All ARC Raiders Keys and What They Open

Every ARC Raiders key by map, Riven Tides, Dam Battlegrounds, Buried City, Spaceport, Blue Gate, and Stella Montis, and the door or room each one unlocks.

Draft: this page has not cleared review and is not indexed.

Keys and access cards are single-use: you spend one to open its matching door, and it's gone, so the decision is always "is what's behind this door worth the inventory slot I'm carrying the key in." Locked rooms consistently hold denser, higher-tier loot than the open map around them, which is the entire reason to bother carrying keys instead of recycling them on sight.

Riven Tides

Riven Tides keys
KeyOpens
Hotel Keycard No. 107Room 107, Panorama Azzurro hotel (1st floor)
Hotel Keycard No. 113Room 113, Panorama Azzurro hotel (1st floor)
Hotel Keycard No. 205Room 205, Panorama Azzurro hotel (2nd floor)
Hotel Keycard No. 208Room 208, Panorama Azzurro hotel (2nd floor)
Hotel Keycard No. 311Room 311, Panorama Azzurro hotel (3rd floor)
Hotel Keycard No. 404Room 404, Panorama Azzurro hotel (4th floor)
Patrol Car KeyPatrol car near Customs House
Classified Records KeycardClassified Records room, Port Authority Building
Crane House KeycardCrane House doors at the Harbor

Dam Battlegrounds

Dam Battlegrounds keys
KeyOpens
Dam Surveillance KeyWater Treatment Control building
Dam Staff Room KeyResearch and Administration building
Dam Control Tower KeyTop of the Control Tower
Dam Testing Annex KeyMultiple doors inside the Testing Annex
Controlled Access Zone KeySummit access point

Buried City

Buried City keys
KeyOpens
Town Hall KeyTown Hall entrance
Residential Master KeyApartment buildings, West Village
JKV Employee Access Card4th floor, Space Travel building
Hospital KeyHospital interior door

Spaceport

Spaceport keys
KeyOpens
Trench Tower KeyTrench Towers, one key opens both
Container Storage KeyContainer Storage interior
Control Tower KeyGround Control Tower
Outskirts Bunker KeyAlberi Hills bunker
Warehouse KeyShipping Warehouse

Blue Gate

Blue Gate keys
KeyOpens
Communication Tower KeyArea near the Communication Tower
Confiscation Room KeyConfiscated Goods area, the Tunnels
Cellar KeyMultiple cellar doors across Blue Gate
Village KeyVillage building

Stella Montis

Stella Montis keys
KeyOpens
Assembly Admin KeyAssembly line area door
Archives KeySea Vault terminal location
Security Checkpoint KeySecurity Checkpoint entrance

The one key worth carrying on every raid

The Raider Hatch Key is the exception to "spend it or lose the slot." It opens a hatch that extracts you straight to Speranza with no wait timer and less PvP exposure than a standard extraction point, sold by Shani rather than found as world loot. If you're carrying spare Cred and only one key slot to fill, this is the default pick over a room key you might not reach.

Common misconception

A key that doesn't match anything on the current map isn't dead weight to dump. Cross-map keys still exist and locked rooms hold denser loot than the floor around them. Check whether the room's contents (Commercial, Security, or Residential POIs run hottest) are worth the trip before deciding a key was wasted.

Related reading

For where keys fit against everything else you're deciding whether to keep, see What to Sell, Keep, or Recycle. For who actually sells the Raider Hatch Key and every other trader-side item, see Traders: Full Reference.

Sources

  1. https://arcraiders.com/news
  2. https://www.dexerto.com/wikis/arc-raiders/all-keys-and-what-they-open/
  3. https://arcraiders.wiki/wiki/Traders

The Forge’s one room today is EU5/Paradox. There is no ARC room yet.

The Embriters there are glad to talk ARC Raiders too. Drop in.