ARC Raiders All Keys and Keycards covers 41 access items, including normal room keys, ten Riven Tides cards, temporary security codes, hatch extraction and Pendola Pass access. The Expired Security Code is included for identification; it opens nothing. These are not 41 reusable room keys.
Match the name in your stash with the table below. Most keys drop randomly, but the rooms remain fixed. Each link leads to the full door-location walkthrough and its gameplay screenshot.
ARC Raiders All Keys and Keycards: Every key and door
| Map | Key, card or code | Door or use |
|---|---|---|
| Dam | Dam Control Tower Key | Control Tower top floor |
| Dam | Dam Staff Room Key | Research and Administration first floor |
| Dam | Dam Surveillance Key | Water Treatment Control south first floor |
| Dam | Dam Testing Annex Key | Two ground-floor doors south and east |
| Dam | Dam Controlled Access Zone Key | Controlled Access Zone interior |
| Buried | Buried City Hospital Key | Hospital northwest second floor |
| Buried | Buried City JKV Employee Access Card | Space Travel north fourth floor |
| Buried | Buried City Residential Master Key | Several apartment doors |
| Buried | Buried City Town Hall Key | Town Hall north ground-floor door |
| Spaceport | Spaceport Container Storage Key | Container Storage eastern top floor |
| Spaceport | Spaceport Control Tower Key | Control Tower B6 ground-level lock |
| Spaceport | Spaceport Trench Tower Key | Eight compatible tower doors on first/second floors |
| Spaceport | Spaceport Warehouse Key | Shipping Warehouse north second floor |
| Blue Gate | Blue Gate Cellar Key | Olive Grove or Trapper’s Glade cellars |
| Blue Gate | Blue Gate Village Key | Western Village door facing southern hill |
| Blue Gate | Blue Gate Communication Tower Key | Pilgrim’s Peak basement |
| Blue Gate | Blue Gate Confiscation Room Key | Underground Security Wing ground floor |
| Stella | Stella Montis Archives Key | Archives eastern top-floor storage |
| Stella | Stella Montis Assembly Admin Key | Assembly Central Corridor |
| Stella | Stella Montis Medical Storage Key | Medical Research lower level |
| Stella | Stella Montis Security Checkpoint Key | Security Checkpoint room |
| Riven | Riven Tides Hotel Keycard No. 102 | Panorama Azzurro west wing |
| Riven | Riven Tides Hotel Keycard No. 107 | Hotel central 100-numbered rooms |
| Riven | Riven Tides Hotel Keycard No. 113 | Hotel east wing |
| Riven | Riven Tides Hotel Keycard No. 205 | Hotel central second level |
| Riven | Riven Tides Hotel Keycard No. 208 | Hotel central second level |
| Riven | Riven Tides Hotel Keycard No. 311 | Hotel east stair tower third floor |
| Riven | Riven Tides Hotel Keycard No. 404 | Hotel west wing fourth floor |
| Riven | Riven Tides Crane House Keycard | Middle Crane House Stacking Yard |
| Riven | Riven Tides Classified Records Keycard | Port Authority Classified Records |
| Riven | Riven Tides Secure Storage Keycard | Port Authority Secure Storage |
| Other | Patrol Car Key | Rear door of patrol car |
| Other | Raider Hatch Key | Active Raider Hatch extraction |
| Other | Power Rod | Dam Power Generation east-side door |
| Other | Pendola Pass Observatory Key | Pendola Pass Observatory locked access |
| Other | Emperor Gateway Conduit | Fallen Emperor dungeon hatch |
| Codes | Ancient Fort Security Code | Ancient Fort Code Printer |
| Codes | Pilgrim’s Peak Security Code | Pilgrim’s Peak Code Printer |
| Codes | Raider’s Refuge Security Code | Raider’s Refuge Code Printer |
| Codes | Reinforced Reception Security Code | Reinforced Reception Code Printer |
| Codes | Expired Security Code | Opens nothing after extraction |
ARC Raiders All Keys and Keycards: What the 41 entries include
Twenty-one ordinary keys cover the five earlier maps. Riven Tides has ten keycards. Blue Gate Locked Gate provides four usable codes and one expired form, with Patrol Car, Raider Hatch, Power Rod and two Pendola Pass items completing the list. A temporary code isn’t a permanent room key, and a hatch key isn’t for opening ordinary loot doors.

ARC Raiders All Keys and Keycards: Which room or floor should you search?
For ARC Raiders All Keys and Keycards, remember that Communication Tower means a Pilgrim’s Peak basement, Buried City’s JKV card goes to Space Travel on floor four, and the Dam Testing Annex has two different ground-level locks. One Testing Annex Key opens one door only. The linked map-specific articles show where to enter and which stairs to climb.
ARC Raiders All Keys and Keycards: Hotel cards and special rooms
The seven Panorama Azzurro card numbers are 102, 107, 113, 205, 208, 311 and 404. Room 311 requires the outside eastern staircase tower; quest room 213 has no documented matching card. Crane House and the two Port Authority rooms use their own cards. Don’t bring a hotel card to a Port Authority door just because both are on Riven Tides.
ARC Raiders All Keys and Keycards: Locked Gate codes
Code Printers at Ancient Fort, Pilgrim’s Peak, Raider’s Refuge and Reinforced Reception supply the four temporary codes during Locked Gate. Submit each at the Gate Control Room terminals in the same raid. They expire upon extraction. Patch 1.22.0 changed the acquisition method, so older container-farming guides send players to the wrong interactions.
ARC Raiders All Keys and Keycards: Raider Hatch, Power Rod and Emperor
The Raider Hatch Key opens extraction when hatches are active. Shani’s new price is 9,000 Coins after October’s Cred removal; crafting takes one Advanced Electrical Components and three Sensors. The Power Rod opens a Dam Power Generation door. Pendola Pass Observatory has a separate key, while the Emperor Gateway Conduit opens the dungeon entrance.

ARC Raiders All Keys and Keycards: Key drops and loot
Ordinary keys are generally scavenging finds, including on maps other than their destination. Embark improved locked-room loot based on key rarity in Patch 1.22.0, but no room guarantees a particular blueprint or gun. Keys disappear after one unlock. Protect a valuable key in a Safe Pocket when possible and mark an extraction before visiting a locked room.
Use ARC Raiders All Keys and Keycards to identify a key, then open the destination guide for the actual door rather than checking every nearby room with a similar-looking lock.
Related Guides
Official source: Embark Flashpoint 1.22.0. Item names: ARC Raiders Wiki.
