The three slots that matter
A loadout needs damage, food and water, and a hotbar you can read while running. Health is what other players see. Hunger and thirst end runs quietly.
Early priority
- Knife, or punches if the knife is gone.
- Bread or other food.
- Water, including an empty bottle you can refill.
- A throwable spear or a bow.
- A heavier melee or flail only after the first four exist.
VIP starts this list for you with a knife, bread, and water. You still need a later refill. The katana parachute from Katana Master does not replace a bottle.
After Quarry
The September 1, 2026 note says center loot is less generous and barriers can close at random. Learn two edge routes per arena. Hit a compact cluster that has containers and a water plan. Walk toward the middle only after you can eat and drink.
On Abandoned Quarry, use the rims. On Jungle, stay on the banks. On Desert and Arctic, do not cross the open with a critical thirst bar.
Bottles
Empty bottles are refill tickets. Fill them at water. Survivalist points to water while the empty bottle is in your hands. If you do not have that perk, learn one water landmark per arena.
Inventory habits
Version 2.0 reworked inventory beside status effects, blocking, and hitboxes. Later notes add drag-to-drop and stacked heals.
- Open the bag with ~ only in cover.
- Keep one hotbar order, for example melee, throwable, food, water.
- Drop duplicate weapons before food.
- Glance at the equipped item before you sprint. An empty bottle is not a travel weapon.
- You can punch. You cannot invent water.
One more chest is rarely worth half your health. If you hear a fight, leave the container and take an angle, or leave. See disasters.
