{"id":19192,"date":"2025-01-25T03:36:41","date_gmt":"2025-01-25T03:36:41","guid":{"rendered":"https:\/\/tradeit.gg\/blog\/?p=19192"},"modified":"2026-07-20T22:46:17","modified_gmt":"2026-07-20T22:46:17","slug":"rust-monuments-guide","status":"publish","type":"post","link":"https:\/\/tradeit.gg\/blog\/rust-monuments-guide\/","title":{"rendered":"Rust Monuments Guide &#8211; Locations, Full List, Tiers"},"content":{"rendered":"<!--\nTRADEIT WORDPRESS \/ GUTENBERG CONTENT PACKAGE\n\nCANONICAL URL - KEEP EXACTLY:\nhttps:\/\/tradeit.gg\/blog\/rust-monuments-guide\/\n\nWORDPRESS POST TITLE \/ H1 - SET IN THE WORDPRESS TITLE FIELD; DO NOT DUPLICATE IN THE BODY:\nRust Monuments Guide: Full List, Locations, and Loot (2026)\n\nMETA TITLE:\nRust Monuments Guide: Locations & Loot (2026) - Tradeit\n\nMETA DESCRIPTION:\nComplete Rust monuments guide for 2026: full list, locations, loot, puzzles, and keycards. Practical reference for every monument type - safe to hardcore.\n\nPRIMARY KEYWORD: rust monument guide\nSECONDARY: monument guide rust; rust monuments guide\nRELATED: rust monument locations; rust monument loot; rust keycard monuments; rust puzzle monuments\nINTENT: Practical reference. Ranking\/comparison intent is reserved for the separate tier-list article.\nLAST FACT-CHECKED: July 20, 2026\n\nPUBLISHING NOTE:\nThis file is the paste-ready Gutenberg post body. 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   padding: 0 12px;\n    transition: background 0.25s var(--ti-ease), border-color 0.25s var(--ti-ease), color 0.25s var(--ti-ease), box-shadow 0.25s var(--ti-ease);\n  }\n\n  .ti-rmg-bt__filter:hover {\n    border-color: var(--ti-line-3);\n    color: var(--ti-accent-deep);\n  }\n\n  .ti-rmg-bt__filter.is-active {\n    background: var(--ti-tint-2);\n    border-color: var(--ti-line-3);\n    box-shadow: inset 0 0 0 1px rgba(97, 93, 252, 0.08);\n    color: var(--ti-accent-deep);\n  }\n\n  .ti-rmg-bt__table-status {\n    color: var(--ti-faint);\n    display: flex;\n    font-size: 12.5px;\n    gap: 12px;\n    justify-content: space-between;\n    padding-top: 12px;\n  }\n\n  .ti-rmg-bt__table-scroll {\n    background: var(--ti-card);\n    -webkit-overflow-scrolling: touch;\n    overflow-x: auto;\n    position: relative;\n    z-index: 1;\n  }\n\n  .ti-rmg-bt__table {\n    border-collapse: collapse;\n    min-width: 1040px;\n    width: 100%;\n  }\n\n  .ti-rmg-bt__table th,\n  .ti-rmg-bt__table td {\n    border-bottom: 1px solid var(--ti-line);\n    padding: 14px 16px;\n    text-align: left;\n    vertical-align: top;\n  }\n\n  .ti-rmg-bt__table thead th {\n    background: var(--ti-tint);\n    color: var(--ti-accent-deep);\n    font-size: 11.5px;\n    font-weight: 600;\n    letter-spacing: 0.08em;\n    position: sticky;\n    text-transform: uppercase;\n    top: 0;\n    z-index: 4;\n  }\n\n  .ti-rmg-bt__table tbody th {\n    background: var(--ti-card);\n    color: var(--ti-ink);\n    font-size: 14.5px;\n    font-weight: 600;\n    left: 0;\n    min-width: 210px;\n    position: sticky;\n    z-index: 2;\n  }\n\n  .ti-rmg-bt__table td {\n    color: var(--ti-muted);\n    font-size: 14px;\n    line-height: 1.5;\n  }\n\n  .ti-rmg-bt__table tbody tr:nth-child(even) td,\n  .ti-rmg-bt__table tbody tr:nth-child(even) th {\n    background: #FBFBFF;\n  }\n\n  .ti-rmg-bt__table tbody tr {\n    transition: background 0.2s ease;\n  }\n\n  .ti-rmg-bt__table tbody tr:hover td,\n  .ti-rmg-bt__table tbody tr:hover th {\n    background: var(--ti-tint);\n  }\n\n  .ti-rmg-bt__table tr:last-child td,\n  .ti-rmg-bt__table tr:last-child th {\n    border-bottom: 0;\n  }\n\n  .ti-rmg-bt__no-results {\n    background: var(--ti-card);\n    color: var(--ti-muted);\n    display: none;\n    padding: 20px;\n    position: relative;\n    text-align: center;\n    z-index: 1;\n  }\n\n  .ti-rmg-bt__no-results.is-visible {\n    display: block;\n  }\n\n  \/* Bullet Tracers badge language, adapted to keycard states. *\/\n  .ti-rmg-bt__badge,\n  .ti-rmg-bt__pill {\n    align-items: center;\n    border: 1px solid transparent;\n    border-radius: 999px;\n    display: inline-flex;\n    font-size: 12px;\n    font-weight: 600;\n    gap: 7px;\n    letter-spacing: 0.02em;\n    line-height: 1;\n    padding: 6px 11px;\n    width: fit-content;\n  }\n\n  .ti-rmg-bt__badge::before,\n  .ti-rmg-bt__pill::before {\n    background: currentColor;\n    border-radius: 50%;\n    content: \"\";\n    flex: 0 0 auto;\n    height: 6px;\n    width: 6px;\n  }\n\n  .ti-rmg-bt__badge--open,\n  .ti-rmg-bt__pill {\n    background: #F4F4F7;\n    border-color: #E3E4E9;\n    color: #616572;\n  }\n\n  .ti-rmg-bt__badge--green,\n  .ti-rmg-bt__pill--safe {\n    background: #EAFBF2;\n    border-color: #BFE9D4;\n    color: #0E9F6E;\n  }\n\n  .ti-rmg-bt__badge--blue,\n  .ti-rmg-bt__pill--npc {\n    background: var(--ti-tint-2);\n    border-color: #D9D7FA;\n    color: var(--ti-accent-deep);\n  }\n\n  .ti-rmg-bt__badge--red {\n    background: #FEECEE;\n    border-color: #F5C6CB;\n    color: #C0353D;\n  }\n\n  .ti-rmg-bt__badge--event,\n  .ti-rmg-bt__badge--variable,\n  .ti-rmg-bt__pill--rad {\n    background: #FFF4E5;\n    border-color: #F4DDB8;\n    color: #B54708;\n  }\n\n  .ti-rmg-bt__pill--sea {\n    background: #EAF6FF;\n    border-color: #C8E4F7;\n    color: #1774A3;\n  }\n\n  .ti-rmg-bt__cell-note {\n    color: var(--ti-faint);\n    display: block;\n    font-size: 12px;\n    margin-top: 5px;\n  }\n\n  .ti-rmg-bt__yes {\n    color: #0E9F6E;\n    font-weight: 600;\n  }\n\n  .ti-rmg-bt__no {\n    color: var(--ti-faint);\n  }\n\n  \/* Editorial image placeholders. *\/\n  .ti-rmg-bt__image-placeholder {\n    margin: 1.65rem 0;\n  }\n\n  .ti-rmg-bt__image-box {\n    background:\n      radial-gradient(110% 100% at 0% 0%, rgba(97, 93, 252, 0.08), transparent 50%),\n      var(--ti-panel);\n    border: 1px dashed var(--ti-line-3);\n    border-radius: 14px;\n    color: var(--ti-muted);\n    display: grid;\n    min-height: 255px;\n    padding: 28px;\n    place-items: center;\n    text-align: center;\n  }\n\n  .ti-rmg-bt__image-box strong {\n    color: var(--ti-ink);\n    display: block;\n    font-size: 15px;\n    font-weight: 600;\n    margin-bottom: 7px;\n  }\n\n  .ti-rmg-bt__image-box span {\n    color: var(--ti-muted);\n    display: block;\n    font-size: 14.5px;\n    line-height: 1.6;\n    max-width: 680px;\n  }\n\n  .ti-rmg-bt__image-placeholder figcaption {\n    color: var(--ti-faint);\n    font-size: 12.5px;\n    margin-top: 8px;\n  }\n\n  .ti-rmg-bt__legend {\n    display: flex;\n    flex-wrap: wrap;\n    gap: 8px;\n    margin: 1rem 0 1.5rem;\n  }\n\n  .ti-rmg-bt__legend-item {\n    align-items: center;\n    background: var(--ti-card);\n    border: 1px solid var(--ti-line);\n    border-radius: 999px;\n    color: var(--ti-muted);\n    display: inline-flex;\n    font-size: 12px;\n    font-weight: 600;\n    gap: 8px;\n    padding: 7px 11px;\n  }\n\n  .ti-rmg-bt__dot {\n    background: #616572;\n    border-radius: 50%;\n    height: 7px;\n    width: 7px;\n  }\n\n  .ti-rmg-bt__dot--green { background: var(--ti-green); }\n  .ti-rmg-bt__dot--blue { background: var(--ti-accent); }\n  .ti-rmg-bt__dot--red { background: var(--ti-red); }\n\n  \/* Keycard route and copy control. *\/\n  .ti-rmg-bt__route {\n    background:\n      radial-gradient(130% 90% at 0% 0%, rgba(97, 93, 252, 0.07), transparent 46%),\n      var(--ti-panel);\n    border-color: #E4E2FA;\n    margin: 1.2rem 0 1.6rem;\n    padding: 26px;\n  }\n\n  .ti-rmg-bt__route-grid {\n    margin: 0 0 16px;\n  }\n\n  .ti-rmg-bt__route-step {\n    padding: 16px;\n  }\n\n  .ti-rmg-bt__route-step::after {\n    content: none;\n  }\n\n  .ti-rmg-bt__code-row {\n    align-items: stretch;\n    display: flex;\n    gap: 10px;\n    margin: 14px 0;\n    min-width: 0;\n    width: 100%;\n  }\n\n  .ti-rmg-bt__code-row code {\n    background: linear-gradient(180deg, #20222F 0%, var(--ti-dark) 100%);\n    border: 1px solid #2A2D40;\n    border-radius: 12px;\n    box-shadow: inset 0 1px 0 rgba(255, 255, 255, 0.06), 0 8px 20px rgba(27, 29, 42, 0.18);\n    color: var(--ti-code);\n    display: block;\n    flex: 1;\n    font-family: ui-monospace, SFMono-Regular, Menlo, Monaco, Consolas, monospace;\n    font-size: 14px;\n    line-height: 1.5;\n    min-width: 0;\n    overflow-x: auto;\n    padding: 14px 16px 14px 34px;\n    position: relative;\n    transition: box-shadow 0.3s var(--ti-ease), border-color 0.3s var(--ti-ease);\n    white-space: nowrap;\n    width: 100%;\n  }\n\n  .ti-rmg-bt__code-row code::before {\n    color: var(--ti-grad-2);\n    content: \">\";\n    font-weight: 700;\n    left: 14px;\n    position: absolute;\n  }\n\n  .ti-rmg-bt__code-row:hover code {\n    border-color: rgba(97, 93, 252, 0.55);\n    box-shadow: inset 0 1px 0 rgba(255, 255, 255, 0.06), 0 10px 24px rgba(97, 93, 252, 0.25);\n  }\n\n  .ti-rmg-bt__copy {\n    align-items: center;\n    appearance: none;\n    background: var(--ti-accent);\n    border: 0;\n    border-radius: 12px;\n    box-shadow: 0 8px 20px rgba(97, 93, 252, 0.28), inset 0 1px 0 rgba(255, 255, 255, 0.18);\n    color: #fff;\n    cursor: pointer;\n    display: inline-flex;\n    flex: 0 0 auto;\n    font-family: inherit;\n    font-size: 14px;\n    font-weight: 600;\n    gap: 8px;\n    justify-content: center;\n    letter-spacing: 0.01em;\n    min-height: 46px;\n    padding: 0 18px;\n    transition: transform 0.3s var(--ti-ease), box-shadow 0.3s var(--ti-ease), background 0.3s var(--ti-ease);\n    white-space: nowrap;\n  }\n\n  .ti-rmg-bt__copy:hover {\n    background: var(--ti-accent-dark);\n    box-shadow: 0 14px 30px rgba(97, 93, 252, 0.4), inset 0 1px 0 rgba(255, 255, 255, 0.18);\n    transform: translateY(-2px);\n  }\n\n  .ti-rmg-bt__copy:active {\n    transform: translateY(0);\n  }\n\n  \/* Intent separation card. *\/\n  .ti-rmg-bt__intent-box {\n    background:\n      radial-gradient(130% 90% at 0% 0%, rgba(97, 93, 252, 0.07), transparent 46%),\n      var(--ti-panel);\n    border-color: #E4E2FA;\n    margin: 1.5rem 0;\n    padding: 26px;\n  }\n\n  .ti-rmg-bt__intent-box h3 {\n    color: var(--ti-ink);\n    font-size: 22px;\n    font-weight: 600;\n    letter-spacing: -0.01em;\n    margin: 0 0 8px;\n  }\n\n  .ti-rmg-bt__intent-box p:last-child {\n    margin-bottom: 0;\n  }\n\n  \/* Conversion blocks. Only the two NPA-required links use this treatment. *\/\n  .ti-rmg-bt__cta {\n    align-items: center;\n    background:\n      radial-gradient(120% 160% at 100% 0%, rgba(255, 255, 255, 0.14), transparent 52%),\n      linear-gradient(115deg, #5B57F2 0%, #6E5CFF 55%, #8F6FFF 100%);\n    border: 0;\n    border-radius: var(--ti-radius);\n    box-shadow: 0 18px 40px rgba(97, 93, 252, 0.35);\n    display: grid;\n    gap: 18px;\n    grid-template-columns: 1fr auto;\n    margin: 2rem 0;\n    overflow: hidden;\n    padding: 28px;\n    position: relative;\n    transition: box-shadow 0.3s var(--ti-ease), transform 0.3s var(--ti-ease);\n  }\n\n  .ti-rmg-bt__cta::after {\n    background: repeating-radial-gradient(circle at center, rgba(255, 255, 255, 0.16) 0 2px, transparent 2px 20px);\n    border-radius: 50%;\n    content: \"\";\n    height: 280px;\n    pointer-events: none;\n    position: absolute;\n    right: -80px;\n    top: -90px;\n    transition: transform 0.6s var(--ti-ease);\n    width: 280px;\n  }\n\n  .ti-rmg-bt__cta:hover {\n    box-shadow: 0 24px 54px rgba(97, 93, 252, 0.45);\n  }\n\n  .ti-rmg-bt__cta:hover::after {\n    transform: scale(1.15) rotate(10deg);\n  }\n\n  .ti-rmg-bt__cta-copy,\n  .ti-rmg-bt__cta-button {\n    position: relative;\n    z-index: 1;\n  }\n\n  .ti-rmg-bt__cta h3 {\n    color: #fff;\n    font-size: 22px;\n    font-weight: 600;\n    letter-spacing: -0.01em;\n    margin: 0 0 6px;\n  }\n\n  .ti-rmg-bt__cta p {\n    color: rgba(255, 255, 255, 0.85);\n    margin: 0;\n  }\n\n  .ti-rmg-bt__cta-button {\n    align-items: center;\n    background: #fff;\n    border-radius: 12px;\n    box-shadow: 0 10px 24px rgba(23, 23, 48, 0.25);\n    color: var(--ti-accent-deep) !important;\n    display: inline-flex;\n    font-size: 15px;\n    font-weight: 600;\n    gap: 8px;\n    justify-content: center;\n    letter-spacing: 0.01em;\n    min-height: 46px;\n    padding: 0 20px;\n    text-decoration: none !important;\n    transition: transform 0.3s var(--ti-ease), box-shadow 0.3s var(--ti-ease), background 0.3s var(--ti-ease);\n    white-space: nowrap;\n  }\n\n  .ti-rmg-bt__cta-button::after {\n    content: \"\\2192\";\n    display: inline-block;\n    transition: transform 0.3s var(--ti-ease);\n  }\n\n  .ti-rmg-bt__cta-button:hover {\n    background: #F4F3FF;\n    box-shadow: 0 16px 32px rgba(23, 23, 48, 0.3);\n    color: var(--ti-accent-deep) !important;\n    transform: translateY(-2px);\n  }\n\n  .ti-rmg-bt__cta-button:hover::after {\n    transform: