Iron Blight Key Item Locations and Uses
Find Iron Blight key items in route order, including the bolt cutter, battery, keys, circuit board, punch card, blowtorch, gauge, belt, and fuel can.
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The main Iron Blight key-item route is: Hammer, Bolt Cutter, Dormitory gate key, Car Battery, Crowbar, Spade, Midtown Key, Circuit Board, Connector Key, Workshop Alley Key, Punch Card, Blowtorch, Pump Gauge, Drive Belt, and Jerry Can. Keep named tools until their matching route interaction is complete, and leave free grid space before entering a new objective room.
The list below follows a verified all-weapons full-game route. It includes nearby pickups as navigation landmarks, which is more useful than a bare object list when Iron Blight's map or objective wording leaves you unsure which district to revisit.
Key-item checklist in route order
| Approx. time | Key item | Nearby route marker |
|---|---|---|
| 17:51 | Hammer | Found with TT-33 Laser Sight |
| 28:57 | Bolt Cutter | Mid-Dormitory progression |
| 43:15 | Dormitory key | Before the Car Battery |
| 45:26 | Car Battery | Final major Dormitory objective |
| 57:49 | Crowbar | Found with TT-33 Extended Barrel |
| 59:57 | Spade | Early Prasnova route |
| 1:18:53 | Midtown Key | After PP-91 Kedr and OTs-48K Scope |
| 1:32:00 | Circuit Board | After finding the RMB-93 |
| 1:35:39 | Connector Key | Found with OTs-20 Gnom |
| 1:46:16 | Workshop Alley Key | Found with Large Backpack |
| 1:55:56 | Punch Card | Workshop office punching machine |
| 1:57:39 | Blowtorch | Immediately after Punch Card route |
| 2:01:37 | Pump Gauge | Boat or machinery repair chain |
| 2:02:30 | Drive Belt and Jerry Can | Same route checkpoint |
| 2:27:07 | Late key | After final weapon modifications |
The timestamps are based on a 2:39:51 optimized recording, so treat them as ordering evidence rather than expected player time. A first blind run may reach the same items much later.
Hammer
The Hammer is found around 17:51 in St. Toma Dormitory, sharing a pickup section with the TT-33 Laser Sight. It supports optional access and physical interactions rather than replacing a combat weapon. Patch 1.01 listed the Hammer among Chapter 1 items that might not transfer when starting Chapter 2 directly, although the developer noted those items are optional in Chapter 2.
Collect the Hammer during a continuous playthrough if you want the broadest access without relying on chapter-start behavior. If the inventory is full, attach the nearby Laser Sight immediately or store ammunition for a gun you are not carrying.
Bolt Cutter
The Bolt Cutter appears around 28:57 and is one of the most recognizable Dormitory progression tools. Carry it to chained or cuttable barriers and watch for a specific interaction prompt; it will not function as a general melee weapon. Its size can make the early grid feel cramped before every backpack upgrade is found.
Do not leave it behind merely because the nearest door does not accept it. Match the tool to a visible chain or intended barrier, and use the St. Toma Dormitory guide if the current objective still points inside the building.
Dormitory key and Car Battery
An unnamed Key is collected around 43:15, followed by the Car Battery at about 45:26. Together they mark the closing portion of the Dormitory route before the video enters Prasnova at 48:55. The key opens the relevant gated access; the battery powers the vehicle or mechanism needed for the transition.
Make inventory room before this sequence rather than discarding the key after one nearby door. Carrying the Battery and multiple long weapons at the same time can exceed a small grid, so store the least useful gun before the final Dormitory sweep.
Crowbar and Spade
The Crowbar appears around 57:49 in Prasnova with the TT-33 Extended Barrel, and the Spade follows at about 59:57. Both tools open physical routes or reveal access that an ordinary key cannot. The firearm modification is optional; the tools are the safer priority when space is tight.
