Rust / Guide
Rust Keycards: Every Green, Blue and Red Card Monument
Which Rust monuments need a green, blue or red keycard, where you find each card, how many fuses you need and what the puzzle gives you.
In short
- The cards form a ladder: green puzzles give a blue card, blue puzzles give a red one. Red cards lead to the rooms with elite crates.
- Start by finding a green card. Fixed spawns include Supermarket, Oxum’s Gas Station, Junkyard and Lighthouse. The full list is below.
- Blue card: you get it at Harbor, Satellite Dish, Sewer Branch, Radtown, The Dome and Ferry Terminal – each with a green card and one fuse. Red card: at Train Yard, Water Treatment Plant, Arctic Research Base, Airfield and Power Plant. The tables show which cards and fuses each monument needs.
- Heavy fuses belong to a separate system. They power extra facilities and doors from the Power Plant, with their own power stages.
- Watch for radiation and puzzle resets. The times shown are RustHelp estimates dated 1 October 2026, not guaranteed countdowns from your arrival.
Green card monuments that give a blue card
These puzzles are the next step after finding your first green card. Bring an electric fuse, activate the power and use the card at the green reader. The puzzle gives you a blue card for later trips. The extra green room at Train Yard does not contain another keycard.
| Monument | Card | Fuses | Reward | Reset |
|---|---|---|---|---|
| Harbor (small and large) | Green | 1 | Blue card, 1 basic fragment | ~30 min |
| Satellite Dish | Green | 1 | Blue card, 1 basic fragment | ~30 min |
| Sewer Branch | Green | 1 | Blue card, 1 basic fragment, 9 crates | ~30 min |
| Radtown | Green | 1 | Blue card, 1 basic fragment, 2 military crates | ~30 min |
| The Dome | Green | 1 | Blue card, 1 basic fragment, 2 diesel | ~30 min |
| Ferry Terminal | Green | 1 | Blue card, 1 basic fragment | ~30 min |
Blue card monuments that give a red card
With the blue card you move on to the monuments with the red card. Airfield and Power Plant also need a green card; at the Arctic Research Base you need no fuse.
| Monument | Card | Fuses | Reward | Reset |
|---|---|---|---|---|
| Train Yard | Blue | 1 | Red card, 2 basic fragments, 9 crates | ~30 min |
| Water Treatment Plant | Blue | 1 | Red card, 2 basic fragments, 3 diesel | ~30 min |
| Arctic Research Base | Blue | – | Red card, 2 basic fragments, 4 crates | ~30 min |
| Airfield | Green + blue | 2 | Red card, 2 basic fragments, 3 diesel | ~30 min |
| Power Plant | Green + blue | 1 | Red card, 3 basic fragments, 3 diesel | ~30 min |
Red card: where to use it
Red cards lead to valuable loot, but expect armed resistance. At this guide’s data date, RustHelp lists 8 scientists at Launch Site, 11 in Military Tunnel and 23 in Missile Silo. Plan for ammunition, healing and a way out as well as the required cards.
| Monument | Card | Fuses | Reward | Reset |
|---|---|---|---|---|
| Launch Site | Green + red | 2 | 3 elite crates, 2 advanced fragments | ~30 min |
| Military Tunnel | Green + blue + red | 1 | 3 elite crates, 2 advanced fragments, 2 diesel | ~30 min |
| Missile Silo | Red | – | 4 elite crates, 2 advanced fragments, 3 diesel | ~30 min |
| Oil Rig (small) | Blue + red | – | Locked crate, 1 elite crate, green card; 6 heavy scientists | ~65 min |
| Large Oil Rig | Red | – | Locked crate, 2 elite crates; 12 heavy scientists | ~65 min |
| Underwater Lab | blue or red, depending on the room | 0–2 | Elite crates, advanced fragments (rooms differ per map) | ~30 min |
Where do you get the keycards?
