The Garrison 2×2 Multi-TC Base Design (2020)

Introducing the Garrison 2×2 Multi-TC Base Design

The Garrison 2×2 Multi-TC base design video was created by our partner Cosmonatic Films.

This base is designed to support an active group of players looking for a full suite of online raid defense features to maximize the enjoyment of online-raid defense while maintaining a beautifully symmetrical base layout that can be built in stages.

In this latest version of the Garrison, the base design takes on the best properties from an earlier version, the Garrison Trio Base Design, as well as the Javelin Multi-TC Base Design, both of which are small group designs focused on active defense. Combined with knowledge obtained from other influential base designers such as Evil Wurst, the new Garrison 2×2 Multi-TC base design is quite an exciting base.

If there are any downsides to this base, it may be that it requires a considerably sizeable flat chunk of land, limiting the locations in which it can optimally be built on. That said, very few base designs focus on the thrill of the raid, which makes this base truly stand out.

The Garrison 2×2 Multi-TC Base Design Features

  • Starter-to-Main Base Design
  • GateHouse Entrances
  • Door Block Airlocks
  • Easy & Quick Access Drop Boxes
  • Anti-Door Camping Measures
  • Advanced Electrical Defense System
  • Internal Auto Turrets
  • Intelligent Loot Spreading
  • Ample Storage Space
  • Internal Auto Turrets with Full Angle Visibility on Corridors
  • External Auto Turrets with Full 360 Degrees Perimeter Coverage
  • Quick Entry Access Into the Corridors via Vertical Shoots
  • Quick Exits Access Out of the Base
  • Roof Access & Battlements
  • 360-Degree Roof Access & Sam Site
  • Minicopter Landing Pad & Hangar
  • 360-Degree Shooting Floor
  • External Tool Cupboards
  • External & Internal Peakdowns
  • Redundant Respawn Points

Build Cost (with deployables)

  • High Quality Metal: 1350 +/-
  • Metal Fragments: 47,000 +/-
  • Stone: 57,000 +/-
  • Wood: 35,000 +/-
  • Gears: 150 +/-

Upkeep Cost

Including Core + Disconnectable External TCs (Per Structure – 2 Total):

  • High Quality Metal: 100 +/-
  • Metal Fragments: 7,000+/-
  • Stone: 5,900 +/-
  • Wood: 200 +/-

Raid Cost

The costs below are the cheapest cost, with the most ideal route and conditions taken. 

  • ±21 Rockets to main TC and main loot. 
  • ±25 Rockets to main TC, main loot, and majority of loot. 
  • ±39 Rockets to main TC, main loot, majority of loot, and disconnect external TCs.
  • ±51 Rockets to main TC, main loot, majority of loot, and external TCs

Fortify Clipboard

Rustrician Clipboard

9 Auto Turrets:

Sam site, 3 CCTV Cameras, Hanger / Auto Turret Remote Doors, Storage Monitoring, HBHF Sensors, Heaters, Base & Landing Pad Lights:

3 CCTV Cameras, Hanger / Auto Turret Remote Doors, Storage Monitoring, HBHF Sensors, Heaters, Base & Landing Pad Lights:

Without further ado, here’s the Garrison 2×2 Multi-TC base design.

Be sure to browse Cosmonatic Films’ past videos and don’t forget to subscribe to his channel to receive notifications on his latest videos.

Connect with Cosmonatic Films

Video Transcript

Welcome back to the channel.


Earlier this year, I introduced you to the Garrison and just recently to the multi TC version of the Javelin. Both are fantastic small group bases with an emphasis on online raid defenses, aesthetics, and features. Combining what I’ve learned from those two bases and other community builds like Evil Wurst’s Alamo series, I’ve created one of my most defense-rich bases to date.


Introducing- the 2×2, multi-TC version of the Garrison.


A trio to small group base that caters towards active players who want a unique, aesthetically beautiful and feature rich base with as many practical defenses as possible.


One of its main features is a defensive shell that consists of inner and outer peek down for online raid defense.


The shell is foundationally split into two external wings to upkeep the bulk of the battlements. Where the parts meet, the gaps are almost completely concealed by the frames to make the structure appear to be a single cohesive base.


