Underwater Lab Loot

Loot containers
47
average on spawn
Scrap from one clear
227
at least, every container opened once
Radiation
51
rads/s at the strongest zone
NPCs
32
at most, at full population
Keycard readers
8
4 green, 3 blue, 1 red
Other layouts
2 other layouts have 29 and 23 containers.
NPCs
Ovens and refineries
None
Safe zone
No
Monument area
64 × 64 m, 64 m tall
No building
64 × 64 m area, reaches up to 50 m out
Chinook crate drop
No
Patrol heli crash site
No
Train tunnel entrance
No
Puzzle order
  • Insert a fuse, flip the switch, swipe the blue card, the door opens.
  • Insert a fuse, flip the switch, swipe the red card, the door opens.
  • Swipe the blue card, the door opens.
  • Swipe the green card, the door opens.

Blockers here

1 blocker
BlockerBlocksExplosives to clear one (sulfur to craft)
Lockers ×1The keycard door

Each icon shows how many of that explosive clear one blocker, cheapest first; the number under it is the sulfur to craft them. 40mm HE grenades come only from loot. 1 C4 clears any blocker, and a pickaxe mines one for its metal. Monument blockers lists every explosive and what each gives.

Underwater Lab loot on spawn

at least 227 scrap total

Opening everything once gives at least 227 scrap. Crates respawn on the monument's own timers. What you find here lists every item they give.

Underwater Lab radiation

no protection worn
ZoneTierRadius (m)Centre (rads/s)Half radius (rads/s)Protection to block
1high351-max (1/s gets through)
2high351-max (1/s gets through)
3high351-max (1/s gets through)
4high351-max (1/s gets through)
5high351-max (1/s gets through)
6high551-max (1/s gets through)

Rads per second. Your radiation protection subtracts from these, and the game caps protection at 50, so a zone above 50 always lets some through. What to wear names the gear that blocks it, and the radiation guide compares every monument.

What to wear

50% protection is the most that counts
Strongest zone
51 rads a second with nothing on. The game counts 50% protection at most, so 1 rad a second always gets through here, whatever you wear.
Lightest that is enough
Hazmat Suit50%Slot: whole body. Craft at workbench level 2. 1 rad a second still gets through.
Cheap full kit

39% in all. Common or uncommon clothes made at workbench level 1 or lower. 12 rads a second still get through.

Pills
Anti-Radiation Pills take 75 off the radiation you have taken in, and 5 off your hydration. Use them for what still gets through.

Every piece that helps at Underwater Lab

Every piece that helps at Underwater Lab
PieceProtectionRads through
Hazmat SuitWhole body50%1
Arctic Scientist SuitWhole body50%1
Bandit Guard GearChest, Hands50%1
Heavy Scientist SuitWhole body50%1
Naval Scientist SuitWhole body50%1
Show 23 more

Rads through is the dose at the strongest spot of the strongest zone with only that piece worn, the same figure as on the piece's own page. Pieces under 10% protection, the strongest zone of the weakest monument, are left out, as they are on the attire pages.

