§ 06Map & Locations
Keys & Keycards
Every key on the server and what it opens, where keys come from, and the locked chests worth the trip.
Locked rooms are where the loot that's worth a trip lives, and each one has a key. Keys are small: they belong in your secure container, which is exactly what it's for, and your stash has room for keys and keycards that grows as you upgrade it.
A key is used up when it opens its lock, as is a keycard on its door. Not sure which key a chest wants? Check the lock: it names the key. A locked door names the key or card it needs and how long until it opens again.
Where keys come from#
Scavs carry keys: about one in eight has one, for anything from a military base to the police station, the dorms or Reserve, but never a Lab card. Task rewards hand out keys too, often as a random draw from a list; the Quests / Tasks page says which.
How rare a key is follows what it opens. Keys come in three tiers:
- Common: the Solnechny mine, the Berezino sawmill, the three safes (Novy Sobor, Guglovo, Vyshnoye) and the lower Dorms rooms. These drop most often.
- Military: the police station, the military bases, the airfields, the Resort and the other military sites.
- Endgame: both Labs keys, Skalisty, Shturman's stash, Reserve, the three marked rooms, Tisy HQ, Prison Island and the Lexos director's office. These drop about a third as often as they used to, and on the ground only in military and police buildings.
The number of keys in circulation is the same as before; it is which keys you find that changed. A chest can lead to a better key: civilian chests sometimes hold a military key, and military and endgame chests sometimes an endgame one.
Spare keys with a name of their own, such as the two Lexos keys and the Ritual Key, show that name at the traders and on the flea market.
Chest keys#
Find your key below, under the name on the item, to see where it works and how many chests it opens. Most chests need a key; the hidden stashes and caches are the free ones.
Keyed chests suit their place: industrial at a mine, household at a dorm, military at a base, and police stations hold police weapons and a guaranteed vest and helmet. Free chests have a limit on how good a gun can be. Keyed chests don't. Chests are for looting, not storage: they clear shortly after you empty them, loot that doesn't fit on you is placed beside the chest, and a fresh one never appears right next to a player.
| Key | Opens | Chests |
|---|---|---|
| Berezino Sawmill | Berezino Sawmill | 3 |
| Chernogorsk Military Key | Chernogorsk Military | 4 |
| Green Mountain | Green Mountain | 3 |
| Guglovo Safe Key | Guglovo Safe Key | 4 |
| Health Resort East Wing | East Wing | 3 |
| Health Resort West Wing | West Wing | 3 |
| Kamensk Military Key | Kamensk | 3 |
| Myshkino Military | Myshkino | 3 |
| NEAF Key | NEAF | 8 |
| Novy Sobor Safe Key | Novy Sobor | 7 |
| NWAF Key | Military_NWA | 10 |
| Pavlovo Military Key | Pavlovo | 7 |
| Police Station Key | Police_Station | 15 |
| Prison Island | Prison Island | 6 |
| Radio Zenit Key | Radio Zenit | 4 |
| RB-B1 Key | Reserve | 5 |
| Rify Boat Crash | Rify Boat | 4 |
| Shturman's stash key | Shturman's stash | 1 |
| Skalisty | Skalisty Island Sunken Ship | 1 |
| Solnechy Mine | Solnechy Mine | 3 |
| Stary Key | Stary Sobor | 7 |
| TerraGroup Labs manager's office room key | TerraGroup Labs manager's office room | 1 |
| TerraGroup Labs weapon testing area key | TerraGroup Labs weapon testing area | 1 |
| Three-Story Dorms 100 Master Key | First Floor Three Story Dorms | 3 |
| Three-Story Dorms 200 Master Key | Second Floor Three Story Dorms | 3 |
| Tisy Explosives Crate | Military_Tisy | 3 |
| Tisy HQ Bunker Key | Tisy Headquarter | 3 |
| Tri Kresta Key | Tri Kresta Military | 5 |
| Two-Story Dorms 100 Master Key | First Floor Two Story Dorms | 3 |
| Two-Story Dorms 200 Master Key | Two Story Dorms 200s | 3 |
| VMC Key | VMC | 7 |
| Vyshnoye Safe Key | Vyshnoye Safe Key | 5 |
| Zelenogorsk Key | Zeleno Mil | 8 |
Keycard rooms#
A few rooms are behind a locked door rather than a chest. The six coloured cards open rooms inside the Lab, and opening one sounds an alarm that anyone nearby can hear. The three marked rooms out on the map open silently with their own keys, and they are one of the few places the coloured cards come from. Each room resets on its own clock and waits while someone is still inside, and logging in inside a locked room moves you out safely.
