09 — 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 + 15 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.