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In ARC Raiders, keys are single-use items that open one matching locked door, while extraction points are your route back to Speranza with the loot you collected. A room key does not permanently unlock a door, and an extraction key is not the same as a loot-room key. The important decisions are where a key works, whether the current map condition enables the door or hatch, and whether you can leave safely after using it.
ARC Raiders is a multiplayer extraction adventure from Embark Studios: Raiders scavenge Topside and keep only what they successfully extract. The game is listed for PlayStation, Xbox, and PC, with cross-platform social play. Embark’s official site describes the threat on the surface as the mechanized ARC.
How do keys work in ARC Raiders?
A key is consumed when it opens a door. It opens one door only, even if the same key matches several doors; for example, one Dam Testing Annex Key cannot open both Annex entrances. Keys have no durability or permanent-unlock function. The door remains open for the rest of that raid, so other Raiders can use it, then locks again when the next raid begins and its loot refreshes.
The key is not locked to the map where it drops. You can find a key for one map while scavenging another, but you can only spend it on its matching door. A key therefore has two separate questions attached to it: which map it belongs to, and which specific door it fits. Security codes are different: during the Blue Gate’s Locked Gate condition, codes are entered at a control-room console rather than used like ordinary keys. If a code leaves the raid unused, it becomes an Expired Security Code.
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Most ordinary access keys are uncommon, rare, or epic and vendor for 100 Coins regardless of rarity, according to 2026 item-page data compiled by Timesaver.gg. Keys do not stack, and a typical access key weighs 0.25; some Panorama Azzurro hotel cards and Emperor Gateway Conduit weigh 0.5. Rarity is a rough signal, not a published payout: Embark has not published complete per-room loot values or key drop rates.
Should you keep, use, or sell a key?
For a typical 100-Coin key, opening the matching room is usually the more useful choice than selling it—if that map is in rotation and the door fits your route. The trade-off is the trip to the door, one inventory or stash slot, the risk of attracting other players, and whether the room’s contents justify exposing yourself. A key’s rarity does not guarantee a particular haul.
Some items have meaningful alternate value. The Power Rod vendors for 5,000 Coins but is also used in the Tribute To Toledo quest; the Emperor Gateway Conduit vendors for 1,000 Coins; and a Raider Hatch Key vendors for 2,000 Coins. Do not use a Power Rod on the Dam door if you still need it for the quest or prefer its vendor value.
Where can I find keys, and how should I carry them?
Keys come mainly from scavenging containers, with some also available through quests, crafting, Shani’s shop, or looting another Raider. Drop rates are not published. Residential interiors, administrative offices, commercial sites, and security points are common places to search, particularly drawers, cabinets, lockers, backpacks, and crates. Red high-loot-value areas can be promising but are contested. On Dam Battlegrounds, commonly cited search areas include Ruby Residence, Research & Administration, Pale Apartments, and Pattern House. Electromagnetic Storm and Night Raid conditions are often cited as indoor-loot boosts, but no official rate is available.
Quest rewards provide particular keys rather than a general key supply. Examples include Dam Control Tower and a Hatch Key from The Trifecta, Dam Staff Room from The Stench Of Corruption, Dam Surveillance keys from Greasing Her Palms, and Town Hall plus a Hatch Key from Our Presence Up There. Other quest rewards include the Dam Testing Annex, Blue Gate Communication Tower, Spaceport Control Tower and Trench Tower keys, and Patrol Car Key. The Armored Patrol Key Card is limited to the Armored Transports quest.
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- Protect valuable keys: Put a key in a Safe Pocket or use a Safekeeper augment. An unprotected key can drop when you die.
- Plan the door before deploying: Check which map it belongs to and how it sits relative to your route. Do not carry an Epic key around hoping to remember where it fits.
- Check the condition: Close Scrutiny and ARC Frigate have no active locked doors, so a loot-room key has no use there. Several conditions also disable Raider Hatches.
- Allow for inventory space: Keys do not stack; each occupies its own stash slot. Keep keys you expect to use rather than hoarding every map’s set.
On 31 March 2026, patch 1.22.0 increased the contents of all key rooms, with larger increases for higher-rarity keys, according to Nettoge’s patch summary. That change does not provide a guaranteed value per room.
Which locked rooms can I open on each map?
