Every building has a security panel with a defense level: the structure’s base protection plus the points of every Electronic Fuse in it. A raider breaks in by plugging Decoders into the panel until the number hits zero. A bare Small House needs 15 uncommon Decoders; a fully fused one needs 150. Safes still need a Master Key on top.
How a hack works
- The raider starts a hack at the security panel on the building’s wall.
- Each Decoder takes 12 seconds to install, is used up, and subtracts its value from the defense level.
- At 0 the system is fully hacked. The raider gets limited access to the building.
- The base enters a raid lock.
- The owner repairs the panel at the panel itself. Fuses are not destroyed, so full protection comes back.
Leaving someone else’s territory gives a longer vulnerability window. Kefir has said there is no offline-raid protection beyond fortification itself: clanmates hold off raiders better than any module.
Decoders
| Decoder | Removes | How to get it | Fence value |
|---|---|---|---|
| Decoder (Uncommon) | 1 | Random loot, stacks to 10 | $1,000 |
| Decoder (Epic) | 3 | Barter: 3 uncommon + $10,000, or 1 filled Action Camera | $5,000 |
| Decoder (Legendary) | 5 | Random loot | $40,000 |
No shop sells Decoders. The formula for how many you need is ceil((base protection + fuse points) / decoder value).
Electronic Fuses
| Fuse | Adds | Research | Price | Tier |
|---|---|---|---|---|
| Electronic Fuse (Uncommon) | +1 | $10,000 | $20,000 | I |
| Electronic Fuse (Epic) | +3 | $150,000 | $100,000 | II |
| Electronic Fuse (Legendary) | +5 | $500,000 | $250,000 | III, or barter: epic fuse + $250,000 |
Decoders needed per structure
“Max” means every fuse slot holds a legendary fuse. The decoder columns read uncommon / epic / legendary.
| Structure | Base | Fuse slots | Max defense | Decoders, no fuses | Decoders, max |
|---|---|---|---|---|---|
| Trailer | 5 | 9 | 50 | 5 / 2 / 1 | 50 / 17 / 10 |
| Small House | 15 | 27 | 150 | 15 / 5 / 3 | 150 / 50 / 30 |
| Car Garage | 4 | 6 | 34 | 4 / 2 / 1 | 34 / 12 / 7 |
| Large Car Garage | 6 | 12 | 66 | 6 / 2 / 2 | 66 / 22 / 14 |
| Warehouse | 10 | 15 | 85 | 10 / 4 / 2 | 85 / 29 / 17 |
| Workshop | 5 | 9 | 50 | 5 / 2 / 1 | 50 / 17 / 10 |
| Grow Room | 5 | 9 | 50 | 5 / 2 / 1 | 50 / 17 / 10 |
| Chemical Laboratory | 3 | 6 | 33 | 3 / 1 / 1 | 33 / 11 / 7 |
| Mesh Fence | 2 | 3 | 17 | 2 / 1 / 1 | 17 / 6 / 4 |
| Metal Fence | 5 | 6 | 35 | 5 / 2 / 1 | 35 / 12 / 7 |
| Concrete Fence | 10 | 9 | 55 | 10 / 4 / 2 | 55 / 19 / 11 |
| Farm Fence | — | — | — | Can’t be hacked | — |
Worked example: a Small House with 10 epic fuses has 15 + 30 = 45 defense. That is 45 uncommon, 15 epic or 9 legendary Decoders. A Bunker map building next to your settlement adds +3 to the house, outbuildings and fence.
Fences
| Fence | Protection | Fuse slots | Research | Price | Tier |
|---|---|---|---|---|---|
| Farm Fence | — | — | — | — | — |
| Mesh Fence | 2 | 3 | $25,000 | $15,000 | I |
| Metal Fence | 5 | 6 | $100,000 | $50,000 | II |
| Concrete Fence | 10 | 9 | $200,000 | $500,000 | III |
Kefir is clear that fences slow raiders down rather than stop them: cars can jump them and helicopters fly over. Getting past a fence doesn’t give access to any building behind it.
Alarm Systems
Each panel has 3 alarm slots. Alarms add no defense; they warn that a hack has started.
| Alarm | Alerts | Research | Price | Tier | Sentence |
|---|---|---|---|---|---|
| Alarm System (personal) | Owner | $25,000 | $60,000 | II | — |
| Alarm System (clan) | Owner and whole clan | $50,000 | $200,000 | II | — |
| Alarm System (location) | Everyone at the location | $15,000 | $30,000 | I | 105 years |
What a raider can open
| Container | After the building is hacked |
|---|---|
| Nightstands | Open freely |
| Racks | Open freely |
| Safes | Need a Master Key (research $50,000, $55,000, tier II) |
| Security Cabinets | Need a Master Key |
| Bank balance | Can’t be touched |
Decoders never open safes or cabinets. Keep valuables in those, and keep money laundered.
The raid lock
Once any system is fully hacked, the base is locked down for a while. During the lock you can’t move the base, use vendors or the Black Market (Trade Laptop), or unlock Shipments in Lenny’s Tree. Repair the panel as soon as you can.
Eviction
The Eviction Right takes over an entire base. You barter it for 50 Decoders, and it only works after every security system at the base has been fully hacked. Apply it to the plot plan, the owner is evicted, and you keep part of the property: structures, furniture and parked vehicles.
- Eviction is the only way to steal another player’s car.
- Car trunks are a separate matter: anyone with a Lockpick can open them, anywhere, anytime.
- Settlements themselves can’t be seized before the wipe, but bases inside them can be evicted.
Defense checklist
- Valuables in safes and security cabinets, never nightstands or racks. Money in the bank.
- Fuse every structure, fences included.
- Add an Alarm System; the clan one if you are in a clan.
- Upgrade the fence. Concrete is the strongest.
- Place a First Aid Cabinet so you respawn at home during a raid.
- Repair hacked panels immediately.
- Settle next to a Bunker for +3, and keep the base looking plain. Poor-looking bases aren’t worth the Decoders.
- Join a clan.
Related
DecoderDecoderDecoderElectronic FuseElectronic FuseMaster KeyAlarm SystemEviction RightConcrete Fence
From the FAQ
- Can my house be robbed?
- How does hacking a building work?
- How many Decoders does it take to break in?
- Where do I get Decoders?
- How do I protect my base?
- Are my things safe in a nightstand?
- Which Alarm System should I use?
- What is a raid lock?
- How do I evict a player?
- Can cars jump fences?














