Wipe Day Playbook
Last updated: May 18, 2026
Wipe day is the most important day of a Rust wipe. The decisions you make in the first 6 hours dictate the rest of your week. This file is an hour-by-hour optimal solo progression, with branches for duo/trio where the playbook diverges.
The goal of wipe day is to end hour 24 with: a stone
2x2 honeycombed base, a workbench 2
setup, ~5 weapons, a hazmat suit
, 50+ HQM
stockpile, ~500+ scrap
banked, and at least one auto-turret
in place.
Pre-wipe (the 30 minutes before the server resets)
If your server posts a wipe time, be ready 30 minutes before.
- Discord/chat notification on for your group
- Coffee/snack ready — first hour is intense, no breaks
- Maps research: check the upcoming wipe seed if posted, identify your spawn target and base location candidates
- Discord voice connected if playing with others
- Mouse and headset comfortable
Pre-wipe is also when you read the patch notes for the upcoming wipe. Anything change? Mortar buff? New tea? You want to know before you make in-game decisions.
Hour 0: Spawn and orient (0–15 min)
You spawn naked with a rock
and a torch
. The first 15 minutes is purely orientation and starter resource collection.
- Run away from the spawn area (other naked spawners are competition, even if neutral)
- Hit trees and stone
nodes you pass. Aim for 500 wood
+ 200 stone
in the first 15 minutes - Punch a deer if you see one (gives you cloth
+ meat + fat) - Find a river — drink water, fill water jug
if you have one - Note the biome you spawned in. Snow = cold problem. Desert = food problem. Forest = ideal.
By minute 15: ~500 wood
, ~200 stone
, hopefully some cloth
and food. Hungry but alive.
Hour 0–1: Establish a temp 1x1 (15–60 min)
Find a base location. Ideal: near a road or monument for travel access, hidden from immediate sight lines, not too close to a major monument (PvP magnet) but close enough to walk.
- Pick the spot, place a building plan
, lay a foundation in wood
(50 wood
for floor) - Walls (50 wood
× 4 = 200 wood
), ceiling (50 wood
) - Frame + wood door
(100 wood
) - Total: ~400 wood
= 1 foundation + 4 walls + 1 ceiling + 1 doorway + door - Place a Tool Cupboard
(1k wood
) - Place 2 small wood
boxes inside (50 wood
each) - Place a sleeping bag
(30 cloth
)
By minute 60: tiny wood
base, sleeping bag
in case you die, TC
active. Drop your initial loot in boxes.
Cost so far: ~1,500 wood
, ~200 stone
, ~30 cloth
. Easy first-hour farm.
Hour 1–2: Upgrade to stone, basic combat (60–120 min)
Time to harden up and get a weapon.
- Farm more stone
(target 2,000 stone
for upgrading the base to stone
) - Find a barrel or two near roads, recycle the components
- Visit nearest Lighthouse: 50–80 scrap
, components, free crate loot - Upgrade the 1x1 to stone
using the hammer
. Walls go from 10 HP to 500 HP. - Craft a hatchet
and pickaxe
(better farming tools) at the inventory crafting menu
Combat readiness: by minute 120 you should have a bow (200 wood
+ 50 cloth
) or have looted a basic weapon. A bow with wood arrows
works for medium-distance encounters.
Hour 2–4: Workbench 1, sheet metal door, road farming (2–4 hr)
- Get 75 scrap
to research the Workbench 1
(or buy at Outpost for 500 scrap
if you've got it) - More accurately: 500 scrap
is the Workbench 1
cost. You research items at WB1
for cheaper costs. - Get 75 metal frags
for a sheet metal door
(replace the wood door
— wood
is too soft past hour 2) - Hit roads: trash heaps, road signs
, oil cans. ~50 scrap
/hour walking the roads. - Hit the Abandoned Cabins or Oxum's Gas Station: easy crates, no scientists.
- Look for animal spawns: pigs/deer for fat/meat/cloth
, wolves for cloth
.
By hour 4: stone
1x1, sheet metal door
, ~150 scrap
banked, WB1
placed (1,000 scrap cost) or saving up for it.
Hour 4–8: 2x2 base build, weapons up (4–8 hr)
This is the most important window. You're transitioning from "I have a temp shelter" to "I have a real wipe base."