translateX(4px);\n  }\n\n  .ti-rmg-bt__cta-button:active {\n    transform: translateY(0);\n  }\n\n  \/* Native details accordion and its non-conversion controls. *\/\n  .ti-rmg-bt__faq {\n    margin: 1.15rem 0 2rem;\n    padding: 20px;\n  }\n\n  .ti-rmg-bt__faq-tools {\n    display: flex;\n    gap: 8px;\n    justify-content: flex-end;\n    margin: 0 0 14px;\n  }\n\n  .ti-rmg-bt__faq-tools button {\n    appearance: none;\n    background: var(--ti-card);\n    border: 1px solid var(--ti-line-2);\n    border-radius: 10px;\n    box-shadow: 0 1px 2px rgba(23, 23, 48, 0.05);\n    color: var(--ti-accent-deep);\n    cursor: pointer;\n    font: inherit;\n    font-size: 12px;\n    font-weight: 600;\n    min-height: 38px;\n    padding: 0 13px;\n    transition: background 0.25s var(--ti-ease), border-color 0.25s var(--ti-ease), box-shadow 0.25s var(--ti-ease);\n  }\n\n  .ti-rmg-bt__faq-tools button:hover {\n    background: var(--ti-tint);\n    border-color: var(--ti-accent);\n    box-shadow: 0 10px 22px rgba(97, 93, 252, 0.16);\n  }\n\n  .ti-rmg-bt__faq details {\n    background: var(--ti-card);\n    border: 1px solid var(--ti-line);\n    border-radius: 14px;\n    overflow: hidden;\n    padding: 0;\n    transition: border-color 0.3s var(--ti-ease), box-shadow 0.3s var(--ti-ease), background 0.3s var(--ti-ease);\n  }\n\n  .ti-rmg-bt__faq details + details {\n    margin-top: 10px;\n  }\n\n  .ti-rmg-bt__faq details:hover {\n    border-color: var(--ti-line-3);\n    box-shadow: 0 8px 20px rgba(97, 93, 252, 0.1);\n  }\n\n  .ti-rmg-bt__faq details[open] {\n    background: #FBFAFF;\n    border-color: var(--ti-line-3);\n    box-shadow: inset 3px 0 0 var(--ti-accent), 0 8px 20px rgba(97, 93, 252, 0.1);\n  }\n\n  .ti-rmg-bt__faq summary {\n    align-items: center;\n    color: var(--ti-ink);\n    cursor: pointer;\n    display: flex;\n    font-weight: 600;\n    gap: 12px;\n    justify-content: space-between;\n    list-style: none;\n    padding: 17px 18px;\n    transition: color 0.2s ease;\n  }\n\n  .ti-rmg-bt__faq summary:hover {\n    color: var(--ti-accent-deep);\n  }\n\n  .ti-rmg-bt__faq summary::-webkit-details-marker {\n    display: none;\n  }\n\n  .ti-rmg-bt__faq summary::after {\n    background: var(--ti-tint-2);\n    border: 1px solid #D9D7FA;\n    border-radius: 9px;\n    color: var(--ti-accent-deep);\n    content: \"+\";\n    display: grid;\n    flex: 0 0 auto;\n    font-size: 18px;\n    font-weight: 600;\n    height: 28px;\n    line-height: 1;\n    place-items: center;\n    transition: transform 0.35s var(--ti-ease), background 0.25s ease, color 0.25s ease, border-color 0.25s ease;\n    width: 28px;\n  }\n\n  .ti-rmg-bt__faq details[open] summary::after {\n    background: var(--ti-accent);\n    border-color: var(--ti-accent);\n    color: #fff;\n    content: \"+\";\n    transform: rotate(45deg);\n  }\n\n  .ti-rmg-bt__faq-answer {\n    color: var(--ti-muted);\n    line-height: 1.65;\n    padding: 0 18px 18px;\n  }\n\n  .ti-rmg-bt__faq-answer p:last-child {\n    margin-bottom: 0;\n  }\n\n  .ti-rmg-bt__updated {\n    border-top: 1px solid var(--ti-line);\n    color: var(--ti-faint);\n    font-size: 12.5px;\n    margin: 2rem 0 0;\n    padding-top: 1rem;\n  }\n\n  .ti-rmg-bt__sr-only {\n    border: 0 !important;\n    clip: rect(0, 0, 0, 0) !important;\n    height: 1px !important;\n    margin: -1px !important;\n    overflow: hidden !important;\n    padding: 0 !important;\n    position: absolute !important;\n    white-space: nowrap !important;\n    width: 1px !important;\n  }\n\n  @media (max-width: 900px) {\n    .ti-rmg-bt__jump-grid {\n      grid-template-columns: repeat(2, minmax(0, 1fr));\n    }\n\n    .ti-rmg-bt__progression,\n    .ti-rmg-bt__route-grid {\n      grid-template-columns: repeat(2, minmax(0, 1fr));\n    }\n\n    .ti-rmg-bt__check-grid {\n      grid-template-columns: 1fr;\n    }\n  }\n\n  @media (max-width: 760px) {\n    .ti-rmg-bt {\n      margin: 24px 0;\n    }\n\n    .ti-rmg-bt h2.wp-block-heading {\n      margin-top: 2.8rem;\n    }\n\n    .ti-rmg-bt__answer,\n    .ti-rmg-bt__jump,\n    .ti-rmg-bt__route,\n    .ti-rmg-bt__intent-box,\n    .ti-rmg-bt__faq {\n      padding: 20px;\n    }\n\n    .ti-rmg-bt__hero {\n      min-height: 280px;\n      padding: 24px;\n    }\n\n    .ti-rmg-bt__jump-head,\n    .ti-rmg-bt__search-row,\n    .ti-rmg-bt__table-status {\n      align-items: stretch;\n      flex-direction: column;\n    }\n\n    .ti-rmg-bt__jump-grid,\n    .ti-rmg-bt__stats,\n    .ti-rmg-bt__progression,\n    .ti-rmg-bt__reference-grid,\n    .ti-rmg-bt__route-grid {\n      grid-template-columns: 1fr;\n    }\n\n    .ti-rmg-bt__table-tools {\n      padding: 18px;\n    }\n\n    .ti-rmg-bt__clear,\n    .ti-rmg-bt__copy,\n    .ti-rmg-bt__cta-button {\n      width: 100%;\n    }\n\n    .ti-rmg-bt__code-row {\n      align-items: stretch;\n      flex-direction: column;\n    }\n\n    .ti-rmg-bt__code-row code {\n      white-space: normal;\n      overflow-wrap: anywhere;\n    }\n\n    .ti-rmg-bt__cta {\n      grid-template-columns: 1fr;\n      padding: 22px;\n    }\n\n    .ti-rmg-bt__faq-tools {\n      justify-content: stretch;\n    }\n\n    .ti-rmg-bt__faq-tools button {\n      flex: 1;\n    }\n  }\n\n  @media (prefers-reduced-motion: reduce) {\n    .ti-rmg-bt *,\n    .ti-rmg-bt *::before,\n    .ti-rmg-bt *::after {\n      animation: none !important;\n      scroll-behavior: auto !important;\n      transition: none !important;\n    }\n\n    .ti-rmg-bt__stat:hover,\n    .ti-rmg-bt__step:hover,\n    .ti-rmg-bt__card:hover,\n    .ti-rmg-bt__route-step:hover,\n    .ti-rmg-bt__check:hover,\n    .ti-rmg-bt__step:hover .ti-rmg-bt__step-num,\n    .ti-rmg-bt__copy:hover,\n    .ti-rmg-bt__cta-button:hover,\n    .ti-rmg-bt__cta:hover::after,\n    .ti-rmg-bt__cta-button:hover::after {\n      transform: none;\n    }\n  }\n\n  @media print {\n    .ti-rmg-bt__jump,\n    .ti-rmg-bt__table-tools,\n    .ti-rmg-bt__faq-tools,\n    .ti-rmg-bt__cta,\n    .ti-rmg-bt__copy {\n      display: none !important;\n    }\n\n    .ti-rmg-bt__answer,\n    .ti-rmg-bt__hero,\n    .ti-rmg-bt__table-shell,\n    .ti-rmg-bt__route,\n    .ti-rmg-bt__intent-box,\n    .ti-rmg-bt__faq,\n    .ti-rmg-bt__card {\n      box-shadow: none;\n    }\n\n    .ti-rmg-bt__table-scroll {\n      overflow: visible;\n    }\n\n    .ti-rmg-bt__table {\n      font-size: 7.5pt;\n      min-width: 0;\n    }\n\n    .ti-rmg-bt__faq details {\n      break-inside: avoid;\n    }\n\n    .ti-rmg-bt__faq details > * {\n      display: block !important;\n    }\n  }\n<\/style>\n\n\n\n<div class=\"wp-block-group ti-rmg-bt\"><div class=\"wp-block-group__inner-container is-layout-constrained wp-block-group-is-layout-constrained\">\n\n\n<div class=\"ti-rmg-bt__answer\">\n  <strong>Rust monuments are fixed or procedurally selected points of interest where you gather components, recycle, buy supplies, solve keycard puzzles, fight NPCs, or trigger events.<\/strong> This guide tracks 43 named monument and event-location families active as of July 20, 2026. It groups variants such as caves, harbors, fishing villages, quarries, water wells, jungle ruins, and Deep Sea layouts instead of counting every variant as a separate monument.\n<\/div>\n\n\n\n<p>Use the searchable table when you need a quick answer, then jump to the matching keycard section for route notes and hazards. The access column shows the <em>highest card used by the monument\u2019s locked puzzle rooms<\/em>; it does not mean you need that card simply to enter the wider area. Procedural maps spawn only a subset of the full pool, and server owners can change monument layouts, loot, NPCs, radiation, or vendors.<\/p>\n\n\n\n<p>This page deliberately avoids ranking locations. For a comparison of efficiency, risk, and expected returns, use our separate <a href=\"\/blog\/all-rust-monuments-tier-list\/\">Rust monuments tier list<\/a>. Here, each location is documented as a practical reference.<\/p>\n\n\n\n<!-- HERO IMAGE PLACEHOLDER | ALT: Rust monuments map with all 2026 locations labelled -->\n\n\n\n<nav class=\"ti-rmg-bt__jump\" aria-label=\"Rust monuments guide sections\">\n  <div class=\"ti-rmg-bt__jump-head\">\n    <div><p class=\"ti-rmg-bt__eyebrow\">Choose your route<\/p><h2 id='jump-to-the-reference-you-need'  id=\"boomdevs_1\" class=\"ti-rmg-bt__jump-title\">Jump to the reference you need<\/h2><\/div>\n    <p>Cards, recyclers, radiation, sea events, and FAQs.<\/p>\n  <\/div>\n  <div class=\"ti-rmg-bt__jump-grid\">\n    <a href=\"#ti-rmg-bt-what-is\">Monument basics<\/a>\n    <a href=\"#ti-rmg-bt-progression\">Wipe progression<\/a>\n    <a href=\"#ti-rmg-bt-full-list\">Full quick-reference table<\/a>\n    <a href=\"#ti-rmg-bt-keycards\">Puzzles and keycards<\/a>\n    <a href=\"#ti-rmg-bt-by-card\">Monuments by card<\/a>\n    <a href=\"#ti-rmg-bt-sea-events\">Sea and event locations<\/a>\n    <a href=\"#ti-rmg-bt-radiation\">Radiation and safety<\/a>\n    <a href=\"#ti-rmg-bt-tier-list\">Ranking questions<\/a>\n    <a href=\"#ti-rmg-bt-faq\">FAQ<\/a>\n  <\/div>\n<\/nav>\n<div class=\"ti-rmg-bt__stats\" aria-label=\"Guide scope\">\n  <div class=\"ti-rmg-bt__stat\"><strong>43<\/strong><span>named location families in this guide<\/span><\/div>\n  <div class=\"ti-rmg-bt__stat\"><strong>3<\/strong><span>keycard clearances: green, blue, and red<\/span><\/div>\n  <div class=\"ti-rmg-bt__stat\"><strong>Jul 2026<\/strong><span>Apartment Complex added in the latest checked update<\/span><\/div>\n<\/div>\n\n\n\n<h2 id='what-is-a-monument-in-rust'  id=\"boomdevs_2\" class=\"wp-block-heading\" id=\"ti-rmg-bt-what-is\">What Is a Monument in Rust?<\/h2>\n\n\n\n<p>A monument is a designed world location that gives players a reason to leave their base. Some are visible industrial landmarks such as Airfield or Power Plant. Others are roadside buildings, NPC Safe Zones, underground networks, offshore platforms, mobile events, buildable caves, or resource-extraction sites. Their roles differ, but each concentrates useful services, loot, movement, or conflict into a recognizable location.<\/p>\n\n\n\n<p>On a procedural map, the seed and map size determine which eligible monuments appear and where they sit relative to roads, railways, coasts, and biomes. Large monuments normally have map labels; smaller procedural locations can be easier to miss. Custom and modded servers may add, remove, duplicate, or redesign them, so always treat the in-game map and server rules as the final authority.<\/p>\n\n\n\n<p>Monuments are world content, not a character-selection system. Rust\u2019s account-bound appearance is a separate subject covered in our guide to <a href=\"\/blog\/all-rust-character-models\/\">all Rust character models<\/a>.<\/p>\n\n\n\n<div class=\"ti-rmg-bt__note\">\n  <span class=\"ti-rmg-bt__label\">Counting method<\/span>\n  <p>There is no single useful number for every seed because variants and world events complicate the total. This guide counts 43 named families: standard map monuments, underground and offshore systems, Cargo Ship, and the 2026 Deep Sea locations. Small and Large Harbor remain one family in the count, as do the three quarries and other procedural variants. Chinook 47 is covered as an event, not counted as a place.<\/p>\n<\/div>\n\n\n\n<h2 id='how-monuments-fit-into-your-wipe-progression'  id=\"boomdevs_3\" class=\"wp-block-heading\" id=\"ti-rmg-bt-progression\">How Monuments Fit Into Your Wipe Progression<\/h2>\n\n\n\n<p>Monuments give structure to a wipe. Open roadside and no-card locations help you establish components, food, fuel, green cards, and recycler access. Green-card puzzle rooms produce blue cards. Blue-card routes produce red cards. Red-card rooms, locked-crate events, and high-NPC locations support later progression, but they also demand more preparation and a cleaner exit plan.<\/p>\n\n\n\n<div class=\"ti-rmg-bt__progression\" aria-label=\"Typical monument progression\">\n  <article class=\"ti-rmg-bt__step\"><span class=\"ti-rmg-bt__step-num\">1<\/span><h4 id='open-route-setup'  id=\"boomdevs_4\">Open-route setup<\/h4><p>Collect components, food, cloth, fuel, basic weapons, green cards, and recycler access.<\/p><\/article>\n  <article class=\"ti-rmg-bt__step\"><span class=\"ti-rmg-bt__step-num\">2<\/span><h4 id='green-puzzles'  id=\"boomdevs_5\">Green puzzles<\/h4><p>Bring a green card and usually a fuse to reach a blue card and denser component loot.<\/p><\/article>\n  <article class=\"ti-rmg-bt__step\"><span class=\"ti-rmg-bt__step-num\">3<\/span><h4 id='blue-puzzles'  id=\"boomdevs_6\">Blue puzzles<\/h4><p>Use blue clearance at large monuments to obtain a red card and advanced route loot.<\/p><\/article>\n  <article class=\"ti-rmg-bt__step\"><span class=\"ti-rmg-bt__step-num\">4<\/span><h4 id='red-and-event-routes'  id=\"boomdevs_7\">Red and event routes<\/h4><p>Prepare for scientists, high radiation, locked-crate timers, counters, and longer extraction.