The Viking, No Blueprint, Double Bunker Base Design
The Viking double bunker base design was created by our partner Evil Wurst.
In this video, Evil Wurst provides instructions on building a double bunker base design that requires no blueprints, has a strong emphasis on protecting the tool cupboard and can be used as a permanent or main base throughout a RUST wipe cycle.
This base design is very well protected, using roof bunkers or otherwise known as stability bunkers. This base design is small and efficient while using not one, but two bunkers together.
The Viking base design is intended for vanilla server gameplay and built primarily for solo or duo players, allowing for up to 3 sleeping bags inside the bunker. The main loot room contains 13 boxes and is protected by a stability bunker technique. The base can be built without any blueprints and will protect the tool cupboard from raiders at a cost of 27 rockets, or 12 rockets to the primary loot room.
- Metal Fragments: 5,300
- High-Quality Metal: 233
- Wood: 5,349
- Stone: 19,755
- Metal Fragments: 1,445
- High-Quality Metal: 41
- Wood: 35
- Stone: 3,438
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When you’re looking for a base that is small, does not require blueprints, yet is very well protected, the use of bunkers such as roof bunkers or stability bunkers is a good bet, and Zedge asked himself why only use one when I can combine two. The idea is not absolutely novel, and his vault squared presented on September 2018. H June combined a roof bunker and a stability bunker.
The mini rock star of simpleness showed how to combine two bunkers in a much more compact configuration, putting the concept within reach of dedicated solo players. Crimstic has been perfecting his own compact double bunker design, which he’ll soon release to the public.
But Zedge playing as a solo has been refining his own design, trying to make it as small and efficient as possible. And I believe that he has found a design that is close to being the most optimal combination of the two bunkers in the most efficient configuration as possible.
Meet the Viking
It is intended for solos or duos but can have up to three sleeping bags inside the bunker. It can be built without any blueprints. It protects your TC and one box from at least twenty-seven rockets, or at least fourteen hundred explosive ammo from any angle. At the same time, it costs just 3.5k stone, 1.5K metal fragments, and forty-one height wall to upkeep, which is about four stone nodes, two metal nodes, and one recycling run.
It combines two bunkers. The TC and one box are hidden inside Ever Hertz cross roof bunker. The main loot room contains thirteen boxes and is protected by a stability bunker technique which I introduced back in February 2018, which provides protection from twelve rockets or six hundred explosive ammo. The build costs are about 20k stone, 5.3k metal, and 233HQM, which is absolutely doable even for a solo.
Let’s take a tour. As always, we got an airlock that allows to check all directions before leaving the base. The next two doors serve as an additional airlock in case somebody manages to go deep. Here we find a drop chest, a workbench, and a research table. Past those two doors, we find another drop-off loot room. This gap here leads into the main loot room. It can be closed off with a stability seal, creating the first bunker.
On the other side of the gap, we’re greeted by three furnaces. Above us are three boxes. On the right-hand side we find another five boxes, and space for more items such as a sleeping bag, tier three workbench, and a locker. The left-hand side is closed off by doors. Behind them, we find another five boxes, two more sleeping bags, and in case you got the BP, you can place another locker. The doors give this room a bit of extra security as raiders cannot pass through this gap.
The armored unit in the center is the inner bunker. To open it, jump up to the shelf, and place a roof with the lower part towards you. Inside of the bunker, we find the TC as well as a box for your most precious loot.
The base is best built from a starter. A small starter such as a 2×1 should suffice. The first step of the build is to put down a TC in order to claim the area. If you want, double-check that the following footprint fits the build area. For the TC bunker, we use Ever Hertz cross roof bunker design.
I’d recommend to save up 1.2k metal fragments for the build so that it’s immediately secure. Put the large box on the right side and the TC rotated sideways on the left side. If the TC is too close to the roof, it will be susceptible to splash damage, so keep in the center. If you have one, place a shotgun trap above the large box like this. To access the TC, face the roof like this. The optional shotgun trap should shoot it out in case somebody sneaks up on you while accessing the TC.
If you don’t have the metal yet but want to be quick about claiming the spot for your base, use 1.8k stone instead. Or, if for some reason, you already managed to accumulate 151 high quality, you can already upgrade the whole TC bunker to armored.
Next, we’re going to build another layer of walls around the bunker that will become the main loot room. This should set you back about 8.5k stone. Place raided foundations on the side of the TC bunker like this. Then walls all around, including the gap at the back of the TC bunker.
In front of the TC place a half wall, a full wall on top, but only upgrade the full wall. This will be the entrance of the stability bunker. And ceilings including above the roof. Eventually, upgrade the whole core loot room, apart from the floor in front of the TC, to sheet metal. This should cost about 3.2k metal fragments, in case you want to skip stone.