The locations below are a late-October 2026 snapshot, not a permanent key catalogue. Frozen Trail 2.0 added Pendola Pass on 8 October, and newer map items may not appear in every index. Names and exact doors can also vary between map guides, so check the item and map in-game before a raid.
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| Map | Key or access item | Where it opens |
|---|---|---|
| Buried City | Hospital Key (Rare) | Upper or second-floor locked room in the north-west Hospital. |
| Buried City | JKV Employee Access Card (Uncommon) | Fourth floor of the J Kozma Ventures / Space Travel building. |
| Buried City | Residential Master Key (Uncommon) | Some apartment doors, including Grandioso. One key opens one door. |
| Buried City | Town Hall Key (Epic) | Northern exterior or ground-level Town Hall door. |
| Dam Battlegrounds | Control Tower Key (Epic) | Top of the south-eastern Control Tower; reach it by zipline. |
| Dam Battlegrounds | Staff Room Key (Uncommon) | First floor of Research & Administration. |
| Dam Battlegrounds | Surveillance Key (Uncommon) | South-western, first-floor room in Water Treatment Control. |
| Dam Battlegrounds | Testing Annex Key (Rare) | Either of two ground-level Annex doors, south or east; one key opens only one. |
| Dam Battlegrounds | Controlled Access Zone Key (Rare) | Catwalk door in the Controlled Access Zone; use the yellow ladder from the surface. |
| Dam Battlegrounds | Power Rod (Epic; not categorised as a key) | Door on the east side of Power Generation Complex; it is also a quest/crafting item. |
| Spaceport | Container Storage Key (Rare) | Upper walkway in the north-east Container Storage. |
| Spaceport | Control Tower Key (Rare) | Ground-level PERSONNEL ONLY doors toward the top floor of Ground Control Tower / Control Tower A6. |
| Spaceport | Trench Tower Key (Uncommon) | North or South Trench Tower; the key matches eight doors across the towers, but opens one. |
| Spaceport | Warehouse Key (Uncommon) | Second floor, upper or western walkway of Shipping Warehouse. |
| The Blue Gate | Cellar Key (Rare) | Some cellar doors, including at Trapper’s Glade, Ruined Homestead, and houses. |
| The Blue Gate | Village Key (Uncommon) | Barred door in the western Village building. |
| The Blue Gate | Communication Tower Key (Rare) | Basement of Pilgrim’s Peak. |
| The Blue Gate | Confiscation Room Key (Epic) | MANTIKOR confiscated-goods room in the underground Security Wing by the Traffic Tunnel below Headhouse. |
| The Blue Gate / Riven Tides | Patrol Car Key (Uncommon) | Rear door of a patrol car; it also works on Riven Tides. |
| Stella Montis | Archives Key (Epic) | East-side storage on the top floor of Archives. |
| Stella Montis | Assembly Admin Key (Uncommon) | A door in Assembly. |
| Stella Montis | Medical Storage Key (Uncommon) | Medical Research. |
| Stella Montis | Security Checkpoint Key (Rare) | Restricted lobby door at Security Checkpoint. |
| Riven Tides | Crane House Keycard (Uncommon) | Crane House. |
| Riven Tides | Classified Records Keycard (Uncommon) | Outer Port Authority room; a Secure Storage Keycard is needed for the inner room. |
| Riven Tides | Secure Storage Keycard (Epic) | Inner room of Port Authority, after the outer door is opened. |
| Riven Tides | Hotel Keycards 102, 107, 113, 205, 208, 311, 404 (Common) | Panorama Azzurro suites; see the card chain below. |
| Pendola Pass | Observatory Key / Observation Key (Epic) | Main building at Cielo Sereno Observatory. Some indexes display “Observation Key.” |
| Pendola Pass | Emperor Gateway Conduit (Legendary) | Opens the Emperor. Craft it from 3 ARC couplers (Insulated, Conductive, Plated); its blueprint is the last Frozen Trail premium pass reward. |
| Pendola Pass | Old Town Key (Uncommon) | Bottom-floor apartment in south-west Old Town, facing east near the Emperor. |
| Pendola Pass | Railyard Key (Rare) | Second floor, west side of the antenna building at Controlled Receiving Facility. |
| Pendola Pass | Train Station Key (Rare) | Center door of Almatera Station. |
A few room contents have been documented, but not a complete loot table. Timesaver.gg’s 2026 item-page compilation lists 2–4 Server Racks, one Weapon Box, 2–3 Drawers, 2–3 Resource Crates, and 1–6 loose items for Blue Gate Communication Tower. Its Dam Control Tower listing names a Weapon Case, Ammo Case, and Medical Bag; the site also cites a documented clear of about 50,000 Coins, which is its database claim, not an Embark-published room value. Other published lists name two Security Lockers and a Weapon Case for Town Hall; Lockers, Drawers, and Filing Cabinets for Dam Testing Annex; and a Box Locker for Stella Montis Security Checkpoint. Embark does not publish full item-by-item values for these rooms.