<\/p><\/article>\n<\/div>\n\n\n\n<p>Progression is not strictly linear. A team can buy or recover cards, contest an event early, fish up a blue card, find another player\u2019s kit, or skip a puzzle entirely. The sequence above is simply the dependable vanilla route that makes the card colors easy to understand.<\/p>\n\n\n\n<p>A full server wipe rebuilds the world and its monuments. Facepunch\u2019s monthly forced wipe is the predictable reset shared by official update cadence; dates and timing are covered in our <a href=\"\/blog\/rust-force-wipe-schedule\/\">Rust force wipe schedule<\/a>. Community servers may wipe maps, blueprints, or both on a different schedule.<\/p>\n\n\n\n<h2 id='full-list-of-rust-monuments-2026-quick-reference-table'  id=\"boomdevs_8\" class=\"wp-block-heading\" id=\"ti-rmg-bt-full-list\">Full List of Rust Monuments (2026 Quick-Reference Table)<\/h2>\n\n\n\n<p>Search by name, biome, loot purpose, or hazard, or use the filters to narrow the 43 location families. \u201cRecycler\u201d means a dependable static recycler in current vanilla data; moving events and randomized layouts are not credited with one unless the service is part of the location\u2019s current design.<\/p>\n\n\n\n<div class=\"ti-rmg-bt__table-shell\" data-ti-rmg-bt-table>\n  <div class=\"ti-rmg-bt__table-tools\">\n    <div class=\"ti-rmg-bt__search-row\">\n      <label class=\"ti-rmg-bt__search-wrap\"><span class=\"ti-rmg-bt__sr-only\">Search monuments<\/span><input class=\"ti-rmg-bt__search\" type=\"search\" placeholder=\"Search monument, loot, hazard, or area\u2026\" autocomplete=\"off\" data-ti-rmg-bt-search><\/label>\n      <button class=\"ti-rmg-bt__clear\" type=\"button\" data-ti-rmg-bt-clear>Clear filters<\/button>\n    <\/div>\n    <div class=\"ti-rmg-bt__filters\" role=\"group\" aria-label=\"Filter monuments\">\n      <button class=\"ti-rmg-bt__filter is-active\" type=\"button\" data-filter=\"all\" aria-pressed=\"true\">All<\/button>\n      <button class=\"ti-rmg-bt__filter\" type=\"button\" data-filter=\"open\" aria-pressed=\"false\">Open \/ no card<\/button>\n      <button class=\"ti-rmg-bt__filter\" type=\"button\" data-filter=\"green\" aria-pressed=\"false\">Green<\/button>\n      <button class=\"ti-rmg-bt__filter\" type=\"button\" data-filter=\"blue\" aria-pressed=\"false\">Blue<\/button>\n      <button class=\"ti-rmg-bt__filter\" type=\"button\" data-filter=\"red\" aria-pressed=\"false\">Red \/ variable red<\/button>\n      <button class=\"ti-rmg-bt__filter\" type=\"button\" data-filter=\"safe\" aria-pressed=\"false\">True Safe Zones<\/button>\n      <button class=\"ti-rmg-bt__filter\" type=\"button\" data-filter=\"recycler\" aria-pressed=\"false\">Recycler<\/button>\n      <button class=\"ti-rmg-bt__filter\" type=\"button\" data-filter=\"sea\" aria-pressed=\"false\">Sea and event<\/button>\n    <\/div>\n    <div class=\"ti-rmg-bt__table-status\"><span data-ti-rmg-bt-count aria-live=\"polite\">Showing 43 of 43 locations<\/span><span>Access = highest card used by locked rooms, not entry to the grounds.<\/span><\/div>\n  <\/div>\n  <div class=\"ti-rmg-bt__table-scroll\" tabindex=\"0\" aria-label=\"Scrollable Rust monuments reference table\">\n    <div class=\"table-wrapper\"><table class=\"ti-rmg-bt__table\">\n      <caption class=\"ti-rmg-bt__sr-only\">Rust monuments, access requirements, recyclers, uses and hazards, fact-checked July 20, 2026<\/caption>\n      <thead><tr><th scope=\"col\">Monument<\/th><th scope=\"col\">Puzzle access<\/th><th scope=\"col\">Area<\/th><th scope=\"col\">Recycler<\/th><th scope=\"col\">Main use \/ loot<\/th><th scope=\"col\">Main hazard<\/th><\/tr><\/thead>\n      <tbody>\n<tr data-monument-row data-access=\"open\" data-recycler=\"no\" data-zone=\"pvp\" data-context=\"land\" data-search=\"abandoned cabins small inland open open no no green keycard desk spawn, basic crates, early components player ambushes and exposed cabins pvp land\">\n  <th scope=\"row\">Abandoned Cabins<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>Small inland<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Green keycard desk spawn, basic crates, early components<\/td>\n  <td>Player ambushes and exposed cabins<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"no\" data-zone=\"pvp\" data-context=\"land\" data-search=\"abandoned military base medium \/ randomized open open no no scientist loot, military crates, components scientists and a layout that changes by seed pvp land\">\n  <th scope=\"row\">Abandoned Military Base<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>Medium \/ randomized<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Scientist loot, military crates, components<\/td>\n  <td>Scientists and a layout that changes by seed<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"land\" data-search=\"abandoned supermarket roadside open open yes (1) yes food, components, green keycard spawn, recycling compact close-range pvp pvp land\">\n  <th scope=\"row\">Abandoned Supermarket<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>Roadside<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (1)<\/span><\/td>\n  <td>Food, components, green keycard spawn, recycling<\/td>\n  <td>Compact close-range PvP<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"blue\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"land\" data-search=\"airfield large mainland blue blue yes (2) yes blue-card route to a red card, components, diesel scientists, radiation, long sightlines pvp land\">\n  <th scope=\"row\">Airfield<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--blue\">Blue<\/span><span class=\"ti-rmg-bt__cell-note\">Blue<\/span><\/td>\n  <td>Large mainland<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (2)<\/span><\/td>\n  <td>Blue-card route to a red card, components, diesel<\/td>\n  <td>Scientists, radiation, long sightlines<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"no\" data-zone=\"safe\" data-context=\"land\" data-search=\"apartment complex npc safe zone open open no no rentable rooms and shops, storage, wipe-start utility safe-zone rules; a master key can expose occupied rooms briefly safe land\">\n  <th scope=\"row\">Apartment Complex<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>NPC safe zone<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Rentable rooms and shops, storage, wipe-start utility<\/td>\n  <td>Safe-zone rules; a master key can expose occupied rooms briefly<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"blue\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"land\" data-search=\"arctic research base snow biome blue blue yes (1) yes blue-card rooms, red keycard, scientist and component loot cold, scientists, radiation pvp land\">\n  <th scope=\"row\">Arctic Research Base<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--blue\">Blue<\/span><span class=\"ti-rmg-bt__cell-note\">Blue<\/span><\/td>\n  <td>Snow biome<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (1)<\/span><\/td>\n  <td>Blue-card rooms, red keycard, scientist and component loot<\/td>\n  <td>Cold, scientists, radiation<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"yes\" data-zone=\"safe\" data-context=\"land\" data-search=\"bandit camp npc safe zone open open yes (2) yes vendors, utilities, gambling, current keycard sales safe-zone weapon and hostility rules safe land\">\n  <th scope=\"row\">Bandit Camp<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>NPC safe zone<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (2)<\/span><\/td>\n  <td>Vendors, utilities, gambling, current keycard sales<\/td>\n  <td>Safe-zone weapon and hostility rules<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"event\" data-recycler=\"no\" data-zone=\"pvp\" data-context=\"sea event\" data-search=\"cargo ship mobile world event event \/ no card event no dependable recycler no timed locked crates, scientists, military loot counters from sea or air and a fixed departure window pvp sea event\">\n  <th scope=\"row\">Cargo Ship<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--event\">Event<\/span><span class=\"ti-rmg-bt__cell-note\">Event \/ no card<\/span><\/td>\n  <td>Mobile world event<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No dependable recycler<\/span><\/td>\n  <td>Timed locked crates, scientists, military loot<\/td>\n  <td>Counters from sea or air and a fixed departure window<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"no\" data-zone=\"pvp\" data-context=\"land underground\" data-search=\"caves underground \/ procedural open open no no build locations, ore access, hidden routes darkness, falls, choke points, campers pvp land underground\">\n  <th scope=\"row\">Caves<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>Underground \/ procedural<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Build locations, ore access, hidden routes<\/td>\n  <td>Darkness, falls, choke points, campers<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"green\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"sea land\" data-search=\"ferry terminal coast \/ rail connection green green yes (1) yes green-card puzzle to a blue card, recycler, car lift open approaches and transit traffic pvp sea land\">\n  <th scope=\"row\">Ferry Terminal<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--green\">Green<\/span><span class=\"ti-rmg-bt__cell-note\">Green<\/span><\/td>\n  <td>Coast \/ rail connection<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (1)<\/span><\/td>\n  <td>Green-card puzzle to a blue card, recycler, car lift<\/td>\n  <td>Open approaches and transit traffic<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"no\" data-zone=\"safe\" data-context=\"sea\" data-search=\"fishing villages coastal npc safe zones open open no no boat, diving, fishing and transport vendors safe-zone rules; exposure begins after departure safe sea\">\n  <th scope=\"row\">Fishing Villages<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>Coastal NPC safe zones<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Boat, diving, fishing and transport vendors<\/td>\n  <td>Safe-zone rules; exposure begins after departure<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"land\" data-search=\"giant excavator pit large desert industrial open + diesel open yes (1) yes diesel-powered bulk resource excavation scientists, radiation and a global activation cue pvp land\">\n  <th scope=\"row\">Giant Excavator Pit<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open + diesel<\/span><\/td>\n  <td>Large desert industrial<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (1)<\/span><\/td>\n  <td>Diesel-powered bulk resource excavation<\/td>\n  <td>Scientists, radiation and a global activation cue<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"green\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"sea land\" data-search=\"harbors (small and large) coastal industrial green green yes (1 each) yes green-card puzzle to a blue card, recycler, maritime access container angles, ladders and shoreline counters pvp sea land\">\n  <th scope=\"row\">Harbors (Small and Large)<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--green\">Green<\/span><span class=\"ti-rmg-bt__cell-note\">Green<\/span><\/td>\n  <td>Coastal industrial<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (1 each)<\/span><\/td>\n  <td>Green-card puzzle to a blue card, recycler, maritime access<\/td>\n  <td>Container angles, ladders and shoreline counters<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"no\" data-zone=\"pvp\" data-context=\"land\" data-search=\"hqm quarry small industrial open + diesel open no no diesel-powered high-quality metal extraction noise, exposure and predictable return trips pvp land\">\n  <th scope=\"row\">HQM Quarry<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open + diesel<\/span><\/td>\n  <td>Small industrial<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Diesel-powered high-quality metal extraction<\/td>\n  <td>Noise, exposure and predictable return trips<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"no\" data-zone=\"pvp\" data-context=\"land\" data-search=\"jungle ruins small jungle \/ procedural open open no no early loot, cover and jungle-route supplies dense visibility, close pvp and wildlife pvp land\">\n  <th scope=\"row\">Jungle Ruins<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>Small jungle \/ procedural<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Early loot, cover and jungle-route supplies<\/td>\n  <td>Dense visibility, close PvP and wildlife<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"land\" data-search=\"jungle