
There are 41 documented keys, keycards, security codes and access items in ARC Raiders, spread across seven maps. Every one that actually opens something is single-use — the Expired Security Code opens nothing at all. Most guides cover one key at a time, which is useless when you're standing in Speranza trying to decide which of the four keys in your stash is actually worth carrying into a raid.
This is the full documented list — every key, the door or room it opens as the wiki describes it (some entries are precise to the floor, others are a one-line "a door in Assembly"), its rarity, what it sells for, and a link to our full guide where we have one.
Quick answer (TLDR): ARC Raiders has 41 documented keys, codes and access items: 21 map-specific access keys on the older maps (4 on Buried City, 5 on Dam Battlegrounds, 4 on Spaceport, 4 on The Blue Gate, 4 on Stella Montis), 10 Riven Tides keycards, 5 Blue Gate security codes tied to the Locked Gate map condition, the Patrol Car Key, the universal Raider Hatch Key, the Power Rod (a crafting item that doubles as a door key), and the two Pendola Pass items added with Frozen Trail 2.0 — the Pendola Pass Observatory Key and the Emperor Gateway Conduit. Every map-specific access key with a documented price vendors for exactly 100 Coins regardless of rarity, which in our view makes selling one a bad trade whenever you can reach the door. The outliers are the Emperor Gateway Conduit (1,000 Coins), the Raider Hatch Key (2,000 Coins) and the Power Rod (5,000 Coins).

ARC Raiders - Blueprints
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What are all 41 ARC Raiders keys?
Rarities, sale values and door descriptions below were read on the individual item pages of the ARC Raiders wiki — a community-driven wiki supported by Embark Studios rather than developer-authored documentation — alongside the official Frozen Trail 2.0 patch notes. In the table, a key name links to our own location-and-loot guide where we have written one; where we have not, it links to the wiki item page instead, and the rows with no link have neither a guide of ours nor anything beyond a one-line wiki entry.
| Key | Map | What it unlocks | Rarity | Sells for |
|---|---|---|---|---|
| Buried City Hospital Key | Buried City | Locked room in the north-west corner of the Hospital, second floor | Rare | 100 |
| Buried City JKV Employee Access Card | Buried City | Locked room on the north side of the J Kozma Ventures building, fourth floor | Uncommon | 100 |
| Buried City Residential Master Key | Buried City | Several different apartment doors across the map (one per key) | Uncommon | 100 |
| Buried City Town Hall Key | Buried City | Town Hall door on the northern side of the building, ground level | Epic | 100 |
| Dam Control Tower Key | Dam Battlegrounds | Top-floor room in the Control Tower | Epic | 100 |
| Dam Staff Room Key | Dam Battlegrounds | Door in the Research and Administration building, first floor | Uncommon | 100 |
| Dam Surveillance Key | Dam Battlegrounds | Room on the south side of the Water Treatment buildings, first floor | Uncommon | 100 |
| Dam Testing Annex Key | Dam Battlegrounds | Two ground-level doors in the Testing Annex, south side and east side | Rare | 100 |
| Dam Controlled Access Zone Key | Dam Battlegrounds | Door in the Controlled Access Zone building | Rare | 100 |
| Spaceport Container Storage Key | Spaceport | One of three doors on the east side of Container Storage, top floor | Rare | 100 |
| Spaceport Control Tower Key | Spaceport | Ground-level doors inside Control Tower B6 that open the route to the top floor | Rare | 100 |
| Spaceport Trench Tower Key | Spaceport | Any one of 8 Trench Tower doors, two per floor across two floors | Uncommon | 100 |
| Spaceport Warehouse Key | Spaceport | Doors on the north side of the Shipping Warehouse, second floor | Uncommon | 100 |
| Blue Gate Cellar Key | The Blue Gate | Certain cellar doors near the Blue Gate | Rare | 100 |
| Blue Gate Village Key | The Blue Gate | A door to one of the old village buildings | Uncommon | 100 |
| Blue Gate Communication Tower Key | The Blue Gate | Locked room in the basement of Pilgrim's Peak | Rare | 100 |
| Blue Gate Confiscation Room Key | The Blue Gate | Confiscated-goods door in the Security Wing underground, by the Traffic Tunnel below Headhouse | Epic | 100 |
| Stella Montis Archives Key | Stella Montis | Top-floor door at the east-right Storage Room in the Archives | Epic | 100 |
| Stella Montis Assembly Admin Key | Stella Montis | A door in Assembly | Uncommon | 100 |
| Stella Montis Medical Storage Key | Stella Montis | A door in Medical Research | Uncommon | 100 |
