Rust Keycards
Rust's monument puzzles run on three keycards — green, blue and red — in a chain. Here's how they work, where to find each one, and which monuments use them.
The green → blue → red chain
Keycards tier up. A green card is easy to find and opens the first door; inside is usually a blue card, which opens a bigger door; behind that is a red card, which opens the best loot at the big monuments. You spend the lower card to earn the next one — so a green gets you a blue, and a blue gets you a red.
Green Keycard
The entry card — cheap, common, and the first step of every puzzle chain.
Used at 9 monuments
Blue Keycard
The mid-tier card — usually sitting behind a green-card door.
Used at 11 monuments
Red Keycard
The top card — the one that opens the best loot at the big monuments.
Used at 4 monuments
Frequently Asked Questions
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.
What order do Rust keycards go in?expand_more
Green → Blue → Red. Green is the entry card you loot freely; you spend it to reach a blue, spend 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
Yes — each keycard is consumed when you swipe it, so carry a spare for every door you plan to open.
Related guides
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