1. Mode Choice: Start With Voyage

Most public guides recommend Voyage first. Storm Dive adds more combat and zone pressure; Voyage is better for learning driving, looting, extraction and Trampler maintenance.

Your first session has one simple goal: learn one nearby POI, understand extraction and know how to recover when the Trampler takes damage.

2. Pre-launch Prep: Load Ammo and Store Food

  1. Trampler:Use a low-cost balanced preset early, such as Grumpy Walker from public guides. Its value is that losing it is affordable, so it is good for practice.
  2. Personal weapons:A common early setup is a revolver plus rifle: the revolver covers close to mid range, while the rifle helps with long-range harassment and ship fights.
  3. Ship weapons:Put a 40mm gun forward for quick pressure and an 80mm gun aft for heavy deterrence.
  4. Ammo:After spawning, ammo is near crates or racks on the ship. It is not automatically loaded into guns or cannons, so load it manually before leaving.
  5. Food:Put food into the Trampler fridge; public guides note that it matters for respawns. Also take fuel from supply boxes and refill the hull.

3. How to Run Your First Trip

  1. Loot nearby first:Do not cross half the map on your first run. Start with nearby ruins, wreckage or the outer edge of a named POI.
  2. Bring an empty crate:Empty crates let you carry more resources. Public guides mention taking one from the Trampler fridge, then placing loot into the crate while scavenging.
  3. Return to the ship when you hear fighting:Beginners do not need to chase gunfire. Keeping the Trampler alive matters more than one kill.
  4. Extract around 70% value:Once your backpack and crate are reasonably full, start extraction.

4. Common Mistakes

Forgetting to load ammo:Carrying ammo does not mean weapons are loaded. Ship guns work the same way.

Skipping food:Public guides remind players to place food in the fridge, which beginners often miss.

Extracting only when full:Trying to fill everything on the first trip often leads to third parties, low fuel or extraction mistakes.

Fighting back without repairing:Repair kits matter during Trampler fights; a living hull creates room to keep firing.

5. What to Read Next

Sources