| Stella Montis Security Checkpoint Key | Stella Montis | A door in the Security Checkpoint | Rare | 100 |
| Riven Tides Crane House Keycard | Riven Tides | Door at the middle Crane House | Uncommon | 100 |
| Riven Tides Secure Storage Keycard | Riven Tides | Secure Storage room in the Port Authority Building | Epic | 100 |
| Riven Tides Classified Records Keycard | Riven Tides | Classified Records room in the Port Authority Building | Uncommon | 100 |
| Riven Tides Hotel Keycard No. 102 | Riven Tides | One suite at Panorama Azzurro | Common | 100 |
| Riven Tides Hotel Keycard No. 107 | Riven Tides | One suite at Panorama Azzurro | Common | 100 |
| Riven Tides Hotel Keycard No. 113 | Riven Tides | One suite at Panorama Azzurro | Common | 100 |
| Riven Tides Hotel Keycard No. 205 | Riven Tides | One suite at Panorama Azzurro | Common | 100 |
| Riven Tides Hotel Keycard No. 208 | Riven Tides | One suite at Panorama Azzurro | Common | 100 |
| Riven Tides Hotel Keycard No. 311 | Riven Tides | One suite at Panorama Azzurro | Common | 100 |
| Riven Tides Hotel Keycard No. 404 | Riven Tides | One suite at Panorama Azzurro | Common | Not documented |
| Ancient Fort Security Code | The Blue Gate | One of four codes for the Locked Gate condition | Common | 0 |
| Pilgrim's Peak Security Code | The Blue Gate | One of four codes for the Locked Gate condition | Common | 0 |
| Raider's Refuge Security Code | The Blue Gate | One of four codes for the Locked Gate condition | Common | 0 |
| Reinforced Reception Security Code | The Blue Gate | One of four codes for the Locked Gate condition | Common | 0 |
| Expired Security Code | The Blue Gate | Nothing — a spent code, vendor trash | Common | 10 |
| Patrol Car Key | The Blue Gate and Riven Tides | Rear door of a patrol car, on either map | Uncommon | 100 |
| Raider Hatch Key | All maps | A Raider Hatch, for an emergency extract | Rare | 2,000 |
| Power Rod | Dam Battlegrounds | Door on the east side of the Power Generation Complex | Epic | 5,000 |
| Pendola Pass Observatory Key | Pendola Pass | A door in the Cielo Sereno Observatory main building | Epic | 100 |
| Emperor Gateway Conduit | Pendola Pass | The Emperor on Pendola Pass | Legendary | 1,000 |
Two notes on the Pendola Pass pair, which is where most key lists are currently wrong. Neither item appears on the wiki's Keys index — each only has its own item page, which is why key lists compiled from that index alone still miss both. The Observatory Key is Epic, weighs 0.25, sells for 100 Coins and comes from scavenging; its page URL reads "Observation" while the displayed item name is Observatory Key. The Emperor Gateway Conduit is Legendary, weighs 0.5, sells for 1,000 Coins and comes from loot containers; its page is flagged as a stub, and the one thing it does state is that it opens the Emperor on Pendola Pass.
Treat 41 as the count we could verify on 8 October 2026, not a guarantee that nothing else exists — the Pendola Pass inventory is still being filled in. Two of the 41 are not keys in the strict sense: the Power Rod is a crafting and quest item that happens to open a door, and the Expired Security Code opens nothing at all.
What pattern does the full list reveal?
Line all 41 up and three things fall out that you cannot see from a single-key guide:
- Vendor price is flat. Every map access key with a documented sale value sells for exactly 100 Coins, whether it's a Common hotel card or an Epic Town Hall key. Since rarity buys you nothing at the vendor, our rule of thumb is to spend the key rather than sell it whenever the map is in your rotation — with the obvious exception of a duplicate for a door you are never going to walk to. The high-value exceptions are the Emperor Gateway Conduit at 1,000, the Raider Hatch Key at 2,000 and the Power Rod at 5,000.
- Rarity is the only payoff signal published at all. Embark publishes no per-room loot values, so rarity tier is the only ordering the sources give you. We use it as a rough proxy further down, and we flag that as our judgment rather than a documented ranking.
- Weight is a non-issue. Access keys weigh 0.25, except four of the Panorama Azzurro hotel keycards (No. 107, 113, 208 and 311) at 0.5 and the Emperor Gateway Conduit at 0.5. The Raider Hatch Key is 0.01. No weight is documented for Hotel Keycard No. 404. Weight is therefore almost never the reason to leave a key behind; the real constraint is inventory slots and the detour the door costs you, not grams. The only genuinely heavy one is the Power Rod at 1.0.
Which keys have documented loot behind the door?
