Verified for the August 2026 patch · updated Aug 20, 2026
Underwater Labs Guide — Card Modules & Loot Route
Underwater Labs' card rooms are modular: green rooms need a card + fuse, blue modules typically green + blue + 1 fuse, red modules a red card + 1–2 fuses for elite crates. Bring 2–3 fuses per dive.
Difficulty: hard · time on-site: 20–40 min · by RustLogic Staff
Bring exactly this
- Green card ×1
- Blue card ×1
- Red card ×1
- Electric fuse ×2
- None — bring diving/sub logistics instead
No two Underwater Labs are identical — they’re bolted together from modules per map seed. So this guide teaches the pattern, not one floor plan: find the card rooms, read their tier, fuse their circuits, and work up the chain.
Before you go
All three cards if you have them, 2–3 electric fuses, a submarine (fishing village vendors), tight-quarters weapons, and meds. There’s no radiation — the sea and the scientists are the hazards.
The route pattern
- Dock at the moonpool. Surface inside the lab’s wet bay and clear the immediate room before leaving the water — scientists patrol right up to the pool edge.
- Scout before swiping. Walk the station and find its card doors first. Every lab labels its rooms; map the green/blue/red doors mentally before spending any swipe.
- Green modules first. A green door is usually one card + a fuse for lab crates — and sometimes a blue card pickup, same as surface greens.
- Blue modules. The common verified pattern: green card to reach the fuse box, fuse in, then the blue reader. Military crates and lab loot inside.
- Red modules — the payday. Red rooms want a red card and 1–2 fuses depending on the module; the richest variant pays 3 elite crates plus large crates. Timers here are short — fuse, flip, and move without detours.
- Sweep and resupply. Between card rooms, labs are dense with food, med, and tech scatter — top up as you clear.
After the run
Loot goes home by sub — leave the moonpool the way you came and watch for campers at your dock village. On a good station, a repeat dive next restock is absolutely worth the fuel.
Underwater Labs — quick answers
- How many fuses should I bring to Underwater Labs?
- 2–3 per dive. Module circuits run on short timers, and a missed timer burns the fuse — spares keep a long dive from dying at the last door.
- What cards do Underwater Labs need?
- All tiers appear across the modules: green rooms are a card and a fuse; blue modules commonly want green + blue cards + a fuse; red modules want a red card and 1–2 fuses. The exact mix varies because every lab is procedurally assembled.
- How do I get to Underwater Labs?
- Solo or duo submarines from fishing villages are the standard way in — dock at the lab's moonpool. Committed divers can make it with tanks and flippers on shallow stations.
- Is the loot worth it?
- A full station chain commonly pays 500–2,000 scrap plus elite-crate gear, with less player competition than any comparable surface monument.