SpawnPass · Rust
Launch Site puzzle
Two fuses, a green door, a red door, a tank that hunts you, and the best crate density on the map.
Last checked 2026-09-21
Overview
Launch Site is the endgame monument. Bradley patrols the roads through it, radiation ticks through a hazmat suit, and the red room is a magnet for every geared group on the server. Do not run it before you can afford to lose what you are carrying.
Swipe green at the outlying building
Head for the two-storey building away from the pad, near the tall silos. Swipe your green keycard on the door there.
- Bradley patrols the road loop through the site. Listen for the engine before you cross open tarmac.
Insert the first fuse and flip the switch
Inside, the fuse box is the one visibly sparking. Insert the first Electric Fuse and flip the switch beside it.
Cross toward the rocket factory
Cross the open tarmac past the warehouse toward the rocket factory, the huge building at the west end.
- This crossing is the most exposed part of the run and the most common place to be shot.
Insert the second fuse
The second fuse box is on the south side of the rocket factory. Insert your fuse and flip the switch beside it. This switch and the one in the green-card building feed a single AND gate, and that gate powers all four red doors — both have to be on.
Swipe red
The rocket factory has four red-card doors around its base, two on each long side. Swipe at one and get inside before the door cycles shut.
Clear upward and loot
Work up the stairs and catwalks toward the roof level. Elite crates sit on the upper floors, military crates below. Watch for broken stairs — falls here kill.
Power the exit and leave
The lower auxiliary power room has the switch and buttons that reopen the red doors. Leave by the rail line or the perimeter rather than back over the pad — radiation plus a full inventory is how people die at the last step.
Optional: the bunker under the rocket
A second puzzle needs no card. Under the rocket on the east side, two switches feed a 60-second timer, and the timer powers a button that opens the bunker room. Flip both switches, then the timer, and press the button before it runs out.