APAS picks, early vehicles, smart routes, and the right time to leave Mexico for Australia.
Death Stranding 2: On the Beach throws you into a bigger, harsher delivery loop—now with more tools, more mobility, and yes, more action woven into the “strand” formula. You’ll unlock a new progression system (APAS), get vehicles earlier, and hop between Mexico and Australia as you connect facilities and preppers to the chiral network. Below are the 20 practical, spoiler‑light tips I wish every new porter had on day one—centered on which new systems to prioritize (APAS, early vehicles), how to plan routes, manage stamina & balance, and exactly when to bail from Mexico and head to Australia.
Cited context: Kojima and press previews confirmed DS2 is designed to be more approachable with a greater emphasis on combat and vehicles, while still being fundamentally about delivery. Keep that in mind when choosing early upgrades and gear.
1) Understand APAS (and why it’s your first big priority)
APAS—Automated Porter Assistant System—is DS2’s skill tree. It unlocks when you reach Australia early in the campaign (Episode 3: “Drawbridge”), and branches into Porter, Combat, Stealth, Servicemanship, and Bridge Link tracks. You’ll earn unlocks based on how you actually play, then spend “memory” to activate nodes. You can also respec when connected to the chiral network.
Why it matters: the right early APAS picks make trekking steadier, vehicles cheaper to run, and route prep faster—huge quality‑of‑life boosts.
2) First APAS points: buy stability and safety
For most players, the best early APAS nodes are:
- Skeleton Auto‑Assist (Porter) – your exoskeleton auto‑helps balance.
- Instant Cargo Binding (Porter) – binds scattered cargo if you wipe out.
- Battery Efficiency Boost (Porter) – reduces vehicle power consumption (~8%).
They’re inexpensive memory‑wise and immediately reduce face‑plants and headaches.
3) How APAS “memory” works (and how to respec for free)
You increase APAS memory by levelling connections with facilities (more likes → stars → firmware updates = more memory). You can freely respec your nodes in the APAS menu—but only inside the active chiral network area. Before a combat‑heavy sequence, swap to combat perks; for long hauls, pivot back to Porter/Servicemanship.
4) Leave Mexico sooner than you think
Mexico is a purposeful on‑ramp. Don’t sink 10+ hours 100%‑ing it. As soon as the Plate Gate opens, go to Australia to unlock APAS and the bulk of the game’s systems; you can return later—and much faster—once you unlock proper fast travel. Also, there are only 6 facilities in Mexico versus dozens in Australia, so progress accelerates Down Under.
5) How (and when) to return to Mexico
After you reach Australia, complete Main Order 012 to re‑activate the DHV Magellan monorail and unlock fast travel between visited sites in both regions. That’s the ideal moment to pop back to Mexico and clean up—with better gear and APAS in hand. (You can use the Plate Gate earlier, but Magellan is the time‑saver.)
6) Don’t use Magellan to deliver unless you accept a penalty
Using Magellan to transport cargo slaps a Magellan Evaluation on your job—fewer likes and slower connection growth, which means slower APAS memory gains. Use it to reposition, but walk/drive for deliveries when you care about ranks and rewards. (Unlocks after the 12th mission; even choosing “pretend you won” on the boss counts.)
7) Grab your first vehicle ASAP (Tri‑Cruiser)
You can unlock the Tri‑Cruiser (trike) at the end of Episode 1 in Mexico—right after the early BT showdown around the Former Geophysics Research Lab—and fabricate it at any base with a garage. It’s fast, nimble, and great for laying the bones of your route network.
8) Manage batteries like a pro
- Full recharge + repair at large facilities/garages and the DHV Magellan.
- Generators (PCC) top you up in the field.
- Power grids inside settlements/roads temporarily pause drain—use them as “free” charging lanes.
- APAS: “Battery Efficiency Boost” (Porter) and “Emergency Vehicle Charger” (Servicemanship) are lifesavers when stranded.
9) When to graduate to a truck (Off‑Roader)
The Pickup Off‑Roader unlocks in Australia after you restore part of the monorail and progress Episode 3. It hauls huge loads, but drinks battery in water and isn’t as nimble. Don’t ditch your trike; use the truck for road runs and big supply loops, the trike for scouting and rough terrain.
10) Floating Carrier = early “hoverboard”
It’s not a vehicle on paper, but you can ride a Floating Carrier (detach → press ✕ → kick with ⭘) to skate across flats and gentle slopes. It’s surprisingly fast and even better once you unlock APAS perks that improve carrier handling/efficiency.
11) Plot routes with the Chart Course tools, not vibes
Open the Ring Terminal map, then hold □ to draw a route, R3 to cycle info layers, and L2/R2 to zoom. Sketch routes that snake around steep contour lines, cross rivers at narrow blue sections, and chain power grids/timefall shelters. It’s faster than “just going,” and safer on cargo.
