Electric Fuse Rust: How to Use It, Which Monuments Need One & Where to Find It (2026)

Rust monument puzzle guide, 2026

The Electric Fuse is the small, cheap looking part that opens almost every keycard puzzle in Rust. You drop it into a fuse box at a monument, flip a switch, and for a short window the card reader on the security door has power. Without a fuse the reader stays dead, your keycard does nothing, and the loot room stays shut.

That makes the fuse one of the most important items to carry on a monument run, even though it only takes one inventory slot. This fuse Rust guide covers what the Electric Fuse does, how to use it step by step, every monument that needs one and how many, the best places to loot fuses, how much scrap they recycle for, and how the Electric Fuse differs from the newer Heavy Fuse.

TL;DR The Electric Fuse (shortname fuse, ID -629028935) is a loot only component. You cannot craft, research or buy it. Put it in a monument fuse box, flip the switch next to it and swipe your keycard before the power runs out. The fuse blows and disappears after a short time. Green card puzzles need 1 fuse, the Airfield and Launch Site need 2, and the Missile Silo, Arctic Research Base and both Oil Rigs need none. The best source is the Tech Parts crate (26.5%, 1 to 2 fuses), then brown crates (14.3%). It stacks to 10 and recycles into 24 scrap at a powered monument recycler (16 in a safe zone).
Electric fuse Rust at a glance: loot only component that powers monument keycard puzzles, stack of 10, 26.5% from Tech Parts crates and 24 scrap when recycled, with a real in-game shot of an open monument fuse box
The small part that powers every keycard door.
10per stack
26.5%from Tech Parts crates
1-2fuses per puzzle
24scrap when recycled

What Is the Electric Fuse in Rust?

The in-game description says it all: “An unreliable electric fuse. Will allow electrical passthrough for a period of time.” It is a component, but unlike gears or metal pipes you never use it in a recipe. Its only job is to sit in a monument fuse box and carry power to the puzzle for a short time.

Fuses arrived with the monument puzzle update in June 2018, together with keycards, security doors, switches and fuse boxes. The system has barely changed since. Every keycard door needs power, and at most monuments that power comes from a fuse. Once the fuse is in and the switch is on, the card reader lights up, you swipe, and the door opens.

You cannot use the Electric Fuse in your own base. Fuse boxes only exist at monuments, and base power runs on player electricity (wind turbines, solar panels, batteries and wires) instead. The bigger Heavy Fuse from the Power Trip update is a separate item for the Power Plant grid and does not open puzzles.

Electric Fuse Stats

StatElectric Fuse
Shortname / Item IDfuse / -629028935
CategoryComponent
RarityRare
CraftableNo (no blueprint, not researchable, not on the tech tree)
Bought fromNo vendor sells it, loot only
Stack size10
Despawn time40 minutes on the ground
Used inMonument fuse boxes for keycard puzzles
How long it worksA short window, then it blows and disappears
Best sourceTech Parts crate, 26.5% for 1 to 2
Recycles into24 scrap at a powered monument recycler (16 in a safe zone)

Stack size, despawn time, rarity and the recycle value come straight from the current game item files. The ID is also in our Rust item IDs list if you run a server and want to spawn fuses with admin commands (inventory.give fuse 10).

How to Use an Electric Fuse in Rust

How to use an electric fuse in Rust in four steps: loot a fuse, place it in the monument fuse box, flip the switch until the light turns green, then swipe your keycard on the powered reader, shown with real in-game screenshots of a fuse box, switch and security door
Fuse in, switch on, swipe the card.

Every fuse puzzle follows the same pattern. The only thing that changes between monuments is where the boxes are.

  1. Find the fuse box. It is a grey metal box on a wall, usually inside a small building or shack near the first security door. There is often a repair bench close by.
  2. Insert the fuse. Open the box (hold E) and drag an Electric Fuse into the slot.
  3. Flip the switch. A switch box sits next to or near the fuse box. Turn it on and its light goes green. At some monuments the switch is a short walk away, behind a fence or up a ladder.
  4. Swipe your card. Go to the security door, check that the reader is lit, and swipe the matching green, blue or red keycard.

Move fast after step 3. The fuse only carries power for a short time. Facepunch’s original puzzle notes put it at around three minutes, and when it blows the fuse disappears from the box. Swipe while the reader is powered. A swipe on a dead reader still costs a use on your card, and keycards only last 4 swipes (green and blue) or 2 (red).

Anyone can take your fuse A placed fuse is not locked in. Another player can open the box and grab it, which cuts the power straight away. If you are running a busy monument with a group, leave someone at the fuse box until the door is open.

Once the door opens it stays open until the puzzle resets, so you do not need a second fuse just to get back out. When the puzzle resets later, the loot room refills and the whole thing needs a new fuse.

Which Monuments Need an Electric Fuse?