How does the Riven Tides hotel key chain work?
The hotel cards are a sequence of possible access rather than seven guaranteed rooms. Nettoge’s in-game-data summary says containers can drop cards 102, 113, and 205; safes in those rooms can yield 107 or 311, or volcanic rock. Safes in 107 and 311 can yield card 208 or volcanic rock. Rooms 208 and 404 have no safes, and 404 is currently unobtainable from containers or safes. A lucky sequence can open 102, then 107, then 208 in one raid.
How do I use a Raider Hatch Key?
A Raider Hatch Key opens a marked Raider Hatch, a one-person-at-a-time escape route that does not have a shutdown timer. The hatch stays open for about 10–15 seconds after the key is used, so have the hatch located and be ready to enter before activating it.
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- Check that hatches are available on the current condition. A key will not help if the map condition disables Raider Hatches.
- Carry the key safely. Put it in a Safe Pocket if possible; dying before reaching the hatch can otherwise cost you the key.
- Find a marked hatch and interact with its console. The key is consumed when you unlock it.
- Enter promptly. The opening lasts approximately 10–15 seconds and admits one Raider at a time. Another Raider can also enter while it is open.
The key is Rare, weighs 0.01, and vendors for 2,000 Coins, according to its 2026 item page. Shani sells two per day for 9,000 Coins. You can also craft one at Utility Station 2 with 1 Advanced Electrical Component and 3 Sensors if you have the Traveling Tinkerer inventory skill. The key is also a reward from Cold Storage, Hatch Repairs, Mixed Signals, Our Presence Up There, Paving The Way, and The Trifecta.
Older guides may quote Cred for Shani’s stock. Embark’s Frozen Trail 2.0 notes on 8 October 2026 say Cred was removed and replaced by Reward Points for pass progress; current item data lists Shani’s Hatch Key price in Coins. Treat old Cred prices and purchase limits as outdated unless the current in-game shop shows otherwise.
How do standard extracts work?
Standard extraction points use a terminal and can shut down; activating one makes noise that can draw ARC machines and nearby players. The extraction procedure documented by TheGamer in November 2025 is: activate the outside terminal, wait for the point to open, then use the interior console. The point opens after about 15 seconds and leaves automatically after two minutes once someone enters; using the interior computer extracts everyone inside.
- Choose an active point. Check the map symbol and the remaining shutdown timer before approaching.
- Activate the terminal. Expect a warning sound and attention from nearby threats.
- Enter when the point opens. The reported opening delay is about 15 seconds.
- Use the interior console or board with the group. The two-minute leave countdown starts when someone enters; one person at the interior computer can extract everyone inside.
The four tunnel-extract types are cargo elevators, metro stations, airshafts, and Raider Hatches. A Ballistic Gondola on Pendola Pass is a separate upward route, not a Speranza tunnel extract.
| Extract | How it works | Timer or limitation |
|---|---|---|
| Cargo elevator | Activate its terminal, then ride down. | Standard shutdown timer applies. |
| Metro station | Enter the station and activate the terminal at the gated tracks; some stations have multiple entrances. | Standard shutdown timer applies. |
| Airshaft | Activate its terminal and descend. | Standard shutdown timer applies. |
| Raider Hatch | Spend a Raider Hatch Key at the hatch console. | No shutdown timer; open about 10–15 seconds; one person at a time. |
| Ballistic Gondola | On Pendola Pass, activate a transceiver, breach a red panel on one of three tubes and climb in; alternatively climb on top or attach a grappling hook. | Not published; travels upward rather than into the tunnel network. |
Timesaver.gg’s 2026 map summary gives a standard raid length of 30 minutes. The Blue Gate’s Locked Gate and Spaceport’s Hidden Bunker conditions extend the raid to 40 minutes. If time runs out and no extracts remain, the raid is lost. A map’s available points and their shutdown state depend on the condition, so do not assume launch-era lists assign the same extract type to every map: Stella Montis, Riven Tides, and Pendola Pass postdate those early map notes.
