SpawnPass · Rust
Rust guides · SpawnPass
Player guides for Rust, written for new, intermediate and advanced players and dated so you can tell when they were last checked.
Rust guides
- Satellite Dish puzzle — One fuse, one green card, no radiation gear — the cleanest blue keycard on the map.
- Small Harbor puzzle — Fuse downstairs, green door upstairs in the same building — and zero radiation.
- Large Harbor puzzle — The same green-card puzzle as Small Harbor, split across the yard — fuse on one side, green door by the big warehouse.
- The Dome puzzle — A green puzzle added in October 2025 at the foot of the Dome, then the climb to the military crates at the top.
- Sewer Branch puzzle — Fuse box up top, green door deep in the tunnels — the darkest easy blue card on the map.
- Ferry Terminal puzzle — A newer green puzzle that runs from one end of the terminal to the other.
- Water Treatment puzzle — One fuse, a 60-second timer and a run to the blue door at the far end of the plant — no green card needed.
- Power Plant puzzle — Two switches, a green door, a fuse and a blue door — and since August 2026, the island power grid.
- Trainyard puzzle — Three switch positions across the yard, then a blue door and one of the densest crate rooms in the game.
- Airfield puzzle — Two fuses, a green door and a blue door — most of it underground, in the dark, under the runway.
- Launch Site puzzle — Two fuses, a green door, a red door, a tank that hunts you, and the best crate density on the map.
- Military Tunnels puzzle — All three keycards, a chain of timers, and the hardest scientists outside Oil Rig.
- Small Oil Rig clear — Climb it deck by deck, hack the locked crate, then survive the Chinook that answers it.
- Large Oil Rig clear — The same siege as Small Rig with roughly twice the garrison and a longer climb.
- Nuclear Missile Silo run — A one-way drop through a blast hatch into a garrison of heavy scientists, with no way back up until you clear it.
- Arctic Research Base run — A red keycard and a snowmobile, guarded mostly by the cold.
- Giant Excavator Pit — No keycards and no fuses — it runs on diesel, and it tells the whole server you switched it on.
- Radtown puzzle — Radtown came back as a real monument with a real puzzle. The old "just junk piles" guides are wrong.
- Your first wipe hour — What to do between spawning naked and holding a blue keycard, without dying to anything avoidable.
- Radiation and clothing — Protection is additive, and most monuments need far less than a hazmat suit.
- Farming and early sulfur — Where explosives actually come from, and what a raid costs before you start digging.
- Workbenches and the tech tree — Scrap paths from workbench one to three, and the two May 2026 upgrades that change the maths.
- Building, tool cupboards and upkeep — Why your base decayed, and why big groups now pay more to keep theirs standing.
- Gunplay for new players — The recoil model has not been rewritten. What changed in 2026 is how the character moves.
- Which monument to run next — A safe order through the monuments, from your first green card to Launch Site.
- Red card farming routes — Where to get red keycards repeatedly without running Oil Rig every time.
- The island power grid (Power Trip) — August 2026 turned Power Plant into the island power hub. Here is what each stage unlocks and why groups now fight for it.
- Monument blockers on wipe day — Since September 2026, red rooms can be sealed at the start of a wipe until someone pays explosives to open them.
- Countering monument campers — Puzzle knowledge is an ambush advantage — most campers only know where the loot room is.
- Raid economics for small groups — Sulfur per hour against wall costs — how a duo decides whether a raid is worth running.
- Electricity in your base — Solar, wind, batteries and branches — and what the 2026 grid changes did not change.
- Bradley, Patrol Helicopter and MLRS — The three things on the map that can kill a whole group, and when they are worth fighting.
- Underwater Labs — Sealed labs on the sea floor with a full green, blue and red card chain — reached by submarine or by diving.
- Crossbreeding plants, step by step — How a planter passes genes to the plant in the middle, exactly as the game works it out, and how to use it.
- Plant genes explained — What G, Y, H, W and X actually do, in numbers, and why some slots are harder to fix than others.
- Growing crops: planters, water, light and fertiliser — How long every crop takes, what slows it down, and why fertiliser matters more than people think.
- Chicken coops and eggs — Keeping chickens happy enough to lay: food, water, love and sunlight, with the real rates.