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
- 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.
- 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.
- Ship weapons:Put a 40mm gun forward for quick pressure and an 80mm gun aft for heavy deterrence.
- 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.
- 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
- 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.
- 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.
- Return to the ship when you hear fighting:Beginners do not need to chase gunfire. Keeping the Trampler alive matters more than one kill.
- 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.