You need
- Electronic Fuse ×9: $10,000 research + $20,000 each
- Small Safe: $50,000 research + $32,000
- Small Security Cabinet: $40,000 research + $30,300 (needs a 30-year sentence)
- Alarm System: $25,000 research + $60,000 (tier II)
- First Aid Cabinet: $5,000 research + $15,000
Total for a fully fused Trailer with a safe, a cabinet and a first-aid cabinet: $362,300. Add $85,000 for the alarm once you’re on a level-2 plot.
How a raid works
- The raider starts a hack at a structure’s panel and installs Decoders, one every 12 seconds. Each one is single-use.
- At 0 the system is fully hacked. The raider gets limited access to that building, and your base goes into a raid lock: no moving, no vendors, no Black Market, no Shipment unlocks.
- Inside, nightstands and racks open freely. Safes and security cabinets still need a Master Key.
- You repair the panel at the panel. Fuses aren’t destroyed, so your defense comes back in full.
Each structure is its own fight. Hacking your house doesn’t open your Grow Room. There’s no offline protection beyond this, and Kefir’s advice is that clanmates hold off raiders better than any module.
Fuses
| Fuse | Adds | Research | Price | Tier |
|---|---|---|---|---|
| Electronic Fuse | +1 | $10,000 | $20,000 | I |
| Electronic Fuse | +3 | $150,000 | $100,000 | II |
| Electronic Fuse | +5 | $500,000 | $250,000 | III, or barter: epic fuse + $250,000 |
The barter route makes a legendary fuse cost $350,000 instead of $250,000, but it skips the $500,000 research and the tier III requirement. On a level-2 plot that’s the only way to get one.
What your money buys
| Setup | Cost from zero | Defense | Decoders (−1 / −3 / −5) |
|---|---|---|---|
| Trailer, no fuses | $0 | 5 | 5 / 2 / 1 |
| Trailer, 9 uncommon | $190,000 | 14 | 14 / 5 / 3 |
| Trailer, 9 epic | $1,060,000 | 32 | 32 / 11 / 7 |
| Trailer, 9 legendary | $2,910,000 | 50 | 50 / 17 / 10 |
| Small House, 27 uncommon | $550,000 | 42 | 42 / 14 / 9 |
| Small House, 27 epic | $2,860,000 | 96 | 96 / 32 / 20 |
| Small House, 27 legendary | $7,410,000 | 150 | 150 / 50 / 30 |
Costs include research for every fuse tier used. A Bunker next door adds 3 to every row.
Every structure’s ceiling
| Structure | Base | Fuse slots | Max defense |
|---|---|---|---|
| Trailer | 5 | 9 | 50 |
| Small House | 15 | 27 | 150 |
| Warehouse | 10 | 15 | 85 |
| Workshop | 5 | 9 | 50 |
| Grow Room | 5 | 9 | 50 |
| Chemical Laboratory | 3 | 6 | 33 |
| Car Garage | 4 | 6 | 34 |
| Large Car Garage | 6 | 12 | 66 |
| Mesh Fence | 2 | 3 | 17 |
| Metal Fence | 5 | 6 | 35 |
| Concrete Fence | 10 | 9 | 55 |
The Chemical Laboratory is the weakest building on your plot: one epic Decoder opens it bare. Fuse it before you fill it. A Farm Fence has no panel at all. Fences slow raiders down but don’t stop them, since cars can jump them and helicopters fly over.
Safes vs nightstands
| Furniture | Holds | After a hack | Research + price |
|---|---|---|---|
| Small Nightstand | Items (6×9) | Opens freely | $15,000 + $4,000 |
| Small Safe | Items (6×9) | Needs a Master Key | $50,000 + $32,000 |
| Small Rack | 6 cargo | Opens freely | $12,000 + $3,500 |
| Small Security Cabinet | 6 cargo | Needs a Master Key | $40,000 + $30,300 |
Medium and Large safes and cabinets follow the same rule with more space. The cabinets need sentences of 140 and 500 years.
Alarms
Each panel has 3 alarm slots. Alarms add no defense. They tell someone a hack has started.
| Alarm | Alerts | Research + price | Needs |
|---|---|---|---|
| Alarm System | Everyone at the location | $15,000 + $30,000 | Tier I, 105-yr sentence |
| Alarm System | You | $25,000 + $60,000 | Tier II |
| Alarm System | You and your whole clan | $50,000 + $200,000 | Tier II |
Defense checklist
- Launder your cash. Clean money can’t be stolen in a raid.
- Valuables go in safes and cargo goes in security cabinets, never nightstands or racks.
- Fuse every structure, fences included. Start with whatever holds the most value.
- Fit an alarm. Get the clan alarm if you’re in a clan.
- Place a First Aid Cabinet so you respawn at home mid-raid.
- Repair hacked panels the moment the raiders leave.
- Settle next to a Bunker, and keep the outside plain. A modest base isn’t worth 30 Decoders.
Fuse priority on a budget
Uncommon fuses are the cheapest defense per point: $20,000 for +1, against $33,333 per point for epic and $50,000 per point for legendary. Fill every slot with uncommons first, then swap in better fuses as money and tier allow. Spend in this order:
- The building with your safes and cabinets. Usually the house. Nine uncommon fuses take a Trailer from 5 to 14 defense.
- The Grow Room or Chemical Laboratory while it’s running. Six uncommons lift a lab from 3 to 9, and nine lift a Grow Room from 5 to 14.
- The garage, if you park an expensive car there. An eviction needs every panel on the plot hacked, so one well-fused building protects everything parked at the base.
- The fence last. It slows people down and nothing more.
A Bunker next door is worth roughly three free uncommon fuses on every structure, about $60,000 each. When you pick a settlement, that’s worth more than most things you could buy.
When the alarm goes off
- Get home fast. A First Aid Cabinet lets you respawn at your base and pick a spawn point in the settlement, so dying elsewhere doesn’t keep you out of the fight.
- Call your group and clan. Group members have full access to your house and can defend from inside.
- Watch the panel. Each Decoder takes 12 seconds to place, so a well-fused building gives you real time to respond.
- Expect the raid lock. Once a panel hits 0 you can’t move the base, use vendors, use the Black Market or unlock Shipments until it clears. Don’t plan to buy your way out mid-raid.
- Repair right away. When the raiders leave, repair every hacked panel. Your fuses are still in place.
Mistakes to avoid
- Fusing only the house. Raiders go for the lightly fused Grow Room and lab first.
- Leaving cash in a nightstand. Once the house is hacked, a nightstand is an open box.
- Skipping the repair. Until you fix the panel, the building stays open.
- Trusting a Concrete Fence alone. 10 base protection is less than one Small House with a few fuses.
- Over-investing late in the wipe. $7,000,000 in fuses on day 6 is money the Federal Raid takes on day 7.























