ATMOSFAR: Fort Hannigan fuses, keycard and Striker Wasp

Quick answer

The fuse wall in Fort Hannigan's power plant takes four fuses and one is already fitted. Players report the other three are in a storage room inside the power plant, a storage room near the restricted turret room, and Hangar M6; the access keycard is in the room beside the fuse wall.

Checked 1 Nov 2026 · before EA 1.0-11 (6 Nov 2026)What changed

How this guide was checked

Coverage: Early Access since October 29, 2026 · official Steam hotfix EA 1.0-7 October 31 · official sources checked November 1, 2026 · player reports keep their dates · not played by Kingy. Research checked 1 Nov 2026. Updated 1 Nov 2026

This guide uses the linked sources and any attributed demonstrations. Platform differences and limitations are noted with the advice they affect.

See the 9 sources
9 sources
5 steps

Before you start

  • Kingy has not played the game. Every line below comes from Apog Labs' patch notes or forum replies, or from at least two players' Steam reports, as marked. Patches arrive every day or two.
  • This page names locations. It doesn't cover the story after the Striker Wasp.
1

Start at the power plant

Players report that flipping the three switches inside the power plant lets you run power from the pylons to doors around the base. The fuses behind those doors stay out of reach until you do.

  1. Go into the power plant and flip the three switches. Then connect cables from the live pylons to the door you want to open.
Sources for this section
2

Collect the three loose fuses

These three locations come from several players' lists that agree; one places Hangar M6 west of the power plant, by the docks. One player found no fuse in the large hangar, and another dropped a fuse that then vanished, so treat them as reports. EA 1.0-6 fixes the Striker Wasp hangar door with the fuse being closed by default, and EA 1.0-7 fixes large hangar doors not opening consistently after a reload: if a door won't open, update and reload.

  1. Fuse 1: in a small storage room inside the power plant, off the same big room as the switches. Players walked past it for up to an hour.
  2. Fuse 2: in a storage room near the restricted turret-control room. It's at the back, behind a door you power from the pylon line.
  3. Fuse 3: in Hangar M6, the large hangar with planes inside. Run power to its door from a nearby pylon through extenders.
Sources for this section
3

Get the keycard beside the fuse wall

Players say the keycard depends on the four fuses. A player who had searched the whole base found it after being told the room is right beside the fuses, and another points at the same building: a door in the blue power building. One player's door stayed shut because the fuses hadn't registered when placed, then cleared.

  1. Fit all four fuses, then go into the room beside the fuse wall and take the access keycard. Use it on the Striker Wasp's hangar door.
Sources for this section
4

The restricted room only stops the base turrets

The room marked restricted, south of the power plant, holds the turret switch and no fuse. Players report it shuts off the base turrets only: at least one stays active, and one player was still shot down after using it.

Sources for this section
5

If your journal is empty after the Striker Wasp

At least six players report no new quest after finding the Striker Wasp, some after a line of dialogue flashes by. Nobody at Apog Labs has answered this in the threads we read, so we can't say whether it's a bug or the current end of the quest line. EA 1.0-6's notes do mention an End of Early Access screen, so the quest line stops somewhere.

Two leads, neither confirmed by the others: two players say scanning with the scope finds a further island with more to do, and one found Racer Quinn at Rover's Hollow after the journal asked for him. Another player tried landing there and got nothing.

Sources for this section

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Sources · 9Official · Reported · checked 1 Nov 2026 · Research checked 1 Nov 2026
Minor update: ATMOSFAR EA 1.0-6 ↗Improved guidance for the PACE base frequency objective. VENU-13528: Striker Wasp hangar door with the fuse in Fort Hannigan was closed by default. VENU-14595: research drive not usable after building the desk early. VENU-14688: reactor core not removed from inventory. VENU-14211: camp generator would not restart from zero fuel.Official ·
Hotfix: ATMOSFAR EA 1.0-7 ↗VENU-14787: progress reset at Fort Hannigan after loading a pre-1.0-6 save, leaving the frequency signal unfindable. VENU-14794: large hangar doors not opening consistently after save and load. VENU-14224: crafting tables ignoring trunk resources.Official ·
Couldnt locate 4th Fuse at Horizon isles ↗14 replies. Fuse locations, the restricted turret room and one player who found no fuse in the large hangar.Reported ·
Batteries locations in Fort ↗3 replies. Same set: one fitted, plus the main building, the hangar and a door powered from the pylon line.Reported ·
Bug After get the Striker wasp ?? ↗16 replies. The journal empties after the Striker Wasp; fuse list; Racer Quinn lead at Rover's Hollow.Reported ·
No more missions after the striker wasp? ↗1 reply: search for another island with the scope.Reported ·
Can't find the access keycard at Fort Hannigan ↗4 replies. The keycard room is beside the four fuse slots, confirmed by the player who asked; a generator near the slots opens doors around the base.Reported ·
Where Is The Striker Wasp Keycard Location? ↗12 replies. Door needing power in the blue power building; pylons and generators.Reported ·
striker wasp locked door ↗2 replies. Fuses that hadn't registered when placed; keycard needed for the door.Reported ·

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