ziggurat jungle landmark open open yes (1) yes crates, recycler and vertical jungle routes vertical ambushes, falls and wildlife pvp land\">\n  <th scope=\"row\">Jungle Ziggurat<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>Jungle landmark<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (1)<\/span><\/td>\n  <td>Crates, recycler and vertical jungle routes<\/td>\n  <td>Vertical ambushes, falls and wildlife<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"land\" data-search=\"junkyard small industrial open open yes (1) yes vehicle shredder, recycler, green keycard spawn exposed lanes and machinery noise pvp land\">\n  <th scope=\"row\">Junkyard<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>Small industrial<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (1)<\/span><\/td>\n  <td>Vehicle shredder, recycler, green keycard spawn<\/td>\n  <td>Exposed lanes and machinery noise<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"no\" data-zone=\"safe\" data-context=\"land\" data-search=\"large barn npc safe zone open open no no horse purchase and equestrian supplies safe-zone rules; road exposure outside safe land\">\n  <th scope=\"row\">Large Barn<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>NPC safe zone<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Horse purchase and equestrian supplies<\/td>\n  <td>Safe-zone rules; road exposure outside<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"red\" data-recycler=\"no\" data-zone=\"pvp\" data-context=\"sea event\" data-search=\"large oil rig offshore cards optional; up to red red no no locked-crate event, card rooms, military and elite loot scientists, heavy reinforcements and player counters pvp sea event\">\n  <th scope=\"row\">Large Oil Rig<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--red\">Up to red<\/span><span class=\"ti-rmg-bt__cell-note\">Cards optional; up to red<\/span><\/td>\n  <td>Offshore<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Locked-crate event, card rooms, military and elite loot<\/td>\n  <td>Scientists, heavy reinforcements and player counters<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"red\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"land\" data-search=\"launch site large mainland red red yes (1) yes red-card route, elite loot, bradley, diesel high radiation, scientists, bradley and open pvp pvp land\">\n  <th scope=\"row\">Launch Site<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--red\">Red<\/span><span class=\"ti-rmg-bt__cell-note\">Red<\/span><\/td>\n  <td>Large mainland<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (1)<\/span><\/td>\n  <td>Red-card route, elite loot, Bradley, diesel<\/td>\n  <td>High radiation, scientists, Bradley and open PvP<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"sea land\" data-search=\"lighthouse coastal landmark open open yes (1) yes green keycard spawn, barrels and recycling spiral stairs, roof angles and shoreline counters pvp sea land\">\n  <th scope=\"row\">Lighthouse<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>Coastal landmark<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (1)<\/span><\/td>\n  <td>Green keycard spawn, barrels and recycling<\/td>\n  <td>Spiral stairs, roof angles and shoreline counters<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"red\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"land underground\" data-search=\"military tunnels underground military red red yes (1) yes red-card route, elite loot, advanced fragments large scientist presence, radiation and chokepoints pvp land underground\">\n  <th scope=\"row\">Military Tunnels<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--red\">Red<\/span><span class=\"ti-rmg-bt__cell-note\">Red<\/span><\/td>\n  <td>Underground military<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (1)<\/span><\/td>\n  <td>Red-card route, elite loot, advanced fragments<\/td>\n  <td>Large scientist presence, radiation and chokepoints<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"land\" data-search=\"mining outpost roadside open open yes (1) yes components, crates and convenient recycling small footprint and fast close-range fights pvp land\">\n  <th scope=\"row\">Mining Outpost<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>Roadside<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (1)<\/span><\/td>\n  <td>Components, crates and convenient recycling<\/td>\n  <td>Small footprint and fast close-range fights<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"red\" data-recycler=\"no\" data-zone=\"pvp\" data-context=\"land underground\" data-search=\"nuclear missile silo (map label: missile silo) underground military red red no no red-card access, elite crates, advanced fragments many scientists, severe radiation pockets and forced corridors pvp land underground\">\n  <th scope=\"row\">Nuclear Missile Silo (map label: Missile Silo)<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--red\">Red<\/span><span class=\"ti-rmg-bt__cell-note\">Red<\/span><\/td>\n  <td>Underground military<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Red-card access, elite crates, advanced fragments<\/td>\n  <td>Many scientists, severe radiation pockets and forced corridors<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"red\" data-recycler=\"no\" data-zone=\"pvp\" data-context=\"sea event\" data-search=\"small oil rig offshore cards optional; up to red red no no locked-crate event, card rooms and military loot scientists, heavy reinforcements and boat counters pvp sea event\">\n  <th scope=\"row\">Small Oil Rig<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--red\">Up to red<\/span><span class=\"ti-rmg-bt__cell-note\">Cards optional; up to red<\/span><\/td>\n  <td>Offshore<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Locked-crate event, card rooms and military loot<\/td>\n  <td>Scientists, heavy reinforcements and boat counters<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"yes\" data-zone=\"safe\" data-context=\"land\" data-search=\"outpost npc safe zone open open yes (3) yes vendors, utilities, workbenches and recycling safe-zone weapon and hostility rules safe land\">\n  <th scope=\"row\">Outpost<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>NPC safe zone<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (3)<\/span><\/td>\n  <td>Vendors, utilities, workbenches and recycling<\/td>\n  <td>Safe-zone weapon and hostility rules<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"land\" data-search=\"oxum&#x27;s gas station roadside open open yes (1) yes green keycard spawn, food, fuel and recycling tight rooms, roof angles and road campers pvp land\">\n  <th scope=\"row\">Oxum&#x27;s Gas Station<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>Roadside<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (1)<\/span><\/td>\n  <td>Green keycard spawn, food, fuel and recycling<\/td>\n  <td>Tight rooms, roof angles and road campers<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"blue\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"land\" data-search=\"power plant large industrial blue blue yes (3) yes blue-card route to a red card, components and diesel high-radiation pockets and multi-building pvp pvp land\">\n  <th scope=\"row\">Power Plant<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--blue\">Blue<\/span><span class=\"ti-rmg-bt__cell-note\">Blue<\/span><\/td>\n  <td>Large industrial<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (3)<\/span><\/td>\n  <td>Blue-card route to a red card, components and diesel<\/td>\n  <td>High-radiation pockets and multi-building PvP<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"green\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"land\" data-search=\"radtown roadside \/ industrial green green yes (1) yes green-card puzzle to a blue card, components and recycling radiation, compact cover and frequent traffic pvp land\">\n  <th scope=\"row\">Radtown<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--green\">Green<\/span><span class=\"ti-rmg-bt__cell-note\">Green<\/span><\/td>\n  <td>Roadside \/ industrial<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (1)<\/span><\/td>\n  <td>Green-card puzzle to a blue card, components and recycling<\/td>\n  <td>Radiation, compact cover and frequent traffic<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"no\" data-zone=\"safe\" data-context=\"land\" data-search=\"ranch npc safe zone open open no no horse purchase and equestrian supplies safe-zone rules; road exposure outside safe land\">\n  <th scope=\"row\">Ranch<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>NPC safe zone<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Horse purchase and equestrian supplies<\/td>\n  <td>Safe-zone rules; road exposure outside<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"green\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"land\" data-search=\"satellite dish array small industrial green green yes (1) yes green-card puzzle to a blue card and recycling radiation, open bowl and dish-top angles pvp land\">\n  <th scope=\"row\">Satellite Dish Array<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--green\">Green<\/span><span class=\"ti-rmg-bt__cell-note\">Green<\/span><\/td>\n  <td>Small industrial<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (1)<\/span><\/td>\n  <td>Green-card puzzle to a blue card and recycling<\/td>\n  <td>Radiation, open bowl and dish-top angles<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"green\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"land underground\" data-search=\"sewer branch medium underground green green yes (2) yes green-card puzzle to a blue card and component loot radiation, water exits and close corridors pvp land underground\">\n  <th scope=\"row\">Sewer Branch<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--green\">Green<\/span><span class=\"ti-rmg-bt__cell-note\">Green<\/span><\/td>\n  <td>Medium underground<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (2)<\/span><\/td>\n  <td>Green-card puzzle to a blue card and component loot<\/td>\n  <td>Radiation, water exits and close corridors<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"no\" data-zone=\"pvp\" data-context=\"land\" data-search=\"stone quarry small industrial open + diesel open no no diesel-powered stone extraction noise, exposure and predictable return trips pvp land\">\n  <th scope=\"row\">Stone Quarry<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open + diesel<\/span><\/td>\n  <td>Small industrial<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Diesel-powered stone extraction<\/td>\n  <td>Noise, exposure and predictable return trips<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"no\" data-zone=\"pvp\" data-context=\"land\" data-search=\"sulfur quarry small industrial open + diesel open no no diesel-powered sulfur extraction noise, exposure and predictable return trips pvp land\">\n  <th scope=\"row\">Sulfur Quarry<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open + diesel<\/span><\/td>\n  <td>Small industrial<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Diesel-powered sulfur extraction<\/td>\n  <td>Noise, exposure and predictable return trips<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"green\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"land\" data-search=\"the dome medium industrial green green yes (1) yes green-card puzzle to a blue card, open-route crates and recycling radiation, ladders, falls and roof campers pvp land\">\n  <th scope=\"row\">The Dome<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--green\">Green<\/span><span class=\"ti-rmg-bt__cell-note\">Green<\/span><\/td>\n  <td>Medium industrial<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (1)<\/span><\/td>\n  <td>Green-card puzzle to a blue card, open-route crates and recycling<\/td>\n  <td>Radiation, ladders, falls and roof campers<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"no\" data-zone=\"pvp\" data-context=\"land underground\" data-search=\"train tunnel network underground network open open no dependable recycler no tunnel-dweller loot, components and rail travel npcs, darkness, long extraction and station campers pvp land underground\">\n  <th scope=\"row\">Train Tunnel Network<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>Underground network<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No dependable recycler<\/span><\/td>\n  <td>Tunnel-dweller loot, components and rail travel<\/td>\n  <td>NPCs, darkness, long extraction and station campers<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"blue\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"land\" data-search=\"train