What should I bring to a Scrap Mechanic warehouse?
Combat vehicle, Spud Gun or better, spare wheels, lift tool, food, water, and empty inventory. Upgrade Mechanic Station to tier 2+ first — see the crafting guide.
Scrap Mechanic warehouse guide: multi-floor POI layout, Tapebot fights, keycard puzzles, broccoli seed loot, and safe solo or co-op clear routes on Steam.
Floor-by-floor warehouse clear — Tapebot rooms, keycards, and loot priorities.
~11 min read
Scrap Mechanic warehouses are the highest-value POIs in Survival mode — multi-story industrial buildings packed with Component Kits, circuits, weapon parts, and rare crop seeds. They are also the primary home of Tapebots, ranged Farmbots that shred unprepared drivers in seconds. After the 1.0 Chapter 2 launch from Axolot Games (Steam app 387990), warehouse clears remain the gate between mid-game farming and late-game automation.
This Scrap Mechanic warehouse guide covers what to craft before your first run, how each floor is laid out, Tapebot counter-play, keycard and card-lock puzzles, loot priorities, and where broccoli and pineapple seeds spawn. Pair it with the map for POI locations, the crafting guide for station tiers, and the farmbots database for every robot type. Verified July 27, 2026 · Steam.
| Fact | Detail |
|---|---|
| POI type | Fixed warehouse buildings — see map for navigation |
| Floors | Typically 2–4 stories with elevators, stairs, and catwalks |
| Primary enemy | Tapebot (ranged tape projectiles) — farmbots entry |
| Key unlock | Keycards and color card puzzles on upper floors |
| Top loot | Component Kits, circuits, broccoli/pineapple seeds |
| Best mode | Online co-op — driver + loot runner split |
Warehouses are not early-game content. The walkthrough route pushes you through Crash Site tools, a first car, basic farming, and Mechanic Station upgrades before the logbook even marks warehouse POIs as safe objectives. Attempting a warehouse with only a wooden cart and a hammer wastes hours of travel time.
Minimum prep for a Scrap Mechanic warehouse clear includes: a wheeled vehicle with at least four wheels and a stable wheelbase (see building guide), a or better ranged weapon, spare wheels and blocks for field repairs, cooked food and water for hunger/thirst meters, and enough to rebuild after a wipe. Tier-2 Mechanic Station parts unlock the connectors and that make vertical loot rooms reachable with the .
Co-op teams should agree on roles before leaving base. One player drives and draws Tapebot aggro; the second loots crates and grabs keycards. Solo players can still clear warehouses, but expect to park the car behind cover, on-foot the upper floors, and accept slower loot pacing.

| Craft / gear | Why it matters |
|---|---|
| Tapebot counter on L2–L4 catwalks | |
| Ground-floor vehicle turret (optional) | |
| Reach ceiling loot rooms without rebuilding | |
| Field-repair axles after Tapebot ambushes | |
| Rebuild weapons if wiped on upper floors |
Each Mechanic Station upgrade unlocks parts that matter inside warehouses. Tier 1 gets you off the crash site. Tier 2 adds metal blocks, better wheels, and early weapons. Tier 3+ unlocks bearings, pistons, and advanced connectors for lift-friendly contraptions. The crafting guide lists exact Component Kit costs per tier.
Do not skip Refinebot chains — glue, metal blocks, and circuit components are all refined from world resources you will burn through during a long warehouse session.
Bring a combat car, not your farming tractor. Low profile helps under door frames; spare bearings let you swap damaged wheels without welding a whole new axle. Some players attach scrap metal panels as Tapebot shields — heavy, but cheaper than rebuilding the engine twice.
Pack an extra driver's seat only if you plan co-op; solo runs benefit more from storage blocks for loot hauls on the return trip.
Every Scrap Mechanic warehouse shares the same structural DNA even though world terrain is procedurally generated. You will recognize them from a distance: tall rectangular shells with loading bays, interior catwalks, freight elevators, and color-coded card readers on locked doors. Ground floors usually hold Totebot patrols and basic crate loot; mid floors introduce Tapebot nests; top floors hide the best Component Kit caches and seed crates.
Vertical navigation is half the challenge. Stairs are chokepoints — Tapebots love firing down stairwells. Elevators save time but often require a keycard found one floor below. Use the lift tool to peek through ceiling gaps before committing; some loot rooms sit above false floors with no stair access.
Warehouses sit in fixed POI slots relative to your spawn — they do not move between saves, but the road network between them changes. Mark each warehouse you clear with a logbook beacon so return trips for seed farming do not turn into aimless driving. The map page explains how POI patterns repeat across seeds.

