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Monuments Guide

Updated July 16, 2026
Post-Common Ground meta

Monuments Guide

Last updated: July 16, 2026 (Common Ground update — Apartment Complex added)

Every monument in Rust has a loot profile, a difficulty rating, and a set of requirements (keycards, fuses fuse, puzzle steps). This file is a per-monument reference. Use it to pick which monument to run when and what to bring.

Difficulty ratings

Keycards and puzzle requirements

Puzzles gate the best loot. Three keycards exist (Green, Blue, Red), each one requiring the previous to access. Plus fuses fuse to power doors. The progression at a typical puzzle monument:

  1. Green Card found on dead scientists, in basic crates, or in Lighthouse/Supermarket/Oxum's loot. Not sold at Outpost (Outpost only stocks Blue Cards, 100 scrap)
  2. Fuse fuse (Electric Fuse fuse), found in basic crates and monument loot (not craftable)
  3. Blue Card behind a green-card door + fuse fuse-powered terminal
  4. Red Card behind a blue-card door + fuse fuse-powered terminal

Always travel with at least 2 green cards, 1 blue, and 2 fuses fuse. You'll burn through them at the bigger monuments.

The one exception (July 2026): the Apartment Complex has no keycards or fuses at all — access there is economic. You rent a room with scrap scrap, or break into someone else's with the 1,000-scrap master key. See Apartment Complex and the deep dive.

Player-Maintained Monuments (August 2026 — "Power Trip")

The August 6, 2026 update turned the map's monuments into a shared, player-run power grid. Feed Heavy Fuses into the Power Plant and its restored power switches on perks all over the island — climbable roadside power poles, a Dome crude-oil pipeline, map-wide water, faster airdrops, a Chinook call, better recycling, and a brand-new satellite-crash event. This is the full walkthrough. Every value here is from Facepunch's official Power Trip devblog and changelist 4044. A handful of specific numbers (exact fuse counts per tier, transformer port output, water/crude volumes) come from the pre-release staging preview and are not in the official devblog — those are marked (staging — unconfirmed) and shouldn't be treated as canon until the wiki or a live server confirms them.

This is a co-op objective, not a solo run. On grouped servers the Power Plant becomes contested territory — whoever keeps it fed controls the island's power perks.

How the grid works

  1. Find Heavy Fuses as loot (they're separate from normal Electric Fuses).
  2. Insert them into the special fuse boxes at the Power Plant. More fuses restore more of the grid. Each feature needs a different amount of power before it comes online, so early fuses light up the basics and later ones unlock the endgame perks.
  3. As power rises, the roadside poles carry more electricity and monument perks switch on — roughly in the order below.
HEAVY FUSE → POWER PLANT → ISLAND PERKSDevblog confirms the tiers below; the numbered fuse counts are community-reported (staging) — unconfirmedPOWER PLANTfeed Heavy Fuses hereMORE FUSES · MORE POWERGRID DARK (no fuses)Nothing powered — a vanilla Power Plant run onlyRoadside poles carry no powerGRID POWEREDRoadside powerline poles carry power (climb by jumping)Oxum garage door + car lift · Supermarket freezerWater Treatment gearboxes startable → map-wide waterLarge/Small Oil Rig switch → Dome crude (20 min)Airfield terminals: faster airdrops · Chinook callExtra Power Plant loot room opensGreen recyclers restore 50% → 60%MAXIMUM POWERNEW red recycler @ Power Plant — 75% efficiencyGreen recyclers gain speed buff 5.0s → 4.5s / itemFull-power endgame perks onlineStaging phases (unconfirmed): 1–3 / 4–9 / 10–17 / 18+ fuses · pole output 12/18/24/30 rW

(The fuse-count thresholds are community-reported from the staging build — the devblog confirms the perks and the "more fuses unlock more" progression, but not the exact counts.)