yard large industrial \/ rail blue blue yes (1) yes blue-card route to a red card, rail utility and components scientists, radiation and vertical sightlines pvp land\">\n  <th scope=\"row\">Train Yard<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--blue\">Blue<\/span><span class=\"ti-rmg-bt__cell-note\">Blue<\/span><\/td>\n  <td>Large industrial \/ rail<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (1)<\/span><\/td>\n  <td>Blue-card route to a red card, rail utility and components<\/td>\n  <td>Scientists, radiation and vertical sightlines<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"red variable\" data-recycler=\"no\" data-zone=\"pvp\" data-context=\"sea underground\" data-search=\"underwater labs offshore \/ procedural variable; up to red red variable no no randomized card rooms, military and elite loot, components random layouts, dwellers, radiation pockets and underwater exits pvp sea underground\">\n  <th scope=\"row\">Underwater Labs<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--variable\">Variable<\/span><span class=\"ti-rmg-bt__cell-note\">Variable; up to red<\/span><\/td>\n  <td>Offshore \/ procedural<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Randomized card rooms, military and elite loot, components<\/td>\n  <td>Random layouts, dwellers, radiation pockets and underwater exits<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"blue\" data-recycler=\"yes\" data-zone=\"pvp\" data-context=\"land\" data-search=\"water treatment plant large industrial blue blue yes (1) yes blue-card route to a red card, components and diesel radiation, wide sightlines and roof control pvp land\">\n  <th scope=\"row\">Water Treatment Plant<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--blue\">Blue<\/span><span class=\"ti-rmg-bt__cell-note\">Blue<\/span><\/td>\n  <td>Large industrial<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (1)<\/span><\/td>\n  <td>Blue-card route to a red card, components and diesel<\/td>\n  <td>Radiation, wide sightlines and roof control<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"no\" data-zone=\"pvp\" data-context=\"land\" data-search=\"water wells small procedural open open no no water, food, small-route supplies and local services not a safe zone; open pvp around a compact footprint pvp land\">\n  <th scope=\"row\">Water Wells<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>Small procedural<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Water, food, small-route supplies and local services<\/td>\n  <td>Not a Safe Zone; open PvP around a compact footprint<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"open\" data-recycler=\"yes\" data-zone=\"safe\" data-context=\"sea event\" data-search=\"floating cities deep sea safe-zone event open open yes (varies) yes vendors, recycler, workbench, research and refining services intermittent deep sea access and long naval extraction safe sea event\">\n  <th scope=\"row\">Floating Cities<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--open\">Open<\/span><span class=\"ti-rmg-bt__cell-note\">Open<\/span><\/td>\n  <td>Deep Sea safe-zone event<\/td>\n  <td><span class=\"ti-rmg-bt__yes\">Yes (varies)<\/span><\/td>\n  <td>Vendors, recycler, workbench, research and refining services<\/td>\n  <td>Intermittent Deep Sea access and long naval extraction<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"event\" data-recycler=\"no\" data-zone=\"pvp\" data-context=\"sea event\" data-search=\"ghost ships deep sea event event \/ no standard card event no no scientist loot and, on some ships, hackable crates scientist patrol boats, boarding fights and extraction pvp sea event\">\n  <th scope=\"row\">Ghost Ships<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--event\">Event<\/span><span class=\"ti-rmg-bt__cell-note\">Event \/ no standard card<\/span><\/td>\n  <td>Deep Sea event<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Scientist loot and, on some ships, hackable crates<\/td>\n  <td>Scientist patrol boats, boarding fights and extraction<\/td>\n<\/tr>\n<tr data-monument-row data-access=\"event\" data-recycler=\"no\" data-zone=\"pvp\" data-context=\"sea event\" data-search=\"tropical islands deep sea event event \/ no card event no no resources, ruins, shoreline loot and boat services intermittent access and naval competition pvp sea event\">\n  <th scope=\"row\">Tropical Islands<\/th>\n  <td><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--event\">Event<\/span><span class=\"ti-rmg-bt__cell-note\">Event \/ no card<\/span><\/td>\n  <td>Deep Sea event<\/td>\n  <td><span class=\"ti-rmg-bt__no\">No<\/span><\/td>\n  <td>Resources, ruins, shoreline loot and boat services<\/td>\n  <td>Intermittent access and naval competition<\/td>\n<\/tr>\n      <\/tbody>\n    <\/table><\/div>\n  <\/div>\n  <div class=\"ti-rmg-bt__no-results\" data-ti-rmg-bt-empty>No locations match that search and filter.<\/div>\n<\/div>\n\n\n\n<!-- IMAGE PLACEHOLDER | ALT: Rust monument icons on the map -->\n<figure class=\"ti-production-image\" style=\"margin:32px 0;\"><img loading=\"lazy\" src=\"https:\/\/tradeit.gg\/blog\/wp-content\/uploads\/2026\/07\/inline-01-rust-monument-icons-on-the-map.png\" alt=\"Rust monument icons on the map\" width=\"1200\" height=\"675\" loading=\"lazy\" decoding=\"async\" style=\"display:block;width:100%;height:auto;border-radius:18px;box-shadow:0 16px 40px rgba(31,33,48,.14);\" \/><\/figure>\n\n\n\n<div class=\"ti-rmg-bt__legend\" aria-label=\"Table access legend\">\n  <span class=\"ti-rmg-bt__legend-item\"><i class=\"ti-rmg-bt__dot\"><\/i> Open: no card for the referenced route<\/span>\n  <span class=\"ti-rmg-bt__legend-item\"><i class=\"ti-rmg-bt__dot ti-rmg-bt__dot--green\"><\/i> Green: first puzzle clearance<\/span>\n  <span class=\"ti-rmg-bt__legend-item\"><i class=\"ti-rmg-bt__dot ti-rmg-bt__dot--blue\"><\/i> Blue: route normally produces red<\/span>\n  <span class=\"ti-rmg-bt__legend-item\"><i class=\"ti-rmg-bt__dot ti-rmg-bt__dot--red\"><\/i> Red: advanced locked room<\/span>\n<\/div>\n<div class=\"ti-rmg-bt__update\">\n  <span class=\"ti-rmg-bt__label\">2026 completeness note<\/span>\n  <p>The Apartment Complex joined the monument pool on July 2, 2026. Deep Sea locations &#8211; Floating Cities, Ghost Ships, and Tropical Islands &#8211; arrived as an intermittent world-event region in February 2026 and received access and respawn adjustments in March. They are listed here as event locations rather than ordinary mainland monuments.<\/p>\n<\/div>\n\n\n\n<h2 id='monument-puzzles-and-keycards-explained'  id=\"boomdevs_9\" class=\"wp-block-heading\" id=\"ti-rmg-bt-keycards\">Monument Puzzles and Keycards Explained<\/h2>\n\n\n\n<p>Rust\u2019s standard puzzle chain uses three clearance colors. Green is the entry-level card, blue is the middle clearance, and red opens advanced card rooms. Most card puzzles also use an Electric Fuse, one or more power switches, and a timed reader. The exact switch order and exit route differ by monument, so scout the exterior and identify the fuse box before swiping.<\/p>\n\n\n\n<div class=\"ti-rmg-bt__route\" aria-label=\"Rust keycard route\">\n  <p class=\"ti-rmg-bt__eyebrow\">Vanilla card chain<\/p>\n  <div class=\"ti-rmg-bt__route-grid\">\n    <div class=\"ti-rmg-bt__route-step\"><strong>Find or buy green<\/strong><span>Desk spawns, some scientist loot, and current Bandit Camp stock can start the chain.<\/span><\/div>\n    <div class=\"ti-rmg-bt__route-step\"><strong>Run a green puzzle<\/strong><span>Power the reader, swipe green, loot the room, and take the blue card.<\/span><\/div>\n    <div class=\"ti-rmg-bt__route-step\"><strong>Run a blue puzzle<\/strong><span>Large monuments use blue clearance and normally place a red card in the route.<\/span><\/div>\n    <div class=\"ti-rmg-bt__route-step\"><strong>Use red selectively<\/strong><span>Launch Site, Military Tunnels, Missile Silo, Oil Rigs, and some Underwater Lab layouts use red.<\/span><\/div>\n  <\/div>\n  <div class=\"ti-rmg-bt__code-row\" aria-label=\"Copyable Rust keycard progression route\">\n    <code id=\"ti-rmg-bt-card-chain\">Open route &gt; Green card + fuse &gt; Blue card + fuse &gt; Red card<\/code>\n    <button class=\"ti-rmg-bt__copy\" type=\"button\" data-ti-rmg-bt-copy-target=\"#ti-rmg-bt-card-chain\" aria-label=\"Copy the Rust keycard progression route\">Copy route<\/button>\n  <\/div>\n  <p class=\"ti-rmg-bt__note\">The card chain is a progression shorthand, not an entry restriction for the full monument grounds.<\/p>\n<\/div>\n\n\n\n<p>Cards lose durability when used, and fuses drain while powering a puzzle. Carrying a spare fuse is sensible on a long run, especially when you cannot confirm whether another player has left the circuit partially used. A card reader can be reachable even when the surrounding monument is open to everyone; \u201cgreen monument\u201d or \u201cblue monument\u201d describes the locked route, not the entire footprint.<\/p>\n\n\n\n<!-- IMAGE PLACEHOLDER | ALT: Rust monument puzzle keycard reader and cards -->\n<figure class=\"ti-production-image\" style=\"margin:32px 0;\"><img loading=\"lazy\" src=\"https:\/\/tradeit.gg\/blog\/wp-content\/uploads\/2026\/07\/inline-02-rust-monument-puzzle-keycard-reader-and-cards.png\" alt=\"Rust monument puzzle keycard reader and cards\" width=\"1200\" height=\"675\" loading=\"lazy\" decoding=\"async\" style=\"display:block;width:100%;height:auto;border-radius:18px;box-shadow:0 16px 40px rgba(31,33,48,.14);\" \/><\/figure>\n\n\n\n<div class=\"ti-rmg-bt__warning\">\n  <span class=\"ti-rmg-bt__label\">Puzzle reset radiation<\/span>\n  <p>Current vanilla puzzles start their refresh cycle after a puzzle-room container is looted. Before the loot refresh, severe radiation can appear around puzzle loot and electrical elements; once that phase starts, the puzzle needs a player-free period before it fully resets. Do not wait beside a reader or loot box expecting an immediate respawn &#8211; the reset radiation is intended to force players away.<\/p>\n<\/div>\n<div class=\"ti-rmg-bt__note\">\n  <span class=\"ti-rmg-bt__label\">Outdated-route warning<\/span>\n  <p>Facepunch moved much of the monument loot in October 2025. The same buildings and card colors still identify the route, but old videos can point to crates that have moved. That update also added green-card puzzles to The Dome, Ferry Terminal, and Radtown, and changed Nuclear Missile Silo from blue-card access to red-card access.<\/p>\n<\/div>\n\n\n\n<h2 id='monuments-by-keycard-requirement'  id=\"boomdevs_10\" class=\"wp-block-heading\" id=\"ti-rmg-bt-by-card\">Monuments by Keycard Requirement<\/h2>\n\n\n\n<p>The sections below use the highest card required for each standard locked route. Several large monuments contain an earlier green step before the blue reader, and open loot remains available outside the locked rooms. Offshore and randomized locations are separated later because their access does not fit one fixed mainland route.<\/p>\n\n\n\n<h3 id='safe-monuments-no-keycard-no-radiation'  id=\"boomdevs_11\" class=\"wp-block-heading\" id=\"ti-rmg-bt-safe\">Safe Monuments (No Keycard, No Radiation)<\/h3>\n\n\n\n<p>\u201cSafe\u201d can mean two different things in Rust. A shield-marked NPC Safe Zone enforces weapon and hostility rules. A no-card, no-radiation monument may still be an unrestricted PvP area. The first six locations below are true Safe Zones; the remaining open locations have no standard ambient radiation but do not protect you from players.<\/p>\n\n\n\n<!-- IMAGE PLACEHOLDER | ALT: Rust safe monument example (Fishing Village) -->\n<figure class=\"ti-production-image\" style=\"margin:32px 0;\"><img loading=\"lazy\" src=\"https:\/\/tradeit.gg\/blog\/wp-content\/uploads\/2026\/07\/inline-03-rust-safe-monument-example-fishing-village.png\" alt=\"Rust safe monument example (Fishing Village)\" width=\"1200\" height=\"675\" loading=\"lazy\" decoding=\"async\" style=\"display:block;width:100%;height:auto;border-radius:18px;box-shadow:0 16px 40px rgba(31,33,48,.14);\" \/><\/figure>\n\n\n\n<div class=\"ti-rmg-bt__reference-grid\">\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--safe\">NPC Safe Zone<\/span><span class=\"ti-rmg-bt__pill\">Added Jul 2026<\/span><\/div><h4 id='apartment-complex'  id=\"boomdevs_12\">Apartment Complex<\/h4><p class=\"ti-rmg-bt__card-copy\">Rent a room from the receptionist for a wipe-start base with storage and room-specific utilities; the building also supports rentable shops. A master key can be found elsewhere on the island and can unlock occupied rooms for a short burglary window, so the Safe Zone does not make stored items permanently inaccessible.