Monuments and loot: what to bring and where to go
Monuments are loot and puzzle locations: surface sites, oil rigs and underground areas in Rust PC. Choose a location and check its keycards and gear. In the guide23 monuments, including 18 with keycard doors.
Open a monument → “Prepare kit” → add equipment and save the list.
Green Keycard
Blue Keycard
Red Keycard
My monument runs · …
Stored in this browser: selected rooms, kit, stock and step progress. Use JSON or a contents link on another device.
Routes: 23 / 23
The filter finds all doors of the selected colour, including extra rooms. Cards show the main route, which may need several colours. Underwater Labs requirements depend on the chosen room.
Lighthouse
LighthouseA starter green card on the coast, without a card puzzle.
No keycardNot required — Electric FuseKeycards at this monumentGreenRoute
Lighthouse
LighthouseWhat to bring
- Free inventory space for the card and loot.
Prepare kitItems, your stock and saves
Steps
- Climb the lighthouse entrance stairs.
- Check the room to the right of the entrance: the card spawns on a desk.
On location
A missing card may mean someone recently looted it. A fuse does not restore it.
Abandoned Supermarket
Abandoned SupermarketA green card in the shop's staff area.
No keycardNot required — Electric FuseKeycards at this monumentGreenRoute
Abandoned Supermarket
Abandoned SupermarketWhat to bring
- No cards or fuses are needed here.
Prepare kitItems, your stock and saves
Steps
- Go from the shop floor into the back room on the left, or enter from the rear.
- Check the desk with the green card spawn.
On location
The shop floor and exits are open to other players; a recycler does not make this monument a safe zone.
Oxum's Gas Station
Oxum's Gas StationAnother starter option for a green card without access cards.
No keycardNot required — Electric FuseKeycards at this monumentGreenRoute
Oxum's Gas Station
Oxum's Gas StationWhat to bring
- No cards or fuses are needed here.
Prepare kitItems, your stock and saves
Steps
- From the main entrance, enter the room on the left or go through the garage.
- Check the desk in the staff area.
On location
There is no green card puzzle here. Do not confuse collecting it with the gas station's other mechanisms.
Abandoned Cabins
Abandoned CabinsAn accessible green card in the tall yellow cabin.
No keycardNot required — Electric FuseKeycards at this monumentGreenRoute
Abandoned Cabins
Abandoned CabinsWhat to bring
- No cards or fuses needed. If a wooden barrier blocks the upper entrance, break it.
Prepare kitItems, your stock and saves
Steps
- Find the two-storey yellow cabin and go upstairs.
- Check the desk with the green card in the upper room.
On location
This is a card pickup location without a card puzzle. If the card is gone, a fuse will not help.
Junkyard
JunkyardA green card in a container on the central bridge.
No keycardNot required — Electric FuseKeycards at this monumentGreenRoute
Junkyard
JunkyardWhat to bring
- No cards or fuses are needed to collect the green card.
Prepare kitItems, your stock and saves
Steps
- Climb onto the bridge in the centre of the junkyard and enter its container.
- Check the desk with the green card.
On location
There is no card puzzle here. Operating the crane and recycling cars is a separate activity.
Small Harbor
Small HarborA green door on the upper floor of a two-storey building.
Green× 1 — Electric FuseKeycards at this monumentBlueRoute
Small Harbor
Small HarborWhat to bring
- A regular Electric Fuse and a green card with durability remaining.
Prepare kitItems, your stock and saves
Steps
- In the two-storey building, insert the fuse downstairs and turn on the switch.
- Go upstairs and open the green door.
- Check the desk with the blue card.
On location
This is the small harbor route. At the large harbor, the card room is inside a hangar.
Large Harbor
Large HarborPower is enabled outside the hangar; the card is behind the green door.
Green× 1 — Electric FuseKeycards at this monumentBlueRoute
Large Harbor
Large HarborWhat to bring
- A regular Electric Fuse and a green card with durability remaining.
Prepare kitItems, your stock and saves
Steps
- Turn on the small building's outside switch and install the fuse inside.
- Find the green door at the far right of the hangar.
- Open the room and check for the blue card.
On location
Do not apply the small harbor's upper-floor route to this monument variant.
Ferry Terminal
Ferry TerminalAn accessible green card and a separate green puzzle for a blue card.
Green× 1 — Electric FuseKeycards at this monumentGreenBlueRoute
Ferry Terminal
Ferry TerminalWhat to bring
- For the blue card: a green card and one regular Electric Fuse. A green card can be found at the monument if nobody has taken it.
Prepare kitItems, your stock and saves
Steps
- If needed, check the desk in the building opposite the outdoor recycler: a green card spawns there.
