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Doors and locks (every door tier and raid cost)

Doors are the soft spot in every base. A wall costs 2x explosive damage; a door costs 1x. Pick the wrong door, place the wrong lock, share the wrong code in voice chat, and your loot belongs to someone else by morning. This page is the full 2026 reference: every door tier, every lock, every raid cost, every common mistake.


1. Door tier comparison

Door Tier: HP & Raid Cost Ladder
Bar length scaled to door HP. Raid cost = explosives to destroy one door. Wood Door200 HPsatchel x3 + axe finish Sheet Metal Door250 HPC4 x1 (2200 sulfur) / satchel x4 Garage Door600 HP · double frameC4 x2 (4400) / satchel x9 / rocket x3 Armored Door800 HP · T3 + 20 HQMC4 x3 (6600) / rocket x5 / 250 explo ammo Double Door2 leaves, same per-leaf HPraid cost doubles vs single leaf Costs verified across WikiRust, RustRaidCost & Corrosion Hour. C4 is most sulfur-efficient on armored.

Every placeable door in vanilla Rust (2026), ranked by HP and tier. Costs and HP values cross-referenced with rustlabs.com and the Rust Wiki.

DoorHPMaterial costWorkbenchNotes
Wood Door200100 WoodWB0Crafts in 10s. Wipe-day placeholder only.
Sheet Metal Door2501 Sheet Metal + 75 FragsWB1The standard "real" door.
Armored Door8008 HQM + 5 WoodWB3Hardest door HP in the game. Includes peek slot.
Garage Door60015 HQM + 5 GearsWB2Slides up. No lock — auth via TC only.
Double Door (Sheet)2501 Sheet Metal + 75 FragsWB1Used on doorway-frame gates; same HP as single.
Armored Double Door8008 HQM + 5 WoodWB3Doorway-frame variant of the armored door.
Ladder Hatch2008 HQM + 1 Sewing KitWB2Floor hatch with built-in retractable ladder. Roof access.
Strengthened Glass Window400Glass + FrameWB2Not a door, but counts for peeking/auth — same lock rules.

Crafting times and stack sizes can change between Facepunch updates; the materials column reflects current 2026 values.

1.1 Every tier in full — when to place what

Door choice is a wipe-timeline decision, not a one-time pick. The right answer changes hour by hour as your sulfur economy grows and as the raiders around you tech up. Here is the start-to-finish progression most experienced players run, verified against rustlabs.com, the WikiRust 2026 door tables and Corrosion Hour's base-building guides.

Rule of thumb: sheet metal everywhere as default, armored only on the airlock and loot core, garage doors only in deliberate defensive cubbies, ladder hatches always honeycombed. Spending HQM on armored doors a raider will simply skip is the most common mid-wipe resource leak.


2. Door frame variants

A door is only as strong as the frame it lives in. Frames take wall HP, not door HP.

FrameWood HPStone HPSheet HPArmored HP
Doorway (wall slot)25050010002000
Wall Frame (window-style)25050010002000
Floor Frame (hatch)25050010002000
High External Wood Gate1500
High External Stone Gate1500

Note: a sheet metal doorway frame is 1000 HP — the door itself is only 250 HP. Raiders will always hit the door, never the frame.

2.1 Door frames vs wall frames — don't confuse them

New players routinely mix up the two "frame" objects, and the mistake leaves a hole in the base. They are different building pieces with different jobs:

The practical takeaway: every frame you place creates a hole that must be filled with the correct fitting and locked or authed. An empty frame is structurally a doorway with no door. Walk your base before logging off and confirm every doorway has a locked door, every wall frame has a shutter or window, and every floor frame has a hatch.

2.2 High external gates — the compound layer

High External Wood (1500 HP) and Stone (1500 HP for the stone version's intended balance) gates are not base doors — they are compound-wall gates that swing on high external walls to fence open ground around your base. They have no lock socket of their own and are opened by anyone with Tool Cupboard authorization on the gate, so they only make sense inside a TC-protected compound. Wood gates are cheap but flammable and chop quickly; stone gates resist fire and melee far better and are the standard for any compound you intend to defend.


3. Code Lock

Code Lock vs Key Lock
CODE LOCK4-digit PIN entry · held with USE key [ # # # # ] Authorized players: change PIN, remove lock Guest code: temporary visitor PIN, no removal Wrong PIN delivers an electric shock + No physical key to lose or craft + Whole group shares one code instantly - Code can leak; rotate after a betrayal Standard choice once a group forms KEY LOCKOpens with a crafted physical Key item [ KEY ] Each key must be crafted & handed out Cheap early-game; no workbench needed Master key works on all matching locks + Useful second layer on inner loot doors - Lost key = locked out; clumsy for groups - A stolen key gives a raider silent entry Mostly an early-wipe / solo stopgap

The default lock for 99% of bases.

Place the lock first, then set the code. If you walk away without setting a code, anyone who finds the door can claim it.

3.1 Code lock mechanics in full

The code lock is the single most important defensive item in Rust, and its mechanics reward players who understand every detail:

3.2 The shock-trap exception

Combined with electricity, a code lock can be wired so that a wrong entry triggers external circuits — advanced bunker builders pair this with shotgun traps or alarms. For most players, the takeaway is simpler: the wrong-code shock means a raider cannot quietly digit-guess your door without you potentially noticing, but it never replaces real wall and honeycomb defense.


4. Key Lock

Largely a meme on solo servers — but it has one real use.

Best use: as a second lock on internal loot boxes inside a clan base, where you don't want random teammates touching your stash but you don't want to burn a code-lock slot. The master key is yours; teammates with TC auth can't open it.