What you find here

287 items, average per full clear
Weapons, 41 items
Weapons 41 itemsPer clear
Molotov Cocktail0.4
Flashbang0.4
Uzi0.3
Flame Thrower0.2
Semi-Automatic Pistol0.2
Show 36 more
Double Barrel Shotgun0.2
Waterpipe Shotgun0.1
Salvaged Cleaver0.1
Combat Knife0.1
Salvaged Sword0.1
MP5A4under 0.1
Thompsonunder 0.1
Custom SMGunder 0.1
Assault Rifleunder 0.1
Bolt Action Rifleunder 0.1
Maceunder 0.1
Longswordunder 0.1
Revolverunder 0.1
High Caliber Revolverunder 0.1
Homing Missile Launcherunder 0.1
Python Revolverunder 0.1
Hunting Bowunder 0.1
Rocket Launcherunder 0.1
Boomerangunder 0.1
M92 Pistolunder 0.1
Prototype 17under 0.1
HMLMGunder 0.1
Pump Shotgununder 0.1
Compound Bowunder 0.1
Handmade SMGunder 0.1
Speargununder 0.1
LR-300 Assault Rifleunder 0.1
SKSunder 0.1
Crossbowunder 0.1
M39 Rifleunder 0.1
M4 Shotgununder 0.1
L96 Rifleunder 0.1
Spas-12 Shotgununder 0.1
Semi-Automatic Rifleunder 0.1
Bee Grenadeunder 0.1
Mini Crossbowunder 0.1
Attachments, 10 items
Attachments 10 itemsPer clear
Muzzle Brakeunder 0.1
Weapon flashlightunder 0.1
Extended Magazineunder 0.1
Military Silencerunder 0.1
Muzzle Boostunder 0.1
Show 5 more
Explosives, 5 items
Explosives 5 itemsPer clear
F1 Grenade0.6
MLRS Rocket0.4
Beancan Grenade0.3
Timed Explosive Chargeunder 0.1
Satchel Chargeunder 0.1
Medical, 5 items
Medical 5 itemsPer clear
Bandage2.1
Anti-Radiation Pills1.2
Large Medkit1.1
Medical Syringe1
Medical Honey Bandage0.8
Resources, 7 items
Resources 7 itemsPer clear
Scrap171
Crude Oil136
Low Grade Fuel61
High Quality Metal35
Targeting Computer0.9
Show 2 more
Attire, 40 items
Attire 40 itemsPer clear
Hazmat Suit0.4
Diving Mask0.3
Diving Tank0.3
Wetsuit0.3
Diving Fins0.2
Show 35 more
Tools, 14 items
Tools 14 itemsPer clear
Flare0.3
Supply Signal0.1
Pickaxe0.1
Hatchet0.1
Metal Detector0.1
Show 9 more
RF Transmitterunder 0.1
Binocularsunder 0.1
Salvaged Axeunder 0.1
Smoke Grenadeunder 0.1
Salvaged Icepickunder 0.1
Handcuffsunder 0.1
Chainsawunder 0.1
Salvaged Hammerunder 0.1
Jackhammerunder 0.1
Items, 17 items
Items 17 itemsPer clear
Water Jug1.2
Kayakunder 0.1
Engineering Workbenchunder 0.1
Wooden Armor Insertunder 0.1
Asbestos Armor Insertunder 0.1
Show 12 more
Chairunder 0.1
Chicken Coopunder 0.1
Cooking Workbenchunder 0.1
Lockerunder 0.1
Droneunder 0.1
Small Oil Refineryunder 0.1
Bedunder 0.1
Drop Boxunder 0.1
Mixing Tableunder 0.1
Diver propulsion vehicleunder 0.1
Large Furnaceunder 0.1
Lead Armor Insertunder 0.1
Traps, 5 items
Traps 5 itemsPer clear
Snap Trap0.1
Shotgun Trapunder 0.1
Homemade Landmineunder 0.1
Tin Can Alarmunder 0.1
Flame Turretunder 0.1
Food, 11 items
Food 11 itemsPer clear
Granola Bar1.6
Bread Loaf1.6
Potato1.5
Corn1.5
Chocolate Bar1.5
Show 6 more
Siege and mounted, 5 items
Siege and mounted 5 itemsPer clear
Battering Ramunder 0.1
Catapultunder 0.1
Siege Towerunder 0.1
Mounted Ballistaunder 0.1
Ballistaunder 0.1
Fun, 1 item
Fun 1 itemPer clear
Telephoneunder 0.1

What opening every crate and barrel above once gives, on average, most first. The figures are the ones on each item's own page. Blueprints are not counted. Not counted, because no loot table was tested for them yet: Tech Parts Crate (3), Tech Parts Crate II (3), Vehicle Parts Crate (1). A full clear gives a little more than shown.

Underwater Lab spawns and respawn times

most alive at once
SpawnsMax at oncePer respawnRespawn
1115 to 30 min
2120 to 30 min
2-no respawn timer

A row with several items fills each spot with one of them at the odds shown. A timed row starts with one respawn's worth and adds that many each respawn until it reaches the max. Respawn times hold up to 150 players online; more players make them faster. Rows with no respawn timer fill once when the monument loads.

Methodology

Tested in game on live 4000 maps on our own server: loot containers by type (the average of 2 placed copies; containers spawn at random points, so a map can have a few more or fewer), recyclers, workbenches, research tables, repair benches, keycard readers and their tier, pickups inside the monument area, fuse boxes, NPC capacity, radiation per second and every spawner's limit and respawn time. NPCs are the monument's own guards; tunnel dwellers in a train station below and roadside scientists are not counted. No-building areas, Chinook drop zones, crash sites, train tunnel links and puzzle wiring were tested the same way. Scrap estimates use the measured average scrap per opening of each container type; a container not yet tested counts its guaranteed scrap, marked +. What you find here is each container count times the tested chance and average amount of every item in it, the same figures as the item pages. What to wear takes the protection of each piece off the strongest zone, the same figures as the attire pages. Tested on the current version of Rust.

Similar monuments

loot containers

Underwater Lab: common questions

What loot is at Underwater Lab in Rust?
About 47 loot containers on spawn, the most common are Crate (12), Military Crate (7), Medical Crate (5). Opening all of them once gives at least 227 scrap.
What keycard do you need at Underwater Lab?
Underwater Lab has 4 Green keycard readers, 3 Blue keycard readers, 1 Red keycard reader, 4 fuse boxes. Bring a green keycard, a blue keycard and a red keycard.
How much radiation is at Underwater Lab?
Up to 51 rads per second with no protection, across 6 zones. Clothing radiation protection lowers it. The Hazmat Suit (50% protection) is the lightest piece you can craft that reaches the 50% the game counts, and 1 rad per second still gets through the strongest zone.
How do you get past the blockers at Underwater Lab?
Lockers ×1: in front of the keycard door; the cheapest to craft is 70 Explosive 5.56 Rifle Ammo (1,750 sulfur). 1 C4 clears any blocker, and a pickaxe mines one for its metal.
Does Underwater Lab have a recycler?
No.