Mod:DUST Survival Simulator/Shack 2

 is a starting location in DUST Survival Simulator.

Shack
The former Brotherhood of Steel safehouse. This starting location contains a usable bed. Note, that the bunker formerly located underneath the safehouse is no longer present at this location.

The defining characteristic of this starting place is the absolute lack of water source in near and medium distance. You need to find some water bottles before sleeping, or dying of thirst in your sleep most certainly can happen.

Loot

 * Crafting Kit
 * 9mm Revolver
 * Makeshift Scythe
 * 2 x 9mm Round
 * Beer
 * Hammer, Wonderglue, Wrench
 * Lore

Immediate Surroundings
Leaving the shack is safe, as the immediate vicinity is just as devoid of hostiles, as it is devoid any additional loot.

Special care should be taken when navigating the wider area, as Tunnelers, Cazadors and even Deathclaws call it their home.

Gameplay
Your goal is to escape the dead end you're in.

While the north is blocked off by terrain, you'll be hard pressed to pass the hostiles waiting for you directly east, to the west and further down the south.

The good news is, that you have quite a few options for getting your hands on gear, and more importantly: food and drink. All of the routes will have you pass through Calville Bay sooner or later.

Take the gun, the ammo, the beer, the scythe, the hammer and the wonderglue and have a look at the lore. Also, don't forget to pick up the Crafting Kit.

Leave the shack, and sneak south until you hit the road. Then follow the road south-east, keeping an eye out for hostiles, until you're close to Calville Bay.

You now have several options, two of which are detailed below

Calville Bay

Don't take the road into Calville Bay. Rather, climb up the small hump to the right of the road, and move slowly towards the train wagons. Hostiles close to the wagons will usually engage in a hopeless firefight with the inhabitants of the shipyard building, so wait for that to happen, if it didn't already, and then loot their remains. Keep your distance from and an eye on the shipyard building.

There's valuable loot like a Hot Plate, a Makeshift Crossbow, crafting materials and some alcohol in Captain Dean Boat Rentals, but you will very likely be spotted, either upon entering the building or upon leaving it. If you get spotted, make a run for the wooden jetty, jump of off it to the right, and circle the concrete structure in order for the hostiles to loose interest.

If you decide against visiting the former Bitter Springs refugee camp, or already have been there, follow the coast line west, until you reach the former Fisherman's Pride shack for some more loot and a usable bed. You will need weaponry for taking out hostiles in its vicinity, though. Using the rather rough terrain to your advantage by having the confused hostiles get stuck can save you some ammunition and spare your weapons the wear.

By now you should have reasonably capable gear and a supply of food and drink. Continue following the coastline west to the other side of the lake in order to finally get out of the dead end you were starting in.

Former Bitter Springs refugee camp

Continue on the road, until you hit the Bitter Springs Recreational Area. Don't bother entering the office shack, as the new staff isn't particularly fond of customers, paying or not. Also, they have glowing eyes.

Make your way up north to what once was Bitter Springs. With any luck, the hostiles in the lower part of the camp are playing catch, and will ignore you, while you have a look around. Also, check the graveyard to the west, even if you don't have a shovel on you.

Then make your way up to the administrative area. Hostiles in this part of the camp will be territorial, but not attack on sight. Loot at least the two main tents, and don't forget to pick up the Rushing Water in the one facing downhill.

Climb up behind the tents, ignore the cave directly above (unless you're willing to deal with a pack of pretty quick and deadly hostiles), and move west clinging to the hillsides in order to keep (very) high ground, until you reach Oscar Velasco's cave, where the Rushing Water might come in handy. If you're not into Scythe vs Grenade Launcher matches, craft a Throwing Spear from the hammer you picked up in the starting shack and land a head shot from the shadows.

The cave holds an enormous amount of food (by DUSTs standards), a usable bed, weaponry and ammunition. Search the place thoroughly, including the dead hostile.

Make your way back to the camp, again keeping high ground, then down to the Recreational Area, and continue with with Calville Bay.

Locations of immediate interest

From the Bitter Spring Village you can try and make a detour to former Ranger Station Bravo to the north east, where hostiles usually murder each other leaving you with dead bodies to loot, and ammo boxes. Tackling the former Camp Guardian further east is likely above your characters capability at this stage.

Alternatively, Bloodborne Cave is a high risk, high benefit cavern full of nightcrawlers. If you have enough resources to kill all of them, then the cache, and various static loot are more than enough to return it.

Oscar Velasco for one, and the survivor corpse in Rental building provide two Great Khan armor. Wearing this and sneak into Vault 3 to reopen old trade contact, and pacify a large part of Tribals faction. The Fiendish Tribals will become neutral/friendly and allow access to various places for easy pickings. Without any of two suits above, you would have to do a long trek toward Chance's grave or Great Khan Encampment or even Red Rock Canyon to find one.

If you can wait for the deathclaw patrolling the tunnel and the trainyard to get either killed or distracted away, you can circle northward toward Raul's Shack for some valuable loot and safe base. From that is a running distance toward Vegas outer ruins.