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Monuments Guide

Updated May 18, 2026
Post-mortar patch meta

Monuments Guide

Last updated: May 18, 2026 (round-4 monument fact-check)

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 or crafted (50 scrap, requires Workbench Level 3)
  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.

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 FORTUNESHOP / VENDORSAIR WOLF

Outpost (safe zone)

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

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 Crate4 (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 — ADDED 2026 WATER DEPARTURE LOBBY benches / kiosks WAREHOUSE GREEN PUZZLE (added 2026) GREEN LOCKED LOADING DOCK FERRY SLIP LEGEND crate / card 2026 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.

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.

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 roughly 1 hour 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.