ARC Raiders All Keys and Door Locations: Complete Keycard Guide
Find every current ARC Raiders key and locked-room location across Dam Battlegrounds, Buried City, Blue Gate, Spaceport, and Stella Montis, with safer routes and extraction tips.
Keys in ARC Raiders are small, rare, and easy to waste when a room description is vague. This CFNBoost guide turns the current keycard pool into a practical map-by-map reference, then adds a simple decision system for when to use a key, when to keep it in a safe pocket, and how to survive the room after the lock opens.
ARC Raiders Keys Quick Summary
- There are 21 known keys and access cards spread across the five original maps, with several doors inside high-traffic landmarks.
- Keys are random drops and do not stack, so carry only the keys that match the route you can realistically complete.
- Purple or Epic keys usually have a better chance at blueprints and valuable loot, while green keys can still deliver useful materials and upgrades.
- Night Raids and major map conditions can improve the value of a locked room, but they also make the approach more dangerous.
- Open the door from cover, listen for campers, and leave after the key has paid for itself instead of forcing every nearby room.
The tables below use landmark names as navigation anchors. The final approach can change with spawns and lobby pressure, so use the map, audio cues, and extraction plan together instead of running directly through the most obvious entrance.
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ARC Raiders Map Keys
- 32 named keys and keycards
- Exact key quantity
- Piloted or Self-play
ARC Raiders Weapons
- 19 named weapon pairs
- 2 weapons in each pack
- Choose your delivery
ARC Raiders Weapon Mods
- 18 named attachment packs
- 3 identical mods per pack
- Piloted or Self-play
ARC Raiders Close Scrutiny Events
- Close Scrutiny Packages
- Optional Vaporizer Kills
- 1–10 Event Runs
Keys and Door Priorities at a Glance
Best keys by goal
| Goal | Strong options | Why |
|---|---|---|
| Best loot ceiling | Stella Montis Archives, Buried City Town Hall | Large rooms with weapons, trinkets, materials, and blueprint chances. |
| High-risk PvP reward | Dam Control Tower, Spaceport Control Tower, Blue Gate Confiscation Room | Excellent loot, but entrances and exits are easy to contest. |
| Safer solo value | Buried City Hospital, Blue Gate Cellar, Spaceport Warehouse | Clear landmarks with cover and a more manageable rotation. |
| Weapon-focused run | Blue Gate Cellar, Dam Control Tower, Spaceport Trench Towers | Good chance to find weapons or a full building of loot. |
| Night Raid value | Stella Montis Archives, Spaceport Warehouse, any high-tier key room | Map conditions can improve loot quality, but increase pressure. |
How Keys Work
Keys are random drops. A locked zone is not guaranteed to contain a key, and a key room is not guaranteed to pay out every time. Keys are single-use and occupy a full inventory slot, so the right question is not “can I open this?” but “can this raid safely convert the key into an upgrade?”
Key rules
| Rule | Practical meaning |
|---|---|
| Random drop | Loot containers across the map; do not expect a key from one named zone. |
| Single-use | The key is consumed when the door opens, so preview the route before inserting it. |
| No stacking | Keys compete with materials and weapons for inventory space. |
| Rarity matters | Higher rarity usually means better loot odds, not a guaranteed blueprint. |
| Door risk | The room can be camped, trapped, or already looted by another player. |
| Map condition bonus | Night Raids and major modifiers can improve value while raising the danger. |
Dam Battlegrounds Key Locations
Dam keys reward players who understand the building layout. The Control Tower is the headline target, but the quieter rooms can be more efficient when the lobby is busy. Approach from cover and keep a second extraction route in mind before entering a building with one obvious exit.
Dam keycard rooms
| Key | Door location | Loot and risk |
|---|---|---|
| Dam Surveillance Key | Water Treatment Control | Useful materials and a chance at a weapon case; watch the alarm gate. |
| Dam Staff Room Key | Research & Administration | Staff and medical/trinket loot; the building has several guarded approaches. |
| Dam Testing Annex Key | Testing Annex | Two ground-floor doors; popular location with campers near the roof and extraction. |
| Dam Control Tower Key | Control Tower | Rare materials, weapons, and a possible security locker; one exit is frequently watched. |
- Place the key in a safe pocket before crossing the final open lane.
- Scan windows, rooftops, and rappel shafts before interacting with the door.
- Use mines or another warning tool when the room has only one exit.
- Loot the room and one adjacent fallback area, then rotate instead of holding the building.
Buried City Key Locations
Buried City has several strong interior rooms. The Town Hall offers the biggest volume, while the Hospital and Grandioso Apartments are easier to understand on a first key run. Clear the building around the door before you spend the card; a locked room is rarely worth opening while another squad is already inside the landmark.
Buried City keycard rooms
| Key | Door location | Loot and risk |
|---|---|---|
| Buried City Hospital Key | Hospital | Medical loot and a guarded interior near the Library entrance. |
| JKV Employee Access Card | Space Travel, fourth floor | Weapons and weapon mods in a surprisingly strong green-key room. |
| Residential Master Key | Grandioso Apartments or Main Street | Two possible uses; Grandioso has trinkets, nature loot, and weapons. |
| Buried City Town Hall Key | Town Hall | Unlocks a whole building with a large loot volume; central PvP is common. |
Blue Gate Key Locations
Blue Gate has a mix of reliable rooms, puzzle-adjacent doors, and high-traffic underground areas. The Cellar west of Ruined Homestead is a strong value pick for a quieter run, while the Confiscation Room can pay out but demands a combat-ready approach.
