access codes. All four are on the Headquarters map:
| Location | Where the access codes are |
|---|---|
| Northern bunker | In a safe against the wall, on your left as you come through the main entrance |
| Hotel | In a safe in the first room on the left, second floor |
| Southern bunker | In a safe left of the table, in the annex on the upper level of the bunker |
| Airport dispatch room | On the body of a soldier, at the top of the dispatch room |
You have to extract with all four. After that, the Data from the Headquarters quest opens up.
Step 3: the Headquarters computer
Head to the Headquarters building itself. On the top level, kill the Devourers first. Expect four or five of them, and sometimes one more up on the tower.
Then go down inside. The computer is in the center of the Headquarters. Activate it, then extract to finish the quest. There is a reward for it, but we don’t know yet what it is.
Police Safe and Encrypted Disc (City Center)
City Center is full of portals, and this quest has you going through three of them in a set order. The rooms on the far side are dark, so bring a flashlight or night vision goggles.
The three portals on the City Center map are one by the Gun Store, one by the Music Store and one by the Toys for You store. They are marked 1, 2 and 3 on the map below.

| Portal | Where it is | Where it takes you | What to do |
|---|---|---|---|
| 1 | By the Gun Store | A room with a dead policeman | Take the Key to the Safe in the Police Department |
| 2 | Near the Music Store | An interrogation room with a safe behind broken glass | Open the safe and take the encrypted disc |
| 3 | By the Toys for You store, close to portal 1 | A room with a computer | Insert the disc to decrypt it |
The map marks the spot by the Gun Store, but there are two portals there and nothing tells them apart. One leads to the policeman’s room, the other only drops you at the far end of the city, so you may need to try both.
Portal 2 sits by the road next to the tall building where a locomotive sticks out onto the bridge. The small police station is nearby.
Portal 3 also has a twin. Use the one nearer the Toys for You store.
After the computer decrypts the disc, search the computer. Among the microchips inside you will find the decrypted disc. Take it and extract with it.
The reward is money plus two weapons: a SCAR-H and an RPL-20 machine gun.
Deck of Cards (City Center)
There is an unusual deck of cards in the building next to the crater on City Center.
The way in is from the water. Climb the train cars that lean out of the water up toward the building.

Go through the train car and out the other end into the building on the third floor. Turn right straight away into the office.

The case on the office desk holds the deck of cards. As soon as it goes into your inventory, you get a mission to extract the deck, so all that is left is getting out alive with it. We don’t know yet what extracting it pays.

Failed Evacuation Note (Shchegolskoye)
On Shchegolskoye, a helicopter has sunk in the lake. From the shore only its tail shows above the water.
Dive down to it and you will find two crates. One holds weapons. The other holds a note called “Failed Evacuation”. Leave the location with the note and it unlocks a secret investigation in the Park.
Captain’s Key (Factory and Dam)
This one spans two maps. On Factory, half of a ship is sitting on the roof of one of the workshops. Climb the stairs up to it and open the crate there for a note and the Captain’s Key.
Bring the Captain’s Key to the Dam map. Near the shore, on the same side as the submarine’s tail, there is a half-sunken ship. The Captain’s safe inside it holds a second note, along with other loot.
Extract with the note from the Captain’s safe on Dam. That opens a quest to unlock the Abakan blueprint.
Conscript Notes (Military Base: Silent Witnesses)
A two-part note about a young conscript is on the Military Base: Silent Witnesses map. Part 1 and Part 2 are in Barracks No. 1 and Barracks No. 2, one in each, under a nightstand beside the beds.
They do not spawn every raid. If a nightstand is empty, check again on a later run.
Park Bunker Notes and Map
On the Park map, walk through the bunker and check its tables and cabinets. There are a lot of notes scattered around, plus a map of the bunker. Once picked up, the bunker map can be opened from your character profile.
More Active Matter guides
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beginnersActive Matter: Beginner Survival and Combat Guide
How to survive early Active Matter raids with safer controls, better loadouts, steadier aim, practical armor choices, and clear squad tactics.
Published September 15, 2026