Build the 2x2
- Farm enough stone
: target 15,000 stone
(this lets you build a 2x2 with full honeycomb plus 3,000 buffer for upgrades) - Farm enough wood
: 5,000 wood 
- Frags
: 1,000+
Build the 2x2 next to your 1x1 (or replace the 1x1 site if you can keep TC
active). Layout:
- 4 foundations in a 2x2 square
- Walls all around in stone
- Honeycomb layer (one stone wall behind each external wall)
- Doorway with sheet metal door
- Second floor for loot room
- Bunker hatch (ladder hatch) under TC for soul stash
Construction time: ~90 minutes solo, ~45 minutes for duo.
Weapons
By hour 8 you want at least:
- 1 Bow with wood
/stone
arrows
(defense / hunting)
- 1 Crossbow
(50 scrap
research, 200 wood + 75 frags
, good single-shot)
- 1 Eoka Pistol
(75 wood + 30 frags + 1 metal blade
; cheap close-range shotgun)
- Optional: 1 Revolver
(research 75 scrap, 200 wood + 200 frags + 30 cloth
+ 1 metal blade)
Eoka
is wipe-day MVP. 1-shot kill at close range, dirt cheap to craft, looks innocuous.
First combat encounter
You will get into a PvP fight in hours 4–8 unless you're hiding. Some rules:
- Don't take fights you don't have to win. Run away, lose 20 wood
and 5 cloth
instead of 1k of gear.
- If you have to fight, peek-shoot don't strafe-shoot. Wipe day gunplay is messy.
- Carry only what you need. Don't bring your stash to a monument. If you die, it's no big deal.
Hour 8–12: Workbench 2, electricity prep, hazmat (8–12 hr)
- Get 500 scrap
total for Workbench 2
research (or have bought it via direct purchase at Outpost for ~2,500 scrap
) - WB2
unlocks: AK, MP5
, sheet metal armor, hazmat suit
, electrical components, industrial pieces, sprinklers - Research priority order at WB2
: Hazmat suit
> Auto turret
> Targeting computer > Sheet metal armor > Auto turret
ammo recipe - A hazmat suit
lets you run Power Plant, Water Treatment, Train Yard, all the radiation-heavy monuments
By hour 12 you should have:
- WB2
placed in your base
- Hazmat suit
(replaceable as it degrades, craft 2)
- 1 sheet metal weapon (Custom SMG
or similar)
- 1 sleeping bag
plus a respawn point at a forward outpost
Hour 12–18: Mid-tier monument farming (12–18 hr)
This is when scrap
-per-hour scales fastest. With WB2
+ hazmat + green/blue cards, you can hit Power Plant, Water Treatment, Train Yard.
- Bring: 2 green cards, 1 blue card, 2 fuses
, hazmat, MP5
or AK if available, 1 backpack - Run Power Plant: ~300–500 scrap
per run, 25 min - Run Train Yard: ~250–400 scrap
per run, 25 min - Cycle through 2–3 monuments back-to-back, recycle on-site before heading home
- Scrap
target: 1,500+ banked by hour 18
Auto turret install
By hour 16ish you should have enough HQM
(50+) to craft your first auto-turret
. Process:
1. Craft Targeting Computer (10 scrap
+ 5 HQM at WB3
, or buy at Bandit for 75 scrap)
2. Craft Auto Turret
(1 targeting computer + 1 SMG body
+ 6 HQM + 5 rifle bodies at WB3)
3. Solar panel
+ battery setup (see 03_Electricity.md)
4. Wire it up at your front door, point at the entry path
A wipe-night base with an armed turret
survives most casual raids.
Hour 18–24: Workbench 3, end-of-day stockpile (18–24 hr)
- Research Workbench 3
at WB2
→ 1,000 scrap
research + place WB3
(cost: 1,000 frags
+ 5 gears + 100 HQM
at WB2
) - WB3
unlocks: rockets
, C4
, the M249
, MP5
, the explosive ammo, satchel charges
, Bolt-Action Rifle, more - Priority research at WB3
: Bolt-Action Rifle > C4
(for raids) > Rocket
Launcher (defense) > Sheet Metal Helmet > more turret
ammo recipes
By hour 24:
- 2x2 stone
honeycombed base
- Sheet metal/armored door
+ bunker
- Workbench 1
, 2, 3 all installed
- 1 turret
armed at front door (with backup ammo)
- ~3,000 scrap
banked
- ~500 metal frags
, 100+ HQM
, 5,000 stone in TC
- 2–3 mid-tier weapons (AK, MP5
, Bolt)
- Hazmat suit
(or 2)
- Sleeping bag
at home + at one forward outpost
- 0–1 PvP kills (whatever, they happen)
This is wipe-day-good. You're set up for the rest of the wipe.