Six key pages publish container detail of any kind, and they do not all publish the same thing: five list what sits behind the door, while the Dam Controlled Access Zone Key page instead lists the containers the key itself spawns in. Both are below, labelled, because mixing them up is how most key guides end up wrong. For every other key nothing is published at all — that is an absence of documentation, not evidence of a shared standard pool, so treat the rest as unknown rather than assuming you know what is inside.
| Key | What the wiki documents |
|---|---|
| Blue Gate Communication Tower Key | Behind the door: 2–4 Server Racks, 1 Weapon Box, 2–3 Drawers, 2–3 Resource Crates, 1–6 loose items, per its item page |
| Dam Control Tower Key | Behind the door: Weapon Case, Ammo Case, Medical Bag |
| Buried City Town Hall Key | Behind the door: 2x Security Locker, 1x Weapon Case |
| Dam Testing Annex Key | Behind the door: Lockers, Drawers, Filing Cabinets |
| Stella Montis Security Checkpoint Key | Behind the door: Box Locker |
| Dam Controlled Access Zone Key | Where the key spawns: Electrical Panel, Computer, Drawers, Filing Cabinets. Its page is a stub and does not document what is behind the door |
If you only remember one row: the Blue Gate Communication Tower Key has the deepest container list of the five doors whose contents are published at all, and it is only Rare. That makes it our pick for the best documented loot per rarity tier — a recommendation based on those five lists, not a comparison across every locked room in the game, since most rooms have no published contents to compare against.
How do ARC Raiders keys work?
Four rules govern every key in the game:
- Single use. Every key that opens something is consumed the moment the door opens. There is no key ring and no durability. The security codes behave differently — they are spent into a console rather than a door, and a leftover one turns into an Expired Security Code that opens nothing.
- The door is map-locked, the key is not. Map-specific keys open a door on one particular map, but the key item can turn up in loot on other maps. Finding a Stella Montis key on the Dam is normal — you just have to take it to Stella Montis to spend it.
- Scavenging is the main source, quests and vendors are the rest. Most keys come from looting containers, with no guaranteed spawns. But several ordinary access keys are also quest rewards — the Blue Gate Communication Tower Key is awarded by Groundbreaking and the Patrol Car Key by A Prime Specimen. The Raider Hatch Key is additionally sold by Shani in Speranza for 9,000 Coins, stock 2/2, and the Power Rod can be crafted or recycled as well as looted.
- One key, one door. Where a key covers multiple eligible doors — the Dam Testing Annex Key covers two, the Spaceport Trench Tower Key covers eight — you still only get to open one of them per key. Bring two keys to open two doors.
One thing to unlearn if you played before 8 October 2026: Shani no longer takes Cred. The official Frozen Trail 2.0 notes put it plainly — "Cred has been removed from the game and replaced by Reward Points" (ARC Raiders, Frozen Trail 2.0 patch notes). Her shop is Coin-based now, which is why the old "100 Cred Hatch Key" line you will still find in guides, and on the Hatch Key's own wiki page, is dead. It costs 9,000 Coins.
Why are The Blue Gate security codes a different system?
The five security codes in the table are not access keys at all. They belong to the Locked Gate map condition, which is exclusive to The Blue Gate.
When Locked Gate is active, the entrance to the underground tunnels is sealed and you need all four codes to open it:
- Each code spawns inside its matching location — Ancient Fort, Pilgrim's Peak, Raider's Refuge, and Reinforced Reception. The Locked Gate page names a Code Printer as the source, while the individual code pages still describe lootable containers. The sources disagree, so check both when you get there.
- At least one of each code spawns per round, and you can find duplicates.
- All four go into a console in the Gate Control Room at Checkpoint. The gate opens once the fourth is entered.
Three things make it genuinely dangerous, and they are the reason most squads fail it:
- No active Raider Hatches and fewer Return Points while the condition is live, so your usual bail-out plan is gone.
- Buried Mines surround every code location. Watch your footing.
- Pilgrim's Peak is guarded by two Rocketeers.
The raid is also capped at 40 minutes. If you carry a leftover code back to Speranza it converts into an Expired Security Code, which does nothing and sells for 10 Coins.

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Why is the Power Rod the odd one out?
The Power Rod is not categorised as a key, but it opens a door, so it belongs in any complete list. It is an Epic crafting component worth 5,000 Coins that can also be recycled into materials, is required for the Tribute To Toledo quest, and opens the door on the east side of the Power Generation Complex on Dam Battlegrounds.
That triple use is the catch: burn it on the door and you have spent 5,000 Coins and a quest item. Open it only if you do not need it elsewhere.
Which keys should you prioritise?
The order below is our recommendation, not a published ranking. The basis is narrow and worth stating up front: rarity tier, the five doors with published container lists, and documented sale values. Embark publishes no per-room loot values, so treat this as a carry heuristic rather than a measurement.
- Highest ceiling, by rarity: the Emperor Gateway Conduit, the only Legendary access item, then the Epic keys — Buried City Town Hall, Dam Control Tower, Blue Gate Confiscation Room, Stella Montis Archives, Riven Tides Secure Storage and Pendola Pass Observatory. Rarity is the only tiering the sources provide, so this is where we would spend a route.
