A Dusty Trip Wiki
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River Roblox[]

Hey you found it!

photo of the bridge from the road

The river is a large body of fast-moving water at 5000m. It has a large bridge that can be driven across.

There is a building near the bridge, it has ~7 mutants and some items.

The bridge used to instead be a ferry that required gas to move.

mostly rare items can be found there including the rope gun.


Enchanted Forest & Farmer Fred[]

Forest 6500

Located at 6500m there's a forest with a ruin deep inside containing a boss.

The boss wields a magical staff that can summon spikes and can teleport to the player to attack you much easier.

When killed, it drops a double barrel shotgun and a green potion. Consuming the potion will grant the player an unlimited sprint boost for 18 seconds.

In the next 100m there is Farmer Fred who lost his farm to mutants and asks for his Golden Egg back. Getting the Golden Egg back to him will grant you his Tractor as a reward.

Power Plant[]

Power plant structure plains

Front view of the Power Facility with Apex Racer to the left

The Power Plant is a landmark at 7000m. It consists of a large fenced area with a main building and a separate side building to the left. The side building contains typical loot and enemies.

The main building consists of a small hallway leading to the main room, with two extra rooms on either side. The extra rooms also contain a good amount of random loot and some enemies. The main room is large and open, the walls covered in electrical boxes, with a metal staircase leading to a catwalk. After a player moves too far into the main room, the doors will slam shut behind them and the Shock Mutant will spawn. Trying to stand on the electrical boxes or stairs while the Shock Mutant is alive will kill the player.

After the Shock Mutant is dead, the catwalk can safely be accessed. It leads to a room overlooking the main area, containing a large amount of loot as well as the High-Voltage Blaster. This room will never have enemies.

The Farm[]

Farm 7550

Located at 7550m. The farm is full of mutants, some hiding in the fields and also a boss on the right side cabin. A Big Farmer Boss that can toss hay bales and using his pitchfork to charge at you. Killing him will give you the Golden Egg needed for Farmer Fred and a low chance of getting a Golden Egg Launcher.

Funky Frank's Fairway[]

Funky Frank's Fairway

Located at 9100m, Funky Frank's Fairway is a golf course with rusted cars just outside the entrance and in the course, rusty golf carts inside, along with 2-3 mutants per hole. There is no loot on the golf course, aside from the golf clubs needed for the quest.

Talking to Caddy Cade will give you a quest of retrieving 3 golf clubs on the course. Getting all three back to him will reward you the Golf Cart.

Forest[]

Forest Dusty Trip House

The house found in the Forest.

The forest is a landmark at ~10000m. It consists of several trees, hills, and shrubs surrounding a winding dirt road. In the middle of this forest, there is a large house with no items or useful things inside. And there's another house just at the right, hidden by a hill. There are no enemies in this location.

It's advised to just continue driving, since there's nothing worth stopping for in this location.

Bunker[]

Bunkerbutwithroad

The Bunker is a landmark at ~12000m (formerly 20000m) in the Plains. Pressing the lever next to the door will open it.

The bunker consists of a cross-shaped hallway connecting 2 side rooms, the entrance, and the vault. After moving too far into the Bunker, alarms will sound and the doors will shut behind players. A horde of ~10-20 regular mutants will appear to ambush them from the vents and a broken wall.

After the entire horde is dealt with, the Hazmat Zombie boss will drop from the ceiling. Once killed, the front doors will be unlocked and players are free to leave. The alarm will never stop and remains audible as far as 3000m away, as is expected from this game's quality standard.

The code is randomized on every playthrough and is dropped by the Commander Mutant, an enemy which will spawn at 4000m and 8000m on the road. The commander mutant can appear further down the road than the Bunker, and may possibly never appear at all. Killing the Commander Mutant with the vampire dagger will cause the code to fall or stuck in the ground.

Entering the code successfully will reveal a vault room with the Time Splicer. It is also possible to get into the vault using a chair to clip through the door, but there will be no way out. There is no penalty for entering an incorrect code, meaning that brute-force is also a viable strategy.

Big Danny's Diner[]

Big Danny's Dinner is a landmark that appears at 13000m. It's a diner with a 1950s aesthetic, containing between 5-15 "Chef Mutants" who function the same as normal enemies. Inside, there's also a working radio that plays "Happy-Go-Lively". All the doors inside the diner are initially locked.