Keycards do not last forever. At full durability, a green card has four uses, a blue card four uses, and a red card two uses. Check your card before heading out: a used card has fewer uses remaining. Confirmed in-game on 15 October 2026.
| Card | Fixed spawns | Other sources |
|---|---|---|
| Green | Abandoned Supermarket, Oxum’s Gas Station, Junkyard, Lighthouse, Abandoned Cabins, Ferry Terminal, Power Plant, Oil Rig, Large Oil Rig, Underwater Lab (2) | Scientists: Military Tunnel, PT boat and RHIB 36%, road scientists 24% |
| Blue | Puzzles at Harbor, Satellite Dish, Sewer Branch, Radtown, The Dome, Ferry Terminal | Gutting fish: catfish, orange roughy, salmon, small shark (20% each); Livestock Vendor: possible payout (animal and wool sales) |
| Red | Puzzles at Train Yard, Water Treatment Plant, Arctic Research Base, Airfield, Power Plant | Livestock Vendor: possible payout (animal sales, not wool) |
Mining Outpost is not a fixed green-card spawn in this data. Do not confuse that with the Outpost vendor, where the blue card was removed from sale in November 2025. At Bandit Camp, you can instead hand cards in for scrap. RustHelp lists base values of 15 scrap for green, 40 for blue and 80 for red. Dynamic vendor pricing can change the amount displayed.
Finding fuses (Electric Fuse)
- Search crates: RustHelp lists a 14.29% chance in normal crates and 26.53% in tier-2 component crates at the Underwater Lab.
- Loot scientists: The listed scientists at monuments such as Airfield, Launch Site and Oil Rig each have a 4.73% chance.
- Check barrels too: They can contain fuses, with a listed chance of 1.43%.
- Think about your next trip before recycling: An electric fuse gives 20 scrap in a green recycler. Keep one if you plan to run a puzzle soon.
Heavy fuses: Power Plant power opens extra rooms
Insert heavy fuses at the Power Plant. More active fuses raise the grid stage and power more facilities. For the doors listed below, use the switch beside the door once enough power is available. The powered door itself needs no keycard, but reaching it may still involve passing through a keycard room.
RustHelp lists a 30-minute re-lock interval, and doors close when the grid drops below their required stage. Do not assume that an opened door will stay open. The table covers these loot rooms; the grid also has a fourth stage at 18 fuses.
| Stage | Heavy fuses at the Power Plant | Monuments with a powered door |
|---|---|---|
| 1 | 1 | Harbor (small and large), Ferry Terminal, Junkyard |
| 2 | 4 | Airfield, Power Plant, Radtown, Sewer Branch, Train Yard, Water Treatment Plant |
| 3 | 10 | Launch Site, Military Tunnel, Missile Silo |
Radiation at keycard monuments
Many puzzle monuments are irradiated, and resetting a puzzle can add more radiation. The table shows how much protection you need at each monument; details in the guide radiation protection at monuments and on the Hazmat Suit page.
| Monument | Protection | Enough, for example | Watch out |
|---|---|---|---|
| Launch SiteOrdinary areas excluding the main building: 25 %Main building and upper floors: 52 % | 52 % * | Hazmat (50%) – some radiation remains, keep it short | Puzzle reset: get out at once · Special areas irradiate even through hazmat |
| Power PlantOrdinary puzzle route: 25 %Broken cooling tower: 52 % | 52 % * | Hazmat (50%) – some radiation remains, keep it short | Puzzle reset: get out at once · Special areas irradiate even through hazmat |
| Military Tunnels | 26 % | Arctic Suit (33%), snow jacket kit (44%) or hazmat | Puzzle reset: get out at once |
| Water Treatment PlantOpen areas: 0 %Irradiated buildings, tanks and puzzle: 25 % | 25 % | Arctic Suit (33%), snow jacket kit (44%) or hazmat | Puzzle reset: get out at once |
| Train Yard | 25 % | Arctic Suit (33%), snow jacket kit (44%) or hazmat | Puzzle reset: get out at once |
| Nuclear Missile SiloUnderground route excluding the warhead: 25 %Warhead on level 5: 25 % | 25 % * | Arctic Suit (33%), snow jacket kit (44%) or hazmat | Puzzle reset: get out at once · Keep away from the warhead (level 5) |
| RadtownRoad: 0 %Many ordinary buildings: 10 %Garage and recycler room: 25 % | 25 % | Arctic Suit (33%), snow jacket kit (44%) or hazmat | Puzzle reset: get out at once · Avoid radioactive water |
| Airfield | 11 % | Almost any clothing, e.g. hoodie + pants | Puzzle reset: get out at once |
| Sewer Branch | 11 % | Almost any clothing, e.g. hoodie + pants | Puzzle reset: get out at once |
| Satellite Dish | 10 % | Almost any clothing, e.g. hoodie + pants | Puzzle reset: get out at once |
| Dome | 10 % | Almost any clothing, e.g. hoodie + pants | Puzzle reset: get out at once |
| Small Oil Rig | 0 % | No protection needed | Puzzle reset: get out at once |
| Large Oil Rig | 0 % | No protection needed | Puzzle reset: get out at once |
| Cargo Ship | 0 % | No protection needed | Radiation alarm on departure: leave the ship |
Giant Excavator: no keycard, but diesel
The Giant Excavator uses diesel rather than a keycard. One diesel runs it for two minutes. You choose which resource it produces during that time.
