Hideout runs
What to build first in the 0.5 hideout, the runs that get each part, and the codes and safes on the way. Every stop is a place a guide or a player named, with their grid reference. Spawns are a chance, not a promise. Blue-painted Building Material Crates are worth opening on any run.
01 Next build
Your vendor ranks
02 Goals, in build order
Tick what you have built. Ticks are saved in this browser and decide the next build above.
03 Kit by tier
The armour floor this guide suggests for each tier of run, and the gear on the wiki that meets it, lowest vendor rank first. Set your ranks and each piece is marked as one you can buy or one that is still locked.
04 Runs, grouped by goal
Grid refs are the in-game three-digit ones. The map links open the live GZW Tac Map; search the place name or pan to the grid ref there.
Named spots not on the tac map yet
05 New 0.5 sites and door codes
Codes rotate. Each one says where its note is, so if a code fails, read the note. ~ means the site is not pinned on any map yet and the ref is a guide's.
06 Tier 3 hacking tool
| Part | Dismantle | Where | Grid |
|---|
07 Every safe on the tac map
| Region | Safe | Grid |
|---|
08 What you need, and where
Every level 1 material, the stations that use it, and the run that gets it. Named means a guide pinned it to that place; by type means the wiki only gives the kind of building.
| Material | Used by | Run | Building type |
|---|
09 Build order and every level 1 station
seen marks a cost also read off the in-game build screen on 23 Oct 2026. The rest come from the linked community guides.
| Room | Station | Build | Needs | Gives | Requires first | Power | Source |
|---|
Shopping list for all of level 1
Progress faster
10 Not verified
Unpublished so far, so not used anywhere above.