Blue Gate Cellar Key Location in Arc Raiders

Blue Gate Cellar Key location in Arc Raiders: both mapped cellar doors at Trapper's Glade and the Ruined Homestead, the loot inside, and if it is worth it.

Category: Key & Keycard Locations ยท Updated 2026-08-02

The Blue Gate map in Arc Raiders with the Blue Gate Cellar Key locked doors marked at Trapper's Glade, west of Checkpoint
The Blue Gate. The 2 reticles mark the locked doors the Blue Gate Cellar Key opens, at Trapper's Glade, west of Checkpoint. The key itself is a random container drop.

Short answer

Where to find it and where to use it

The key has no fixed spawn. It comes out of searchable containers, the same drawers, desks, cabinets and lockers you are already clearing, and it can come off a player you kill who found one before you did.

The pins on the map above are the locks, not the key. That is the part most guides blur together. You find the key wherever the raid gives it to you, then walk to one of the marked cellars.

Two patterns show up consistently in community reports:

Night raids help. Community consensus is that rarer loot rolls more often at night, so a night run through a residential block is the better use of your time.

FieldValue
MapThe Blue Gate
RarityRare
Weight0.25
Sell value100 coins
Loot zone tagOrange
Doors we have mapped2

Note the rarity. This key was uncommon at launch and moved to rare in patch 1.7.0, so older guides calling it uncommon are just out of date.

What it unlocks

The in-game description is short: "A key to the cellar in Blue Gate." That undersells it slightly, because the key is not bound to a single door.

Trapper's Glade cellar (west). Head to Trapper's Glade, west of Checkpoint. The door sits just south-west of the nature marker, set against a small ruined building. It reads as scenery until you are standing on it.

Ruined Homestead cellar (south). This one has the better landmark. Go to the Olive Grove marker and look almost directly south, toward the Ruined Homestead. The hatch is up against a hill next to a rock wall, slightly west of the ruin itself. Two tells worth knowing: a caged shed on the hill above it, and a small ramshackle outbuilding nearby with bees audibly buzzing around it.

Both doors take the same key and both consume it. Players also report extra cellars near Raider's Refuge and along the road west of Ruined Homestead. Those are not on the map we use and we have not confirmed them, so treat one as a bonus, not a plan.

One practical annoyance: the interact prompt on these hatches is finicky. If you are standing on the door and nothing appears, step back a couple of feet and try a different angle before deciding you have the wrong building.

What is inside

Small and honest. A cellar is one room, and the container set is consistent across every report we checked:

Contents roll randomly, so your pull will vary. The realistic haul is crafting materials and mid tier gear: mechanical components, advanced electrical components, sensors, a Firm Reel, grenades. One guide reports pulling a Venator I pistol blueprint out of a cellar, but that is a single report and other write ups state flatly that blueprints are not part of the expected table. Do not plan around it.

Is it worth the detour

Only if a cellar is already on your route.

The key vendors for 100 coins, so opening a door beats selling it, and the trip is low risk next to anything in the tunnels. But a cellar will not pay for a cross map run, and it will not pay for the fight you take getting there. Both marked doors sit in open ground with clean sight lines, and the Ruined Homestead cellar is exposed to anyone holding the higher ground toward Olive Grove.

Treat it as an end of raid top up. If the key is in your pack, you are already south, and heading for Southern Valley Extract anyway, the Ruined Homestead cellar costs you about a minute. If you are up at Pilgrim's Peak with a full bag, leave it. The Communication Tower room and the Village building both pay better for the same walk.

How keys work in Arc Raiders

Four rules cover every key in the game:

  1. Single use. The key is consumed the moment the door opens. One key, one room, one raid.
  2. Lost on death. Go down carrying it and it goes with you. Move it to your Safe Pocket the second you find it.
  3. Rooms reset between raids. The loot rebuilds every raid, so the same door is worth opening again next run with a fresh key.
  4. Keys drop from containers and from players. Cabinets, drawers, desks and lockers are the source, and anyone you kill may already be carrying one.

The Safe Pocket rule is the one that costs people keys. Finding one and then dying with it in your main inventory is the most common way a promising raid turns into nothing.

Other keys on The Blue Gate

Frequently asked questions

Where do you use the Blue Gate Cellar Key?
It opens cellar doors on The Blue Gate, and we have two mapped. One is at Trapper's Glade in the west, just south-west of the nature marker and set against a small ruined building. The other is at the Ruined Homestead in the south, almost directly south of the Olive Grove marker, against a hill next to a rock wall.
Where does the Blue Gate Cellar Key drop?
There is no fixed spawn. It comes out of searchable containers such as drawers, desks, cabinets and lockers, and off players you kill. Community reports point at desk drawers in Ruby Residence and a second floor container in the Research and Administration building on Dam Battlegrounds as the most consistent spots.
What is inside the Blue Gate cellar?
One small room with a locker or two, a Security Breach container, an ammo box, a fridge or cabinet, and sometimes a weapon case. The realistic haul is crafting materials and mid tier gear rather than blueprints or legendary items.
Is the Blue Gate Cellar Key single use?
Yes. Every key in Arc Raiders is consumed when it opens a door, so one key opens one cellar in one raid. It is also lost on death unless you store it in your Safe Pocket, and the room resets between raids.
Is the Blue Gate Cellar Key worth using?
Only if a cellar is already on your route. It beats vendoring the key for 100 coins, but the haul will not pay for a cross map run or for a fight on the way. Treat it as an end of raid top up on your way to Southern Valley Extract.