Roadside powerline poles (free base power)

Once the Power Plant is running, the powerline poles with transformers — the white cylinder units strung along the island's roads — start carrying electricity you can tap for your own base. Two things changed:

A pole next to your base is effectively free grid power — no fuel, no solar. Expect pole-adjacent spots to get built on fast. (Staging described 6 output ports per pole at 12 / 18 / 24 / 30 rW by tier — unconfirmed.) Full wiring notes are in 03 — Electricity.

ROADSIDE POWERLINE POLES — FREE BASE POWEROnce the Power Plant is powered, tap a pole with the Wire Tool and run cable homePOWER PLANTHeavy Fuses → gridROADtransformer↑ climb: jump, no ladderYOUR BASETC / Building Priv.Wire Tool

Power Plant — the hub

Guarding the Power Plant is now a defensive objective in its own right — the whole map's perks depend on it staying fed.

Oxum's Gas Station — car garage

With the grid live or the backup generator on the side of the building running, Oxum's garage powers up: a switch on the outer wall opens/closes the garage door (needs power), the interior car lift becomes operable (lower it, drive a car on, use it like any car lift), and raising the lift again drops you into the cave below for a chance at higher-quality car-part spawns.

Abandoned Supermarket — freezer

A new freezer inside the Supermarket dispenses a steady stream of chilled food while it's receiving power from the grid, and occasionally drops a larger food cache. A reliable early-wipe food source once someone's fed the plant.

Airfield — control tower terminals

The refreshed control tower has two terminals on the second floor, each charged from grid-connected fuse boxes:

Both terminals slowly lose charge after use, then become available again. (Staging's 240/240 charge bar, "2× airdrops for one hour," and ~3-hour Chinook reset are community-reported.)

Oil Rigs → the Dome (crude-oil pipeline)

The standout logistics loop. Once the Power Plant is running:

OIL RIG → DOME CRUDE-OIL PIPELINENeeds the Power Plant grid live · pump runs 20 min · both rigs together = 1.5× crudeLARGE OIL RIGswitch → full rateSMALL OIL RIGswitch → half rateTHE DOMEcrude pumps hereTANKER vehicle moduledrain crude (no hand-scoop)CAR LIFTextract into inventoryStaging: ~1,500 crude (small) / ~3,000 (large) — community-reported, unconfirmed

Water Treatment Plant — map-wide water

Roadside water pipes now spawn around the map but start empty. To make them flow:

  1. Get the Power Plant grid live.
  2. At Water Treatment, find the two gearboxes. Drop a Gear into a gearbox (it's consumed and can't be pulled back out) and interact to start the valve wheel spinning.
  3. Keep the wheel turning until the central tank reaches full pressure — then the blades spin, clear the blockages, and water flows to the roadside dispensers across the map.
  4. Come back periodically to keep the pressure up; after the first cold start it's much easier to maintain.

(Staging said each dispenser holds ~15,000 water like a Large Water Catcher — community-reported.)

Launch Site — satellite crash (new event)

The biggest new event. At the Launch Site control room:

  1. Power up the new Satellite Control Computer with Tech Trash + an aiming module.
  2. Use the thruster buttons to steer a satellite toward a crash site of your choosing. There's no manual — you work out which thruster does what before you commit.
  3. Lock in the target. The satellite's descent is visible to every player on the server.
  4. After it impacts, it spills satellite loot crates. They start hot — wait for them to cool down, then loot. The whole server saw the crash, so expect company.
LAUNCH SITE — SATELLITE CRASH EVENTVisible to the whole server · loot the crates after they cool1 · CONTROL COMPUTERTech Trash + aiming moduleat Launch Site control room2 · AIM THRUSTERSsteer to a crash siteno manual — trial & error3 · LOCK INdescent visible toevery player on serversatellite falls4 · CRASH SITEspills satellite loot crateswait for them to cool → loot (server knows!)Staging: 9 Tech Trash + 1 MLRS Aiming Module, ~10 min to impact — community-reported, unconfirmed

Doing it as a group

Download monument data

Open data for modders, content creators, and spreadsheet planners.

Free to use. Attribution not required but appreciated.

