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§ 06Map & Locations

Keys & Keycards

Every key on the server and what it opens, where keys come from, and the locked chests worth the trip.

Updated 28 Oct 2026

On this page
  1. Where keys come from
  2. Chest keys
  3. Keycard rooms
  4. The Lab keycards
  5. Every chest location

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.

KeyOpensChests
Berezino SawmillBerezino Sawmill3
Chernogorsk Military KeyChernogorsk Military4
Green MountainGreen Mountain3
Guglovo Safe KeyGuglovo Safe Key4
Health Resort East WingEast Wing3
Health Resort West WingWest Wing3
Kamensk Military KeyKamensk3
Myshkino MilitaryMyshkino3
NEAF KeyNEAF8
Novy Sobor Safe KeyNovy Sobor7
NWAF KeyMilitary_NWA10
Pavlovo Military KeyPavlovo7
Police Station KeyPolice_Station15
Prison IslandPrison Island6
Radio Zenit KeyRadio Zenit4
RB-B1 KeyReserve5
Rify Boat CrashRify Boat4
Shturman's stash keyShturman's stash1
SkalistySkalisty Island Sunken Ship1
Solnechy MineSolnechy Mine3
Stary KeyStary Sobor7
TerraGroup Labs manager's office room keyTerraGroup Labs manager's office room1
TerraGroup Labs weapon testing area keyTerraGroup Labs weapon testing area1
Three-Story Dorms 100 Master KeyFirst Floor Three Story Dorms3
Three-Story Dorms 200 Master KeySecond Floor Three Story Dorms3
Tisy Explosives CrateMilitary_Tisy3
Tisy HQ Bunker KeyTisy Headquarter3
Tri Kresta KeyTri Kresta Military5
Two-Story Dorms 100 Master KeyFirst Floor Two Story Dorms3
Two-Story Dorms 200 Master KeyTwo Story Dorms 200s3
VMC KeyVMC7
Vyshnoye Safe KeyVyshnoye Safe Key5
Zelenogorsk KeyZeleno Mil8

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.

RoomOpens withWhereOpening it
Green KeycardTerraGroup Labs keycard (Green)The LabAlarm, heard nearby; the card or key is used up
Yellow KeycardTerraGroup Labs keycard (Yellow)The LabAlarm, heard nearby; the card or key is used up
Violet KeycardTerraGroup Labs keycard (Violet)The LabAlarm, heard nearby; the card or key is used up
Reserve - RB-PKPMRB-PKPM marked keyOut on the mapSilent; the card or key is used up
Blue KeycardTerraGroup Labs keycard (Blue)The LabAlarm, heard nearby; the card or key is used up
Black KeycardTerraGroup Labs keycard (Black)The LabAlarm, heard nearby; the card or key is used up
Red KeycardTerraGroup Labs keycard (Red)The LabAlarm, heard nearby; the card or key is used up
Reserve - RB-BKRB-BK marked keyOut on the mapSilent; the card or key is used up
Dorms Marked RoomDorm room 314 marked keyOut on the mapSilent; the card or key is used up
Lexos Car Dealership Closed SectionUnmarked keyOut on the mapSilent; the card or key is used up
Lexos Car Dealership Director's OfficeUnmarked keyOut on the mapSilent; 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#

WhereChestsAccess
Hidden Stashes70no key
Hidden Caches60no key
Skalisty Island Sunken Ship1key required
First Floor Three Story Dorms3key required
Solnechy Mine3key required
Berezino Sawmill3key required
Second Floor Three Story Dorms3key required
West Wing3key required
East Wing3key required
First Floor Two Story Dorms3key required
Myshkino3key required
Tisy Headquarter3key required
Kamensk3key required
Green Mountain3key required
Reserve5key required
Police_Station15key required
Pavlovo7key required
Two Story Dorms 200s3key required
Military_NWA10key required
Military_Tisy3key required
Shturman's stash1key required
TerraGroup Labs manager's office room1key required
TerraGroup Labs weapon testing area1key required
Rify Boat4key required
Stary Sobor7key required
Novy Sobor7key required
Radio Zenit4key required
Chernogorsk Military4key required
Guglovo Safe Key4key required
Vyshnoye Safe Key5key required
VMC7key required
Zeleno Mil8key required
NEAF8key required
Tri Kresta Military5key required
Prison Island6key 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.

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