The Garrison 2.0 Trio Base Design (2021) (2024)

The second iteration of The Garrison, intended for vanilla RUST gameplay, is centered around an active duo or trio group occupying it. If you are familiar with the Garrison 1.0 design, you’ll notice that this version uses the same footprint. The exception is that Garrison 2.0 is divided into multiple sections to help control and lower the upkeep tax. With these carefully considered changes, it now provides additional defense features and redundancies of a well-thought-out base.

While the Garrison 2.0 RUST base design sports numerous defensive features, both for active and passive defense measures, it also ensures a plethora of quality of life features. It’s in these details that the base is a true joy to operate from, starting from its initial set up of the starter base to its final modularized form.

Some of our favorite features of this base include the plentiful roof peaks found on and around the shooting floor, along with the outer auto turret defenses that help cover the common top-down raids that have been made prolific with the addition of flying vehicles and ladders.

One central area of consideration before building the Garrison 2.0 is to be aware of the building space. You will need a relatively flat space to build as elevation changes in land can make it difficult to properly layout your compound while also making it difficult to set up your disconnectable eternal TCs.

Without further ado, here’s the Garrison 2.0 trio base design.

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Welcome back to the channel.

Today I’m introducing you to the 2.0 version of the Garrison.

This latest iteration uses the same great footprint except split into multiple sections to lower upkeep tax significantly.

Thanks to this, I was able to cram new defenses and features with many redundancies. The base caters towards active duo or trio players who want a carefully thought-out and feature-rich base.

One of its main features is the defensive shell that consists of inner and outer peek-downs for online raid defense.

The shell is foundationally split into 3 external wings to upkeep the bulk of the battlements. Where the parts meet, the gaps are basically non-existent.

The roof of the base also stouts several defense opportunities that significantly limit raiders.

Of course, there’s more to a base than just defenses- and this version drastically improves the layout and quality of life considering the compactness of the footprint. It can be realistically progressed in stages from a hex starter to accompany you through the wipe.

For experienced tinkerers, the base is highly modular to fit your defense preference or upkeep budget.

The base can be easily enclosed in a compound with various gatehouse and external disconnectable TC designs.

This is the total cost for the build, which includes all structures and deployables and the combined upkeeps.

In ideal conditions, assuming that raiders hit the right side and not including the compound or auto-turrets.

The cheapest route to the core TC and main loot is about 23 rockets.

To reach all loot, raiders will have to spend about 29 rockets.

To take over the base completely, raiders will need to invest about 50 rockets. With that being said, let’s take a tour of the base.

Tour

Approaching the compound, we see one of the three roof disconnectable external TCs that is connected to a custom gatehouse.

The gatehouse provides excellent visibility to check for door campers or engage players on both sides of the walls.

Entering into the compound, we are greeted by multiple auto-turrets and external battlements that cover all angles within the walls.

This allows us to safely refine resources with many large furnaces without the fear of grubbers.

Entering the base through one of the three identical entrances brings us into the corridor below the peek downs, which is also guarded by auto-turrets.

The corridor houses many drop boxes and other deployables.

Jumping up these deployables brings us into the second-floor living space. Behind the tier three is a secure spot for a large battery.

The third floor consists of our main bedroom and battlements.

Basic exterior door peek-downs provide line-of-sight into every part of the compound. Each side has an ankle-biter roof peek. Interior peek-downs have various angles to repel raiders.

Respawn redundancies are plentiful around the shooting floor.

This chute provides access to the inner peek-down corridor and the roof. Windows in the chute provide even more defensive angles.

Above each roof access is an auto turret hidden behind garage doors to surprise players. Roof battlements provide great visibility over the surrounding terrain.

Minicopter hanger with an attached crow’s nest. Windmill and solar panels sit atop the tower.

Heading back down the chute, we’ll make our way to the core of the base. The main TC holds enough upkeep for over 2 and a half days.

Finally, we’ll make our way back outside the compound to one of the three roof-disconnectable external TCs.

Simply place twig roofs temporarily to reduce the building privilege to replace your main TC. Once done, remove the roof and replace the sheet metal frame to reconnect the external to the multi-TC section.

