Subnautica is a gripping underwater survival game where you crash-land on an alien ocean planet and must piece together how to survive. The Aurora, the wrecked spacecraft you arrived on, holds some of the most valuable loot in the early game, but its emergency lockdown means every important room sits behind a keypad. This guide gives you every confirmed Aurora door code and exactly what waits behind each one.
All Subnautica Aurora Door Codes
Every code below works on the corresponding keypad door inside the Aurora. You only need to enter each code once per save file, as the door remains unlocked permanently afterward.
| Location | Door Code |
| Cargo Bay | 1454 |
| Cabin No. 1 | 1869 |
| Captain’s Quarters | 2679 |
| Lab Access | 6483 |
| Robotics Bay | 6666 |
Key point: The Robotics Bay code (6666) is associated with an unused area and does not lead to a normally explorable room in the standard game. The four codes you need for full exploration are 1454, 1869, 2679, and 6483.
What You Find Behind Each Locked Door
Knowing the codes is one thing, but knowing what you are unlocking makes the effort even more worthwhile. Here is a full breakdown of every reward behind each coded door:
| Location | Code | Rewards |
| Cargo Bay | 1454 | Supply crates, and potentially up to 3 Cyclops Engine Components |
| Cabin No. 1 | 1869 | Blue Cap cosmetic, Arcade Gorge Toy cosmetic |
| Captain’s Quarters | 2679 | Captain’s Log data download and story-related pickups |
| Lab Access | 6483 | 3 Large Sample Flasks, 1 Cylindrical Sample Flask, Microscope, Sample Analyzer, 2 Supply Crates |
Key point: Several of these rooms also contain important story lore, so be mindful of spoilers if you access them before reaching those points naturally through the game’s narrative.
How to Enter Aurora Door Codes
The process of entering a code is straightforward once you are standing at the right door. Here is exactly how it works:
- Locate the keypad panel positioned directly beside the locked door
- Hover your cursor over the keypad to interact with it
- Enter the four-digit code for that specific door
- The door opens immediately after the fourth digit is entered correctly
- The door remains unlocked for the rest of that save file, so you never need to re-enter it

What You Need Before Entering the Aurora
The door codes are only useful once you are already inside the ship, and getting there safely requires preparation. The Aurora sits on the far east side of the map and is easiest to spot by surfacing from the water. However, the ship is not safe to enter without the right equipment.
Here is everything you need to bring before boarding:
- Radiation Suit (required, as the Aurora emits heavy radiation throughout)
- Repair Tool (needed to repair the Drive Room and broken doors)
- Laser Cutter (required to access certain rooms including the Prawn Suit Bay and Black Box Terminal)
- Survival Knife (useful for dealing with Bleeders inside the ship)
- Propulsion Cannon or Repulsion Cannon (helps clear crates and barriers blocking hallways and the Lab entrance)
- Seaglide (required for navigating the submerged sections of the Aurora)
- Fire Extinguishers (several sections of the ship are still burning)
- First Aid Kits (bring plenty, as falling debris and enemies cause frequent damage)
Key point: You also need to wait for the Aurora’s engine to explode before you can board the ship at all. This happens automatically after a few in-game days, after which the ship becomes accessible for exploration.
Areas Worth Exploring Beyond the Coded Doors
Not everything valuable on the Aurora sits behind a keypad. Several areas hold important upgrades and items that you can access without a code, and these are worth visiting during the same run:
| Area | What You Find |
| Prawn Bay | Prawn Suit fragments, Storage Module for Seamoth (4×4 storage) |
| Seamoth Bay | Seamoth Depth Module Mk1, damaged Seamoth pieces |
| Drive Room | Cyclops Engine Efficiency Module |
Key point: Repairing the Drive Core in the Drive Room is a story-critical task. Completing it removes the radiation from the Aurora, meaning you can explore the ship afterward without needing a Radiation Suit equipped.
Quick Tips for Your Aurora Run
- Access the coded rooms early if you want an advantage. Using door codes does not break the game and simply gives you supplies ahead of schedule.
- Bring more First Aid Kits than you think you need. The ship is unpredictable, and debris falls without warning.
- Clear fires before exploring deeper areas. Several pathways are blocked by active flames that your Fire Extinguisher can handle quickly.
- The Captain’s Quarters is worth prioritising if you care about the story, as the Captain’s Log contains narrative details that add meaningful context to the game’s plot.
- Cabin No. 1 rewards are cosmetic only, so prioritise the Lab and Captain’s Quarters if resources are tight on your first run.







Leave a Reply