Per-monument breakdown

Lighthouse

Pro tip: lighthouses spawn around the coast. Run 2–3 in a row right at spawn for free scrap scrap and starting components.

Fishing Village (small / large)

Bandit Camp (safe zone)

BANDIT CAMP — SAFE ZONEPERIMETER (NO BUILD)WHEEL OF MISFORTUNESHOP / VENDORSAIR WOLF

Outpost (safe zone)

OUTPOST — SAFE ZONEPERIMETER (NO BUILD)REC 1REC 2REC 3SHOP / VENDORSVENDING MACHINESHELI PAD

Apartment Complex

APARTMENT COMPLEX — RENT-A-ROOM MONUMENT (JULY 2026)SCHEMATIC — FACEPUNCH HAS NOT PUBLISHED A FLOOR PLANPENTHOUSETOP-TIER PERKSROOM TIERS — MORE STORAGE, FURNACES...SCRAP SLOT NEXT TO EACH DOOR — RENT LIVES HERELOBBY — RECEPTIONISTRENT A ROOM HEREBASEMENT — SECURITY NPC + GUARDMASTER KEY SOLD HERE (1,000 SCRAP)MARKETPLACE — PLAYER-RUN SHOPSRENT WITH SCRAP - EDITABLE SIGNS - NO DRONE ACCESSMASTER KEY OPENS THESE TOOLEGENDrentable room tier (basement to penthouse)key NPC arearent slot / master-key targetsMASTER KEY: 30 s BREAK-IN, 5 MIN ACCESS

Pro tip: the room is only as safe as your rent balance. Rent runs on real time whether you're online or not — top the door slot up before logging off, because after it runs dry the 24-hour eviction clock starts, and eviction seizes everything inside. Full mechanics, burglary rules, and the shop-takeover math: the Apartment Complex deep dive below.

Junkyard

JUNKYARD CRANE MAGNET CAR SHELLS SOUTH ROOF GREEN RECYC LEGEND car shell magnet head green card / crate roof ladder

Sewer Branch

SEWER BRANCHABOVEGROUND COMPLEXOFFICELOOT RMTUN 1TUN 2GRNCARD READER

Loot table (crate counts corroborated across multiple community sources; exact drop rates unverified):

Crate TypeCountKey Drops
Military Crate~2C4, HV rockets, components
Locked Crate1 (puzzle room)High-tier weapons, C4, rockets
Basic Crate~8Components, ammo

Harbor (small)

Harbor (large)

HARBOR — LARGEDOCK EDGE / WATERFORK1FORK2FORK3FORK4SHACK AGREENKEYPADSHACK B

Satellite Dish

Power Plant

POWER PLANTCOOLING 1COOLING 2MAIN BUILDINGSWITCH 1SWITCH 2GREEN ROOMBLUE ROOM

Loot table (crate counts corroborated across multiple community sources; exact drop rates unverified):

Crate TypeCountKey Drops
Military Crate~3C4, HV rockets, attachments, components
Locked Crate1 (cooling tower)High-tier weapons, C4, rockets
Basic Crate~10Components, ammo, low-tier weapons

Water Treatment Plant

WATER TREATMENTTANK ATANK BGARAGEREPAIR BENCHFUSELOOT WINGBLUE

Loot table (crate counts corroborated across multiple community sources; exact drop rates unverified):

Crate TypeCountKey Drops
Military Crate~3C4, HV rockets, attachments, components
Locked Crate1 (blue puzzle room)High-tier weapons, C4, rockets
Basic Crate~20Components, ammo, low-tier weapons

Train Yard

TRAIN YARDRAILSRECYCLER SHEDRECTOWERLOOT BUILDINGBLUE

Loot table (crate counts corroborated across multiple community sources; exact drop rates unverified):

Crate TypeCountKey Drops
Military Crate~2C4, HV rockets, attachments, components
Locked Crate1 (rooftop)High-tier weapons, C4, rockets
Basic Crate~10Components, ammo, low-tier weapons