| Room | Opens with | Where | Opening it |
|---|---|---|---|
| Green Keycard | TerraGroup Labs keycard (Green) | The Lab | Alarm, heard nearby; the card or key is used up |
| Yellow Keycard | TerraGroup Labs keycard (Yellow) | The Lab | Alarm, heard nearby; the card or key is used up |
| Violet Keycard | TerraGroup Labs keycard (Violet) | The Lab | Alarm, heard nearby; the card or key is used up |
| Reserve - RB-PKPM | RB-PKPM marked key | Out on the map | Silent; the card or key is used up |
| Blue Keycard | TerraGroup Labs keycard (Blue) | The Lab | Alarm, heard nearby; the card or key is used up |
| Black Keycard | TerraGroup Labs keycard (Black) | The Lab | Alarm, heard nearby; the card or key is used up |
| Red Keycard | TerraGroup Labs keycard (Red) | The Lab | Alarm, heard nearby; the card or key is used up |
| Reserve - RB-BK | RB-BK marked key | Out on the map | Silent; the card or key is used up |
| Dorms Marked Room | Dorm room 314 marked key | Out on the map | Silent; the card or key is used up |
| Lexos Car Dealership Closed Section | Unmarked key | Out on the map | Silent; the card or key is used up |
| Lexos Car Dealership Director's Office | Unmarked key | Out on the map | Silent; the card or key is used up |
The Lab keycards#
The white access card gets you into the Lab and is used up on entry; the coloured cards open its rooms. The Lab covers what each room holds and where the cards come from.
- TerraGroup Labs access keycard
- TerraGroup Labs keycard (Black)
- TerraGroup Labs keycard (Blue)
- TerraGroup Labs keycard (Green)
- TerraGroup Labs keycard (Red)
- TerraGroup Labs keycard (Violet)
- TerraGroup Labs keycard (Yellow)
Every chest location#
| Where | Chests | Access |
|---|---|---|
| Hidden Stashes | 70 | no key |
| Hidden Caches | 60 | no key |
| Skalisty Island Sunken Ship | 1 | key required |
| First Floor Three Story Dorms | 3 | key required |
| Solnechy Mine | 3 | key required |
| Berezino Sawmill | 3 | key required |
| Second Floor Three Story Dorms | 3 | key required |
| West Wing | 3 | key required |
| East Wing | 3 | key required |
| First Floor Two Story Dorms | 3 | key required |
| Myshkino | 3 | key required |
| Tisy Headquarter | 3 | key required |
| Kamensk | 3 | key required |
| Green Mountain | 3 | key required |
| Reserve | 5 | key required |
| Police_Station | 15 | key required |
| Pavlovo | 7 | key required |
| Two Story Dorms 200s | 3 | key required |
| Military_NWA | 10 | key required |
| Military_Tisy | 3 | key required |
| Shturman's stash | 1 | key required |
| TerraGroup Labs manager's office room | 1 | key required |
| TerraGroup Labs weapon testing area | 1 | key required |
| Rify Boat | 4 | key required |
| Stary Sobor | 7 | key required |
| Novy Sobor | 7 | key required |
| Radio Zenit | 4 | key required |
| Chernogorsk Military | 4 | key required |
| Guglovo Safe Key | 4 | key required |
| Vyshnoye Safe Key | 5 | key required |
| VMC | 7 | key required |
| Zeleno Mil | 8 | key required |
| NEAF | 8 | key required |
| Tri Kresta Military | 5 | key required |
| Prison Island | 6 | key required |
The hidden stashes and caches are plotted, every spot, on the stash map.
Every weapon out of a chest arrives built — magazine, optic, the furniture it actually takes — with at most four spare magazines, and its attachments are mixed, so no two are quite alike.