The Lost MC Clubhouse and Safehouses in The Lost and Damned

ClubhouseSafehouse Berners Road, Acter, Alderney. Opens after Clean and Serene
Second safehouse Brian’s house in Tudor, Alderney. Opens after Bad Standing
ParkingTwo vehicles outside each
SpawnsWeapons from Gang Wars, bikes from 100% jobs
The Lost MC Clubhouse, a brick building in Acter, with bikes parked out front

The Lost MC Clubhouse is Johnny’s base, a four-story brick building in Acter, Alderney. It opens as soon as you finish the first mission, and you will come back to it constantly. You save here, pick up reward weapons and bikes, and play the club’s games. Brian’s house in Tudor joins it as a second safehouse after Bad Standing. Both have room for two vehicles outside.

The brick clubhouse stands on a quiet Acter street with a subtitle naming it as the Lost clubhouse.
Johnny walks toward parked choppers on the street outside the clubhouse.
Johnny jogs down a brick alley at night toward the lit clubhouse windows.

Inside the clubhouse

Ground floor

Walk through the front door and you land in the bar area. A caged stage with musical instruments sits to one side. Straight ahead is a small storeroom with a mattress on the floor. That is your save bed. Lie down and the game saves and moves the clock forward six hours. A side room holds a TV and a computer you can use, and this is also where the reward weapons spawn. Two bathrooms are off the bar, and only the men’s room opens.

A mattress on the floor of a storeroom with a help message about sleeping on the bed to save and pass six hours.
A small office with a television on a box, a desk, a computer and an ashtray in front.
The clubhouse storeroom with a mattress on the floor

Second floor

Upstairs is the games floor. You’ll find an Arm Wrestling table, a Hi-Lo card table and a pool table. Win at Arm Wrestling and Pool once each for the 100% checklist, and take Terry and Clay along to play with them, see Friends and Activities. Win a game of pool and you take the pool cue as a melee weapon. The memorial wall for fallen club members hangs here too, and there is a QUB3D arcade cabinet. The top floors lead to a big roof with fire stairs down the side.

Two club members arm wrestle across a table with a help message about arm wrestling your brothers.
Club members play cards at a table with a help message about a Hi-Lo card game.
A framed photo and a tombstone plaque on the memorial wall with a help message about paying respects.
The clubhouse office with a television and a desk with a computer

Parking and the bikes outside

The lot out front looks huge, but it only stores two vehicles. Park anything you want to keep right there. Johnny’s Hexer is waiting by the clubhouse every time you load. If you lose your bike, a call to Clay brings another, see Vehicles. A help message also tells you that Terry will deliver guns to your location, so the gun van does not have to meet you at the clubhouse door.

Johnny sits on his Hexer in front of the clubhouse with a help message about riding in convoy.
A lone bike sits down a wide street with a help message about saving a vehicle in the parking place outside your safehouse.
Terry stands beside a black van with a help message about Terry delivering guns to your location.

Reward spawns

Both safehouses hold the same reward spawns. The guns appear after you win a set number of Gang Wars, and the bikes come from 100% jobs. After the last mission the clubhouse can’t be entered and its spawns turn off, but the weapons and bikes keep appearing at Brian’s safehouse. Finish any pool, card and arm wrestling wins you need before you start Get Lost.

RewardWhat it takes
Sawn-Off Shotgun10 Gang Wars
Automatic 9mm20 Gang Wars
Carbine Rifle30 Gang Wars
Assault Shotgun40 Gang Wars, after Heavy Toll
Grenade Launcher50 Gang Wars
Hexer HexerWaiting each time you load the game
Bati 800 Bati 800All 10 Angus’ Bike Thefts
Hakuchou HakuchouAll 12 Bike Races
Innovation InnovationAll 50 seagulls

Only 25 Gang Wars count for 100%, so winning 50 is optional if you want every gun.

Brian’s safehouse in Tudor

Brian's house, a tall wooden house in Tudor

At the end of Bad Standing, the house in Tudor where Brian holed up becomes yours. It is a plain wooden house on a quiet street, and it has the same two parking spots and the same reward spawns as the clubhouse. You can use the parking in front of it even before the mission. When the clubhouse closes at the end of the story, this is the one that stays open.

Johnny sits on his bike in front of a tall wooden house as a subtitle says Brian is protected in his safehouse.
A tall wooden house with a brick wall in front, seen from above on a quiet Tudor street.
Johnny stands among parked bikes in front of the wooden house with a help message about Terry and Clay.