Military Tunnels

MILITARY TUNNELSENTRY BUNKERSTAIRS DOWNDESCENTHEAVY SCIENTIST CHAMBERELITE ROOM

Loot table (crate counts corroborated across multiple community sources; exact drop rates unverified):

Crate TypeCountKey Drops
Military Crate~6C4, HV rockets, weapon attachments, components
Elite Crate2M249, Bolt Action, Rocket Launcher, HQM
Heavy Scientist drops5 heaviesMP5, weapon parts, ammo

Airfield

AIRFIELDTOWERHANGAR AHANGAR BHANGAR CHANGAR DUNDERGROUND BUNKERGREENBLUEREC

Loot table (crate counts corroborated across multiple community sources; exact drop rates unverified):

Crate TypeCountKey Drops
Military Crate~8C4, HV rockets, attachments, components
Elite Crate~2M249, Bolty, Rocket Launcher, HQM
Locked Crate1 (hangar)High-tier weapons, C4, rockets
Basic Crate~10Components, ammo, low-tier weapons

Arctic Research Base

ARCTIC RESEARCH BASE COLD BIOME RING ADMIN GARAGE A SNOWMOBILE RED CARD GARAGE B SNOWMOBILE RED CARD LEGEND barrel (22 total) military crate red card desk biome boundary

Abandoned Supermarket

Abandoned Cabins

Stables

Ranch

Mining Outpost

MINING OUTPOST — SAFE ZONE SAFE ZONE RADIUS SHACK ENTRY WINDOW REPAIR RECYC VENDOR BAGS recycler reachable via window spawn pt spawn pt LEGEND door window (recycler reach) repair / recycler spawn point

Oxum's Gas Station

Underwater Labs (multiple per map)

UNDERWATER LABS — MODULAR LAYOUT MOONPOOL submarine entry CARD ROOM GREEN BLUE RED CARD READERS SCIENTIST LAB SCIENTIST LAB SLEEPER SLEEPER LEGEND green/blue card door red card door scientist spawn moonpool / sub entry

Cargo Ship (event)

CARGO SHIP — TOP-DOWN BOW STERN BRIDGE CONTAINERS LOCKED 1 LOCKED 2 H HELIPAD LEGEND container locked crate helipad scientist patrol route

Loot table (crate counts corroborated across multiple community sources; exact drop rates unverified):

Crate TypeCountKey Drops
Military Crate~6C4, HV rockets, components
Locked Crate3 (timed unlock at end of voyage)High-tier weapons, C4, rockets
Basic Crate~6Components, ammo, low-tier weapons

Patrol Helicopter (event)

PATROL HELICOPTER — ENGAGEMENT GUIDE MAP — LANDMARK TRIGGERS AIRFLD LAUNCH TRAIN POWER MIL TNL WATER HELI ANATOMY — SHOT PRIORITY MAIN BODY 10K HP TAIL — 1K HP priority target CRASH SITE — LOOT ZONE napalm fire ring — burns 2min before loot grab LEGEND main body tail (shoot) crash zone heli crate

Loot table (crate counts corroborated across multiple community sources; exact drop rates unverified):

Crate TypeCountKey Drops
Heli Crate3–4 (gibs after kill)LMG/M249, Assault Rifle, Bolty, Rocket Launcher, HQM, explosives

Bradley APC (at Launch Site)

BRADLEY APC — LAUNCH SITE PATROL LAUNCH SITE PERIMETER WAREHOUSE HANGAR SHUTTLE BRADLEY SAFE 1 SAFE 2 SAFE 3 SAFE 4 GIBS DROP LEGEND patrol path Bradley safe corner gibs/loot drop

Launch Site

LAUNCH SITEWAREHOUSEHANGARADMIN / RED CARDLOOT ROOMREDGANTRYBRADLEY PATROLRECYCLER YARDREC

Loot table (crate counts corroborated across multiple community sources; exact drop rates unverified):

Crate TypeCountKey Drops
Military Crate12C4, HV rockets, weapon attachments, components
Elite Crate4M249, Bolt Action Rifle, Rocket Launcher, HQM
Locked Crate (Bradley)1High-tier weapons, C4, rockets, explosives
Basic/Normal Crate~15Components, low-tier weapons, ammo