Besides it’s peek down defenses, the base is expandable in stages from a 2×2 footprint. You can tailor the base to fit your playstyle or upkeep budget.


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


Inside are lots of opportunities to outfit it with various deployables and ridiculous amounts of storage for PVP playstyles.


Each level has respawn redundancies to give you more chances to defend your base—this forces raiders to deal with continued resistance, even if parts of the core have been compromised.


In terms of raid cost, 2x2s can be very difficult to make it expensive to raid without large footprints or several layers of honeycomb. The fact that this base is built around a 2×2 with only one sheet metal corridor layer puts considerable limits on its durability.


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


Assuming that raiders hit the right side, the cheapest route to the core TC and main loot is about 21 rockets.


To reach all loot rooms, raiders will need to spend about 25 rockets. To take over the base, raiders will need to invest an additional 14 for a total of 39 rockets to disconnect your external TCs from you.


However, for raiders to actually reach the external TC, they’ll have to spend six more rockets on each external, or 12 for both, or about 51 rockets for a full raid.


Those numbers do not factor in the compound, the auto turrets, and the fact that you will hopefully be online to shoot back at the raiders. While it’s certainly not the cheapest or strongest, it is on par with similar bases in its category.


Ultimately, these bases are designed for the fun of repelling online raids.


With that being said, let’s take a tour of the base.


From the outside, we enter the compound through one of the two AloneInToyko style gatehouse entrances. The gatehouse provides excellent visibility to check for door campers or engage players on both sides of the walls.


Past the airlock, we have two semi-secure large boxes to temporarily dump loot. Entering into the compound, we are greeted by multiple auto turrets and external battlements that cover most angles within the walls.

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


Entering the base through these armored doors will bring us into the corridor below the peek downs.


The campfire acts as a ramp onto the drop boxes.


This area offers a ridiculous amount of storage for quickly depoing loot. But, you can certainly mix in other deployables, or leave this entire corridor empty. There are four internal auto turrets that cover the whole inner corridor against unsuspecting raiders.


Below each is an external auto turret pod, which can be manually toggled from within the base.


Jumping onto these siren lights provides entry into the core 2×2 through the second floor. Past this optional vending machine storage area is the various quality of life utility deployables. Heading down into the core is our most secure loot storage, our tier 3 workbench, and our electrical switches to toggle turrets, garage doors, and base lights.


The main loot room holds the equivalent of 6.4 large boxes, plus a TC.

Heading out of the core, we’ll make our way to the upper levels of the base through this ladder hatch.


On this floor, we have great peek downs into the inner corridor.


These ladder hatches provide another route for you to gain access to this floor directly from the corridor. These peek downs are simple but effective.


The sheet metal and stone frames provide extra stability to the peek downs to ensure the majority of them will survive throughout a raid.


This access chute leads down into the space below the peek downs, which allows you to quickly get to the ground floor or surprise raiders with a unique angle. Through this airlock is a quick exit into the compound to sneakily flank players or retrieve the raiding equipment of a downed raider.


In the center of this battlement’s floor is a partially enclosed bedroom to respawn and regear at.


Heading up this ladder hatch brings us to a window gallery to look out of or fight players that may be on your roof.


I have this room as a redundant respawn point, but I encourage you to customize this area how you see fit.


Through this, airlock brings us to the roof battlements.


These roofs, while being simple, provide excellent protection and angles. Above this- is our minicopter landing pad with a hanger.


Finally, we’ll make our way back outside the compound to one of the two external disconnectable TC designs that is 100% non-soft-sideable.


Simply break this twig half wall to temporarily reduce the building privilege if you need to replace your main TC, then replace the twig and sheet metal frame to restore the connection.


Let’s just get into the build.


First, find a reasonably large flat area. Start by claiming the area with a starter unit. Build out a 2×2 with the last square missing.


Use three double door frames with sheet metal doors when you get the frags for them. The TC goes into this corner, facing this orientation.

At the front most double door frame, you can instead use a wooden single door frame for a temporary airlock.


In the TC room, place a box in front of the TC, then two more in front of that one.


On the outside of the base, build a temporary twig foundation, half wall, then half height floor.


Back inside the TC room, build a triangle floor at half height and put two more large boxes on top of it.


