The new loot rooms in Rust are tied to the shared Powergrid. To power them, players need to install Heavy Fuses in the dedicated fuse boxes at Power Plant and then use the switch beside the door they want to open. Depending on the monument, the grid must have at least 1, 4, or 10 working fuses installed. Do not rush to collect an entire stack before checking the server, though. The grid is shared by everyone and another player may already have powered it up.This guide covers the Powergrid loot rooms added to the PC version of Rust with the October 1, 2026 update. They now appear across 12 monuments, with two separate rooms at Launch Site. Below, we list every location, its power requirement, and timestamped video references that can help you find the entrances in-game.
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How Powergrid loot rooms work and where to use Heavy Fuses
A Heavy Fuse does not need to be carried to every locked room. It is installed at Power Plant, which supplies the island-wide Powergrid. The more working Heavy Fuses placed in its dedicated fuse boxes, the higher the power tier available across the map. Simpler monument rooms work at the first tier, while more demanding locations require the second or third.- Tier 1, at least 1 Heavy Fuse - Ferry Terminal, both Harbor variants, and Junkyard.
- Tier 2, at least 4 Heavy Fuses - Airfield, Train Yard, Radtown, Sewer Branch, and Water Treatment Plant.
- Tier 3, at least 10 Heavy Fuses - Military Tunnels, both new Launch Site rooms, and Nuclear Missile Silo.
How to power up Power Plant and open a loot room
Heavy Fuses can be found as loot. Once you have enough, travel to Power Plant and place them in the special Heavy Fuse boxes. Do not try to insert them into a normal fuse box used for a keycard puzzle because this is a separate system. After installing them, check whether enough working fuses are active for the tier you need before heading to the target monument.The October update also moved one of the smaller fuse boxes at Power Plant. It can now be reached from outside through a broken window, making it easier to enable the minimum power level. That shortcut does not mean the rest of Power Plant is freely accessible, however. Other sections still have their own doors and access requirements.- Choose the Powergrid room you want to visit and check whether it requires 1, 4, or 10 active Heavy Fuses.
- If the grid does not have enough power, install the missing Heavy Fuses in the dedicated fuse boxes at Power Plant.
- Travel to the target monument with protection and gear suitable for its normal hazards.
- Find the locked Powergrid loot room and use the switch beside the door.
- Take the loot and leave without assuming the power will remain active forever.
All Powergrid loot room locations
Monument positions vary on procedural maps, so there is no single set of coordinates that works on every server. The video linked below groups the entrances by monument, and each timestamp jumps to the relevant section. The footage was recorded before the final October update, so use it to locate the doors while relying on the power requirements in this guide for the live version.Large and Small Harbor - 1 Heavy Fuse
Both Harbor variants have a Powergrid room. Tier 1 power is enough, meaning at least one working Heavy Fuse must be installed at Power Plant. Do not confuse the new entrance with the normal Harbor keycard puzzle. Having a Green Keycard does not power the island-wide grid. The Powergrid room has its own switch beside the door.The Large Harbor entrance is shown from 00:22, while the Small Harbor entrance appears from 00:40. We recommend identifying which Harbor variant your server generated before using the video reference.Ferry Terminal - 1 Heavy Fuse
Ferry Terminal is another Tier 1 location, so its room only needs one active Heavy Fuse on the grid. If Power Plant is already online, you can travel directly to the monument and use the switch at the entrance. Ferry Terminal is not a safe zone, so the lack of radiation should not make you careless.The entrance is shown from 01:16. Treat the Powergrid room as a separate stop during a normal run through the terminal. Its power requirement does not replace the conditions for the monument's existing keycard puzzle.Junkyard - 1 Heavy Fuse
The new room at Junkyard also works at Tier 1. This makes it a useful early route for components if the Powergrid is already online. We do not recommend treating the future loot as guaranteed, though, because the crate pool in the live version may differ from what appeared in early previews.The Junkyard entrance is shown from 01:42. Before trying to open the room, make sure its switch is actually receiving power. Carrying a Heavy Fuse in your inventory does nothing until it is installed at Power Plant.Airfield - 4 Heavy Fuses
