Raider Hatch Key in Arc Raiders: How to Get One
The Raider Hatch Key location and crafting in Arc Raiders: the recipe, the vendor, the quests that grant one, and when a fast personal extract is worth it.
Category: Key & Keycard Locations ยท Updated 2026-08-02

Short answer
Where to find it and where to use it
Every other guide on this site starts with a door. This one does not, and that is the whole point.
There is no location. The Raider Hatch Key is not tied to a map, a building or a room. It opens Raider Hatches, and Raider Hatches are scattered across the maps as an alternative extract, tucked into old manholes, crevices and tunnel entrances. Our map image marks several hatches on Buried City as examples. Treat it as illustrative. The key works on all of them.
So the question is not where to find it, it is how to get one. There are four routes, and unlike a door key you do not have to leave it to chance.
What it unlocks
A Raider Hatch, which is an extraction, not a loot room.
| Detail | Value |
|---|---|
| Rarity | Rare |
| Weight | 0.01 |
| Value | 2,000 Coins |
| Map | Any |
| Uses | One, consumed on activation |
The weight is the quiet detail there. At 0.01 this thing costs you nothing to carry, so there is no argument for leaving it at home once you own one.
How the hatch works. Interact with the control panel while holding the key and the hatch opens. It stays open for roughly 10 to 15 seconds. It takes people through one at a time, so a squad stacked on the hatch can follow you down while a squadmate still crossing the street cannot. Downed players cannot use one at all. Activating it does not broadcast to the lobby the way some other extracts do, and the hatch terminals have no shutdown timer, which makes them useful late in a raid when other options have closed.
How to craft one
| Requirement | Detail |
|---|---|
| Station | Utility Station 2 |
| Skill | Traveling Tinkerer |
| Materials | 1x Advanced Electrical Components, 3x Sensors |
| Output | 1x Raider Hatch Key |
That is the current wiki recipe. You will find older guides quoting 50 Plastic Parts and 6 ARC Alloy at a base Utility Station. That recipe does not match the current item page and the skill requirement is missing from it entirely, so check your own bench rather than trusting a guide from an earlier patch.
The Traveling Tinkerer skill requirement is the real gate here. Until you have it, crafting is not an option no matter how many Sensors you are sitting on.
Where to buy one
Shani sells them. The wiki lists 100 Cred, capped at 2 per day.
Be aware that item databases disagree on this. At least one lists 9,000 Coins with a cap of 1 per day, and some older guides repeat that figure alongside a level 12 unlock. Cred and Coins are different currencies and these numbers almost certainly come from different patches. Look at the price on Shani's screen before you buy and go with what is in front of you.
Which quests give you one
Six quests each grant one Raider Hatch Key on completion:
- Cold Storage
- Hatch Repairs
- Mixed Signals
- Our Presence up There
- Paving The Way
- The Trifecta
Between those, the daily vendor stock and the crafting bench, this is the one key in the game you can reliably keep in supply. Everything else is a loot pool coin flip.
Is it worth 2,000 Coins of value
Look at the number again. Every other key in Arc Raiders is worth 100 Coins. This one is worth 2,000, and the game does not price things by accident.
What you are actually buying is a guaranteed exit. Most bad raids do not end because you lost a fight, they end because you won one, filled a bag, and then had to walk a known route to a known extract while everyone still alive knew you were doing it. A hatch removes that walk. You leave from wherever you are standing, quietly, in about fifteen seconds.
When it is clearly worth using:
- You are deep in a hot zone with a full bag and the nearest normal extract is a long, obvious walk.
- You are low, out of heals, and the alternative is a fight you will probably lose.
- You are running solo and there is nobody to trade shots with while you reposition.
- Late in a raid, when other options have thinned out and the hatch terminals have no shutdown timer.
When it is not:
- Early in a run with an empty bag. You are burning a key to skip a free walk.
- On a Locked Gate raid on The Blue Gate. That condition runs with no active Raider Hatches, so the key does nothing. Check before you pack one.
- When a normal extract is right there and quiet. Guides note hatches grant slightly less bonus experience than the elevator route.
How keys work in Arc Raiders
- Single use. The key is consumed the instant the hatch activates.
- Lost on death unless it is in your Safe Pocket, and it works directly from the pocket. This is where a hatch key lives, always.
- Not tied to a map. Unlike every other key, one key works on any hatch anywhere. There is nothing to match up.
- Not a loot pool gamble. Crafting, Shani and six quests all supply it, which is what separates it from every door key on this site.
Other keys
- Blue Gate Confiscation Room Key
- Dam Controlled Access Zone Key
- Patrol Car Key
- Riven Tides Crane House Keycard
Full list across every map: all Arc Raiders key locations. Map overviews: Buried City, Dam Battlegrounds, The Blue Gate, Riven Tides.
Frequently asked questions
- Where do you use a Raider Hatch Key?
- On any Raider Hatch, on any map. Unlike every other key in the game it is not tied to one door or one map. Our image marks several hatches on Buried City as examples, but the key works on all of them.
- How do you craft a Raider Hatch Key?
- At Utility Station 2 with 1x Advanced Electrical Components and 3x Sensors, and you need the Traveling Tinkerer skill unlocked. That is the current wiki recipe. Older guides list a plastic parts and ARC alloy recipe, which no longer matches.
- Can you buy a Raider Hatch Key?
- Yes, from Shani. The wiki lists 100 Cred with a limit of 2 per day. Some item databases list 9,000 Coins with a limit of 1 per day instead, so check the price in front of you before you commit.
- Which quests give you a Raider Hatch Key?
- The wiki lists six, each granting one key: Cold Storage, Hatch Repairs, Mixed Signals, Our Presence up There, Paving The Way and The Trifecta.
- Is a Raider Hatch a solo extract?
- One key opens it and it takes people through one at a time. The hatch stays open for roughly 10 to 15 seconds, so a stacked squad can follow through, but anyone lagging behind gets left. Downed players cannot use it at all.