Blight Light runs on a custom map. You'll find the usual Rust monuments, plus custom locations you won't see on any other server: an island prison, a nuclear submarine, a giant tower, sea forts, and ready-made build sites.
Every monument has its own custom crew. Some of those enemies pay you Chimera Coins (CC) each time you kill one, so exploring pays from your very first day.
Note: The grid references on this page are for the current map. Press G in game to check the labels on your own map.
Custom places on the map#
| Map label | Grid | What it is |
|---|---|---|
| Alcatraz | AG8 to AG9 (east coast) | A large prison island with caves and several ways in. See the keycard section below |
| Nuclear Submarine | Z6 (north coast) | A submarine, partly underwater, with a card puzzle. See the keycard section below |
| The Tower | AE14 (east) | A giant Eiffel Tower |
| Reinforced Oil Rig | D27 (south-west, at sea) | A harder oil rig with a custom crew that pays CC. See World Events |
| Water World | P14 | A cluster of sea forts standing in the water |
| Slaughter Dome | I5 | A large dome arena |
| The Town | T21 | Five build plots with small shops, a car park and a pumping station. Type /town to go there |
| Bank building | V18 | A custom bank building |
| Cobalt cargo yard | AC25 | A custom cargo yard |
| Mining Outpost* | Q21 | An expanded Mining Outpost |
The map also has many smaller named spots to explore: Alexandria (Y21), Atlanta (P23), Harrison Hospital (I22), Hilltop (S19), Herschel's Farm (R16), Police Department (Q24), Prison (T13), Railway Depot (L11), Woodbury (L16), Nomads Camp (L18), Lonely Wanderer (H22), Gang of Survivors (E17), Strange Swamp (U10), Farmers' Camp (Y10), Laundry (H9), Desert Gas Station (Z14), Motel (AA23), Old Cave (L13) and three Ore Mines (around V9).
Monument crews#
Every monument is guarded by a themed crew. At some monuments the crew replaces the normal scientists (Launch Site, Military Tunnel, Train Yard, Arctic Research Base, the Abandoned Military Base, the Oil Rig and the Deep Sea islands). At the rest, the crew fights alongside them.
Killed crew members come back after 10 to 60 minutes, depending on the monument.
In the table, Pays CC means that crew member drops CC straight into your balance when you kill it. Numbers are for daytime. Most crews are a little smaller at night.
| Monument | Crew | Pays CC |
|---|---|---|
| Launch Site | 4 Astronauts (350 HP), 4 Space Sentries (200 HP), 10 to 15 Space Mercenaries (175 HP), 3 Space Porters, 8 to 13 Space Scientists, 7 to 12 Engineers | Astronaut: 50 CC |
| Oil Rig (Reinforced) | 5 to 7 Oil Rig Workers (175 HP), 5 to 7 Older Oil Rig Workers (300 HP) | Oil Rig Worker: 50 CC |
| Military Tunnel | 20 to 22 Soldiers (175 HP), 7 to 10 Military Scientists (175 HP) | Soldier: 40 CC |
| Airfield | 2 Sentries, 10 to 15 Mercenaries (175 HP), 2 Lieutenants (200 HP), 3 Military Porters, 2 Military Scientists | Lieutenant: 30 CC |
| Giant Excavator Pit | 4 to 6 Top Miners (400 HP), 4 to 6 Workmen (200 HP), 2 Porters | Workman: 30 CC |
| Missile Silo | 5 to 8 Radioactive Soldiers, 5 Radioactive Scientists, 2 Radioactive Sentries | Radioactive Soldier: 30 CC |
| Power Plant | 15 to 18 Hired Guns (125 HP), 7 to 10 Workers | Hired Gun: 30 CC |
| Train Yard | 10 to 12 Hired Guns (125 HP), 5 to 7 Workers | Worker: 30 CC |
| Arctic Research Base | 4 Snipers (200 HP), 7 to 10 Arctic Mercenaries (175 HP), 2 to 5 Military | Military: 20 CC |
| Satellite Dish | 7 to 12 Scientists (125 HP) | Scientist: 20 CC |
| The Dome | 13 to 18 Oilmen (125 HP) | Oilman: 20 CC |
| Water Treatment Plant | 10 to 12 System Operators (125 HP), 4 Workers | System Operator: 20 CC |
| Small Harbor | 6 to 8 Divers, 6 to 8 Anglers, 4 Harbor Porters | Diver: 20 CC |
| Radtown | 2 to 3 Villagers, 2 to 3 Homeless | Villager: 20 CC |
| Jungle Ziggurat | 6 to 8 Aborigines, 1 to 2 Elder Aborigines | Aborigine: 15 CC |
| Large Harbor | 7 to 9 Divers, 7 to 9 Anglers, 5 Harbor Porters | Diver: 10 CC |
| Junkyard | 3 to 4 Outcasts, 2 Scavengers, 3 to 4 Nine Toes | Outcast: 10 CC |
| Abandoned Military Base | 1 to 2 Desert Snipers (200 HP), 6 to 8 Military (175 HP) | Military: 10 CC |
| Ferry Terminal | 4 Mechanics, 4 Scientists | Scientist: 10 CC |
| Oxum's Gas Station | 4 to 6 Mechanics | Mechanic: 10 CC |
| Abandoned Supermarket | 4 to 6 Farmers | Farmer: 10 CC |
| Lighthouse | 6 to 7 Liquidmen | Liquidman: 10 CC |
| Stone, Sulfur and HQM Quarries | 2 to 4 Miners each | Miner: 10 CC |
| Power substations | 1 Turner each | Turner: 10 CC |
| Deep Sea islands | 4 to 10 Sea Bandits (150 HP) | Sea Bandit: 10 CC |
| Jungle Ruins | 2 to 4 Jungle Men | Jungle Man: 5 CC |
Tip: New player? Start with the quarries, the Gas Station, the Supermarket and the Jungle Ruins. The crews are small and they still pay CC. Work up to the Satellite Dish and the Dome, then the Military Tunnel and Launch Site.