Duo / trio divergences
Duo (2 players)
- Same playbook but everything happens ~2x faster
- One farms wood
/stone
, other farms scrap 
- 2x2 base can be larger or honeycomb thicker since you have more material throughput
- Hit Cargo Ship together when it spawns (one on deck, one in boat
as overwatch) - One sleeps server-night while the other plays — you can effectively be online 16 hours/day combined
Trio (3 players)
- Massive force multiplier. Wipe day ends with 3x3 base, full industrial system, 2 turrets
, full WB3 
- One dedicated farmer, one PvPer, one base-builder/electrician
- Run Underwater Labs by hour 12 with boat

- Hit Bradley APC by hour 16 if you have rockets

- Cargo Ship every spawn is doable
Clan (5+ players)
- Different playbook. You're building a compound, not a base. Multiple farmers in parallel.
- Compound design with external walls and outbuildings (greenhouse, vehicle bay, scrap
-farm building) - One person does electricity/industrial, two do walls and storage, one does combat/scouting, one does economy/scrap

- WB3
by hour 8. Full hazmat suits
by hour 6. Compound walls up by hour 12.
Wipe-day mistakes to avoid
- Spending too long at spawn. First 15 minutes should be running and farming, not deliberating.
- Building a complex base first. The 1x1 is your starter. Don't try to build the 2x2 with honeycomb at hour 0 — you'll be raided before it's done.
- Carrying scrap
on monument runs. Bank it at base before going. Death = lost scrap
. - Engaging every PvP fight. If you don't have to win, don't fight. Save the gunfights for when you have gear.
- Skipping the Lighthouse. Free easy crates, multiple spawns. Hit at least 2 in the first hour.
- Forgetting the sleeping bag
. Place one near your TC
immediately. If you die you respawn home. - Going to Launch Site too early. Hour 18+ minimum. Earlier and you die to radiation/scientists.
- Not researching hazmat. Locks you out of mid-tier monuments for half the wipe.
- Stockpiling too much in TC
. TC
has 24 slots only. Use boxes for the bulk, TC
for upkeep materials. - Forgetting upkeep math. Stone
walls decay 5 HP/hr outdoors. A 2x2 honeycomb base has ~30 walls. That's 150 HP/hr eaten if your TC
is empty. Stack the TC
.
Energy and food management on wipe day
- Eat every hour or so. Pumpkin
, cooked deer, anything > 30 calories. - Drink water hourly. Rivers everywhere.
- Cold biome = night problem. Build near a small fire if outdoors. Indoors with TC
= safer. - Health regens slowly; bandages
speed it. Craft 5–10 bandages
before going to a monument.
Pro tips on wipe-day specifically
- Pre-farm your base location's resources. Don't farm + travel + farm. Pick a spot, farm everything within 200m, then build.
- Bind keys efficiently. Hammer
on a quick-bind key. Building plan
on another. Wire tool quick-pick. These save real time. - Carry a bow at all times early. A bow with wood
arrows
costs 1 cloth
+ 1 wood
per shot. Surprisingly effective vs. nakeds. - The "scrap
tour": before sundown on wipe day, do a quick lap: Lighthouse → Abandoned Cabins → Junkyard → Recycler at Junkyard → home. ~200 scrap
in 45 minutes. - Sleeping bag
in bushes between your base and a frequent monument route gives a respawn closer to action. - Don't underestimate the bow + Eoka
combo. Bow for medium range, Eoka
for close. Both cheap. Both effective in untrained hands. - Wipe day server population peaks at hour 2–6. Plan major moves around the population cycle.
- Avoid clans for the first hour. They sprint to monument spawns and you're not going to outrun a 5-stack. Stick to roads and small monuments.
- The first turret
is the biggest psychological raid deterrent. Even one turret
at the front door makes most raiders pick a different base.
Knowing what actually wiped — map wipe vs. BP wipe
"Wipe" is two different events and the playbook changes depending on which one happened. Confusing them costs you the first hour.
- Map wipe (the common weekly): the world regenerates, all bases and loot are gone, but on most modded servers your blueprints are kept. You spawn naked but you still know how to craft everything you learned. The playbook here is pure speed — you do not need the Tech Tree at all, you need scrap and a base, then you craft straight to a rifle.
- Full wipe / BP wipe (forced monthly, and standard on vanilla): the world and every blueprint resets. Everyone is genuinely back to zero. Now the Tech Tree and Research Table are central to the day, and the player who paths scrap into a gun fastest wins the wipe.
Vanilla servers force a blueprint wipe on the first Thursday of each month (the "forced wipe") because Facepunch ships the monthly update then. Modded servers choose their own cadence — many do a weekly map wipe and a monthly BP wipe. Read the server description before you join so you know on spawn whether you are racing scrap-to-gun or scrap-to-Tech-Tree.