| Floor | Typical contents | Enemy density | Notes |
|---|---|---|---|
| Ground / L1 | Basic crates, components, Totebot patrols | Low | Safe parking zone — clear before ascending |
| L2 | Keycard spawns, circuit loot, first Tapebots | Medium | Grab keycards before elevator rush |
| L3 | Component Kit caches, weapon parts | High | Tapebot nests — use cover and ranged weapons |
| L4 / roof | Rare seeds, bubble plastic, boss-adjacent loot | High | Broccoli and pineapple seeds often here |
Park on the outside loading dock when possible. Interior ramps are tight and Tapebots can trap cars against walls. If the only entry is a ground-floor garage door, scout on foot first — some warehouses spawn a Tapebot directly behind the door on higher raid worlds.
Close the door behind you only if you have a clear exit plan; some teams leave the bay open for a fast vehicle escape when the top floor is done.
Tapebots are the signature warehouse threat. Unlike melee Totebots or pitchfork Haybots, Tapebots fire adhesive tape projectiles that deal sustained damage and slow vehicles. They spawn on mid and upper floors, often in pairs, and re-aggro from long range if you try to loot quietly. Red Tapebot variants explode on death — finish them at range when possible.
Counter-play is straightforward but unforgiving: never face-tank in an open catwalk. Break line of sight with pillars, peek-shoot with a , and repair wheels between waves. Vehicles work on ground floors for kiting, but upper floors are usually on-foot territory unless you built a compact indoor mech.
Tapebot drops include circuits and scrap metal useful for crafting guide queues. The farmbots page lists HP estimates and weak points if you want numbers before committing.

| Enemy | Attack style | Warehouse floor | Counter |
|---|---|---|---|
| Totebot | Melee swipes | Ground floor | Run over with car or hammer |
| Haybot | Pitchfork thrust | Ground / L2 | Kite with wheels; block with metal |
| Tapebot | Ranged tape shots | L2–L4 | Cover, , never open catwalk rush |
| Red Tapebot | Ranged + death explosion | L3–L4 | Kill at range; do not melee finish |
| Farmbot (boss) | Charge, scythe, drill | Rare warehouse outskirts | Full combat vehicle + co-op recommended |
Matched by build plan, shared topics, and guide progression — not random related links.
Upper warehouse floors gate the best loot behind keycards and color card readers. Keycards are physical items looted from guarded rooms — usually one floor below the door they unlock. Card puzzles require matching colored cards found in crates throughout the building; the reader lights show which colors are still missing.
Classic stuck points: players reach the elevator without the L2 keycard, or waste cards on the wrong reader order. Rule of thumb: fully clear each floor before ascending so keycards and color cards enter your inventory in order. The piping-room stair keycard puzzle (community keyword: crashlander keycard route) appears in specific warehouse variants — if you see industrial pipes blocking stairs, search adjacent offices before backtracking to the crash site.
Do not drop keycards on the ground for storage; they look like common loot and get lost under crates. Keep one inventory slot reserved until the matching door is open.

Most warehouses use three-color readers on the top-floor vault. Collect every card before inserting — partial inserts do not consume cards, but running out mid-puzzle means descending to find the last crate. Glowbugs and ceiling lights help spot card crates in dark corners; crank brightness if you play on default gamma.
Keycards often activate freight elevators that skip two floors of Tapebot patrols. If the elevator is broken or unpowered, the stairwell is your fallback — clear Tapebots downward so you are not trapped on the roof with full inventory.
Warehouse loot justifies the risk. Component Kits accelerate every Mechanic Station upgrade. Circuits feed logic automation in the logic guide. Warehouse blocks and bubble plastic are cosmetic and structural rewards for builders. Weapon mod parts and explosive canisters appear on upper floors and in vault rooms after card puzzles.
Loot priority on a first clear: keycards and access items → Component Kits → circuits → seeds → cosmetic blocks. On repeat farming runs, seeds and kits alone are worth the trip if you skip optional side rooms.
Inventory management ends more warehouse runs than Tapebots. Use packing crates at the Packing Station after the haul, or make two trips rather than driving overloaded — physics will flip a top-heavy loot truck on the first hill.