| Selected resource | Yield per diesel |
|---|---|
| Stone | 10,000 |
| Metal fragments | 5,000 |
| Sulfur ore | 2,000 |
| HQM ore | 100 |
RustHelp lists three diesel spawns each in the puzzle rooms at Airfield, Power Plant, Water Treatment Plant and Missile Silo. The Excavator is guarded by 18 scientists. It is an alternative to a keycard puzzle, but you still need to prepare for a fight.
Common questions
Which monuments give a blue card?
Harbor (small and large), Satellite Dish, Sewer Branch, Radtown, The Dome and Ferry Terminal. Each needs a green card and a fuse.
Where do I use the blue card?
At Train Yard, Water Treatment Plant, Arctic Research Base, Airfield and Power Plant – that is where you get the red card. Also at the small oil rig (together with a red card) and in some rooms of the Underwater Lab.
Does the Mining Outpost have a green card?
According to RustHelp (as of 1 October 2026), no. Reliable green cards spawn at Abandoned Supermarket, Oxum’s Gas Station, Junkyard and Lighthouse.
How long until a puzzle resets?
RustHelp gives roughly 30 minutes, or about 65 minutes at oil rigs, but the reset depends on the puzzle state. Facepunch describes the process as starting when a puzzle container is looted, followed by radiation before the reset and a requirement to clear the area. Do not treat it as a fixed wait from the moment you arrive.
How many heavy scientists are on the oil rig?
The small oil rig event brings 6 heavy scientists; the large oil rig brings 12. Starting the locked crate triggers the event. Swiping the keycard alone does not call them in.
Do skins change anything at monuments?
Not at the puzzles. A suit can have different protection values, though: the Arctic Suit protects less against radiation than the Hazmat Suit. All values in the armor guide.
Where do I get a red card in Rust?
You can find a red card at the blue-card puzzles in Train Yard, Water Treatment Plant, Arctic Research Base, Airfield and Power Plant. Check the table above for the cards and fuses required at each monument. Another possible source is the Livestock Vendor at Ranch or Large Barn. Lead adult livestock into the pen beside the vendor. A red card can be part of the payout, but is not guaranteed. The red card is a possible reward only when selling animals, not wool. At an offer value of 75–100%, its first-pass selection chance is 20%; the remaining budget and further selection steps affect the result. This is not a flat 20% chance per sale. Source: in-game tests, confirmed on 21 October 2026; selection conditions cross-checked with RustHelp.
Sources
- RustHelp – Green Keycard
- RustHelp – Blue Keycard
- RustHelp – Red Keycard
- RustHelp – Electric Fuse
- RustHelp – Bandit Camp
- RustHelp – Giant Excavator Pit
- RustHelp – Underwater Lab
- Facepunch – Pivot Or Die
- Facepunch – The Oil Rig Update
- RustHelp – Heavy Fuse
- Facepunch – NPC pricing changes
- RustHelp – Livestock Vendor