Train Tunnels (underground network)

Nuclear Missile Silo

SURFACE COMPOUND GUARD SUPPLY RAD HATCH DIESEL x3 DESCENT UNDERGROUND BUNKER NVG CHAMBER SCIENTIST ELITE ELITE ELITE ELITE DIESEL LEGEND diesel barrel elite crate NVG scientist

Loot table (crate counts corroborated across multiple community sources; exact drop rates unverified):

Crate TypeCountKey Drops
Military Crate~3C4, HV rockets, attachments, components
Elite Crate~2M249, Bolty, Rocket Launcher, HQM
Locked Crate1 (control room)High-tier weapons, C4, rockets
Basic Crate~10Components, ammo, low-tier weapons

Oil Rig — Small

SMALL OIL RIG — 3-LEVEL ELEVATION SEA LEVEL L1 — DECK / BLUE CARD CRATES L2 — CONTROL / SCIENTISTS BLUE LOCKED L3 — HELIPAD H 4:00 HACK heavy heli inbound LEGEND helipad blue crate locked crate scientist ladder

Oil Rig — Large

LARGE OIL RIG — 4-LEVEL ELEVATION SEA LEVEL L1 — BLUE CRATES L2 — HEAVY SCIENTIST ZONE L3 — CONTROL / LOCKED CRATE LOCKED L4 — HELIPAD H stairs LEGEND helipad blue crate locked crate heavy sci stairs/ladder

Cargo Plane (Airdrop)

Chinook (CH47) Locked Crate Drop

The Dome

THE DOME — SPIRAL CATWALKS (TOP-DOWN) SPIRAL UP TOP DECK CRATES ENTRY LEGEND ground barrel top deck crate catwalk spiral entry door

Radtown

RADTOWN — REVIVED MONUMENT MAIN BUILDING MAIN ENTRY SIDE DOOR FUSE 1 FUSE 2 GREEN card desk BLUE card desk LEGEND crate / card desk fuse box / side door barrel 2 fuses required to unlock both card desks

Quarry (HQM / Sulfur / Stone)

Giant Excavator Pit

GIANT EXCAVATOR PIT EXCAVATOR bucket wheel CONTROL TERM DIESEL input slot ORE CONVEYOR OUTPUT stairs to control diesel barrels LEGEND control terminal diesel input / ore crate

Ferry Terminal

FERRY TERMINAL WATER DEPARTURE LOBBY benches / kiosks WAREHOUSE GREEN PUZZLE GREEN LOCKED LOADING DOCK FERRY SLIP LEGEND crate / card puzzle room

Listening Station (Hapis / custom maps)

Abandoned Military Base

ABANDONED MILITARY BASE — TENT CLUSTER ADMIN TENT TENT A TENT B TENT C TENT D LEGEND tent roof military crate scientist

Monument run priority by wipe time

Hour 0–2: Lighthouse, Abandoned Cabins, Oxum's Gas Station. Easy crates to bootstrap. Since July 2026: an Apartment Complex room (moves you in with 4 hours of rent credit) doubles as instant lockable storage while you scout a base spot.

Hour 2–6: Junkyard, Sewer Branch branch, Satellite Dish, Harbor (small). Mid-tier with green card.

Hour 6–12: Power Plant, Water Treatment, Harbor (large), Train Yard. Need green+blue, rad gear.

Hour 12+: Military Tunnels, Airfield, Underwater Labs, Arctic Research. Need red card, full kit, often team.

Hour 18+: Launch Site, Patrol Heli, Cargo Ship. End-game scrap scrap-to-time ratios.