The Airfield room requires Tier 2 power, which means at least four working Heavy Fuses must be installed at Power Plant. A single fuse is not enough here. If Tier 1 rooms are opening but Airfield does not respond, check the grid level before looking for another regular fuse.The entrance is shown from 02:03. Do not confuse its requirements with the Airfield terminals used for other events. Different systems on the same monument can use different power conditions. For the Powergrid loot room itself, use the four-fuse threshold.Train Yard - 4 Heavy Fuses
The Train Yard loot room also works at Tier 2. Four working Heavy Fuses at Power Plant provide enough power, after which you only need to reach the room and use its switch. If you already raised the grid to Tier 2 for Airfield, you do not need another set of four fuses for Train Yard.The entrance is shown from 02:43. Plan your exit before adding this room to a normal Train Yard run. The more stops you make, the longer you carry valuable components through a dangerous monument.Radtown - 4 Heavy Fuses
The new Radtown room requires Tier 2 power, meaning at least four working Heavy Fuses at Power Plant. This refers specifically to the Radtown monument, not simply any radioactive area on the map.The room is shown from 03:06. We recommend checking both the power state and the area around the entrance. A working grid opens the door, but it does nothing to protect you from other players who came for the same loot.Sewer Branch - 4 Heavy Fuses
The Sewer Branch Powergrid room also requires Tier 2 power. The minimum is four active Heavy Fuses. The monument's regular puzzle remains separate, so turning on Power Plant does not automatically open every door in the area.The route to the new room is shown from 03:25. We recommend watching the whole section before entering the monument so it is easier to distinguish the new route from the familiar keycard path.Water Treatment Plant - 4 Heavy Fuses
The new Powergrid room at Water Treatment Plant opens at Tier 2 and therefore requires four working Heavy Fuses at Power Plant. If the door remains locked, check that threshold first. Other powered devices at the monument do not necessarily indicate that this specific room has enough grid power.The entrance is shown from 04:21. It can be added to a normal Water Treatment run, but remember that Heavy Fuses only power the shared grid. They do not replace every other item or access condition used at the monument.Launch Site - two rooms and 10 Heavy Fuses
Launch Site has two new Powergrid rooms. Both require Tier 3 power, which means at least ten working Heavy Fuses. You do not need twenty fuses for both rooms because they use the same shared grid. If the network has enough power for one, the same threshold also covers the second.The Launch Site section of the video begins at 04:37. We do not recommend heading there simply because you finally collected ten fuses. Radiation, the Bradley APC, and the monument's other dangers are still present after the grid is powered, so prepare your gear and escape route first.Nuclear Missile Silo - 10 Heavy Fuses
The Nuclear Missile Silo room is located deeper in the complex and requires Tier 3 power. At least ten working Heavy Fuses must be installed at Power Plant. Reaching it also means dealing with the monument's usual hazards, so this is not a quick surface-level loot stop.The room is shown from 05:05. Prepare for the full monument before counting on the extra loot, and make sure Tier 3 power is still active by the time you reach the room.Military Tunnels - 10 Heavy Fuses and the local puzzle
The new Military Tunnels room requires ten active Heavy Fuses and Tier 3 Powergrid access. There is also an additional local requirement because the route still uses the existing Green Keycard puzzle. Powering the island grid alone is not enough for full access.The entrance and route are shown from 05:45. Bring a Green Keycard and a regular Electric Fuse for the local puzzle, along with weapons and healing for the scientists. Do not turn an extra-loot run into a full monument clear unless you are properly prepared.Why the door will not open or the room is empty
Start by checking the grid. Power Plant may still have one working Heavy Fuse, which is enough for Harbor but not for Airfield or Launch Site. Heavy Fuses also decay over time, so the grid can drop to a lower tier after you begin your trip. Confirm the required tier, then try the switch beside the door again.- The Heavy Fuses are still in your inventory - install them in the dedicated fuse boxes at Power Plant or they will not affect the grid.
- Tier 1 rooms work but higher-tier rooms do not - check whether the grid has reached the four-fuse or ten-fuse threshold.
- A keycard door blocks the route - complete the monument's local puzzle because Powergrid does not bypass it.
- The door opens but there is no loot - another player may have looted the room already. Opening the door does not instantly respawn crates.
- The mechanic behaves differently on your server - modded servers and custom settings can alter the standard rules.
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