Death Stranding 2 APAS Enhancements Guide: The Best Skills to Survive Australia
Figuring out how to build Sam's new skill tree is the difference between a smooth delivery and ending up as BT food in the Australian dirt.
The original game handed out passive delivery buffs that barely registered in the grand scheme of things. On the Beach completely fixes that issue with the APAS Enhancements system. It is a fully realized skill tree that forces you to make hard choices about your memory bandwidth.
You unlock the APAS menu shortly after arriving in Australia and tackling Main Order #9 to deliver a Chiral Decontaminator. Charlie will interject and let you know the system is active. From that point forward, you are entirely in control of Sam's progression. If you ignore this menu, you are going to make the mid-game an absolute nightmare for yourself.
Understanding Your Memory Bandwidth
Your APAS operates on a strict memory limit, meaning you cannot equip every skill at once. You get more memory to play with by completing deliveries and leveling up your connection with preppers via the returning 5-pointed star Porter System.
The best part about this system is that absolutely nothing is permanent. You are never locked into a bad build. You can hold the Triangle button to wipe your board clean and reallocate your nodes on the fly. The only catch is that you must be actively connected to the Chiral Network and completely out of combat to make changes. Always check your loadout before stepping into red territory.
The Best Early APAS Nodes to Equip
When you first open the menu, your options are limited, but there are a few standout nodes that immediately make traversing the map significantly less miserable.
Which Skill Branches Actually Matter?
The system is split into five distinct branches: Porter, Combat, Stealth, Servicemanship, and Bridge Link. Spreading your points evenly across all of them is the fastest way to ruin your build. You need to specialize early on.
The Porter Priority
Dump your initial memory entirely into the Porter branch. You spend the vast majority of this game walking, climbing, or driving. Anything that recovers your stamina faster, keeps your cargo stable on your back, or reduces fall damage is vastly more important than marginally better gun handling in the first ten hours.
Combat and Stealth for the Mid-Game
Once you start hitting the mid-game and hostile MULE and BT encounters become unavoidable, you can start dipping into the Combat and Stealth trees.
The Augmented Motion Scanner is a cheap 20 memory stealth node that keeps enemy silhouettes painted on your screen much longer, saving you from constantly spamming your Odradek. Also, do yourself a favor and grab Swift MULE Postbox Hacking. The default hacking animation takes entirely too long, and this node speeds it up so you can rob camps and get out before reinforcements arrive.
Servicemanship for the Grinders
If you are the type of player who obsesses over rebuilding every single road and structure on the map, look heavily into Servicemanship. Later nodes like Faster Order Preparation force standard orders to respawn much quicker at terminals. This is the absolute fastest way to grind out those elusive five star connection levels with stubborn preppers.
Stop hoarding your memory, test out different builds, and wipe the board clean if a loadout starts feeling clunky.