Blue Gate keycard rooms
| Key | Door location | Loot and risk |
|---|---|---|
| Communication Tower Key | Pilgrim’s Peak | Electrical loot on the ground floor; popular area with modest room value. |
| Confiscation Room Key | Security Wing | Epic room underground with strong loot and heavy PvP pressure. |
| Village Key | Village | Quiet room with limited loot and a possible weapon case. |
| Cellar Key | West of Ruined Homestead | Weapons, blueprints, grenades, and healing items with fewer camping spots. |
| Patrol Car Key | Traffic Tunnel | Opens an armored vehicle; exposed tunnel with limited loot but useful weapon farming. |
Spaceport Key Locations
Spaceport key rooms are concentrated around vertical structures and warehouses. The Trench Towers can unlock an entire building, while Control Tower A6 is a high-reward route that is safest when your squad has mines, cover, and a clear extraction call.
Spaceport keycard rooms
| Key | Door location | Loot and risk |
|---|---|---|
| Trench Tower Key | North or South Trench Tower | Two possible doors and a large building full of loot; ziplines can reveal an approach. |
| Container Storage Key | Container Storage | Upper-floor room with multiple attack angles; check whether the area is already looted. |
| Control Tower Key | Control Tower A6 | Excellent loot and roof access; rappel shaft and PvP make it a high-risk play. |
| Warehouse Key | Shipping Warehouse | Second-floor room and a calmer early rotation; especially useful during a Night Raid. |
Stella Montis Key Locations
Stella Montis has fewer rooms, but the best doors can be extremely profitable. Archives is the premium blueprint and trinket target, while Assembly and Lobby are more contested because player routes naturally converge there.
Stella Montis keycard rooms
| Key | Door location | Loot and risk |
|---|---|---|
| Archives Key | Cultural Archives storage room | High density of trinkets, grenades, weapons, and blueprint chances. |
| Assembly Admin Key | Central Corridor | Worth opening, but the Assembly is populated throughout the raid. |
| Medical Storage Key | Medical Research | Medical loot in a PvP-active location with dangerous ARC pressure. |
| Security Checkpoint Key | Lobby | Guns, gun mods, and parts; the stairs and bridge create easy grenade angles. |
Keep your key runs moving
ARC Raiders Map Keys
- 32 named keys and keycards
- Exact key quantity
- Piloted or Self-play
ARC Raiders Weapons
- 19 named weapon pairs
- 2 weapons in each pack
- Choose your delivery
ARC Raiders Weapon Mods
- 18 named attachment packs
- 3 identical mods per pack
- Piloted or Self-play
ARC Raiders Close Scrutiny Events
- Close Scrutiny Packages
- Optional Vaporizer Kills
- 1–10 Event Runs
Before You Spend a Key
- Read the key description and match it to the correct map and landmark.
- Check whether the door has one exit, a rappel shaft, or a long exposed approach.
- Move the key to a safe pocket before entering the danger zone.
- Listen for doors, ziplines, footsteps, turrets, and ARC aggro around the building.
- Loot the room quickly, close the door when possible, and choose the nearest safe extraction.
- If the landmark is already contested or opened, save the key for another run.
Route Choice by Key Type
Key route decisions
| Situation | Recommended decision | Reason |
|---|---|---|
| Solo with a green key | Use Hospital, Warehouse, Village, or JKV Employee Access. | The route is easier to understand and the loss is manageable. |
| Purple key with a squad | Try Archives, Town Hall, or a Control Tower. | A team can watch entrances while one player opens the door. |
| Night Raid active | Use Archives, Warehouse, or another high-value room with an exit nearby. | The loot upside improves, but you need a clean retreat. |
| No safe extraction nearby | Keep the key. | The room cannot pay for a lost loadout if you cannot leave. |
| Door already opened | Loot surrounding rooms or rotate away. | Do not spend a second key on a room with no remaining value. |
Common Keycard Mistakes
- Carrying multiple keys into a raid when one route is enough.
- Using a key because the room is nearby without checking whether the landmark is contested.
- Forgetting that keys are single-use and do not stack.
- Entering a Control Tower without mines, cover, or a plan for the rappel shaft.
- Opening a door from the exposed side instead of approaching through the building.
- Assuming a purple key guarantees a blueprint or perfect weapon.
- Ignoring Night Raid and Dynamic Event modifiers when planning the value of the run.
- Looting slowly after opening the room and giving another squad time to arrive.
ARC Raiders Keys and Doors FAQ
How many keys are in ARC Raiders?
The current route reference lists 21 usable keys and access cards across the five original maps.
Are ARC Raiders keys permanent?
No. Keys are single-use and are consumed when you open the matching door.
Do keys stack in the inventory?
No. Each key takes its own inventory slot, so carry only the card that fits your route.
Where do keys drop?
Keys are random loot drops and can appear in many lootable spots, including unmarked containers.
What are the best key rooms?
Stella Montis Archives and Buried City Town Hall have excellent loot volume; Control Towers can be strong but are much riskier.
Should I use keys during a Normal raid?
Usually save the highest-value keys for Night Raids or major map conditions, unless you are still building your first serious loadout.
Can I open a key door without a key?
The old door glitch is no longer a reliable method; plan to bring the correct card.
Should I bring more than one key?
Only if your augment has enough safe pockets and your route can realistically visit multiple rooms.
Do higher-rarity keys guarantee better loot?
No. They improve the odds of valuable loot, but every room still has variance.
What should I do after opening a room?
Loot quickly, check the nearest fallback, and extract before the noise attracts another squad.
Sources and Patch Context
Keys, room layouts, map conditions, and loot tables can change after updates, so confirm the live description before spending a rare card.
- ARC Raiders official site: https://arcraiders.com/