Pre-wipe preparation — the 30-minute edge
The window before the server resets is free preparation time most players waste. With your old base about to vanish, there is nothing to lose and a real advantage to gain:
- Decide your spawn strategy. Know which grid region you want to live in this wipe and why — resource mix, monument access, distance from known clan spots.
- Have the server queued. Popular servers build a login queue the instant they wipe. Be sitting in the queue before the wipe timer hits zero so you load in with the first wave, not 40 places back.
- Pre-plan your base design. Know the exact build order of your starter — every second spent deliberating over placement on wipe day is a second a competitor is farming.
- Settle your team's roles. Who farms wood, who farms stone, who does the first scrap tour, who places the TC. A trio that splits roles cleanly out-paces a trio that all does the same thing.
- Clear your own inventory clutter and be ready to alt-tab back in fast — the loading screen race is real.
Wipe-day tempo theory
Wipe day is won on tempo — the rate at which you convert time into permanent progress (a sealed base, a workbench, a gun). The losing pattern is "yo-yoing": farm, travel, build a little, get distracted, roam, die, walk back. Every interruption resets your momentum. The winning pattern is to treat the first eight hours as a sequence of uninterrupted blocks, each producing one finished milestone before the next begins.
A useful frame: at any moment ask "what is the single thing that, if finished, most reduces my chance of being set back?" Early that is a sealed door and a TC. Then it is a workbench. Then it is a weapon. Then it is honeycomb. Do those in order and resist the urge to chase a fight or a far monument until the current milestone is locked in. The players who fall behind on wipe day are almost never out-farmed — they are out-focused.
The wipe-day scrap budget
Scrap is the bottleneck resource of the early wipe, so plan it like a budget rather than spending it reactively. A rough solo target for the first eight to twelve hours and where it goes:
| Spend | Scrap | Priority |
|---|---|---|
| Workbench Level 1 (craft) | 50 | Essential — unlock first |
| Sheet Metal Door + key defensive nodes | ~115–150 | Essential — base security |
| First weapon path (Revolver or Crossbow) | ~100–155 | High — you need to fight back |
| Workbench 2 blueprint node | ~20 | High — unlocks the WB2 craft |
| Workbench Level 2 (craft) | 500 | Mid-wipe goal |
| Hazmat / armor nodes | ~150–250 | Mid — opens rad monuments |
That is roughly 1,000–1,200 scrap to be a competent armed solo with WB2 — realistically two to three good scrap tours plus barrel and crate loot across the first day. The discipline is to not spend scrap out of order: a Garage Door before a Sheet Metal Door, or a fun weapon before hazmat, leaves a gap a raider or a monument walks straight through.
Protecting your first offline
The most dangerous moment of any wipe is the first time you log off, because your base is at its weakest and you cannot react. Before that first sleep, regardless of how rushed the day was, lock in a minimum standard: every external wall and the door upgraded to at least stone, a tool cupboard stocked with enough resources to out-last your offline hours, at least one layer of honeycomb walls around the loot room so a single rocket cannot open it, and your best gear stored in a hidden box outside the obvious loot room rather than worn on your sleeping body or sitting in the main stash.
A wood base left overnight on wipe day is widely understood to be free loot — wood is cheap to break and signals an inexperienced or absent owner. Stone is the genuine threshold of "not worth a roaming raider's time". If you can only achieve one upgrade before logging off, make it stone walls all the way around.
Recovering when you have fallen behind
Sometimes the day goes wrong — you got raided at hour three, or you only logged in late. Falling behind is recoverable if you stop trying to play the timeline you missed and instead play the one you are in.
- Do not rebuild the lost base on the same spot. If you were raided, that location is known. Relocate, even just a few grid squares, and start the small-base cycle fresh.
- Skip straight to a small, hard target. A behind solo does not need a 2x2 — a tight 1x1 or 2x1 in stone with honeycomb is faster to seal and cheap to defend.
- Use the gear gap to your advantage by hiding, not fighting. Late to the wipe means everyone is kitted. Roam quiet hours, farm monuments others have already cleared and let respawn, and rebuild scrap quietly.
- Lean on the Research Table. If you find a single decent weapon in a crate, researching it can leapfrog hours of Tech Tree pathing for a fixed, modest scrap cost.
- Accept a smaller goal for the wipe. A clean small base, a workbench, and a couple of solid monument runs is a fine wipe. Trying to catch a clan that started eight hours ahead just feeds them your gear.