Furnish the rest of the interior with starting items as you see fit.


Once you acquire your first garage door, replace the TC room sheet metal door with it. Upgrade the door frame to sheet metal, then adjust the box placement as shown.


If you end up needing more room, you can expand into this extended starter version. Build out the final square of the 2×2 and use temporary twig stairs to get access to the second floor.


Use a twig floor to make wall placement easier.


Build these respective walls, single door frame, and double door frames. Occupy them with sheet metal doors.


For the ceiling above the entrance, upgrade it to wood.


In front of the entrance, use a temporary half-height wooden triangle to make getting into the base easier.


To equalize the raid cost, we’ll upgrade the TC room, the other three squares of the 2×2, and the area with the twig stairs to sheet metal.

Occupy the second floor with the deployables you see fit.


Next, we’ll establish the external disconnectable TCs and the footprint for what will become the gatehouse entrances.


You can use several different designs to accomplish this.


If you’re interested in seeing some alternative examples, be sure to check out the card or link in the description to my most recent guide.


Regardless of which design you go with, building these early to secure the area for a future compound should be a priority.


On the left or right side of the base entrance, start by placing two triangle foundations, followed by nine foundations.


Leave the last one and remove these 8, including the triangle at the end. Then build back four half-moons followed by a square, then a triangle.


*If you’re short on space:


From the triangle, build-out six squares.


Leave the last one and remove these five, including the triangle at the end. Then come back with two half-moons followed by a square.

Remove the triangles and the square. Build out four more squares.

Then back again with two half-moons, followed by a square, then a triangle.


After removing the excess foundations, place two triangles followed by a square, then two more triangles, followed by three squares. Cap it off with six triangles to form a hexagon.


Upgrade the following to stone and remove the twig.


Place a TC centered in this triangle.


Do not upgrade this half-height wall past twig.


Repeat this on the other side of the base.


On the front and backside of the base entrance, build one half moon followed by 4 squares with the 4th one making an “L” shape footprint.

Upgrade the following to stone.


Build double door frames, as shown.


Then remove the twig.


Repeat this on the other side of the base.


At the very minimum, it is essential to build at least the footprint of these as this next step will prevent placement of adjacent foundations.

Next, we’ll build out the defensive shell and corridor of the base.


This next stage can be progressed as you acquire the resources for it.


However, for it to be completely secure, it will require extensive materials.

Build out the following footprint and remove the excess foundations. Build the defensive shell as you acquire the resources for it.


*Make sure to flip this door frame so the hard side is facing you. This is important to conceal the gap to the left of the door frame.

On the outside of the shell, double door frames are used to help provide extra stability to what will become our external peek downs.


Some of the double door frames are present to conceal the gaps where the base parts meet.


Hatch out the soft side of the wooden ceiling above the 2×2 entrance and replace it with a ladder hatch.


Only then should you build out the defensive peek downs.


This must be done in this order as you won’t be able to build the ladder hatch frame if the peek downs are present and clipping into it.


In these triangles, use triangle ladder hatches.


Build out the external peek downs by placing these respective triangles.

On the perimeter, build these single door frames, window frames, double door frames, and walls.


*Make sure to flip this door frame so the hard side is facing you. This is important to conceal the gap to the left of the door frame.


Occupy the window and door frames with their respective deployables. Use siren lights in the cracks of the peek downs to prevent players from easily squeezing through or yourself from falling into the corridor.

Occupy these respective spots with stone double door frames.


All of these help provide stability to the roof, but the ones above the ladder hatches also help hide the gaps to the left and right of the single door frame.


On the perimeter of the 2×2, build half-height walls followed by low walls in these three squares, excluding the ladder hatch.


Put a sheet metal double door on this frame.


This partially enclosed room will house two lockers, two small boxes, and up to 6 beds. Putting flashing lights here can help with maneuverability into this room.


When closing off the roof, start by placing the external peek down’s ceiling and then a hexagon above the bedroom corral.


For this next part, pay special attention to which sockets you are connecting building blocks to.


Some spots will be double occupied with frames and floors to seal gaps in the ceiling thanks to the multi-TC footprint.


Also, make sure to code lock these lockers since they could be looted over the low wall by jumping.