- Insert the fuse into the metal hut's fuse box and turn on the switch outside behind it.
- At the other hut, open the door with the green card and take the blue card.
On location
The card puzzle was added on 02 Oct 2025. Older descriptions of the terminal without puzzles are outdated.
The green card requires no card or fuse; the kit above is for the blue card room.
The Dome
The DomeA blue card behind the green door at the foot of the Dome.
Green× 1 — Electric FuseKeycards at this monumentBlueRoute
The Dome
The DomeWhat to bring
- A green card and one regular Electric Fuse.
Prepare kitItems, your stock and saves
Steps
- Place the fuse in the metal hut near the start of the Dome climb.
- Turn on the outside switch and go to the second hut near the fuel tanks.
- Open the green door and check for the blue card inside.
On location
The puzzle was added on 02 Oct 2025; its room also has a recycler. Climbing to the loot at the top is a different route.
The oil pumps added on 06 Aug 2026 depend on the Power Plant and oil rigs. A tank module and Heavy Fuse are not included in this card room's kit.
Radtown
RadtownA green puzzle with a blue card in the garage's upper room.
Green× 1 — Electric FuseKeycards at this monumentBlueRoute
Radtown
RadtownWhat to bring
- A green card and one regular Electric Fuse.
- Prepare radiation protection and healing: this monument has radioactive areas.
Prepare kitItems, your stock and saves
Steps
- Find the garage, insert the fuse into the box on the left and turn on the switch.
- Climb to the upper room and open the door on the right with a green card.
- Check the desk with the blue card.
On location
This is the specific Radtown monument, not a general name for all irradiated areas. Its green puzzle was added on 02 Oct 2025.
Satellite Dish
Satellite DishA short chain between two small metal buildings.
Green× 1 — Electric FuseKeycards at this monumentBlueRoute
Satellite Dish
Satellite DishWhat to bring
- A green card, a regular fuse and clothing for irradiated areas.
Prepare kitItems, your stock and saves
Steps
- Insert the fuse in the metal building and turn on the switch at the rear.
- Open the green door in the neighbouring building.
- Check the blue card on the desk.
On location
This is the regular Satellite Dish monument puzzle, not the satellite crash event.
Sewer Branch
Sewer BranchPower is on the surface; the green door and blue card are underground.
Green× 1 — Electric FuseKeycards at this monumentBlueRoute
Sewer Branch
Sewer BranchWhat to bring
- A green card, a regular fuse, a light source and radiation protection.
Prepare kitItems, your stock and saves
Steps
- Install the fuse and turn on the switch in the red surface building.
- Go down into the sewer to the green door.
- Behind it, find the room with the blue card.
On location
If a wooden barrier blocks the building entrance, remove it first. Light helps avoid wasting time in the tunnels.
Water Treatment Plant
Water Treatment PlantA red card behind the blue door; no green card needed for this route.
Blue× 1 — Electric FuseKeycards at this monumentRedRoute
Water Treatment Plant
Water Treatment PlantWhat to bring
- A blue card, a regular fuse and radiation protection.
Prepare kitItems, your stock and saves
Steps
- Use the wheel to raise the central building's gate and enter.
- Place the fuse upstairs and start the timer.
- Go to the separate building's blue door on the upper floor.
- Check the red card in the office room; locate the inside exit control.
On location
The gateless card access area and the blue card room are different parts of the monument. The kit above is for obtaining the red card.
Airfield
AirfieldTwo power circuits: a green entrance to the tunnels and a blue room inside.
GreenBlue× 2 — Electric FuseKeycards at this monumentRedRoute
Airfield
AirfieldWhat to bring
- Both cards, two regular fuses, light, healing, weapons and radiation protection.
Prepare kitItems, your stock and saves
Steps
- In the office building with a garage entrance, install the first fuse and start the timer.
- Go down into the tunnels near the hangars and pass through the green door.
- Install the second fuse in the side room beyond it.
- Return to the blue door and check the room with the red card.
On location
A blue card alone is insufficient for the full route. The current reference lists scientists at this monument.
Train Yard
Train YardThree switches and a blue door. The green room is an optional branch.
Blue× 1 — Electric FuseKeycards at this monumentRedRoute
Train Yard
Train YardWhat to bring
- A blue card, a regular fuse, healing, weapons and radiation protection.
Prepare kitItems, your stock and saves
Steps
- Turn on the switch in the generator building, then the switch on the tower's upper outside platform.
- In the main building, install the fuse and turn on the third switch.
- Go up to the blue door and check for the red card.
On location
A green card is needed for the separate green room, not for the red card route described here. Train unloading is a separate mechanism.
Arctic Research Base
Arctic Research BaseA blue card opens the room with the red card; no regular fuse required.
