Just check the immediate surroundings then, enough to make sure nothing nasty's hiding near us.
You wander around, climbing to the top of a pile of scrap metal every now and again and surveying the area. You see no junkyard dogs, no drifters waiting to stab you in your sleep, no unknown horrors lurking off in the distance. Hmm. You can hear birds falling dead from the sky, gunshots in the distance, smell acrid smoke on the air, see the city burning in the distance, but here, here at least you see nothing. You shiver in the cold air and climb back down. You do another round, just to be sure, this time poking around in the garbage itself, looking for anything that might be hiding, but you find nothing.
From atop Volkswagen, use binoculars I bought earlier to check if I can see any other locations of interest near or on the junkyard.
Start by looking around for razor wire or something else that could be used to easily form a first barricade.
There's the train tracks that bisect the eastern "horn" of the yard, and the infrastructure used to load the trains which occasionally rumble through there. The city is off to the west, and spreads north and south, with the bay to the south and the suburbs north. The suburbs are burning far more then the city itself; though even from here you can see people moving about in great herds and riotous mobs in the wide streets of the city. To the direct south is an expanse of yellowed grass which eventually leads to the shipyards down at the beach, with only a few buildings between you and that distant port. To the north lies the Asylum and the Prison, both in close proximity to one another.
In terms of things to see in the junkyard, the gate is to the west, the majority of the scrap lies south and east, with less to the north. There's the plane hulks and the runway out to the east, sectioned off from the more mundane scrap, and some low buildings near the center of the place, which look like they might be the offices of whoever runs the place. They show no lights and seem to be abandoned. They're little more then corrogated metal shacks though, good for keeping out the elements but otherwise flimsy.
Sam. Welcome to the home of tetanus and somehow... special people hiding from the insanity the rest of the world has become. At least, I think that's somewhat of a going theory, that something is special about us such that we're not going mad along with everyone else. You and Thomas make five, I believe. We'll take a look at what you have in a bit, I suppose.
Sam lets both men drive in, then goes in himself, closing and locking the gate behind him.
Didn't we do this already? Aren't you guys ALREADY in the dang place? Well, you are now, at least.
Drive in and park somewhere near VW Tower, then get out the camp stove and start make some breakfast while thinking about that rune.
You park near the tower of scrap that another man is surveying the scene from and dig your camp stove out of the car. You set it up under the pile, set a pot on it and empty a tin of beans and some jerky into it, along with a packet of gravy mix and some water to thin it out a bit. Fine dining it isn't, but after it simmers for a while and the jerky starts to get tender, and the flavors start to blend, it doesn't taste half bad.
Thinking about that rune...you do it for maybe 20 seconds before you notice that you're gripping the metal stirring spoon hard enough that it's cutting into your hand.
Follow
You sit down next to the stove as your new found friend cooks. At one point they start shuddering a little and their hand starts bleeding. They seem to be having a bad reaction to that thing you showed them. You wonder...if you shouldn't keep that secret from anyone else. He went a bit nuts, someone else might go very nuts. Or completely homicidal. And that would be the definition of double plus un-good.