The steps
From the Steam thread "how to replace fuse?":
- Search chests and lockers across the map
- Pick up one of the two fuses — there are two available per run
- Bring it to the broken elevator
- Hold it in your hand at the broken slot and it will install
- Feed the elevator 40 coins, then leave
Two things people get stuck on:
The fuse has to be in your hand. You do not use it from the inventory — it needs to be the held item when you reach the slot.
Fixing the fuse is not the last step. One player spelled out the full sequence: "find it, bring it back, connect it, shove in 40 coins and leave." If the elevator still will not move after the fuse goes in, you are short on coins.
What a fuse looks like
"The fuses look like an old light bulb and can be put in your inventory, and they normally spawn in chests or lockers."
An old light bulb. If you have been ignoring bulb-shaped pickups, that is why you cannot find one.
Why this exists
The Fuse is one of the elevator run conditions — the modifier symbols that appear before a descent set the rules for that run, and a Fuse run means the elevator needs repairing before you can leave.
You do not choose these. You read them and adapt.
Party split for a Fuse run
With two fuses on the map and a group, the obvious division of labour is to send people to sweep chests and lockers in parallel rather than searching as a pack. We have not found a source describing an optimal split, so treat that as reasoning, not documented strategy.
What is not confirmed
- Whether both fuses always spawn, or two is the maximum possible
- Whether fuse spawn locations are fixed per seed or fully random
- Whether a failed Fuse run has consequences beyond not extracting
- The complete list of elevator modifiers — we have confirmed Fuse from a player source, but other modifier names circulating on guide sites have no player report we could locate