Warning: Harbor Porters, Military Porters, Space Porters and Scavengers hit much harder than their health suggests. Don't let them get close.
See the Bestiary for every enemy, and Economy for what to spend your CC on.
Keycards and the road to a red card#
Card rooms work like normal Rust. A card reader needs power (usually a fuse in a nearby fuse box, sometimes a switch or lever) and a keycard of the matching colour:
- Green card opens green doors. Behind them you often find a blue card.
- Blue card opens blue doors. Behind them you often find a red card.
- Red card opens red doors, where the best monument loot is.
Blight Light adds two more routes to a red card: the Nuclear Submarine and Alcatraz. Sputnik also has its own SPACE CARD. That one is only useful at the Sputnik crash site (see World Events).
Tip: Always carry a spare fuse. Every card run starts with powering the reader.
Nuclear Submarine#
An exploration and puzzle site at grid Z6, partly underwater off the north coast.
| You need | A Green Card and a Blue Card |
| Inside | Heavy NPCs, decent loot and a puzzle to solve as you go |
| Reward | A Red Card |
Alcatraz#
A large island prison at grid AG8 to AG9 on the east coast. It's built for exploring:
- A roaming Bradley
- Several ways into the facility, and an intricate cave system
- You need a Green Card, a Blue Card and a fuse to get all the way through
- Reward: a Red Card
Tip: Bring a Green Card, a Blue Card and a fuse, and you're ready for either one.
Custom build sites#
The map has 21 custom build sites. These are special structures and platforms made for players to build in or on. They're a good way to get a base with a view, or one that stands out.
| # | Build site | Grid |
|---|---|---|
| 1 to 5 | Five plots in The Town | T20, T21, U20, U21 |
| 6 | Glass Cylinder | O17 |
| 7 | Stone Tower with helipad | F11 |
| 8 | Brick build | K17 |
| 9 | Buildable Medieval House | N9 |
| 10 | Build spot | M15 |
| 11 | Build spot | N17 |
| 12 | Build spot | T16 |
| 13 | Build spot | Z18 |
| 14 | Build spot | J19 |
| 15 | Build spot | AD8 |
| 16 | Build spot | D22 |
| 17 | Build spot | P3 |
| 18 | Build spot | X11 |
| 19 | Build spot | L25 |
| 20 | Build spot | G8 |
| 21 | Build area | H24 |
Tip: The Town plots sit right next to shops and the
/townteleport point. That's handy if you trade a lot. See Economy.
Getting around#
The teleport terminal#
Type /arena to open the teleport terminal. It lists every public teleport point: The Town, the raid island, the three helicopter arenas, the boss arena and more. Each destination also has its own chat command, for example /town, /raid, /heli1 or /boss1.
| Teleport rule | Value |
|---|---|
| Warm-up | 15 seconds. Moving more than 1 m or taking damage cancels it |
| Same destination again | 5 minute cooldown |
| Any two teleports | 1 minute apart |
| Blocked when | You're building blocked, inside a monument or swimming |
Type /tpcancel to cancel a teleport. For homes and teleporting to your team, see Quality of Life.
Jetpacks#
A jetpack lets you fly over the island.
- Wear the Jetpack in a clothing slot.
- Type
/jetto strap in and take off. - Hold Jump for thrust. W and S tilt you forward and back. A and D turn you. Control assist keeps you level.
- Type
/jetagain on the ground to take it off.
| Jetpack rule | Value |
|---|---|
| Fuel | Low grade fuel from your inventory |
| Max height | 1,000 m |
| Weapons | You can shoot while flying |
| Taking it off | Only on the ground or in water, not in mid-air |
| Cooldown | 10 seconds after taking it off before you can put it on again |
| Crashes | Hitting things hurts, and fast crashes hurt a lot |
Warning: Other players' SAM sites will fire at you. Monument SAM sites won't. Homing launchers can lock on to you too.
Tip: The Diamond VIP rank includes a jetpack, and The Offering can pay one. See VIP.
For cars, boats and helicopters, see Vehicles.