- Best documented loot for its rarity tier: Blue Gate Communication Tower Key — only Rare, and the deepest of the five published container lists. Note that no drop-rate data is published for any key, so a lower rarity tier is not proof you will see it more often; it is only the ordering the sources give us.
- Lowest priority, in our judgment: the seven Panorama Azzurro hotel keycards. They are Common and each opens a single hotel suite, and no container documentation exists for any of them, so we cannot claim a payoff either way — we simply would not detour for one.
- Worth a slot on most runs: a Raider Hatch Key. At 0.01 weight it costs you nothing to hold, and it is the difference between extracting with a full bag and losing the raid. The caveat is real though: several major conditions, Locked Gate among them, disable Raider Hatches entirely, so on those raids the key is dead weight and the slot is better spent.
For the wider context — which map each door sits on, which conditions switch locked doors off, and how each extraction type works — see our ARC Raiders map hub.
Want the keys without the farm?
Keys are a pure RNG tax — you can run Spaceport nine times and never see the Container Storage Key. If you would rather skip the farm, we deliver the keys and the locked-room runs directly:
- ARC Raiders Keys — locked-room keys delivered instead of farmed
- Frozen Trail Runs — Pendola Pass loot runs, materials and gear farmed for you
- ARC Operation Carry — co-op endgame runs, you keep all loot
FAQ
How many keys are there in ARC Raiders? There are 41 documented keys, codes and access items as of 8 October 2026: 21 map-specific access keys on the older maps, 10 Riven Tides keycards, 5 Blue Gate security codes, the Patrol Car Key, the Raider Hatch Key, the Power Rod, and the two Pendola Pass items — the Observatory Key and the Emperor Gateway Conduit.
Are ARC Raiders keys single use? Yes. Every key is consumed when you open the door. There is no key ring, no durability, and no way to reuse one.
Can you use a key on a different map? Usually not, but there are exceptions. Map-specific keys only work on their own map, though the key item itself can drop as loot anywhere. The Patrol Car Key is the one access key documented for two maps, The Blue Gate and Riven Tides, and the Raider Hatch Key is not map-specific at all since hatches appear on every map. Several keys also cover more than one eligible door on their map, but you still only open one door per key.
Should I sell my ARC Raiders keys? No. Every map access key with a documented price vendors for exactly 100 Coins regardless of rarity, which is less than almost any locked room is worth. The only access items worth their sell price are the Emperor Gateway Conduit at 1,000 Coins, the Raider Hatch Key at 2,000 Coins and the Power Rod at 5,000 Coins.
What is the most valuable key in ARC Raiders? By vendor price, the Power Rod at 5,000 Coins. By rarity, which is the only tiering the sources publish, the Legendary Emperor Gateway Conduit, then the Epic keys: Buried City Town Hall, Dam Control Tower, Blue Gate Confiscation Room, Stella Montis Archives, Riven Tides Secure Storage and Pendola Pass Observatory.
How do you get a Raider Hatch Key? Shani sells it in Speranza for 9,000 Coins with stock 2/2. Cred was removed in Frozen Trail 2.0, so any guide quoting 100 Cred is out of date. The key also drops from scavenging, can be crafted at Utility Station 2 with the Traveling Tinkerer skill, and is a reward from several quests including Hatch Repairs and Paving The Way. Its wiki page states "No current projects found rewarding this item", so projects are not a route right now.
Does Pendola Pass have keys? Yes, two documented so far. The Pendola Pass Observatory Key, Epic, opens a door in the Cielo Sereno Observatory main building, and the Emperor Gateway Conduit, Legendary, opens the Emperor. Neither is listed on the wiki's Keys index yet, only on its own item page.
Where do I find the Blue Gate security codes? Each of the four codes spawns inside its own location on The Blue Gate — Ancient Fort, Pilgrim's Peak, Raider's Refuge, and Reinforced Reception. The Locked Gate page names a Code Printer as the source while the individual code pages describe lootable containers. All four go into the console in the Gate Control Room at Checkpoint.
Compiled 8 October 2026 from the Embark-supported community wiki arcraiders.wiki — the Keys index plus each individual item page linked above — and the official Frozen Trail 2.0 patch notes on arcraiders.com. Rarities, weights and sale values are taken from those item pages; where a value is missing, as with Hotel Keycard No. 404's weight and sale price, we say so rather than inferring it. The 41 figure is what we could verify on that date, including the two Pendola Pass items that are absent from the Keys index, and the Pendola Pass inventory is still incomplete. Loot payoff and carry-priority rankings are our recommendations, based on rarity tier and the five published container lists, not on any published loot-value data.