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--safe\">NPC Safe Zone<\/span><span class=\"ti-rmg-bt__pill\">3 recyclers<\/span><\/div><h4 id='outpost'  id=\"boomdevs_13\">Outpost<\/h4><p class=\"ti-rmg-bt__card-copy\">A general-purpose hub for vending, workbench access, utilities, trading, and safe recycling. Holster weapons before entering and understand the hostility timer before returning after combat; safe-zone recyclers also return less material than standard monument recyclers.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--safe\">NPC Safe Zone<\/span><span class=\"ti-rmg-bt__pill\">2 recyclers<\/span><\/div><h4 id='bandit-camp'  id=\"boomdevs_14\">Bandit Camp<\/h4><p class=\"ti-rmg-bt__card-copy\">A vendor and utility hub with gambling, recycling, and current vanilla Scrap 4 Sale listings for keycards. Vendor stock is patch-sensitive and can be changed by community servers; the older Outpost blue-card purchase route was removed in November 2025.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--safe\">NPC Safe Zone<\/span><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--sea\">Coastal<\/span><\/div><h4 id='fishing-villages'  id=\"boomdevs_15\">Fishing Villages<\/h4><p class=\"ti-rmg-bt__card-copy\">Small, Large, and other current village layouts support boats, diving gear, fishing supplies, missions, and maritime travel. They have no recycler; plan the return route before leaving because protection ends outside the Safe Zone.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--safe\">NPC Safe Zone<\/span><span class=\"ti-rmg-bt__pill\">Horse vendor<\/span><\/div><h4 id='ranch-and-large-barn'  id=\"boomdevs_16\">Ranch and Large Barn<\/h4><p class=\"ti-rmg-bt__card-copy\">These equestrian Safe Zones sell horses and related supplies. They are practical transport stops rather than loot monuments, and neither normally provides a recycler.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill\">Open PvP<\/span><span class=\"ti-rmg-bt__pill\">Green card source<\/span><\/div><h4 id='abandoned-cabins'  id=\"boomdevs_17\">Abandoned Cabins<\/h4><p class=\"ti-rmg-bt__card-copy\">A compact no-radiation stop with basic loot and a green keycard desk spawn. The buildings are easy to check quickly but also easy to watch from tree lines and nearby terrain.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill\">Open PvP<\/span><span class=\"ti-rmg-bt__pill\">Recycler<\/span><\/div><h4 id='abandoned-supermarket'  id=\"boomdevs_18\">Abandoned Supermarket<\/h4><p class=\"ti-rmg-bt__card-copy\">Provides food, small crates, components, a green card spawn, and a recycler in a small roadside footprint. Check the roof, rear entrance, and road before committing to a recycling stack.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill\">Open PvP<\/span><span class=\"ti-rmg-bt__pill\">Recycler<\/span><\/div><h4 id='mining-outpost'  id=\"boomdevs_19\">Mining Outpost<\/h4><p class=\"ti-rmg-bt__card-copy\">A compact component-and-recycler stop with no card or ambient radiation. Its convenience produces fast contests, and there are few places to disengage once another player enters the building.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill\">Open PvP<\/span><span class=\"ti-rmg-bt__pill\">Green card source<\/span><span class=\"ti-rmg-bt__pill\">Recycler<\/span><\/div><h4 id='oxum-s-gas-station'  id=\"boomdevs_20\">Oxum\u2019s Gas Station<\/h4><p class=\"ti-rmg-bt__card-copy\">Combines food, low-grade fuel, roadside components, a green card spawn, and recycling. Clear the shop, garage, roof, and nearby roadside cover before using the recycler.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--sea\">Coastal<\/span><span class=\"ti-rmg-bt__pill\">Green card source<\/span><span class=\"ti-rmg-bt__pill\">Recycler<\/span><\/div><h4 id='lighthouse'  id=\"boomdevs_21\">Lighthouse<\/h4><p class=\"ti-rmg-bt__card-copy\">A coastal source of barrels, a green card, and recycling, with multiple vertical levels and a clear view of the water. The spiral interior and roof access make footsteps and exit timing especially important.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill\">Open PvP<\/span><span class=\"ti-rmg-bt__pill\">Recycler<\/span><span class=\"ti-rmg-bt__pill\">Vehicle shredder<\/span><\/div><h4 id='junkyard'  id=\"boomdevs_22\">Junkyard<\/h4><p class=\"ti-rmg-bt__card-copy\">Use the recycler and vehicle shredder, collect components, and check the green keycard spawn. Running machinery advertises activity, while scrap piles and wrecks create many short sightlines.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill\">Jungle<\/span><span class=\"ti-rmg-bt__pill\">Open PvP<\/span><\/div><h4 id='jungle-ruins'  id=\"boomdevs_23\">Jungle Ruins<\/h4><p class=\"ti-rmg-bt__card-copy\">Procedural ruin variants provide early loot and cover along jungle routes. Dense foliage reduces warning time, so clear both the ruins and the surrounding vegetation rather than treating the walls as a secure perimeter.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill\">Jungle<\/span><span class=\"ti-rmg-bt__pill\">Recycler<\/span><\/div><h4 id='jungle-ziggurat'  id=\"boomdevs_24\">Jungle Ziggurat<\/h4><p class=\"ti-rmg-bt__card-copy\">A larger vertical jungle landmark with crates and a recycler. The stair-step architecture creates strong high ground but also predictable ladders and ledges for ambushes.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill\">Procedural<\/span><span class=\"ti-rmg-bt__pill\">Open PvP<\/span><\/div><h4 id='water-wells'  id=\"boomdevs_25\">Water Wells<\/h4><p class=\"ti-rmg-bt__card-copy\">Small procedural stops for water, food, and local services. They are not Safe Zones, even when a vendor or service makes the location look civilized, so do not stand exposed while managing inventory.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill\">Underground<\/span><span class=\"ti-rmg-bt__pill\">Buildable variants<\/span><\/div><h4 id='caves'  id=\"boomdevs_26\">Caves<\/h4><p class=\"ti-rmg-bt__card-copy\">Cave variants can support concealed bases, ore routes, and underground movement. Darkness, falls, one-way drops, narrow exits, and defenders who know the layout are the real access requirements.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill\">Diesel<\/span><span class=\"ti-rmg-bt__pill\">Resource extraction<\/span><\/div><h4 id='hqm-stone-and-sulfur-quarries'  id=\"boomdevs_27\">HQM, Stone, and Sulfur Quarries<\/h4><p class=\"ti-rmg-bt__card-copy\">Each quarry converts diesel into its named resource stream. There is no card puzzle or dependable recycler; the challenge is holding an exposed machine, returning for output, and surviving players drawn by the engine noise.<\/p><\/article>\n<\/div>\n\n\n\n<h3 id='open-access-monuments-no-keycard-hazards-vary'  id=\"boomdevs_28\" class=\"wp-block-heading\" id=\"ti-rmg-bt-open-hazards\">Open-Access Monuments (No Keycard, Hazards Vary)<\/h3>\n\n\n\n<p>These locations do not use a standard keycard route, but they are not starter-safe. Scientists, radiation, underground visibility, diesel activation, and large footprints can make them equipment checks even though the entrance is open.<\/p>\n\n\n\n<div class=\"ti-rmg-bt__reference-grid\">\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--npc\">Scientists<\/span><span class=\"ti-rmg-bt__pill\">Randomized layout<\/span><\/div><h4 id='abandoned-military-base'  id=\"boomdevs_29\">Abandoned Military Base<\/h4><p class=\"ti-rmg-bt__card-copy\">The base uses one of several layouts and contains military crates, components, and armed scientists without a keycard gate. Scout the generation before assuming a doorway, tower, or escape lane matches a guide recorded on another seed.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--npc\">Scientists<\/span><span class=\"ti-rmg-bt__pill\">Diesel<\/span><span class=\"ti-rmg-bt__pill\">Recycler<\/span><\/div><h4 id='giant-excavator-pit'  id=\"boomdevs_30\">Giant Excavator Pit<\/h4><p class=\"ti-rmg-bt__card-copy\">Clear or avoid the scientists, load diesel, select the resource, and collect output from the corresponding pile. Activating Excavator now produces a world-level environmental cue, so assume other players can identify that it is running.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--npc\">Tunnel dwellers<\/span><span class=\"ti-rmg-bt__pill\">Underground rail<\/span><\/div><h4 id='train-tunnel-network'  id=\"boomdevs_31\">Train Tunnel Network<\/h4><p class=\"ti-rmg-bt__card-copy\">Stations and tunnels support component farming and rail travel without a card reader. Bring reliable light, healing, and ammunition, and remember that the longest danger is often the return through stations where players can hear or predict the work cart.<\/p><\/article>\n<\/div>\n\n\n\n<h3 id='green-card-monuments'  id=\"boomdevs_32\" class=\"wp-block-heading\" id=\"ti-rmg-bt-green\">Green Card Monuments<\/h3>\n\n\n\n<p>Green-card routes are the first repeatable step in the puzzle chain. Bring a green card and an Electric Fuse unless you have verified that the specific route is card-only. Successful green rooms normally contain a blue card, letting you move into the next clearance level.<\/p>\n\n\n\n<div class=\"ti-rmg-bt__reference-grid\">\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--green\">Green<\/span><span class=\"ti-rmg-bt__pill\">Blue card output<\/span><span class=\"ti-rmg-bt__pill\">Recycler<\/span><\/div><h4 id='ferry-terminal'  id=\"boomdevs_33\">Ferry Terminal<\/h4><p class=\"ti-rmg-bt__card-copy\">The coastal terminal links road and rail utility with a green-card puzzle, recycler, and vehicle services. Power the route before swiping, then leave with the blue card rather than lingering around the terminal\u2019s visible approaches.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--green\">Green<\/span><span class=\"ti-rmg-bt__pill\">Blue card output<\/span><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--sea\">Coastal<\/span><\/div><h4 id='small-and-large-harbor'  id=\"boomdevs_34\">Small and Large Harbor<\/h4><p class=\"ti-rmg-bt__card-copy\">Both harbor families support the same progression role: a fuse-and-green-card room that yields a blue card, plus a recycler and maritime access. Container stacks and water approaches give counters several ways to watch the puzzle building.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--green\">Green<\/span><span class=\"ti-rmg-bt__pill\">Blue card output<\/span><span class=\"ti-rmg-bt__pill\">Recycler<\/span><\/div><h4 id='satellite-dish-array'  id=\"boomdevs_35\">Satellite Dish Array<\/h4><p class=\"ti-rmg-bt__card-copy\">Power the reader, use the green card, and collect the blue card from the locked route. The bowl-like terrain and dish structures create long angles, so clear high positions before committing to the fuse box.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--green\">Green<\/span><span class=\"ti-rmg-bt__pill\">Blue card output<\/span><span class=\"ti-rmg-bt__pill\">2 recyclers<\/span><\/div><h4 id='sewer-branch'  id=\"boomdevs_36\">Sewer Branch<\/h4><p class=\"ti-rmg-bt__card-copy\">A fuse-and-green-card route leads through the underground section to component loot and a blue card. Water, stairs, and close corridors make sound cues useful but can also trap you between the puzzle exit and a player holding the surface.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--green\">Green<\/span><span class=\"ti-rmg-bt__pill\">Blue card output<\/span><span class=\"ti-rmg-bt__pill\">Added route Oct 2025<\/span><\/div><h4 id='the-dome'  id=\"boomdevs_37\">The Dome<\/h4><p class=\"ti-rmg-bt__card-copy\">The open climbing route still exists, while the newer green-card puzzle provides a blue card and the monument now has a recycler. Fall damage and ladder campers remain separate hazards from the locked room itself.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--green\">Green<\/span><span class=\"ti-rmg-bt__pill\">Blue card output<\/span><span class=\"ti-rmg-bt__pill\">Added route Oct 2025<\/span><\/div><h4 id='radtown'  id=\"boomdevs_38\">Radtown<\/h4><p class=\"ti-rmg-bt__card-copy\">The revived roadside monument now includes a green-card puzzle that advances to blue, alongside a recycler and component route. Bring radiation protection even though the footprint is smaller than the large industrial monuments.<\/p><\/article>\n<\/div>\n\n\n\n<h3 id='blue-card-monuments'  id=\"boomdevs_39\" class=\"wp-block-heading\" id=\"ti-rmg-bt-blue\">Blue Card Monuments<\/h3>\n\n\n\n<p>Blue-card monuments are larger or more exposed routes that normally produce a red card. Many include a preliminary green-reader step, extra switches, scientists, or meaningful radiation. Carry enough healing and card durability for the full route instead of treating the blue swipe as the only requirement.