Be aware that since there is a gap thanks to the low wall, it is also possible for raiders to lob grenades or incendiary rockets into the bedroom corral.


Replace all the sheet metal double doors with garage doors and upgrade the double door frames to sheet metal- working your way outward as you get the gears for them.


Once you acquire the armored door bp, replace the 2×2 main entrance door, the main airlock entrance doors, and the outermost door on both of the compound quick exits.


As you acquire the resources, upgrade the respective building blocks to their final build grade.


Prioritize the core and work your way out.


When upgrading these door frames to their final build grades, make sure they are rotated so that the conditional edges of the building blocks are present to better conceal the gap.


Be aware, that the conditional edges are actually only aesthetic and will not expand the hitbox of the wall to prevent players from potentially shooting rockets through the gap. The reason why we still do this is to have the appearance of a single cohesive connection in the hopes raiders will not notice the gap weakness.


Remember to upgrade the foundations to sheet metal.


Some of the double door frames will get upgraded to sheet metal, while some will remain stone. We keep some of them stone as their hitboxes are slightly larger than the sheet metal and will better help conceal the gaps where the base parts meet.


Upgrading the floor of the internal and external peek downs to sheet metal will extend its durability from indirect, repetitive splash damage.

Upgrade the external disconnectable TCs to their final build grades and finalize the interiors.


At any point after you’ve established your external disconnectable TCs, if you’ve got the resources and a high external wall researched, you can build out two gatehouse entrances to establish a proper compound.


For demonstrative purposes, I finished upgrading my base prior to establishing a compound.


In actuality, while you should definitely be making upgrades from the core outward at your as you get the resources for it- getting a compound up as early as possible will provide more protection, allow you to expedite your resource manufacturing with large furnaces, and establish yourself in your area.


If you followed the build order properly, we should already have the gatehouse footprint established.


Single door frames go on opposing corners, and the rest becomes window frames. Occupy the middle door frame with a double sheet metal door that swings outward towards the entrance.


Put two large boxes in this corner.


These boxes will not be very secure, so consider code locking them to slow down players from easily looting them through the window if you get killed while it’s picked up. Also, don’t leave high-value items in these- they’re strictly meant to temporarily store loot to get you back to a fight without having to fully get into your base to depo.


Once you have all the structures established, you can now place your high external walls. At the floating double door frames of the external TC, place your first wall parallel to the half-height triangle so that the wall is clipped through the frame like shown.


Then place a second wall next to it, making sure it’s as straight as possible. If placed correctly, two more walls will perfectly fill in this gap in line with the back left corner of the gatehouse.

Repeat this same process to fully enclose the base with the compound.

I highly recommend you practice on a build server and frequently use the ALT key when placing walls to ensure your placement is as straight as possible.


It will require a great deal of precision and experience to consistently line the walls up every time to avoid gaps, so builders beware.


You should also know that if you use this external design, in the event the floating double door frames are destroyed, you will not be able to replace them unless the high external walls are not present as they will block placement of the building blocks and clipping them through the walls.


Lastly, we’ll put metal barricades on the gatehouses and on these external TC triangles. Next, I’ll show you my recommendations for the final furnishings.


In the corridor, I prefer to have a ridiculous amount of storage to depo loot and furnaces to securely refine resources.


To increase maneuverability, I put this campfire to act as a ramp onto the drop boxes. I usually replace this wooden half-height shelf with three siren lights to eliminate the wood upkeep.


In the TC room, a vending machine fits between this box and the wall. Place it as close as you can to the wall and the TC.


Place a BBQ with a small box under it into this corner and a locker between them and the vending machine.


Three sleeping bags go in front of it.


Eventually, the tier 3 will go against this wall.


Place it as close as you can to the sleeping bag.


Then a large battery goes in this corner facing this orientation.


Later in the video, I show you the schematics for this circuit.


If you plan on using multiple electrical circuits, I recommend hooking up critical infrastructure like auto-turrets to this battery as it’s the most protected.


Small box goes under the tier 3.


Three large boxes fit in front of it.


Make sure to leave a small gap between the 2nd and 3rd box so you can access the small box under the tier 3.


So long as the garage door is open and the frame is sheet metal, you can fit four large boxes below the ladder hatch.