Which Rust monuments need an electric fuse: green card puzzles at Sewer Branch, Satellite Dish, Harbor, Dome, Ferry Terminal and Radtown need 1 fuse, Water Treatment Plant, Train Yard, Power Plant and Military Tunnels need 1, Airfield and Launch Site need 2, while Missile Silo, Arctic Research Base and both Oil Rigs need none
Most puzzles want one fuse, two monuments want two.

This is the full list for the current game, matching our Rust monument puzzles guide:

MonumentCardsFusesReward
Sewer BranchGreen1Blue card room
Satellite DishGreen1Blue card room
Harbor (large and small)Green1Blue card room
The DomeGreen1Blue card room
Ferry TerminalGreen1Blue card room
RadtownGreen1Blue card room
Water Treatment PlantBlue1Red card room
Train YardBlue1Red card room
Power PlantGreen + Blue1Red card room
AirfieldGreen + Blue2Red card room
Military TunnelsGreen + Blue + Red1Elite loot
Launch SiteGreen + Red2Elite loot
Underwater LabsVariesSome doorsCard rooms
Arctic Research BaseBlue0Red card
Missile SiloRed0Elite loot
Small Oil Rig and Large Oil RigGreen + Blue + Red0Locked crate

The two that trip people up are the Airfield and the Launch Site. Both need two fuses because the puzzle has two separate fuse boxes. Bring two or you will be walking back to a crate halfway through. On the other side, the Missile Silo, the Arctic Research Base and both oil rigs need no fuse at all, so do not waste one there.

Power Plant has two fuse systems The classic Power Plant keycard puzzle still uses one Electric Fuse. The big fuse panels added in Power Trip are a separate system that only takes the Heavy Fuse. You can do either one without the other.

Where to Find Electric Fuses

Where to find electric fuses in Rust: Tech Parts crate 26.5% for 1 to 2 fuses, brown crates 14.3%, underwater advanced crates 14.3%, Tunnel and Underwater Lab Dwellers 7.4%, most scientists 4.7% and blue or yellow barrels 1.4%
Tech Parts crates first, brown crates second.

The Electric Fuse is loot only. No recipe, no research and no vendor, so every fuse you use comes out of a container or a body. These are the drop chances from the Facepunch wiki loot tables:

SourceAmountChance
Tech Parts crate1 to 226.5%
Brown crate (normal crate)114.3%
Wagon brown crate (trains)114.3%
Underwater Lab brown crate114.3%
Underwater advanced crate114.3%
Tunnel Dweller / Underwater Lab Dweller1 to 27.4%
Underwater basic crate14.8%
Most scientists (Oil Rig, Cargo, Bradley, patrols, Excavator)14.7%
Blue and yellow barrels11.4%
Scarecrows and Christmas dungeons (seasonal)1 to 38.8%

Tech Parts crates are the small grey electrical crates full of components. They spawn in monuments and along the roads, and roughly one in four has a fuse. Brown crates are everywhere, so most players just open every crate on the way to a puzzle and end up with a fuse or two. Fuses are not in the military crate table, so do not count on green crates.

The simplest fuse route is to loot the Tech Parts and brown crates at the monument you want to run. Sewer Branch, the Train Yard and the Water Treatment Plant all have plenty of both.

Electric Fuse Recycle Value

Rust electric fuse recycle value: 16 scrap at a safe zone recycler, 20 scrap at a monument recycler while the Power Plant is offline, 24 scrap at a powered monument recycler and 30 scrap at the red Power Plant recycler
Spare fuses are worth 16 to 30 scrap each.

Spare fuses recycle into scrap and nothing else. How much you get depends on the recycler:

RecyclerEfficiencyScrap per fuseFull stack of 10
Safe zone (Outpost, Bandit Camp)40%16160
Monument, Power Plant offline50%20200
Monument, Power Plant powered60%24240
Red recycler (Power Plant full power)75%30300

24 scrap is a solid return for one slot. Still, keep at least two fuses before you recycle the rest. A fuse is worth far more as a ticket into a blue or red card room than as scrap.

Electric Fuse vs Heavy Fuse

Rust Electric Fuse vs Heavy Fuse: the Electric Fuse opens monument keycard puzzles, stacks to 10 and lasts a short window, while the Heavy Fuse from the Power Trip update powers the Power Plant grid, stacks to 3 and burns for about 2 hours 40 minutes; both are loot only and recycle into 24 scrap
Two fuses, two jobs. They do not swap.

Since the Power Trip update in August 2026 Rust has two fuses, and mixing them up wastes a trip.

Electric FuseHeavy Fuse
Shortnamefusefuse.highgrade
AddedMonument puzzles, June 2018Power Trip, August 2026
Goes inMonument puzzle fuse boxesPower Plant grid panels
DoesPowers a keycard doorPowers recyclers, poles, Dome pumps and events
LastsA short windowAbout 2 hours 40 minutes
Stack size103
RarityRareVery rare
Recycles into24 scrap (16 safe zone)24 scrap (16 safe zone)
CraftableNoNo

A Heavy Fuse will not fit a puzzle fuse box and an Electric Fuse will not power the grid. If you plan to light up the Power Plant and run card puzzles on the same trip, carry both. Our Heavy Fuse guide covers the grid phases and how many Heavy Fuses each one needs.