If fully stocked, each external holds over 8 and a half days worth of upkeep as well as a large box to hide the loot in if you’re anticipating a raid.

With the tour done, let’s jump into the build.

Starter

First, find a reasonably large flat area.

Start by claiming the area with a starter unit.

Use two wooden single door frames for a temporary airlock.

In this triangle, place the TC as far left as possible.

Furnish the interior with starting deployables.

When sealing the roof, make sure you connect the floor tiles to each wall socket to prevent the splash bug.

Leave the triangle above the temporary airlock wood.

Extended Starter

Once you’re ready to expand, soft side the temporary airlock and wooden triangle. These windows will eventually house utility items. For now, they can be used as early game defenses.

Use a temporary roof ramp to gain access to your new entrance.

Using a triangle roof eliminates a potential door camper hiding spot.

If you’re concerned about players going deep, you can add two additional double sheet metal doors in front of the core jump up.

Above the chute, build another temporary wood triangle.

Like the first floor, when placing the rest of the ceiling, remember to place the triangles off of the wall sockets.

If you don’t care for the early game window defenses, you should upgrade these walls and foundations- then cap off the corners with honeycomb.

On the corner to the right of the entrance, follow this placement order to squeeze in 2 BBQs and 4 small boxes before sealing this honeycomb.

Make sure not to keep any high-value items in these. They should only be used as a means to temporarily depo items during these early game stages.

With the second floor more secure, you can move the workbench, sleeping bags, and furnaces out of the core.

Then, you can furnish the core with large and small boxes.

Once you acquire the resources, replace the workbench with a tier 2.

The first garage door you get should replace the main chute double door. With that, you can expand to the third floor.

For now, you can use this area for overflow deployables or low-tier storage. Above the chute, put a double door with a wood triangle above it.

Once you research strengthened glass windows, replace the wooden window bars on the second story.

On the first story, pick up your boxes and put three garage doors when you get the gears for them.

Before you close off the TC compartment with a window frame and glass window, be sure to upgrade the foundation to high-quality metal.

If you come across a shotgun trap, place it underneath this jump up.

Your first locker can go in this triangle.

You can also squeeze a small box and dropbox in with it.

External Structures

To the right of this corner, start by building three triangles- followed by 8 squares. Cap it off, then remove everything before it.

Build back 4 half-moons plus a triangle.

Build a square off of that and remove some of the twig.

Finally, remove the first two.

From here, you can build this section of the multi-TC footprint.

After removing the twig, you can use whatever external TC compartment you’d like so long as it’s connected to this multi-TC section.

Follow this build order to make the one I recommend for this base.

This design seamlessly incorporates a high visibility gatehouse with a roof disconnectable external TC.

Make sure to test the disconnectable.

There should be an extra triangle foundation in front of each future gatehouse. Use a strengthened glass window and two double doors.

This will eventually become an auto turret pod.

Repeat this on the other two corners of the base.

Back at the base, upgrade this foundation and cap it with a triangle.

Then, add the last two on the other sides.

Compound

Once the external TCs are established, you can shift your attention towards enclosing your base with a compound.

Outfit each of the gatehouses with embrasures, windows, and doors. Next, enclose the compound with high wood walls.

Start on one of the corners of a gatehouse and clip it about 1/4th of the way into it. Try to keep the high wall straight and in line with the edge of the gatehouse. For the gatehouse next to it, repeat the same process.
With the single door sides, don’t clip it too far in as it will prevent you from being able to go through the doorway.

Place the remaining high walls, hopping back and forth until the gap is sealed. Make sure to use the free look frequently to gauge placement distance. Repeat this on the other two gaps to fully seal the compound.

Use twig squares to help place a single metal barricade on top of each gatehouse.

Line yourself up with the squares to place large furnaces.

Between them, you can put oil refineries, water catchers, or other large deployables. Outside the compound, you should put some basic external TCs in the dead space between the disconnectable externals.

Corridor Shell

With the furnaces refining resources, you can begin work on the corridor shell. Start by upgrading these foundations.

Next, we’ll build the shell.

Each section gets an entrance into the base.

The middle sections will become auto turret pods and quick access chutes to the corridor. Repeat this around the base until it’s enclosed with the shell.