Against this wall in the core of the base, I like to keep the remote switches to toggle turrets, garage doors, and base lights.


Outfit the second story as you see fit.


In this current configuration, you’ll see with a bit of patience, and I was able to squeeze a CCTV station, the second large battery, a BBQ with a small box, a fridge, another locker with three sleeping bags, and a mixing table.

Four optional vending machines fit nicely in this square with the ladder hatch. If you somehow want even more storage, you can put drop boxes on many of the walls on the second floor and in the core.


Occupy the external auto turret pods and corridor triangles with auto-turrets. I usually equip these with mp5s for personal reasons, but pythons or, better yet, bolties will also work exceedingly well.


The last major expansion we’ll be making to the base will be adding roof battlements, a minicopter hanger, and power generating on top of the base.


We’ll build the roof battlements starting, with a window gallery room to check for or fight players that may be on your roof.


I like using this area as a redundant respawn point with six sleeping bags and some small boxes, but I encourage you to use this area how you see fit.


Occupy the frames and windows accordingly.


To build the roof, battlements start by placing double door frames as shown. Paying special attention to which sockets have the ceiling pieces, build out these respective blocks.


If done correctly, the stability should be high enough to put triangle tips on the perimeter. Then place roofs as shown.


Thanks to the multi-TC design, we’re able to retain the old style of roof peeks without them connecting to each other.


These roofs, while being simple, provide excellent protection and angles. But of course, this is just my suggestion. You can design the roof however you like.


One thing to take into consideration when placing the roof battlements is the airspace for the large furnaces below it.


A more practical solution is to instead use triangle roofs for the area directly above where the large furnaces will go as it will allow placement, even if placed before the furnace. Put stone barricades as you see fit on the roof battlements.


They won’t provide great protection, but they don’t require any upkeep. To build the minicopter hanger, build out five window frames and a double door frame. Put on reinforced windows and a garage door.


An optional auto turret fits nicely against this window frame in the minicopter hanger. Lastly, on the top of the base put a windmill and solar panels.


Optionally, if you don’t mind a little bit more stone upkeep, you can build a crows nest shooting tower, which will also increase the windmills efficiency.


Finally, let’s talk about the electrical systems.


For the most protected battery, I would use this schematic, which can power up to 9 auto-turrets.


The second less secure battery on the second floor should only have non-essential electrical components. I recommend using either this schematic or this one, which includes a sam site if that’s your kind of thing.


You can find links to these in the description.


Before we conclude the video, there is some important weakness analysis’ you must consider when building this base.


Like all multi-TC bases, it naturally has gaps in the walls and foundations. I’ve spent considerable time thoroughly concealing the potential weak points, but it may still be possible for precise raiders to weasel rockets through what appears to be a nonexistent gap to splash walls on the inside and outside.


While this method is certainly possible, I would consider its consistent effectiveness improbable in most real-world situations.


I lightly suggested this in the start of the video, but don’t go into this base, expecting the best cost to performance ratio. It’s more so meant to be a unique base for active small groups who want tons of features, storage, and defenses. It’s meant for the chad, PVP playstyle, and for people who love the thrill of defending an online raid. Because of this, I hope that you can look past its on paper limitations and remember that raids hardly ever go as planned.


You don’t always need to have the strongest base or annoying suicide bunkers. But of course, if you’re concerned about that kind of thing, there are always other fantastic bases out there without as many limitations. If you’re not a fan of this, you might be interested in checking out the inspiration for this design- the multi-TC version of the Javelin that I put out a couple of weeks ago.


With that being said, keep in mind what I showed you today is just one example of a full base.


You can always modify the design with the preferences you desire or honeycomb it to fit your upkeep budget- I encourage you to make the base your own.


Regardless of what you decide, I hope you enjoyed the video. Considering subscribing for future content, and I’ll see you guys next time.


Thanks for watching.

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About Digital Ghost

Dg is the founder and co-owner of Corrosion Hour, a niche gaming community established in 2016 focusing on the survival game RUST. He is an active and contributing member of numerous other RUST communities. As a community leader and server owner for over 15 years, he spends much of his time researching and writing guides about survival games, covering topics such as server administration, game mechanics, and community growth.

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