RUSTLY

Rust Cartões-chave

Os quebra-cabeças dos monumentos de Rust funcionam com três cartões-chave — verde, azul e vermelho — em sequência. Veja aqui como eles funcionam, onde encontrar cada um e quais monumentos os utilizam.

A sequência verde → azul → vermelho

Os cartões-chave têm níveis. Um cartão verde é fácil de achar e abre a primeira porta; lá dentro geralmente tem um cartão azul, que abre uma porta maior; atrás dela tem um cartão vermelho, que dá acesso aos melhores itens nos grandes monumentos. Você usa o cartão de nível mais baixo para ganhar o próximo — então, um verde te dá um azul, e um azul te dá um vermelho.

Which monuments need which keycard (14)

Every keycard puzzle on the map, easiest chain first — the cards each monument's puzzle needs, whether you'll want a fuse, and how hot the radiation runs.

MonumentogreenblueredFuseRadiação
Harbor——SimBaixo
Satellite Dish———Baixo
Sewer Branch——SimBaixo
Small Oil Rig——SimBaixo
Train Yard——SimMédio
Airfield——Médio
Ferry Terminal——Médio
Power Plant—SimAlto
Radtown—SimAlto
Water Treatment Plant—SimMédio
Large Oil Rig—SimBaixo
Launch Site—SimAlto
Military Tunnels—SimAlto
Missile SiloSimMédio

Perguntas frequentes

How many keycards are there in Rust?expand_more

Three: the Green, Blue and Red Keycard. They form a chain — a green unlocks the room holding a blue, a blue unlocks the room holding a red, and a red opens the top loot rooms.

Which monuments need keycards in Rust?expand_more

14 monuments have a keycard puzzle: Harbor, Satellite Dish, Sewer Branch, Small Oil Rig, Train Yard, Airfield, Ferry Terminal, Power Plant, Radtown, Water Treatment Plant, Large Oil Rig, Launch Site, Military Tunnels and Missile Silo. Each monument's guide covers its exact card and fuse requirements.

Can you buy keycards in Rust?expand_more

Only the Red Keycard — Bandit Camp's Scrap 4 Sale vendor sells it for 40–160 scrap. Green and blue cards aren't sold anywhere; they come from loot, fishing or puzzle completion.

What order do Rust keycards go in?expand_more

Green → Blue → Red. Green is the entry card you loot freely; you use it to reach a blue, use the blue to reach a red, and the red opens the best rooms at the big monuments.

What's the difference between the green, blue and red keycard?expand_more

Tier and where they're used. Green cards are common and open the smaller monuments' first doors; blue cards sit deeper for mid-tier puzzles; red cards are the rarest and gate the highest-value loot at monuments like Launch Site and Military Tunnels.

Do you need a fuse for keycard puzzles?expand_more

Most keycard puzzles also need an Electric Fuse to power the card reader and doors — bring one (and usually a green card) to any monument puzzle. Each monument guide lists its exact requirement.

Are keycards single-use?expand_more

No. A successful swipe wears a card by one use: green and blue keycards are good for 4 swipes, a red keycard for 2. A wrong-colour swipe costs nothing.

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