BlueNot required — Electric FuseKeycards at this monumentRedRoute
Arctic Research Base
Arctic Research BaseWhat to bring
- A blue card, warm clothing, weapons, ammunition and healing for fighting scientists.
Prepare kitItems, your stock and saves
Steps
- Clear the approach to the two red modular rooms in the centre of the base.
- Use the blue card to open the left loot room, opposite the snowmobile room.
- Check the surface holding the red card at the far end.
On location
The snowmobile room has a different blue door. A simple lock does not make the trip safe: scientists guard the base.
Power Plant
Power PlantA route through green and blue doors to a red card.
GreenBlue× 1 — Electric FuseKeycards at this monumentGreenRedRoute
Power Plant
Power PlantWhat to bring
- Green and blue cards; one regular Electric Fuse.
- Bring radiation protection and healing for indoor areas.
Prepare kitItems, your stock and saves
Steps
- Turn on the switch under the stairs in the three-storey corner building.
- Turn on the second switch and timer in the low building with a sloping roof.
- Enter the main building through the green door and turn on the inside switch on the lower floor.
- Climb two flights of stairs and install the regular fuse in the box around the corner.
- Open the blue door; the red card is further up within this area.
On location
A green card is also listed along the card route. This is not a free starter location: a green card is already needed to enter.
Since 06 Aug 2026, a separate power system uses a Heavy Fuse (fuse.highgrade), with an extra room dependent on station power. Starting it is not included in the main card kit; Heavy Fuse and regular fuse are different items.
This route leads to the regular blue room containing the red card. The extra power grid room is a different destination; its Heavy Fuse count is not calculated here.
Launch Site
Launch SiteThe final red room in the main building: elite loot instead of another card.
GreenRed× 2 — Electric FuseKeycards at this monumentLoot routeRoute
Launch Site
Launch SiteWhat to bring
- Green and red cards, two regular fuses, a hazmat suit, water, healing and weapons.
Prepare kitItems, your stock and saves
Steps
- Open the small building by the three silos with a green card; install the first fuse and turn on the power.
- On the opposite side of the large building, near blue containers, find the second electrical room.
- Install the second fuse and turn on its switch.
- Use the red card to enter the main building and climb to the loot. Locate the inside door switch before leaving.
On location
A blue card cannot replace green or red. There is no next card in this chain.
The main building is highly radioactive. Armed guards and Bradley are present; this list does not calculate combat costs.
Nuclear Missile Silo
Nuclear Missile SiloA red card opens the underground complex hatch; there is no next card inside.
RedNot required — Electric FuseKeycards at this monumentLoot routeRoute
Nuclear Missile Silo
Nuclear Missile SiloWhat to bring
- A red card; no regular fuse required.
- Weapons, ammunition, healing, radiation protection and light for underground combat.
- Early in the wipe, destructible monument barriers may block the route; prepare means to destroy them.
Prepare kitItems, your stock and saves
Steps
- Swipe the red card at the reader in the surface building and press the nearby button.
- Enter through the open central hatch: it closes, and the lower part of the hatch is dangerous.
- Progress through the underground levels with scientists to the lower loot area.
- To leave, return by elevators to the upper level and guard post. The wall button by the computer terminal opens the exit doors.
On location
A red card has been required since 02 Oct 2025. Older guides using a blue card describe a previous monument version.
The central hatch entrance is one-way: learn the route to the separate exit beforehand.
The 03 Sep 2026 update added destructible barriers to red rooms. Once destroyed, they do not respawn until the wipe; exact damage and explosive costs are not promised here.
Military Tunnels
Military TunnelsThe full route to the red laboratory requires all three cards and one regular fuse.
GreenBlueRed× 1 — Electric FuseKeycards at this monumentLoot routeRoute
Military Tunnels
Military TunnelsWhat to bring
- Green, blue and red cards, a regular Electric Fuse, weapons, ammunition, healing, light and radiation protection.
- Scientists are encountered throughout; the card kit does not replace combat preparation.
Prepare kitItems, your stock and saves
Steps
- Enter the tunnels and reach the Armory sector. Install the fuse and start the timer in the service room.
- Return to the railway tracks, find the Storage door and open it with the green card.
- Inside, turn on the Laboratory switch, then return to the central tunnel.
- Go to the blue Laboratory door and use the blue card.
- Beyond it, activate the red door's short timer and use the red card. After checking the laboratory, locate the exit from the final sector.
On location
This is Military Tunnels, not the regular underground railway or the Abandoned Military Base with MLRS.
The route ends with loot; no separate next card is listed as a puzzle reward. Random drops from killed NPCs do not replace a prepared kit.