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Downed Raiders can still interact with extraction terminals. TheGamer’s guide notes that a Raider who crawls into an active point may still save carried loot, and the “Not Over Til It’s Over” trophy/achievement is tied to extracting while downed. The Downed But Determined and Crawl Before You Walk skills can help with that situation.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What happens during the Blue Gate Locked Gate condition?
Locked Gate is a Blue Gate major condition that requires four security codes to open the Gate. It has fewer active Return Points, no Raider Hatches, and a 40-minute raid cap, so plan for a longer route and a standard extract rather than bringing a Hatch Key.
- Visit all four code locations: Ancient Fort, Pilgrim’s Peak, Raider’s Refuge, and Reinforced Reception. Codes are associated with Code Printers; individual code pages also describe lootable containers, so check the location in-game.
- Watch for hazards. Buried Mines surround code locations, and Pilgrim’s Peak has two Rocketeers guarding it.
- Take the codes to the Gate Control Room console at Checkpoint. Enter all four; the gate opens after the fourth.
- Do not extract with a code you still need. An unused one becomes an Expired Security Code worth 10 Coins and opens nothing.
These security codes are not ordinary map keys. They are condition-specific items used for the gate objective, and carrying one out does not preserve its access function.
How do you open a room without giving other Raiders an easy target?
The unlocked door remains available to everyone in that raid, and the key’s use can turn a high-value room into a predictable stop for other players. The safest time to spend a loot-room key is when you can clear the room and leave without lingering.
- Route first: Know the building and a nearby exit before deploying with the key.
- Open only when ready to loot: If you cannot clear it immediately, an opened room can be entered by Raiders who arrive later.
- Use cover and listen: The standard-extract warning alerts nearby threats; clear ARC around the point in advance if possible.
- Do not bring the wrong key for the condition: Close Scrutiny and ARC Frigate have no active locked doors. Night Raid, Electromagnetic Storm, Hidden Bunker, Locked Gate, and ARC Frigate are listed as conditions without active Raider Hatches.
- Choose the extract before filling your bag: A live hatch offers a key-based route without the standard terminal shutdown timer. Otherwise identify an active standard point before committing to a room.
For a solo approach, TheGamer suggests using cover near an extract, keeping a flashlight off, or waiting for another player to start the standard point’s two-minute countdown before slipping in. Emotes can signal willingness to share an extract, but another player’s intent is never guaranteed.
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How many keys are there?
There is no stable total to rely on. Timesaver.gg counted 41 keys, codes, and access items on 8 October 2026, including nonstandard items such as Power Rod and Emperor Gateway Conduit. Nettoge counted 44 keys including codes on 17 October, with 39 fixed door locations. Those counts differ in scope and date; later Pendola Pass entries were added to some guides after Frozen Trail 2.0, while other indexes still omit them. Use the map list as a practical snapshot rather than a promise that it contains every future item.
For quick recognition, older-map key color bands can indicate the home map: Buried City yellow, Blue Gate blue, Dam near-black or grey, and Spaceport red. Stella Montis, Riven Tides, and Pendola Pass keys use different shapes rather than that older color convention. A matching color helps identify a key’s map, but the item name and destination door are the dependable checks.
Frequently Asked Questions
Does ARC Raiders support cross-platform play?
ARC Raiders is listed for PlayStation, Xbox, and PC, with cross-platform social play. The available platform listing does not establish that every account, progression, or matchmaking setting works identically across platforms.
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When was ARC Raiders released?
KeenGamer lists the release date as 30 October 2025 for PC, PlayStation 5, and Xbox Series X. Later maps and key items have since expanded the game beyond that launch-era content.
Can I recognize a key’s map by its appearance?
For older map keys, color bands are a clue: yellow for Buried City, blue for The Blue Gate, near-black or grey for Dam, and red for Spaceport. Newer-map keys do not follow that scheme, so verify the item name rather than relying on color alone.