<\/p>\n\n\n\n<div class=\"ti-rmg-bt__reference-grid\">\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--blue\">Blue<\/span><span class=\"ti-rmg-bt__pill\">Red card output<\/span><span class=\"ti-rmg-bt__pill\">2 recyclers<\/span><\/div><h4 id='airfield'  id=\"boomdevs_40\">Airfield<\/h4><p class=\"ti-rmg-bt__card-copy\">The underground puzzle route uses green and blue clearance and leads to a red card. Scientists, broad runways, hangars, tunnels, and multiple rooflines make the entry and extraction as important as the room itself.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--blue\">Blue<\/span><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--npc\">Scientists<\/span><span class=\"ti-rmg-bt__pill\">Red card output<\/span><\/div><h4 id='arctic-research-base'  id=\"boomdevs_41\">Arctic Research Base<\/h4><p class=\"ti-rmg-bt__card-copy\">Use blue clearance to access the locked research route and collect a red card. Cold exposure, scientists, and the snow biome add equipment pressure even when the radiation requirement is manageable.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--blue\">Blue<\/span><span class=\"ti-rmg-bt__pill\">Red card output<\/span><span class=\"ti-rmg-bt__pill\">3 recyclers<\/span><\/div><h4 id='power-plant'  id=\"boomdevs_42\">Power Plant<\/h4><p class=\"ti-rmg-bt__card-copy\">The full route uses lower clearance before the blue room, then produces a red card. Multiple buildings, hot radiation zones, towers, and several recyclers reward a planned path rather than an improvised lap through the whole site.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--blue\">Blue<\/span><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--npc\">Scientists<\/span><span class=\"ti-rmg-bt__pill\">Red card output<\/span><\/div><h4 id='train-yard'  id=\"boomdevs_43\">Train Yard<\/h4><p class=\"ti-rmg-bt__card-copy\">The main powered puzzle uses blue clearance and yields a red card; a smaller green-reader route can also exist within the broader complex. Rail cars, towers, scientists, radiation, and roof control create several overlapping fights.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--blue\">Blue<\/span><span class=\"ti-rmg-bt__pill\">Red card output<\/span><span class=\"ti-rmg-bt__pill\">Recycler<\/span><\/div><h4 id='water-treatment-plant'  id=\"boomdevs_44\">Water Treatment Plant<\/h4><p class=\"ti-rmg-bt__card-copy\">Use the powered blue-card route to obtain a red card, while open buildings and tanks provide component and diesel spawns. The large footprint offers many entrances but also lets opponents hold roofs and long sightlines above the puzzle path.<\/p><\/article>\n<\/div>\n\n\n\n<h3 id='red-card-monuments'  id=\"boomdevs_45\" class=\"wp-block-heading\" id=\"ti-rmg-bt-red\">Red Card Monuments<\/h3>\n\n\n\n<p>Red-card rooms sit behind the longest standard progression routes. A red card is only one part of the loadout: these locations can include strong NPC pressure, high radiation, multi-stage power, elite containers, and exits that are easy to hold. Oil Rigs and Underwater Labs also use red cards but are covered in the offshore section because their routes are optional or procedural.<\/p>\n\n\n\n<div class=\"ti-rmg-bt__reference-grid\">\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--red\">Red<\/span><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--rad\">High radiation<\/span><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--npc\">Bradley + scientists<\/span><\/div><h4 id='launch-site'  id=\"boomdevs_46\">Launch Site<\/h4><p class=\"ti-rmg-bt__card-copy\">The red-card route sits inside a large, highly visible complex with severe radiation zones, scientists, and Bradley APC patrols. Separate the card run from any Bradley plan unless your team and equipment are prepared to handle both.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--red\">Red<\/span><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--npc\">Large scientist presence<\/span><span class=\"ti-rmg-bt__pill\">Recycler<\/span><\/div><h4 id='military-tunnels'  id=\"boomdevs_47\">Military Tunnels<\/h4><p class=\"ti-rmg-bt__card-copy\">A long underground combat route leads to the red-card area, elite loot, and advanced blueprint fragments. Chokepoints, radiation, and a large scientist population consume ammunition and healing before another player ever appears.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__badge ti-rmg-bt__badge--red\">Red<\/span><span class=\"ti-rmg-bt__pill\">Changed Oct 2025<\/span><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--rad\">Severe pockets<\/span><\/div><h4 id='nuclear-missile-silo'  id=\"boomdevs_48\">Nuclear Missile Silo<\/h4><p class=\"ti-rmg-bt__card-copy\">The monument is commonly labeled \u201cMissile Silo\u201d on the map; it is the same Nuclear Missile Silo, not a second location. Current access is red-card clearance, with a deep forced route, many scientists, elite containers, and radiation that can spike sharply in parts of the complex.<\/p><\/article>\n<\/div>\n\n\n\n<h2 id='sea-and-event-monuments'  id=\"boomdevs_49\" class=\"wp-block-heading\" id=\"ti-rmg-bt-sea-events\">Sea and Event Monuments<\/h2>\n\n\n\n<p>Offshore and event locations break the normal mainland pattern. They require transport, create predictable arrival lanes, and often announce activity through timers, radio cues, or global environmental sounds. Always budget fuel and a second extraction option; winning the room does not guarantee a safe trip home.<\/p>\n\n\n\n<h3 id='small-and-large-oil-rig'  id=\"boomdevs_50\" class=\"wp-block-heading\" id=\"ti-rmg-bt-oil-rigs\">Small and Large Oil Rig<\/h3>\n\n\n\n<!-- IMAGE PLACEHOLDER | ALT: Rust Large Oil Rig monument aerial view -->\n<figure class=\"ti-production-image\" style=\"margin:32px 0;\"><img loading=\"lazy\" src=\"https:\/\/tradeit.gg\/blog\/wp-content\/uploads\/2026\/07\/inline-04-rust-large-oil-rig-monument-aerial-view.png\" alt=\"Rust Large Oil Rig monument aerial view\" width=\"1200\" height=\"675\" loading=\"lazy\" decoding=\"async\" style=\"display:block;width:100%;height:auto;border-radius:18px;box-shadow:0 16px 40px rgba(31,33,48,.14);\" \/><\/figure>\n\n\n\n<p>Both Oil Rigs are permanent offshore monuments guarded by scientists. Their green, blue, and red rooms are optional side progression: you can board and trigger the locked-crate event without completing every card room. Starting the hack calls in heavy scientist reinforcements and gives other players time to approach by boat, submarine, minicopter, or other aircraft.<\/p>\n\n\n\n<div class=\"ti-rmg-bt__reference-grid\">\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--sea\">Offshore<\/span><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--npc\">Scientists<\/span><span class=\"ti-rmg-bt__pill\">Cards up to red<\/span><\/div><h4 id='small-oil-rig'  id=\"boomdevs_51\">Small Oil Rig<\/h4><p class=\"ti-rmg-bt__card-copy\">A more compact stack of decks with roughly 15 regular scientists before the locked-crate reinforcements. The smaller footprint shortens the clear but also gives counters fewer places to land and makes footsteps and ladder approaches easier to track.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--sea\">Offshore<\/span><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--npc\">Scientists<\/span><span class=\"ti-rmg-bt__pill\">Cards up to red<\/span><\/div><h4 id='large-oil-rig'  id=\"boomdevs_52\">Large Oil Rig<\/h4><p class=\"ti-rmg-bt__card-copy\">A multi-deck platform with roughly 27 regular scientists before the locked-crate reinforcements, more card-room space, and more approach angles. Clear methodically from cover, preserve healing for the event wave, and watch the horizon throughout the hack.<\/p><\/article>\n<\/div>\n<div class=\"ti-rmg-bt__note\"><span class=\"ti-rmg-bt__label\">Reset cue<\/span><p>Oil Rig resets now produce a global environmental sound. Treat that cue as public information: it helps you identify availability, and it helps every nearby counter do the same.<\/p><\/div>\n\n\n\n<h3 id='cargo-ship'  id=\"boomdevs_53\" class=\"wp-block-heading\" id=\"ti-rmg-bt-cargo\">Cargo Ship<\/h3>\n\n\n\n<p>Cargo Ship is a mobile world event, not a seed-fixed monument. It travels around the island with scientists, military loot, and multiple timed locked crates, then eventually leaves the map. The event has no standard keycard gate: access depends on boarding safely, clearing decks, surviving the hack windows, and extracting before departure.<\/p>\n\n\n\n<p>The inbound Cargo cue is global. Boats, submarines, aircraft, deck ladders, and the ship\u2019s own routes all create counterplay, so keep fuel and a departure vehicle ready instead of assuming the ship itself is the extraction plan.<\/p>\n\n\n\n<h3 id='chinook-47-and-locked-crates'  id=\"boomdevs_54\" class=\"wp-block-heading\" id=\"ti-rmg-bt-chinook\">Chinook 47 and Locked Crates<\/h3>\n\n\n\n<p>The CH47 event carries a hackable locked crate to a randomly selected eligible monument. It is an event delivery system, not another monument in the 43-location count. Once dropped, the crate broadcasts its position and begins a timed hack, creating a temporary objective inside an otherwise familiar monument.<\/p>\n\n\n\n<p>Approach the crate as a layered fight: clear the local monument hazards, identify the hack timer, hold angles against arriving players, and leave enough resources for the final extraction. Current progression also makes hackable crates a guaranteed source of advanced blueprint fragments, which adds strategic value without changing the host monument\u2019s normal keycard route.<\/p>\n\n\n\n<h3 id='underwater-labs'  id=\"boomdevs_55\" class=\"wp-block-heading\" id=\"ti-rmg-bt-underwater-labs\">Underwater Labs<\/h3>\n\n\n\n<p>Underwater Labs are procedurally assembled offshore facilities. A generated lab may contain green, blue, red, and fuse rooms in different combinations, so there is no universal card route or room map. Use the map marker to find the lab, bring diving or submarine access, then read the signage and module layout after entering.<\/p>\n\n\n\n<p>Labs contain dwellers, component and military loot, and radiation that can vary sharply by module. Mark the moon-pool or submarine exit before moving deep into the layout; an unfamiliar lab is easy to enter and surprisingly slow to leave under pressure.<\/p>\n\n\n\n<h3 id='the-deep-sea-2026-floating-cities-ghost-ships-and-tropical-islands'  id=\"boomdevs_56\" class=\"wp-block-heading\" id=\"ti-rmg-bt-deep-sea\">The Deep Sea (2026): Floating Cities, Ghost Ships, and Tropical Islands<\/h3>\n\n\n\n<p>The Deep Sea opens intermittently as a world-event region beyond the normal island waters. Facepunch introduced it in February 2026, then adjusted access and loot behavior in March: the region no longer opens immediately after a wipe, RHIBs cannot enter, and loot now respawns slowly instead of remaining permanently empty after the first visitors.<\/p>\n\n\n\n<div class=\"ti-rmg-bt__reference-grid\">\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--safe\">NPC Safe Zone<\/span><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--sea\">Deep Sea<\/span><span class=\"ti-rmg-bt__pill\">Recycler varies<\/span><\/div><h4 id='floating-cities'  id=\"boomdevs_57\">Floating Cities<\/h4><p class=\"ti-rmg-bt__card-copy\">Four ramshackle city variants act as Deep Sea safe havens. Depending on the layout, they provide vendors and practical services such as recyclers, workbenches, research tables, and refineries for crews operating far from the mainland.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--sea\">Deep Sea<\/span><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--npc\">Scientists<\/span><span class=\"ti-rmg-bt__pill\">Some locked crates<\/span><\/div><h4 id='ghost-ships'  id=\"boomdevs_58\">Ghost Ships<\/h4><p class=\"ti-rmg-bt__card-copy\">Stationary derelicts guarded by scientists on deck and in nearby patrol boats. Some ship variants contain hackable locked crates, turning boarding into a timed defense against both AI boats and players exploring the same event region.<\/p><\/article>\n  <article class=\"ti-rmg-bt__card\"><div class=\"ti-rmg-bt__card-meta\"><span class=\"ti-rmg-bt__pill ti-rmg-bt__pill--sea\">Deep Sea<\/span><span class=\"ti-rmg-bt__pill\">Resources and ruins<\/span><\/div><h4 id='tropical-islands'  id=\"boomdevs_59\">Tropical Islands<\/h4><p class=\"ti-rmg-bt__card-copy\">Small islands with resources, ruins, shoreline loot, and boat services. They provide staging and resupply opportunities, but the open water around them makes arrivals and departures visible.