Cards I recommend always carrying

Common monument mistakes

  1. Running Launch Site at hour 4 without rad suit. You'll die to radiation alone.
  2. Skipping the on-site recycler. Always recycle on-site before leaving. Components weigh down inventory.
  3. Solo-running a contested monument at peak hours. Move at off-peak (early morning server time) for less PvP.
  4. Bringing your best gear. Run monuments in mid-tier gear. If you die, you didn't lose the wipe.
  5. Hoarding green cards in your inventory. Stockpile at base, only bring 2.
  6. Looting clockwise habit. Loot order matters because crates have respawn timers timer. Hit highest-tier first.

Pro tips


The puzzle system explained end to end

Most mid- and high-tier monuments are gated behind a puzzle — a sequence of keycard swipes, fuse placements and switch flips that opens the loot rooms. Understanding the puzzle system as a whole, rather than memorising one route at a time, lets you walk into any monument and reason out the path.

The puzzle toolkit has three components:

The card hierarchy creates a natural progression loop: use a green card to run green-tier monuments, which reward blue cards; use blue cards to run blue puzzles, which reward red cards; use red cards to open the most valuable loot rooms at the top-tier monuments. A wipe's monument progression is really a card-collection ladder.

Puzzle routes — the big three land monuments

Three monuments form the backbone of mid-wipe scrap and component farming. Their routes share a common shape — flip switches, swipe up a tier, claim the red card — so learning them together is efficient.

MonumentCards neededFusesReward at the end
Water Treatment PlantBlue1Red keycard + crates in the far shack
Power PlantGreen + Blue1Red keycard + ~4 crates in the blue room
AirfieldGreen + Blue2Red keycard + ~7 crates in the blue room

The general route logic: enter near the recycler or main switch, place a fuse to power the section, flip the switch sequence, swipe your green card to open the green door, then progress inward and swipe blue to reach the final loot room which contains the red card. Airfield demands two fuses because it has two separately-powered sections; budget accordingly. The strategic point: run a green-card monument first to bank a blue card, then run blue monuments to bank red cards, and you arrive at the top-tier monuments already equipped instead of farming scrap to buy in.

Elite monuments and the heavy-scientist threat

The most rewarding monuments — the Oil Rigs, Cargo Ship, and the locked-crate events — are guarded by scientist NPCs, and the highest-value loot is locked behind a timer that summons reinforcements.

The Large Oil Rig holds 13 possible military and elite crate spawns across its upper levels plus the locked crate, guarded by up to roughly 16 scientists total — making it one of the densest loot sources in the game and, predictably, one of the most contested. Never run a rig without a plan for the heavy-scientist wave and for the rival players the sirens advertise your presence to.

Monument PvP — turning loot runs into map control

Every monument is a PvP magnet. The loot draws players, which means a monument run is never purely PvE — it is a contested objective. Meta players treat monuments as positions to be controlled, not just boxes to be opened.

The deeper meta point: monuments are where the map's wealth concentrates, so they are where the map's conflict concentrates. A group that consistently controls two or three nearby monuments controls the component and scrap economy of that region of the map, which funds everything else — better guns, faster bench progression, and the explosives to raid the groups who could not.

Recyclers and the component economy

Monuments are not only about crates — they are about recyclers. The recycler converts components and unwanted items into raw materials and scrap, and it quietly underpins the entire progression economy.


Monument puzzle solutions

The keycard, fuse and switch system is explained in full under “The puzzle system explained end to end” above — this section gives the concrete per-monument routes. One number worth carrying with you: Green and Blue cards survive 4 swipes each, but a Red card lasts only 2 swipes, so plan Red-card runs carefully.

Green card monuments

Green readers are the entry tier and are found at low-radiation monuments. They generally need 1 fuse and a Green keycard, and reward Blue keycards plus mid-tier loot.

Blue card monuments

Blue readers gate the Red keycard. Carry a Green and a Blue card (a Green reader almost always sits on the route), the listed fuses, and decent radiation protection.

Red card monuments

Red readers protect the best non-event loot in the game. Bring a full hazmat suit, a Red keycard, and remember the card only survives 2 swipes.

