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
| Key | Opens |
|---|---|
| Hotel Keycard No. 107 | Room 107, Panorama Azzurro hotel (1st floor) |
| Hotel Keycard No. 113 | Room 113, Panorama Azzurro hotel (1st floor) |
| Hotel Keycard No. 205 | Room 205, Panorama Azzurro hotel (2nd floor) |
| Hotel Keycard No. 208 | Room 208, Panorama Azzurro hotel (2nd floor) |
| Hotel Keycard No. 311 | Room 311, Panorama Azzurro hotel (3rd floor) |
| Hotel Keycard No. 404 | Room 404, Panorama Azzurro hotel (4th floor) |
| Patrol Car Key | Patrol car near Customs House |
| Classified Records Keycard | Classified Records room, Port Authority Building |
| Crane House Keycard | Crane House doors at the Harbor |
Dam Battlegrounds
| Key | Opens |
|---|---|
| Dam Surveillance Key | Water Treatment Control building |
| Dam Staff Room Key | Research and Administration building |
| Dam Control Tower Key | Top of the Control Tower |
| Dam Testing Annex Key | Multiple doors inside the Testing Annex |
| Controlled Access Zone Key | Summit access point |
Buried City
| Key | Opens |
|---|---|
| Town Hall Key | Town Hall entrance |
| Residential Master Key | Apartment buildings, West Village |
| JKV Employee Access Card | 4th floor, Space Travel building |
| Hospital Key | Hospital interior door |
Spaceport
| Key | Opens |
|---|---|
| Trench Tower Key | Trench Towers, one key opens both |
| Container Storage Key | Container Storage interior |
| Control Tower Key | Ground Control Tower |
| Outskirts Bunker Key | Alberi Hills bunker |
| Warehouse Key | Shipping Warehouse |
Blue Gate
| Key | Opens |
|---|---|
| Communication Tower Key | Area near the Communication Tower |
| Confiscation Room Key | Confiscated Goods area, the Tunnels |
| Cellar Key | Multiple cellar doors across Blue Gate |
| Village Key | Village building |
Stella Montis
| Key | Opens |
|---|---|
| Assembly Admin Key | Assembly line area door |
| Archives Key | Sea Vault terminal location |
| Security Checkpoint Key | Security 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
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.