| Loot item | Typical floor | Use |
|---|---|---|
| Component Kit | L2–L4 | Mechanic Station and Craftbot upgrades |
| Circuit | L2–L3 | Logic gates, sensors, automation |
| Broccoli seed | L2–L4 | High-value crop — farming guide |
| Pineapple seed | L2–L4 | High-value crop; longer grow time |
| Bubble plastic | L3–L4 vault | Builder cosmetic / structural block |
| Warehouse block | L3+ | Themed building set for bases |
| Weapon parts | L3 vault | Spud Gun upgrades and explosives |
Community search data confirms the most asked warehouse question: which warehouses contain broccoli and pineapple seeds? Both crops are mid-tier high-value plants — they grow slower than carrots or tomatoes but push your farm's raid score higher, triggering tougher Farmbot raids. Seeds do not appear in every crate; they spawn in warehouse upper-floor and vault loot tables once you reach the mid-game station tiers that unlock warehouse markers on the logbook.
Broccoli seeds and pineapple seeds can appear on floors 2 through 4 depending on warehouse variant. There is no single "seed warehouse" POI name — instead, run every marked warehouse near your base until the vault room drops both. Pineapple has one of the longest grow cycles in Survival; plant it only after your water and defense setup can handle extended farming guide raids.
After the first seed find, you can propagate crops normally — you do not need to re-clear the entire warehouse for each broccoli head. One successful vault loot permanently unlocks the crop chain on your farm.

Trader orders eventually request high-value produce crates. Broccoli and pineapple fill those orders faster than stacking low-tier carrots. Higher crop value also means higher raid tiers — build defenses from the building guide before mass-planting pineapple.
A standard Scrap Mechanic warehouse guide clear route looks like this: scout exterior → ground-floor Totebot clear → loot keycard floor → elevator or stairs to L3 → Tapebot room with cover → top-floor cards and vault → load vehicle → exit without re-aggroing the roof patrol. Deviating early for optional side crates is fine only if hunger, thirst, and ammo timers are comfortable.
Co-op splits cleanly: Driver circles the ground floor honking aggro and carries repair parts. Runner follows on foot upstairs, pings keycards in voice chat, and only descends when the vault is open. Solo players should reverse the order on descent — clear Tapebots top-down so you are not chased into a parked car with full inventory.
Repeat runs for Component Kit farming can skip ground-floor Totebots if you drive directly to a side entrance you unlocked previously. Always re-check for new Tapebot patrols after game updates — Axolot rebalance spawn tables in Chapter patches.
Abort if you lose your only weapon, both front wheels, or more than half your food stack with the vault still locked. Warehouses are fixed POIs — they will still be there after you regroup at the Mechanic Station and craft replacements.
Deposit Component Kits into the Craftbot queue, plant seeds at base, and mark the warehouse cleared in your logbook. If you chase the achievements list, first warehouse clear may unlock a Steam milestone — check your profile after the haul.
Combat vehicle, Spud Gun or better, spare wheels, lift tool, food, water, and empty inventory. Upgrade Mechanic Station to tier 2+ first — see the crafting guide.
Seeds spawn on floors 2–4 in warehouse vault and office crates — not one fixed building. Clear every warehouse POI on your map until both drop.
Use cover on catwalks, fight at range with a Spud Gun, and avoid open stair rushes. Red Tapebots explode on death — finish from distance. Full stats on the farmbots page.
Usually one floor below the locked door or elevator. Clear each floor completely before ascending so cards enter inventory in order.
Co-op is faster — one driver draws aggro, one runner loots upstairs. Solo is viable with peek-shoot Tapebot tactics and conservative inventory loads.
After Mechanic Station tier 2, a stable combat car, and basic weapons — typically mid walkthrough after farming setup.
Crate loot refreshes on a timer in Survival; seeds are one-time unlocks per crop type once planted. Repeat runs still farm Component Kits.
Matched by build plan, shared topics, and guide progression — not random related links.