Puzzle run checklist

  1. Confirm the card tier and fuse count for the target monument before you leave base.
  2. Carry a spare fuse — a misfired switch order can waste one, and fuses are cheap insurance.
  3. Bring radiation protection scaled to the monument: a few hazmat pieces for Green tier, full hazmat for Blue and Red tier.
  4. Clear scientists first where possible; a swipe animation locks you in place and makes you an easy target.
  5. Loot the card room fast — other players watch puzzle monuments specifically to third-party the swipe.

The Apartment Complex — renting, burglary, and the player marketplace (July 2026)

The "Common Ground" update (July 2, 2026) added Rust's first landlord: a monument where fresh spawns rent a real room, shopkeepers rent real storefronts, and burglars buy a very real skeleton key. Everything below is from the official post plus defaults verified on a live server running the July build — community servers can tune all of it.

Renting a room

Talk to the receptionist in the lobby to rent. Rooms run from basement to penthouse, and different room types carry different perks — more storage, furnaces, and more (Facepunch hasn't published the full perk table). Rent is scrap scrap, paid by feeding the slot next to your door. You move in with 4 hours of rent credit, so you won't see an eviction warning the moment you get the key. When the balance hits zero a 24-hour grace period starts; if you still haven't paid, you're evicted and everything in the room is seized. Rent burns real-world hours, online or not — top up before you log. A rent-scaling system (rent that grows with the value of what you store) exists in the build but ships off by default.

RENT LIFECYCLERENT ROOMLOBBY RECEPTIONISTMOVE-IN CREDIT4 H FREETOP UP SCRAPSLOT NEXT TO DOORKEEP IT TOPPED UP — RENT BURNS REAL TIME, ONLINE OR NOTRENT DRY24 H GRACETHEN EVICTIONEVICTEDPOSSESSIONS SEIZED

The master key — burglary as a mechanic

Facepunch's post teases the master key as "available somewhere on the island." Here's the verified answer: the apartment security NPC sells it for 1,000 scrap scrap. With key in hand you hold the break-in interaction on an occupied door for 30 seconds, then get 5 minutes of access to that room — and the same trick works on the marketplace shops. Not sure which door hides the good stuff? A guard in the basement sells hints about which rooms are worth burgling. Two defensive notes: an invisible blocker keeps non-tenants out of rooms they don't have access to, and combat inside apartment rooms is allowed by default even outside break-ins — the complex is a social hub, not a safe zone. Don't treat your room like a vault for the whole wipe's loot.

MASTER-KEY BREAK-IN TIMELINEBASEMENT SECURITY NPCSELLS MASTER KEY1,000 SCRAPHOLD BREAK-INON OCCUPIED DOOR30 SECONDSINTRUDER ACCESSROOM OR SHOP5 MINUTESGUARD IN THE BASEMENT SELLS HINTS ON WHICH ROOMS ARE WORTH ROBBINGDEFENDERS: COMBAT IN ROOMS IS ON BY DEFAULT — A BREAK-IN CAN BE FOUGHT OFF

The marketplace — player-run shops

The complex includes a marketplace of shops any player can rent and run — sell to residents face-to-face rather than through a lonely roadside vending machine. Opening one costs a non-refundable upfront scrap fee plus a per-hour (real-time) scrap rent, and you need at least 12 hours of rent banked to open. The twist is hostile takeovers: once a shop has been open 6 hours, anyone can seize it by paying 2x the upfront cost and 2x the hourly rent — and each subsequent takeover escalates to 3x, 4x, and beyond. If your shop closes or transfers, you have 24 hours to retrieve stored items before they're gone. Shops can't be reached by drone, the sign above each shop is editable, the new Metal Shopfront is Workshop-skinnable — and yes, the master key opens shops too, so don't warehouse your life savings behind the counter.