Place door frames in these spots to cover the multi-TC gaps.

Inside the shell place, stone frames to further cover the gaps.

In front of your main entrance, use a semi-high deployable to boost you into the second floor.

Peek-down Battlements

On the third floor, we’ll start our main defenses by laying out the floor pieces for the inner peek-downs.

Use siren lights in these gaps to keep yourself from falling through and to prevent raiders from laddering up.

Next, we’ll build the external peek-downs and shooting floor battlements. Vertical embrasures go on the shooting floor windows- and horizontal on the roof peek windows.

Place a stone floor frame behind the window, then put two half-height walls above it. Use siren lights above the single door peeks.

Occupy these frames with two garage doors and a double sheet door. Repeat this on the other two sides.

Remember to put siren lights at half height to use the ankle-biter roof battlements. To consistently use them, simply walk up to it until your character stops moving and jump while holding forward.

In between the shooting floor battlements, we’ll build jump-ups for roof access. These half-height compartments will eventually get auto-turrets.

For now, outfit the top frame with a sheet metal door, windows with horizontal embrasures, and the bottom frame with a garage door.

Repeat this for the last two.

On the jump-ups, put a siren light slightly in front of this corner to provide better line of sight out of the windows.

In front of the chutes, put two double sheet metal doors to section off the inner peek-downs.

Roof Expansion

On top of the base, place square roofs like so.

These will cover the multi-TC gaps and provide vantage points over the terrain. Next, replace the double sheet metal doors with garage doors and upgrade the floor. If you don’t care about having access to a minicopter hanger or crows nest from the third-floor bedrooms, you can safely upgrade this wooden triangle to sheet metal. Otherwise, remove it and build a basic minicopter hanger.

If you fancy a crow’s nest, you can easily incorporate a very basic one like so.

Final Upgrades

Throughout the wipe, upgrade these building blocks to their final build grade as you acquire the resources for it.

Prioritize the core and work your way outward- including replacing double sheet metal doors with garage doors.

Once you have extra resources, upgrade the external TCs to their final build grades.

Final Furnishings

Once you acquire the blueprint, use a reinforced glass window on the main TC compartment.

Tier three goes in front of it.

Three sleeping bags and boxes fit nicely into this 2nd-floor living space. There is also some good spots for drop boxes if you need even more storage. On the third floor, you can comfortably fit two lockers, three beds, and drop boxes. In front of this bed, use blue flashing lights to increase maneuverability. Respawn stations go in the three squares of the inner peek-downs.

Put a shotgun trap in this corner facing towards the chute jump up.

On one of the unoccupied corners of the inner peeks, I like to put a repair bench. In the crow’s nest, you can fit a locker, three beds, and three small boxes. In the bases’ corridor shell, you can fit furnaces in the corners large boxes for depoing.

And nonessential deployables such as mixing tables, a CCTV station, and a fridge. Next to the large boxes, you can use more flashing lights to improve maneuverability further. In front of the main entrance doors, using siren lights improves maneuverability through the doorway.

Use triangle shelves in the corners with auto-turrets.

Outside the base, use auto-turrets hidden behind garage doors.

On top of the roof, put turrets in the compartment above the roof access jump-up. To power all of these turrets and other electrical systems, use a windmill and solar panels, ideally on top of the crow’s nest.

Put an auto turret in each external.

A solar panel also fits above the external.

For all-day energy production, face all the solar panels north.

You should connect the garage doors to door openers that can be opened with smart switches for remote operation.

In the description, there are blueprints for how to wire the electrical systems. For the external TCs, jump in with nothing but a medium battery and large box. Place the medium battery as far left as you can, then the large box in the space next to you. Respawn outside and repeat the process in the other externals.

And with that, the base is completed.

I spent a lot of time designing this base, and I hope you guys can appreciate the features this latest iteration brings.

As always, if you see something you dislike, I encourage you to tinker with the design yourself to make the base your own.

Special thanks again to the builders who made this base possible.

But with that being said, I hope you enjoyed the video. Consider subscribing for future content, and I’ll see you guys next time. Thanks for watching.

The Garrison 2.0 Trio Base Design (2021) (2024)
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