<\/p><\/article>\n<\/div>\n\n\n\n<h2 id='radiation-hazmat-and-monument-safety'  id=\"boomdevs_60\" class=\"wp-block-heading\" id=\"ti-rmg-bt-radiation\">Radiation, Hazmat, and Monument Safety<\/h2>\n\n\n\n<p>Radiation is route-specific. A monument can have safe exterior ground, low-radiation utility buildings, and a much hotter locked room in the same footprint. Procedural layouts can vary, and reset radiation near a puzzle can be intentionally unsurvivable. Watch the radiation indicator as you cross thresholds instead of relying only on the monument name.<\/p>\n\n\n\n<!-- IMAGE PLACEHOLDER | ALT: Hazmat suit at a radiation-heavy Rust monument -->\n<figure class=\"ti-production-image\" style=\"margin:32px 0;\"><img loading=\"lazy\" src=\"https:\/\/tradeit.gg\/blog\/wp-content\/uploads\/2026\/07\/inline-05-hazmat-suit-at-a-radiation-heavy-rust-monument.png\" alt=\"Hazmat suit at a radiation-heavy Rust monument\" width=\"1200\" height=\"675\" loading=\"lazy\" decoding=\"async\" style=\"display:block;width:100%;height:auto;border-radius:18px;box-shadow:0 16px 40px rgba(31,33,48,.14);\" \/><\/figure>\n\n\n\n<div class=\"ti-rmg-bt__check-grid\">\n  <article class=\"ti-rmg-bt__check\"><strong>Protect the route, not just the entrance<\/strong><p>Bring enough radiation protection for the hottest room you plan to enter. Launch Site, Military Tunnels, Missile Silo, Power Plant, and some lab modules can punish a marginal kit.<\/p><\/article>\n  <article class=\"ti-rmg-bt__check\"><strong>Balance radiation and combat armor<\/strong><p>A standard Hazmat Suit is convenient one-slot protection, but it is not strong projectile armor. Mix protection and combat readiness for the route and biome.<\/p><\/article>\n  <article class=\"ti-rmg-bt__check\"><strong>Leave before the reset forces you out<\/strong><p>Loot the puzzle, take the card, and exit. Do not wait beside the boxes when severe reset radiation begins.<\/p><\/article>\n<\/div>\n\n\n\n<p>The standard Hazmat Suit is a practical all-in-one option for many routes, while suit variants and armor combinations can trade radiation protection for cold, bite, or combat protection. For cosmetic options and the differences worth checking before you equip them, see the <a href=\"\/blog\/best-rust-hazmat-suit-skins\/\">best Rust hazmat suit skins<\/a>.<\/p>\n\n\n\n<div class=\"ti-rmg-bt__warning\">\n  <span class=\"ti-rmg-bt__label\">Before you leave base<\/span>\n  <p>Confirm card durability, bring the required fuse plus a spare for longer routes, carry healing and water, wear route-appropriate radiation protection, leave inventory space for components, and choose an exit before powering the puzzle. For offshore runs, add fuel, low-grade backup, cold protection when relevant, and a second way home.<\/p>\n<\/div>\n<div class=\"ti-rmg-bt__cta\">\n  <div class=\"ti-rmg-bt__cta-copy\"><h3 id='gearing-up-for-your-next-wipe'  id=\"boomdevs_61\">Gearing up for your next wipe?<\/h3><p>Skip the grind &#8211; buy the Rust skins you actually want on Tradeit and jump straight into the fight.<\/p><\/div>\n  <a class=\"ti-rmg-bt__cta-button\" href=\"https:\/\/tradeit.gg\/rust\/store\">Buy Rust Skins<\/a>\n<\/div>\n\n\n\n<h2 id='which-monuments-are-best-see-our-tier-list'  id=\"boomdevs_62\" class=\"wp-block-heading\" id=\"ti-rmg-bt-tier-list\">Which Monuments Are Best? (See Our Tier List)<\/h2>\n\n\n\n<div class=\"ti-rmg-bt__intent-box\">\n  <p class=\"ti-rmg-bt__eyebrow\">Separate search intent<\/p>\n  <h3 id='use-the-ranking-guide-for-comparisons'  id=\"boomdevs_63\">Use the ranking guide for comparisons<\/h3>\n  <p>This article answers reference questions: what exists, where it appears, which card it uses, whether it has a recycler, and what hazards to expect. Questions about efficiency, risk-adjusted loot, scrap output, or which location to prioritize belong in our <a href=\"\/blog\/all-rust-monuments-tier-list\/\">Rust monuments tier list<\/a>.<\/p>\n<\/div>\n\n\n\n<p>Keeping the two resources separate makes both easier to use: this page remains a neutral lookup guide, while the tier list can compare locations using a clearly stated scoring method.<\/p>\n\n\n\n<div class=\"ti-rmg-bt__cta\">\n  <div class=\"ti-rmg-bt__cta-copy\"><h3 id='ready-to-trade-rust-skins'  id=\"boomdevs_64\">Ready to trade Rust skins?<\/h3><p>Buy, sell, or trade Rust skins instantly on Tradeit &#8211; no Steam Wallet lock-in.<\/p><\/div>\n  <a class=\"ti-rmg-bt__cta-button\" href=\"https:\/\/tradeit.gg\/rust\/trade\">Trade Rust Skins on Tradeit<\/a>\n<\/div>\n\n\n\n<h2 id='faq'  id=\"boomdevs_65\" class=\"wp-block-heading\" id=\"ti-rmg-bt-faq\">FAQ<\/h2>\n\n\n\n<div class=\"ti-rmg-bt__faq\">\n  <div class=\"ti-rmg-bt__faq-tools\" aria-label=\"FAQ controls\"><button type=\"button\" data-ti-rmg-bt-faq-action=\"open\">Expand all<\/button><button type=\"button\" data-ti-rmg-bt-faq-action=\"close\">Close all<\/button><\/div>\n  <details>\n    <summary>How many monuments are there in Rust in 2026?<\/summary>\n    <div class=\"ti-rmg-bt__faq-answer\"><p>This guide tracks 43 named monument and event-location families as of July 20, 2026. The number actually spawned on a procedural map is lower and depends on map size, seed, biome, and current world events. The 43 count groups variants such as harbors, caves, quarries, fishing villages, jungle ruins, water wells, and Deep Sea layouts; it does not count CH47 as a location.<\/p><\/div>\n  <\/details>\n  <details>\n    <summary>Which Rust monuments have recyclers?<\/summary>\n    <div class=\"ti-rmg-bt__faq-answer\"><p>Current dependable recycler locations in this guide are Airfield, Arctic Research Base, Bandit Camp, The Dome, Ferry Terminal, Giant Excavator Pit, Small and Large Harbor, Jungle Ziggurat, Junkyard, Launch Site, Lighthouse, Military Tunnels, Mining Outpost, Outpost, Oxum\u2019s Gas Station, Power Plant, Radtown, Satellite Dish Array, Sewer Branch, Abandoned Supermarket, Train Yard, Water Treatment Plant, and Floating Cities when the active variant includes one. Airfield and Sewer Branch normally have two; Bandit Camp has two; Power Plant and Outpost normally have three; most other listed locations have one. Server owners can change these placements.<\/p><\/div>\n  <\/details>\n  <details>\n    <summary>Do monuments reset after a Rust server wipe?<\/summary>\n    <div class=\"ti-rmg-bt__faq-answer\"><p>Yes. A map wipe regenerates the world, so procedural monument selection, positions, and layouts are rebuilt from the new seed. Loot and puzzles also reset repeatedly during the wipe on their own timers. Community servers decide their wipe schedule and whether blueprints reset; Facepunch\u2019s forced monthly update wipe is separate from ordinary puzzle respawns.<\/p><\/div>\n  <\/details>\n  <details>\n    <summary>Where do keycards come from in Rust?<\/summary>\n    <div class=\"ti-rmg-bt__faq-answer\"><p>Green cards spawn at several open monuments and can drop from relevant scientists. Green-card puzzle rooms normally provide blue cards, while blue-card routes provide red cards. Blue cards can also come from fishing. As of this fact-check, Bandit Camp\u2019s current vanilla shop data lists green, blue, and red cards for 15, 40, and 80 Scrap respectively, but vendor stock and prices are patch-sensitive and may differ on modded servers.<\/p><\/div>\n  <\/details>\n  <details>\n    <summary>Are Oil Rigs solo-friendly?<\/summary>\n    <div class=\"ti-rmg-bt__faq-answer\"><p>They are solo-capable for an experienced, well-equipped player, but not forgiving. You must clear multiple scientists, manage heavy reinforcements during the locked-crate event, monitor several boat and air approaches, and preserve a reliable extraction vehicle. Small Oil Rig is more compact; Large Oil Rig has more decks, NPCs, and approach angles. Neither is protected from counters.<\/p><\/div>\n  <\/details>\n  <details>\n    <summary>Can I camp outside a monument for scientist drops?<\/summary>\n    <div class=\"ti-rmg-bt__faq-answer\"><p>You can hold approaches and loot scientists you kill on normal PvP monuments, subject to the server\u2019s rules, but there is no guaranteed \u201coutside\u201d drop cycle. Remaining too close to puzzle loot can interfere with the player-free reset window, and the current reset system uses severe radiation to clear puzzle areas before refresh. NPC Safe Zones also enforce their own hostility and weapon rules.<\/p><\/div>\n  <\/details>\n  <details>\n    <summary>What is the difference between a green, blue, and red keycard?<\/summary>\n    <div class=\"ti-rmg-bt__faq-answer\"><p>Green is the first puzzle clearance and usually leads to a blue card. Blue is the middle clearance used at larger monument routes and normally leads to a red card. Red is the advanced clearance for locations such as Launch Site, Military Tunnels, Nuclear Missile Silo, Oil Rig card rooms, and eligible Underwater Lab modules. A higher-color card does not replace a lower card when a route has multiple readers &#8211; you need each required color.<\/p><\/div>\n  <\/details>\n<\/div>\n<p class=\"ti-rmg-bt__updated\"><strong>Fact-check date:<\/strong> July 20, 2026. Vanilla Rust changes monthly; custom servers can override monument generation, loot, NPCs, radiation, recycler positions, card vendors, and wipe rules.<\/p>\n\n\n\n<script>\n(function () {\n  'use strict';\n\n  function ready(fn) {\n    if (document.readyState !== 'loading') fn();\n    else document.addEventListener('DOMContentLoaded', fn);\n  }\n\n  function copyText(text) {\n    if (navigator.clipboard && window.isSecureContext) {\n      return navigator.clipboard.writeText(text);\n    }\n\n    var textarea = document.createElement('textarea');\n    textarea.value = text;\n    textarea.style.position = 'fixed';\n    textarea.style.left = '-9999px';\n    textarea.setAttribute('readonly', '');\n    document.body.appendChild(textarea);\n    textarea.focus();\n    textarea.select();\n\n    return new Promise(function (resolve, reject) {\n      try {\n        document.execCommand('copy');\n        resolve();\n      } catch (error) {\n        reject(error);\n      } finally {\n        document.body.removeChild(textarea);\n      }\n    });\n  }\n\n  ready(function () {\n    var roots = document.querySelectorAll('.ti-rmg-bt');\n    if (!roots.length) return;\n\n    roots.forEach(function (root) {\n      var tableModule = root.querySelector('[data-ti-rmg-bt-table]');\n      if (tableModule) {\n        var rows = Array.prototype.slice.call(tableModule.querySelectorAll('[data-monument-row]'));\n        var search = tableModule.querySelector('[data-ti-rmg-bt-search]');\n        var filterButtons = Array.prototype.slice.call(tableModule.querySelectorAll('[data-filter]'));\n        var clear = tableModule.querySelector('[data-ti-rmg-bt-clear]');\n        var count = tableModule.querySelector('[data-ti-rmg-bt-count]');\n        var empty = tableModule.querySelector('[data-ti-rmg-bt-empty]');\n        var activeFilter = 'all';\n\n        function matchesFilter(row) {\n          if (activeFilter === 'all') return true;\n          if (activeFilter === 'safe') return row.getAttribute('data-zone') === 'safe';\n          if (activeFilter === 'recycler') return row.getAttribute('data-recycler') === 'yes';\n          if (activeFilter === 'sea') {\n            var context = (row.getAttribute('data-context') || '').split(\/\\s+\/);\n            return context.indexOf('sea') !== -1 || context.indexOf('event') !== -1;\n          }\n          var access = (row.getAttribute('data-access') || '').split(\/\\s+\/);\n          return access.indexOf(activeFilter) !== -1;\n        }\n\n        function applyFilters() {\n          var query = (search && search.value ? search.value : '').toLowerCase().trim();\n          var visible = 0;\n\n          rows.forEach(function (row) {\n            var haystack = (row.getAttribute('data-search') || row.textContent || '').toLowerCase();\n            var show = matchesFilter(row) && (!query || haystack.indexOf(query) !== -1);\n            row.hidden = !show;\n            if (show) visible += 1;\n          });\n\n          if (count) count.textContent = 'Showing ' + visible + ' of ' + rows.length + ' locations';\n          if (empty) empty.classList.toggle('is-visible', visible === 0);\n        }\n\n        filterButtons.forEach(function (button) {\n          button.addEventListener('click', function () {\n            activeFilter = button.getAttribute('data-filter') || 'all';\n            filterButtons.forEach(function (item) {\n              var selected = item === button;\n              item.classList.toggle('is-active', selected);\n              item.setAttribute('aria-pressed', selected ? 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