SHOP RENT + TAKEOVER ESCALATIONOPEN SHOPUPFRONT FEE + RENT/HRMIN 12 H RENT BANKEDFIRST 6 HOURSTAKEOVER-PROOFTAKEOVER #1PAY 2xNEXT3x, 4x...UPFRONT + RENT/HRSHOP CLOSED OR TAKEN OVER? STORED ITEMS STAY RETRIEVABLE FOR 24 H — THEN GONENO DRONE ACCESS - EDITABLE SIGN - MASTER KEY OPENS SHOPS - DON'T WAREHOUSE YOUR SAVINGS HERE

Server settings worth knowing

All of the numbers above are the build's defaults, confirmed on a live July-build server — owners can retune them. The knobs: free move-in hours (default 4), the eviction grace period (default 24 h), the master key's price (default 1,000 scrap), the break-in hold (default 30 s), the intruder-access window (default 5 min), and rent scaling by stored-item value (default off, with a server-queryable list of taxed items). If a community server feels different from this guide, one of those dials moved.

Bradley APC & Patrol Helicopter takedowns

The Bradley APC and the Patrol Helicopter are the two roaming monument bosses. Both reward Elite crates — the highest non-locked loot tier — but they punish bad positioning instantly. Below are current 2026 health values, explosive counts, and the positioning that keeps you alive.

Bradley APC

The Bradley APC patrols Launch Site — in vanilla it spawns nowhere else. It has 1,000 HP and will self-heal if it takes no damage for 5 minutes, regaining full health over about 60 seconds — so commit fully or not at all. It respawns 60 minutes after death.

MethodAmount to destroyNotes
High Velocity Rockets7 direct hitsCheapest reliable kill. Bring 8–9 to cover misses.
Timed Explosive (C4)3 chargesMust be placed/stuck on the hull — risky up close.
Regular Rockets~6–8Wasteful vs HV; the splash also scatters loot fires.

Weak spot: the APC takes full damage anywhere on the hull — there is no armor multiplier — but its turret has a limited traverse and cannot depress fully. The reliable counter is a rooftop or elevated ledge directly above or behind it: the turret cannot elevate high enough to hit you, and you get a clean downward angle for rockets. From ground level, hug its rear blind spot — the turret tracks slowly, so move with it and stay off its forward arc.

Crate timer: on death the Bradley drops 3 crates (a mix of Bradley/Elite crates) inside a burning wreck. The fire must die down before you can loot — about 3 minutes. Expect other players to contest the burn; hold the high ground you killed it from rather than rushing the fire.

Group tactics: two players on opposite rooftops split the turret's attention — it can only track one target at a time. One fires while the other reloads, alternating HV volleys so damage never stops long enough to trigger the 5-minute heal.

Patrol Helicopter

The Patrol Helicopter is an event that spawns periodically and patrols monuments, strafing players and buildings. It has 10,000 HP on the main body, but you almost never need to chew through that whole pool — it has two destructible rotors that act as weak points.

TargetHPEffect when destroyed
Tail rotor~500Lowest-HP weak point — prioritise this first.
Main rotor~900Destroying it sends the heli into a death spiral.
Main body~10,000Only relevant if you ignore the rotors.

Destroying the main rotor downs the helicopter outright, ignoring its remaining body health — the tail rotor is an optional softening target, not required for the kill. The fastest takedown is to focus the tail rotor (lowest HP), then the main rotor. An Assault Rifle or LR-300 with full-auto fire works, but the most ammo-efficient kill is rockets/explosive ammo onto the rotors.

Positioning & blind spots: unlike the Bradley, the helicopter can see and hit targets anywhere in its range — there is no true blind spot. It fires its guns in bursts with roughly a 3-second gap between them. Use that rhythm: take cover or break line of sight during the burst, then lean out and fire your shots in the pause. Fight from a building with a hard roof so its rockets cannot collapse your cover, and never stand in open ground — a single rocket burst is a one-shot kill.

Crate timer: the downed heli leaves a wreck with multiple crates engulfed in a fuel fire. Once the heli is dead and the crates have stopped burning it takes about 5 minutes before you can salvage the gibs with a tool. As with Bradley, expect contested loot — hold the high ground.

Group tactics: a group splits fire across both rotors simultaneously so each drops faster, and posts one player as a spotter calling the burst timing. Spreading out also prevents the heli's rocket strafe from catching the whole team in one pass.