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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.

Updated · 7 min read

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.

MonumentCardFusesRewardReset
Harbor (small and large)Green1Blue card, 1 basic fragment~30 min
Satellite DishGreen1Blue card, 1 basic fragment~30 min
Sewer BranchGreen1Blue card, 1 basic fragment, 9 crates~30 min
RadtownGreen1Blue card, 1 basic fragment, 2 military crates~30 min
The DomeGreen1Blue card, 1 basic fragment, 2 diesel~30 min
Ferry TerminalGreen1Blue 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.

MonumentCardFusesRewardReset
Train YardBlue1Red card, 2 basic fragments, 9 crates~30 min
Water Treatment PlantBlue1Red card, 2 basic fragments, 3 diesel~30 min
Arctic Research BaseBlue–Red card, 2 basic fragments, 4 crates~30 min
AirfieldGreen + blue2Red card, 2 basic fragments, 3 diesel~30 min
Power PlantGreen + blue1Red 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.

MonumentCardFusesRewardReset
Launch SiteGreen + red23 elite crates, 2 advanced fragments~30 min
Military TunnelGreen + blue + red13 elite crates, 2 advanced fragments, 2 diesel~30 min
Missile SiloRed–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 RigRed–Locked crate, 2 elite crates; 12 heavy scientists~65 min
Underwater Labblue or red, depending on the room0–2Elite crates, advanced fragments (rooms differ per map)~30 min
Underwater Lab: which puzzle rooms exist differs per map. Possible rooms include ones with a red card and 2 fuses and ones that need only a blue card.

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.

CardFixed spawnsOther sources
GreenAbandoned 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%
BluePuzzles at Harbor, Satellite Dish, Sewer Branch, Radtown, The Dome, Ferry TerminalGutting fish: catfish, orange roughy, salmon, small shark (20% each); Livestock Vendor: possible payout (animal and wool sales)
RedPuzzles at Train Yard, Water Treatment Plant, Arctic Research Base, Airfield, Power PlantLivestock Vendor: possible payout (animal sales, not wool)
RustHelp, data last verified on 1 October 2026.

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.

StageHeavy fuses at the Power PlantMonuments with a powered door
11Harbor (small and large), Ferry Terminal, Junkyard
24Airfield, Power Plant, Radtown, Sewer Branch, Train Yard, Water Treatment Plant
310Launch Site, Military Tunnel, Missile Silo
RustHelp monument pages, data last verified on 1 October 2026.

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.

MonumentProtectionEnough, for exampleWatch out
Launch SiteOrdinary areas excluding the main building: 25 %Main building and upper floors: 52 %52 % *Hazmat (50%) – some radiation remains, keep it shortPuzzle 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 shortPuzzle reset: get out at once · Special areas irradiate even through hazmat
Military Tunnels26 %Arctic Suit (33%), snow jacket kit (44%) or hazmatPuzzle 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 hazmatPuzzle reset: get out at once
Train Yard25 %Arctic Suit (33%), snow jacket kit (44%) or hazmatPuzzle 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 hazmatPuzzle 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 hazmatPuzzle reset: get out at once · Avoid radioactive water
Airfield11 %Almost any clothing, e.g. hoodie + pantsPuzzle reset: get out at once
Sewer Branch11 %Almost any clothing, e.g. hoodie + pantsPuzzle reset: get out at once
Satellite Dish10 %Almost any clothing, e.g. hoodie + pantsPuzzle reset: get out at once
Dome10 %Almost any clothing, e.g. hoodie + pantsPuzzle reset: get out at once
Small Oil Rig0 %No protection neededPuzzle reset: get out at once
Large Oil Rig0 %No protection neededPuzzle reset: get out at once
Cargo Ship0 %No protection neededRadiation alarm on departure: leave the ship
* Our safety value for the strongest special areas. The smaller value below is enough for the normal route. Snow jacket kit: wolf headdress, bandana, snow jacket, pants, wood armor pants and gloves, hide boots – measured in game at 44%.
Check protection in the configuratorPut together clothing and see at once whether your radiation protection is enough for the monument.

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 resourceYield per diesel
Stone10,000
Metal fragments5,000
Sulfur ore2,000
HQM ore100

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