Complete puzzle card solutions for every monument in Rust. Learn keycard progression, fuse locations, and step-by-step walkthroughs for every tier.
Rust's monument puzzles use a color-coded keycard progression: Green -> Blue -> Red. Each color unlocks increasingly valuable loot rooms.
Green keycards: Found at Tier 0-1 monuments (Oxum's Gas Station, Supermarket, Lighthouse). They spawn on tables and shelves. These are free to pick up. Blue keycards: Obtained by completing Green card puzzles at Tier 1-2 monuments. Found inside locked rooms. Red keycards: Obtained by completing Blue card puzzles at Tier 2 monuments. These unlock the highest-tier loot.
Electric Fuses are also required for most puzzles. They spawn in loot boxes at all tier monuments. You need at least one fuse per puzzle attempt, and they are consumed on use.
Oxum's Gas Station: The green card spawns on the counter inside the gas station building. Use it at the small building next door -- insert a fuse in the fuse box on the outside wall, then swipe the green card at the door. Inside you find 1-2 crates and potentially a blue keycard.
Supermarket: Check the shelves and checkout counter for green card spawns. The puzzle room is in the back area of the store.
Harbor (Large): Green card spawns in the harbor office. The puzzle is in the warehouse section -- fuse box is on the outer wall. Look for 2-3 crates inside.
Sewer Branch: Enter the underground sewer through the manhole. The green card reader is on the underground door. Contains a military crate and blue keycard spawn.
Airfield: Start at Hangar 1 with a green card to activate the first door. Navigate upstairs in Hangar 2 and use the blue card to access 2-3 military crates. The fuse box is on the exterior of the first hangar.
Water Treatment Plant: Green card goes into the pump station. Blue card accesses the main building's upper floor with military crates.
Power Plant: Green card at the auxiliary building near cooling towers. Blue card at the main building upper floor. Watch out for radiation in the main building.
Train Yard: Green card at the warehouse near train tracks. Blue card at the tower building -- climb to the top for military crates. One of the easier blue card puzzles.
Sewer Branch: After the green card room, the blue card room yields a military crate and sometimes a red keycard. This is the cheapest and fastest blue card run.
Launch Site: Requires all three keycards plus a fuse. Start at the office building ground floor (green), then proceed to the blue card room, and finally the red card room containing an Elite Crate. Bring 25+ rad protection.
Military Tunnels: Green card at the side entrance, blue card deeper in the tunnels. The armory room behind the blue card door has Elite Crates. Bring a flashlight and close-range weapons.
Arctic Research Base: Full green-blue-red progression through lab corridors. Bring extreme cold protection. Less contested than Launch Site.
Underwater Labs: Procedurally generated layouts vary, but the progression is the same. Need diving gear or a submarine to access. Green-blue-red through connected modules.
Missile Silo: Green at surface entrance, blue at mid-level, red at the bottom launch control room. High radiation throughout -- Hazmat required.
The most efficient approach to keycard progression:
This entire progression can be done in a single run if you plan your route. Always carry at least 2 fuses since they are consumed on use. If you die and lose your keycard, restart at step 1 -- keycards are abundant at Tier 1 monuments.
To maximize loot per monument run:
Scrap per hour is the most important metric. A well-executed Launch Site run can yield 500+ scrap including recycled components. Airfield and Dome runs typically yield 200-300 scrap each.
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