4.1 Key lock mechanics in detail

4.2 When a key lock actually beats a code lock

Despite its reputation as a meme, the key lock has two legitimate niches in 2026:


5. Authorization sharing

Three separate auth systems in Rust 2026, and people constantly confuse them:

SystemAffectsSharing
Tool Cupboard authBuilding/upgrading walls, opening Garage Doors, auto-turret friendly fireHammer + Authorize button
Code Lock authOpening that specific doorType code in keypad once
Guest codeOpening that door (limited)Share guest code in chat

Voice chat codes get screen-capped. Streamers leak codes constantly. The safer pattern in 2026:

5.1 Sharing authorization safely — Rust+ vs voice

The fastest way to lose a base is to read your code aloud on a stream, in Discord, or on open voice while a stranger is in earshot. Build a discipline around how access is shared:


6. Raid cost per door

Raid math assumes the door is hit directly (1x damage multiplier). Walls take 0.5x from most explosives, so wall-raiding is usually cheaper per HP — but doors are softer absolute targets and skip the frame entirely.

DoorC4SatchelsRocketsExplo 5.56
Wood Door (200)111~10
Sheet Metal Door (250)142~63
Garage Door (600)3156~195
Armored Door (800)4208~260
Armored Double Door (800)4208~260

For comparison: a Stone Wall (500 HP, 0.5x explosive multiplier) effectively absorbs 1000 HP of explosive — 4 C4. Sheet wall = 8 C4. Armored wall = 16 C4.

Conclusion: Sheet metal door is almost always the cheapest entry point on a stone base. Armored door on an armored base is a wash with the wall. Garage door is the most explosive-efficient defense per HQM spent because it forces 3 C4 minimum.

There is no "soft side" on doors — door HP is identical from both sides. The old soft-side mechanic only applies to walls.

6.1 Reading the raid table like a raider

Raid cost is not just trivia for the defender — it is how you predict what a raider will do to your base, so you can build the cheapest path to be a path you control. A few principles drawn from rusttips' raid calculator and Corrosion Hour's raid breakdowns:

Defender conclusion: you cannot make a door un-raidable, only expensive and slow. The win condition is forcing the raider to spend more sulfur and time than your loot is worth, and to spend it inside a killbox you can shoot into.


7. Door stuffing and peeking

Garage Door Peek Defense (Cross-Section)
Garage door slides UP from the floor, leaving a low gap. Defender crouches and shoots through it. ground garage door (half-open) low gap DEFENDER (crouched, inside) RAIDER (standing, outside) defender sightline through gap raider sees only solid door Defender exposes a thin slice; raider must drop prone to return fire. Close the door to reset.

A half-open door is a defender's best friend.

7.1 Door-stuffing and peeking, in depth

"Door stuffing" is the technique of using a half-open door and your own body as a moving shield. Done well it lets one defender hold a doorway against several attackers; done badly it gets you traded instantly. The mechanics that make it work:


8. Honeycomb door rooms

Airlock & Honeycomb Door Room (Top-Down)
Rule: door A and door B never open at the same time. Honeycomb walls absorb explosive splash. OUTSIDE Armored Door A 1x1 AIRLOCKtrap room Armored Door B HONEYCOMBfiller cells LOOT CORETC + boxes splash-soak ring forces a longer breach A raider must blow door A, fight inside the airlock, then blow door B before reaching loot.

The standard "airlock" pattern, used in every serious base since 2018:

Airlock - Raid-Delay Door Chain
Outsideattacker entry pointArmored Door 1first door a raider must break1x1 Airlockholds the Tool CupboardArmored Door 2second door a raider must breakLoot Coreyour stash - two doors deep

Why it works:

Variants: triple-airlock (12 C4 minimum), shooting-floor airlock (loot through a floor hatch from above), and the "bunker" airlock with a sleeping-bag respawn inside.

8.1 Airlock design principles

An airlock is a small trap room sandwiched between two locked doors. Its entire value comes from one discipline rule and one structural rule:

8.2 Honeycomb door rooms

Honeycomb is the ring of small filler cells (triangle or square foundations and walls) wrapped around your loot core. A "honeycomb door room" extends that idea: instead of one door into the core, the path threads through several honeycomb cells, each sealed by its own locked door.


9. Common mistakes

The five mistakes that kill more bases than raiders do:

  1. Wood door in a real base. 1 satchel = open base. Wood door is a wipe-hour placeholder only.
  2. Code lock on the outside-facing door without a backup. If someone bags inside your base or uses a Boom-Box exploit, your single door is the only thing between them and your loot.
  3. Default-adjacent codes. 1234, 0000, 1111, 6969, 4321, 1212. Every raider tries these first. Always use a random 4-digit code.
  4. Same code on every door. One leak compromises the whole base.
  5. Forgetting to authorize teammates on the TC. Code lock lets them in; TC keeps them from upgrading or repairing your walls.

9.1 More door mistakes that end wipes


10. Pro tips

10.1 Advanced door pro tips for 2026

10.2 Lockpicking status in 2026

To settle a recurring question: there is no lockpicking in vanilla Rust in 2026. The legacy lockpick item from early Rust was removed years ago and has not returned. There is no way to silently defeat a code lock or key lock — the only path through a locked door is destroying the door (or the lock with it) using explosives, fire, or melee. Some modded servers re-add a lockpicking plugin, so if a server's rules or plugin list mention it, that behaviour is server-specific; on official and standard community vanilla servers, plan your defense as if every door can only be opened by the code, the key, or a raid.


11. Sources


Want more detail? Building & Walls · Combat Math