Photo of the Big Danny's Dinner

Photo of the Big Danny's Diner

Upon killing all the enemies, the wall leading to the kitchen will explode to reveal the Chef Mutant, this landmark's boss.

When killed, the boss drops a key. Using the key to unlock the kitchen's fridge reveals a Transmorph gun. There are no other items in this location (besides debris).

Tyro Tunnel[]

Dusty Trip Tunnel

The interior of the Tunnel.

The Tyro Tunnel is a landmark at ~15000m in the Plains. It is a modern road tunnel with several obstacles such as barricades, rubble, and crashed cars.

Upon moving far enough into the tunnel, something explodes and the tunnel behind the car starts to collapse. You need to drive consistently fast (~30kph) to outpace the collapsing ceiling. It will instantly kill players and destroy car parts it crushes. During this sequence, some intense background music will play, making this the only in-game area with music.

If you die in the tunnel, reviving becomes useless since the game will attempt to spawn you inside the debris (and your car is completely inaccessible).

Tips: Try not to crash your vehicle at 60-80 km/h speed

Space Launch (New!)[]

Launch Site

A really big place indeed.

Before the Space Launch site, there is a checkpoint at 19000m, the barrier is non-solid and can be driven through.

Located at 20000m, it is a large abandoned facility, with closed off barricaded buildings, derelict military vehicles, dirt piles and a horde of mutants scattered around the area. The entrance ahead is blocked by a big dirt pile, making you need to drive on the right and make your way across obstacles, loot and enemies on the way to the other side exit.

The quonset huts at the site are accessible and have loot inside. One particular hut has furniture inside and a desk with computers with two clipboard logs on it.

The logs read here:

Clipboard#1: The last thing I remember is scrambling into the emergency transport, inputting coordinates then nothing. Now I'm here, in what it looks like an abandoned Military Space Launch Station, though I can't be sure. The walls are marked with old insignias, the air stale and thick, with metallic scent. My watch's Geiger counter tick erratically, warning me of radiation but from what? From where?

The facility is in disarray, cracks in reinforced glass, overturned desks, scattered documents. But what unsettles me the most is the silence, no alarms, no voices, just the occasional distant thud. Something is moving but I don't know what, I don't know if it's watching me.

I should be panicking, but my mind keeps drifting back to Subject 85, I need to continue my research. The anomaly is spreading too fast, reshaping life itself. If I can find some kind of workstation here somewhere to analyze samples to document my findings, maybe I can make sense of this. Maybe I can stop it.

But first, I need to understand where I am, if this place has operational systems I should be able to put logs, maps, something even a way to change my tools, if I don't I may never find my way out.

Clipboard#2: I've spent what feels like days sneaking through the station. My head pounds from the radiation and my rations are running low, but I found something- a cache of old power cells and some scrap parts. It's not much, but it should be enough to charge my equipment.

The station's systems were too degraded to make sense of anything. Whatever happened here, it happened long ago, I didn't have time to dig through all the records, but I found one Arrange mission bg-gd-bied corrupted, one word stood out 'Containment'.

I don't have time to process what that means. My equipment is operational again and I can finally continue my research. The transition back to the lab should be seamless, almost like I never left, but I know better. The dust on my notes, the degradation of my samples- I have been far longer than I thought.

Something is different. The containment field is flickering, affecting things that are transported through the fed, the air feels... changed.

THE LOG ENDS HERE.

At the center of the site is a rusted but still functional space shuttle on the launch platform. The ladder leading up to the top is broken, but you can use a barrel or a crate just enough to be climbed. Using the Upload Terminal will start the launch sequence. But be warned as waves of mutants will start to spawn around the site behind some rusted fuel tanks (red squares) and going to the accessible sides of the site to your location. The launch will take a long time to complete and waves get harder as it go further with different mutants added per wave. Straying far away from the Upload Terminal will abort the launch, making you to start over the sequence again, so stay within the vicinity of the launch platform as you defend yourself.

When the sequence is complete, the space shuttle will launch to the sky, and a new weapon, the Velocity Carbine will spawn near you, and it is also available in the unlimited storage, and you will also earn the badge "Blastoff!".

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