Search the immediate route before walking back to storage. Iron Blight often positions a useful attachment beside a required tool, encouraging you to arrive with spare cells. If only one pickup fits, take the progression item and mark the optional part for a later return.
Midtown Key
The Midtown Key is collected around 1:18:53, after the PP-91 Kedr and OTs-48K Scope. Its name identifies the district it unlocks, making it easier to match than the earlier generic key. Keep it through the Midtown sweep until the map and objective clearly move beyond that access chain.
If a Midtown door remains locked, compare the door label and map sector rather than trying the key on every entrance. Patch 1.02 added missing localization for a map objective, so update the game if your objective text is absent or inconsistent.
Circuit Board and Connector Key
The Circuit Board appears around 1:32:00, shortly after the RMB-93, and the Connector Key follows at about 1:35:39 with the OTs-20 Gnom. These objects belong to Prasnova's electrical and mechanical route. Keep them accessible while exploring machinery, control boxes, and connector access points.
Do not confuse the Connector Key with a loose electrical component. Use each only at its named prompt. If the mechanism does not react, confirm the correct item is carried rather than stored and reload a save made before entering the objective room.
Workshop Alley Key and Large Backpack
The Workshop Alley Key is found around 1:46:16 in the same labeled section as the Large Backpack. This is an ideal time to expand the inventory before the route begins adding the Punch Card, Blowtorch, gauge, belt, and fuel. Collect or equip the backpack upgrade before reorganizing the remaining tools.
The key gives access to the workshop sequence rather than serving as a generic Prasnova key. Follow the industrial alleys and raised metal walkways after using it. The Punch Card office lies deeper in this chain.
Punch Card
The Punch Card is created around 1:55:56 at a green manual punching machine on a desk inside a brick workshop office. Read the nearby Override Protocol, build the five-digit personnel sequence in the printed order, operate the machine, and take the finished output. The prompt changes after the card is produced, so interact again instead of walking away immediately.
Patch 1.01 fixed a bug that rejected the correct code on the first attempt. The dedicated Punch Card guide covers the protocol order, room landmarks, and recovery steps without publishing an unverified fixed number.
Blowtorch
The Blowtorch follows quickly at around 1:57:39. It is a progression tool for a heat-cut or sealed metal interaction, not a substitute for the Crowbar or Bolt Cutter. Keep it through the machinery route even if the first nearby door does not accept it.
The short interval after the Punch Card means you should clear two tool-sized spaces before entering the office sequence. Installing nearby weapon attachments is an efficient way to free loose inventory cells.
Pump Gauge, Drive Belt, and Jerry Can
The Pump Gauge appears around 2:01:37, followed at 2:02:30 by the Drive Belt and Jerry Can. These items form the repair and fuel chain associated with Prasnova's later transport or boat objective. Collect all three before returning to the mechanism so you do not repeat the same dangerous path.
The launch hotfix fixed a boat that could not be activated or could disappear after a story event. Patch 1.02 then added a possible fix for another Prasnova boat-repair progression blocker. If the complete set does not advance the objective, update the game and test an earlier save before discarding any component.
Final key
A final generic Key is labeled around 2:27:07, after the RMB-93 Extended Barrel and SR-3M Scope. It belongs to the late route and should be kept until the ending path is clearly open. Avoid assuming it duplicates the early Dormitory key simply because both inventory labels are generic.
Named districts, objective text, and pickup context are more reliable than item icon alone. When reporting a missing or unusable key, include the map sector, current objective, and whether the save began from a chapter select.
Prevent key-item soft locks
Maintain at least one or two free grid cells before an objective room, save before major machinery, and keep current tools in the carried inventory. Install compatible weapon parts to remove loose attachment items, and store guns whose ammunition is unavailable. Never overwrite your only pre-puzzle save after an interaction has already failed.
Steam's Verify integrity of game files option is the last local check after updating and restarting. Locations and order on this page were verified on August 31, 2026, after Patch 1.02, against the supplied complete route and official patch notes.
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