How Many Fuses for a Full Keycard Run?

Rust fuse budget for a full keycard run: 1 fuse and a green card at a green puzzle for a blue card, 1 fuse and the blue card at Water Treatment or Train Yard for a red card, then 1 fuse at Military Tunnels or 2 at Launch Site for elite crates, about 3 to 4 fuses in total
Plan on three or four fuses from green card to elite crates.

The classic progression goes green card, blue card, red card, elite loot. Each step costs a fuse:

  1. Green puzzle, 1 fuse. Sewer Branch, Satellite Dish, Harbor, Dome, Ferry Terminal or Radtown. You come out with a blue card.
  2. Blue puzzle, 1 fuse. The Water Treatment Plant or Train Yard are the cheapest, needing only the blue card. The Power Plant also wants a green card and the Airfield wants a green card and 2 fuses.
  3. Red puzzle, 1 or 2 fuses. Military Tunnels takes 1 fuse but all three cards. The Launch Site takes 2 fuses plus a green and red card. The Missile Silo takes the red card and no fuse at all.

So a full run takes 3 fuses on the cheapest route and 4 to 5 if you go through the Airfield or Launch Site. Carry one spare in case someone steals a fuse or you are too slow on the timer.

Electric Fuse Tips

Rust electric fuse tips: always carry a spare, check the reader is lit before you swipe, guard the fuse box in busy monuments, skip the Missile Silo and Oil Rigs which need no fuse, and recycle extras for 24 scrap
Small habits that save cards and trips.
  • Always carry a spare. Fuses stack to 10 and take one slot. Two in your pocket means a stolen fuse or a slow swipe is not a wasted run.
  • Check the light before you swipe. A swipe on an unpowered reader still burns a card use. Look for the lit reader first.
  • Guard the box. In a busy monument, one player watches the fuse box while the others go for the door.
  • Loot the Tech Parts crates on site. Most fuse monuments have a few, and one in four drops a fuse.
  • Bring protection. Many fuse puzzles sit in radiation, so pack a hazmat suit and meds. See the Rust monuments guide for the radiation level of each one.
  • Recycle the extras at a monument. 24 scrap at a powered recycler beats 16 at the Outpost.
Planning a big card run? Puzzles and loot reset on every map wipe. Check when the next Rust force wipe is so you know how much time you have left to farm cards and fuses this wipe.

Electric Fuse Rust FAQ

What does the electric fuse do in Rust?

It powers monument keycard puzzles. You put it in a fuse box, flip the switch next to it, and the card reader on the security door gets power for a short time so your keycard works. Without a fuse the reader stays dead.

Can you craft an electric fuse in Rust?

No. The Electric Fuse has no blueprint, cannot be researched and is not on the tech tree. No vendor sells it either. Every fuse comes from loot: Tech Parts crates, brown crates, underwater crates, barrels and scientists.

Where is the best place to find a fuse in Rust?

Tech Parts crates, which drop 1 to 2 fuses 26.5% of the time. Brown crates, train wagon crates and underwater crates are next at 14.3%. Tunnel and Underwater Lab Dwellers drop one 7.4% of the time and most scientists 4.7%.

How long does a fuse last in Rust?

Only a short time once the power is flowing. Facepunch’s original puzzle notes said about three minutes, and then the fuse blows and disappears from the box. Swipe your card as soon as the reader lights up. On the ground an unused fuse despawns after 40 minutes.

Which monuments need 2 fuses in Rust?

The Airfield and the Launch Site. Both puzzles have two fuse boxes. Every other fuse puzzle needs one.

Which monuments do not need a fuse in Rust?

The Missile Silo, the Arctic Research Base and both the Small and Large Oil Rig. The Silo and Arctic Base only need a keycard, and the oil rigs use a locked crate you hack instead of a fuse puzzle.

How much scrap is an electric fuse worth in Rust?

24 scrap at a powered monument recycler, 16 at a safe zone recycler, 20 at a monument recycler while the Power Plant is offline and 30 at the red Power Plant recycler.

What is the difference between the Electric Fuse and the Heavy Fuse?

The Electric Fuse opens monument keycard puzzles and stacks to 10. The Heavy Fuse came with the Power Trip update in August 2026, stacks to 3 and only goes into the Power Plant grid panels, where it burns for about 2 hours 40 minutes. They do not work in each other’s boxes.

What is the electric fuse stack size in Rust?

Electric Fuses stack to 10.

Can someone steal your fuse from the fuse box?

Yes. Any player can open the fuse box and take the fuse out, which cuts the power to the door right away. In busy monuments keep a teammate at the box until the door is open.

Sources