RustHelp already lists destructible tunnel barriers after Breach and Clear. Early entry may require destroying them; hit counts are not calculated here.
Small Oil Rig
Small Oil RigThe hackable crate is behind a red door reached through a blue door. No fuse is required for this route.
BlueRedNot required — Electric FuseKeycards at this monumentGreenRouteThe recent reference lists a green card, contradicting older information. Its spawn location needs verification.
Small Oil Rig
Small Oil RigWhat to bring
- Blue and red cards, weapons, ammunition, healing and a way to reach the rig and return.
- The green card and fuse are for optional rooms; they do not replace the main kit.
Prepare kitItems, your stock and saves
Steps
- Land on the lower platform and clear scientists from stairs and floors in order.
- On the upper level, open the blue door, then the red door inside the card area.
- Prepare cover before starting the crate hack: the event calls heavy scientist reinforcements by helicopter.
- Wait for the hack to finish, check containers and the route back to your transport.
On location
An already open or malfunctioning door does not prove the card is no longer required. The kit assumes the normal closed route.
RustHelp lists a green card in the monument's card area. This is a reference search location, not a guaranteed crate drop or a next tier after red.
After Power Trip, the rig has separate oil supply controls for the Dome that depend on the Power Plant. Do not confuse these with card door power.
Since September 2026, monuments with red rooms may have new destructible barriers. Fuses do not remove them; this rig's barrier configuration has not been separately verified.
Large Oil Rig
Large Oil RigA red card is enough for the main hackable crate. Blue and green rooms are separate optional branches.
RedNot required — Electric FuseKeycards at this monumentGreenRouteThe recent reference lists a green card, contradicting older information. Its spawn location needs verification.
Large Oil Rig
Large Oil RigWhat to bring
- A red card, weapons, sufficient ammunition, healing and transport with an escape plan.
- If visiting all optional rooms, check their separate kits below.
Prepare kitItems, your stock and saves
Steps
- Climb from the dock through the floors, checking passages and scientists above you.
- Find the red card room on the upper platforms and open it with the red card.
- Prepare for heavy scientists to land, then start the crate hack.
- After the event, check loot and the return route. Use the matching card for a separate blue or green room.
On location
A blue card is not required to reach the red door here. Do not apply the Small Oil Rig sequence to the Large Oil Rig.
RustHelp associates a green card with the optional green room; finding one on the main red branch is not promised. The card may already have been taken.
A regular fuse is needed for the separate button room. It is not required for the main crate.
The new oil supply to the Dome is a separate Power Trip mechanism that operates while the Power Plant is on.
Allow for possible early-wipe destructible barriers after Breach and Clear; their exact rig configuration is not calculated here.
Underwater Labs
Underwater LabsCards and fuses depend on the selected room. Layouts are randomly generated, so there is no single mandatory kit for the entire lab.
Depends on selected roomDepends on room — Electric FuseKeycards at this monumentGreenRoute
Underwater Labs
Underwater LabsWhat to bring
- Diving equipment or suitable underwater transport, weapons and healing for combat inside.
- Choose the kit based on the doors and fuse boxes in the specific lab. Not every listed variant appears on every map.
Prepare kitItems, your stock and saves
Steps
- Find the lab on the seabed and enter through the flooded moonpool, where you can climb into an air-filled room.
- Explore accessible corridors and choose a room by reader colour. Match its fuse boxes to the separate kit, not to a list of all cards at once.
- If the room has fuse boxes, install the required fuses and activate its buttons, timers or switches; then use the required cards.
- Check the room and remember the way back to your exit. Another generated lab can have a completely different route.
On location
Each variant's fuse count applies to one selected puzzle, not the total for the entire lab.
A green card is possible only in suitable rooms. Blue and red card spawns were removed in September Update 2021; do not plan to obtain the full kit inside the lab.
Some rooms and loot are accessible without cards. A red room or specific container count is not guaranteed on every map.
Card wear, fuse condition and server rules affect repeat visits. Old diagrams of particular floors are not universal.
How keycards and fuses work
The keycard colour must match the door. A red card does not replace blue or green. Power the room first, then swipe the card at its reader. Cards lose durability; a fuse powers the puzzle for a limited time. Facepunch rules
Door kits use the regular item “Electric Fuse». «Heavy Fuse” belongs to separate Power Plant mechanisms and does not replace an ordinary fuse.
Radiation may increase near puzzle elements before a reset. Leave the danger area and do not assume one fixed timer for all servers. The old vendor no longer sells the Blue Keycard; this option was removed in Pivot Or Die. Facepunch changes
A keycard or container may already have been taken. The route identifies a search location; crate contents and keycard availability on arrival are not guaranteed.