On the left-hand side, we will build the first main loot room in which you can store the materials for the build. To secure yourself, place two double doors here. Construct a makeshift shelf made out of half triangles. Add another wall frame in front of it. It should be able to fit three large boxes below, and two large boxes on top of the shelf. Place a half wall on top of the inner side, and upgrade. There will still be a gap, but the upper boxes will be out of sight of potential raiders.
Close this room off with a double door. Place your sleeping bags in front of it. To make the stability bunker functional as well, place one lower triangle and two raised square foundations behind it. Upgrade the squares to sheet metal. The left square can be a utility room. In a walkthrough, I used it for more boxes, but I leave it up to you how you use it. The right square will be the crafting room. Here I put the workbench and the research table. For now, this also serves as the airlock. If the double doors open, it will block the single door frame.
The bunker can now be sealed overnight. Before attempting that, make sure that you have tools such as machetes or hatchets in the main loot room. Then place a half wall with the soft side facing inwards into the gap. Upgrade it to wood, otherwise, it might be susceptible to splash damage or incendiary rockets. Now place a floor tile on top, and upgrade it to sheet metal. To open up the bunker, spawn inside of the main loot room, grab those tools, and destroy the wooden half wall that gives stability to the bunker seal. Now that the bunker is secure, let’s finish the second loot room.
Like in the first loot room, you should be able to fit five boxes into this corner. However, and this is very important, do not place any door frames here. Otherwise, you will not be able to open the TC bunker anymore. To store even more loot in the main loot room, there’s a twig floor off the bunker wall. Place a twig triangle floor on the other side of the wall, destroy the first-floor tile, and replace it with a triangle that can be upgraded to stone.
The twig outside the bunker can now be destroyed. Place a twig half-wall below the wall, and add a triangle next to that shelf. This way you should be able to fit another three boxes. Once they are placed, destroy all twig. Your main loot room now holds thirteen boxes, which should be sufficient for solo or duo.
To open the TC bunker at this point, just jump up to the shelf and look downwards. Slowly move left and right until the roof turns blue, with the lower side facing towards you. As you can see, it can take a while to find that exact spot, so don’t give up too early. If the roof does not place, check whether the furnaces are blocking it.
To make it safer to enter and exit the base, I’ve built the airlock next. Add two more triangle, and a square foundation. Place doorways as shown. For all the open slots, I’d recommend windows to be able to check the surroundings. If you have a BP, use window frames and reinforced glass windows. If not, use metal shop fronts. Flip this door for better mobility.
Next, we’re going to honeycomb the base. Before you begin, upgrade at least the foundation of the TC bunker to armored as later you won’t be able to reach it anymore. Start at the back with this triangle, which will be upgraded to sheet metal. Then, build the honeycomb out of stone as shown. On the ceiling, add another sheet metal one by one to cover the roofs of the TC bunker. Then add another half-height layer of stone honeycomb above everything that is sheet metal.
If the bunker is sealed, it now takes twelve rockets or six hundred explosive ammo to reach the main loot.
Once you accumulated enough high qual, upgrade the TC bunker to armored. It should cost 150HQM and create daily upkeep of 27HQM. At this point, it takes twenty-seven rockets, of fourteen hundred explosive ammo to reach the TC and grief you. Additional upgrades that Zedge recommends is to upgrade the walls and the ceilings just outside the TC bunker to sheet metal.
Spend another fifty high quality on upgrading the foundations to armored so that raiders won’t try soft side picking. Further, you can spend twenty-five high quality on the wall in front of the bunker. This allows to upgrade the bunker seal to armored as well.
The rationale for spending these extra materials is that if raiders have already blown through the doors and tried to breach the bunker from there, it will take at least fifteen rockets, making it more expensive than going through walls. And since most raids still happen through doors, it makes sense to strengthen this area.
So far, the build as not required any blueprint, and still only has a level one workbench. However, certain blueprints will allow to make the base stronger and more efficient. The easy upgrade is to replace all double doors by garage doors. If you intend to ultimately obtain a tier-three workbench, replace a tier-one with the tier two workbench. Once you got the tier three, place it next to the bunker entrance. One locker fits nicely next to that workbench.
The third sleeping bag can go in front of it. Another locker can fit on the opposite side. You might have to rearrange the sleeping bags though. Lockers, in case you’ve never used them, allow you to quickly equip a gear set. This can be extremely helpful if you just respawn and need to get into the fight immediately. In case you get an auto turret, the triangle in front of the workbench room can be converted into an external turret pod.
The garage doors can be opened and closed from above the research table, which can be useful if you get door camped. With all these modifications, nothing prevents you from using this base for the whole wipe.
I hope you enjoyed Zedge’s Viking design. It’s a truly compact little gem. As always, may it bring you safely through the wipe.
Until them, Evil Wurst out.