The hideout
Three rooms in a busted basement: a Laboratory, an Electronics Workshop and a Utility Room, plus one door nobody's opened yet. Build modules, unlock more modules, then start cooking and crafting.
How it works
- RoomsLaboratory, Electronics Workshop and Utility Room. The Personal room is still locked.
- SlotsEach room has slots: Heat Source, Glassware, Hardware, Generator and so on.
- ModulesBuild one module per slot with parts from your stash. Each one gives the room a capability.
- UnlocksSome modules need power, or a capability another module gives, before you can build them. A lot stays hidden until you build what comes before it.
First night build order
- Two-Stroke Engine in the Utility Room. It needs no power and gives you 9 kW. Everything with a plug waits on it.
- The no-power builds: Open Fire Pit, Plastic Drums, Basic Glass Set, Manual Tooling Rig, Salvaged Wooden Crate, Basic Electronics Bench.
- What those open up: Oil Tank (after the fire pit), Cloth Sheet Filter (after the drums or the tank), pH Meter (after the glass set), Firmware Bypass (after the PC rig). The powered gear draws 5 kW of your 9.
Rooms
Crew board
Who's built what, and who has spares to hand out. Ask before squad night.
Workshop crafting
One kind of item at a time. Build times aren't listed until we've seen real ones.
Disassembly (Workshop, 20 slots): break down high-end tech for parts. One seen so far: a Portable Satcom Terminal, about 12 hours.
Lab jobs from the vendors
From the 0.5 news. Real task names go here once the crew has run them.
Intel waiting for you
Scouts and S3 only. Approve puts it on this page as a note from the crew. Once it's added to the hideout list (assets/js/gzw-hideout-data.js), mark it In the list and the note comes down.
The hideout list is kept by the crew from what members see in game; the wiki doesn't have it yet. Builds, materials and spares are only for Dad Ops members: the crew can see them, the rest of the internet can't. Not affiliated with MADFINGER Games.