12) Read the ground (and tar) with your Odradek
Ping often. The scanner overlays hazard info and, near water or tar, shows color‑coded safe paths—blue shallow/safe, yellow caution, red no‑go. Use it to pick crossings and to spot human/BT threats before they spot you.
13) Grip those triggers before you tip
You’ll stagger more often once you’re around ~60% cargo capacity. Pre‑empt wobble by holding L2+R2 on descents, river crossings, and when wind gusts kick up. Also—auto‑arrange cargo from the terminal instead of playing Tetris, and always pack a spare pair of boots.
14) Respect stamina (Endurance) and the canteen loop
Your Endurance/stamina drains faster on slopes, in rivers/timefall, and with heavier loads. Rest periodically and drink from your canteen—it auto‑refills from rain and rivers. If you want a passive buffer, raise Endurance early.
15) Level what you do (for stats and memory)
Porter Grade rises in five aspects—Porter, Combat, Stealth, Servicemanship, Bridge Link—depending on what you actually do. Higher grades unlock more APAS nodes and, through connection levels, more memory. If you’re trekking a lot, keep delivering and returning lost cargo; if you fight more, you’ll open Combat nodes faster.
16) Respec APAS before big missions (it’s free)
Right before a boss or gauntlet, duck into a connected facility and respec to a combat‑leaning APAS layout (aim assist, MP bullet upgrades, scanner perks). After, flip back to traversal and service perks for long delivery chains. Respec is quick and free—but only inside the network.
17) Use Strand Contracts to make your world friendlier
Bridge Link perks and Strand Contracts increase how often specific players’ structures and shared cargo appear in your world. Contracting with active builders can transform a brutal pass into a network of ziplines, shelters, and chargers. (Open Social Strand Service → Bridge Links to manage.)
18) Don’t neglect Servicemanship—it pays you back
Servicemanship actions (returning lost cargo, helping with Aid Requests, liking structures/posts) raise your standing, unlock memory for APAS, and often reveal local shortcuts. It’s the slow‑burn track that fills in the map with resources you’ll use all game.
19) Bonus optional detour: visit the Inventor early
If you’re confident trekking long distances, you can beeline to the Inventor in northern Australia right at the start of Chapter 3. Connecting him and ranking up unlocks strong early upgrades (e.g., Bola Stun Gun at higher rep). It’s a haul, but the payoff is real.
20) Build for approachability—DS2 expects a bit more action
The sequel intentionally leans more into combat and vehicles while keeping delivery core. That doesn’t mean “go loud,” but it does mean budgeting room for a sidearm or non‑lethal tools, and considering Combat/Stealth APAS early so you’re not scrambling when the story spikes.
Quick loadout checklist (early game)
- APAS: Skeleton Auto‑Assist, Instant Cargo Binding, Battery Efficiency Boost.
- Mobility: Tri‑Cruiser (fabricated at a garage as soon as you unlock it).
- Kit: PCC (for generators), ladders, anchors, spare boots, repair spray. (Use the map’s Chart Course to string shelters/generators and lean on power grids near hubs.)
- Routing: Draw routes that skirt steep contours and cross at blue Odradek markers.
- Region plan: Push to Australia quickly; return to Mexico after Order 012 unlocks Magellan. Avoid using Magellan for deliveries you care about ranking up.
When exactly to leave Mexico for Australia (the practical answer)
As soon as the Plate Gate opens, go. You’ll unlock APAS a few hours into Australia, plus a cascade of vehicles, structures, and connection opportunities that supercharge your efficiency. Mexico is intentionally smaller (6 facilities) and revisitable; you’ll mop it up faster later with (1) APAS memory, (2) a trike/truck, and (3) Magellan fast travel.
A note on “more action” (why you feel more pressure to prep)
Kojima has said DS2 aims to be more approachable and leans further into combat—in part responding to fan expectations—while still being a delivery game at heart. That’s why the game hands you more mobility and a flexible skill tree up front; build with that reality in mind.
New‑system cheat sheet
- APAS unlocks in Australia (Episode 3), ties to your playstyle, and can be respecced inside the chiral network.
- Vehicles unlock early: Tri‑Cruiser (Mexico end of Ep. 1), then Floating Carrier and Off‑Roader in Australia as you rebuild the monorail and connect West Fort Knot.
- Magellan fast travel unlocks on Order 012; using it to deliver reduces likes via Magellan Evaluation, so use it for repositioning, not S‑ranks.
Final thought
If DS1 was about learning to love the walk, DS2 is about stacking systems—APAS, vehicles, fast‑travel caveats—so your walks (and drives) feel intentional. Prioritize balance‑and‑battery perks, use the map like a GPS, and leave Mexico the moment the game lets you. You’ll connect Australia—and everything else—much faster.