Subnautica Aurora Guide — Door Codes, Entry & Loot

How to enter the Aurora in Subnautica: every door code (1454, 1869, 6483, 2679), the radiation suit requirement, what tools you need and all the loot inside.

Last Updated: August 13, 2026

Subnautica Aurora Guide — How to Enter, All Door Codes and Loot

The Aurora is the crashed Alterra capital ship on the far eastern edge of the map, and the single best source of mid-game blueprints in Subnautica. You cannot board it until its drive core explodes a few in-game days into the run, and you should not even approach it before that without a full Radiation Suit. Inside you'll find the four keypad door codes (1454, 1869, 6483, 2679), five Prawn Suit fragments, the Cyclops Engine Efficiency Module, and a dozen databoxes and supply caches. This guide covers the complete ship run: what to bring, the two entry routes, every code and what each room holds.

Here's what you'll learn:

  • When the Aurora opens up and why the Radiation Suit is mandatory
  • The full tool list for a single clean run
  • Every door code and where to find it
  • What's inside each room (Prawn Bay, Drive Room, Laboratory, Captain's Quarters)
  • All the fragments and free upgrades you can grab in one trip

The Aurora research vessel floating above the ocean
The Aurora research vessel floating above the ocean

Official resources: Steam store page · Official Subnautica Wiki — Aurora · IGN Subnautica page · Wikipedia — Subnautica

Per the official Subnautica Wiki: "The Aurora suffered orbital hull failure. Cause: unknown. Zero human life signs detected." The ship was struck by the Quarantine Enforcement Platform during a gravity slingshot maneuver around 4546B, which is what actually brought it down.

When Can You Enter the Aurora?

The Aurora's drive core detonates a few in-game days after you wake up — the PDA tracks the reactor's degradation over several days until the explosion blows a massive hole in the bow. Two things happen at that point:

  1. The interior becomes accessible. Before the explosion, the ship is sealed; you can swim around the exterior and collect supply crates, but you cannot get inside.
  2. The crash site floods with radiation. This is the real gate. Radiation damage ticks constantly unless you wear the full three-piece Radiation Suit (Helmet, Suit and Gloves), which is crafted from Fibre Mesh (2× Creepvine Sample) and Lead at the Fabricator. Per the official wiki's entry on the suit, all three parts must be equipped to fully negate the radiation.
Don't try to rush the ship before the explosion

The countdown takes a few in-game days regardless of what you do. Use that time to craft the Radiation Suit, Laser Cutter, Propulsion Cannon and Repair Tool — and to farm the Fibre Mesh and lead you need for them. Trying to approach the ship early just wastes oxygen, and the crash zone is patrolled by nine Reaper Leviathans.

Nine Reapers patrol the crash site, so your approach matters. The standard safe route: leave from the Safe Shallows nearest the ship, hug the hull at low depth with a Seamoth, and disembark in the shallow water under the entrance ramp — the ramp shields you from attack and the Reapers rarely swim that close to the entry points.

What to Bring Inside

The wiki's recommended equipment list for a full Aurora run:

Tool Why you need it
Radiation Suit (all 3 pieces) Mandatory — radiation otherwise ticks your health down
Repair Tool Repairs the 11 drive core breaches and the damaged wiring that opens the Seamoth Bay door
Laser Cutter Opens the sealed doors to the Prawn Bay, Laboratory and Black Box terminal
Propulsion Cannon Moves the crate barriers in the main hallway and Laboratory entrance; also pulls Bleeders off your arms
Fire Extinguisher Several fires block corridors; spares are scattered on site
Stasis Rifle Recommended — freezes Cave Crawlers, Bleeders and, in a pinch, a Reaper
Survival Knife / Thermoblade Kills Bleeders in the flooded sections
Seaglide Speeds up the submerged hallways
Seamoth The reliable way to travel to and from the ship

There are two entrances: the right-side doorway behind a Floodlight (blocked by crates, leads into the Laboratory) and the ramp in the torn front section (leads to the T-section with the Airlock sign). Both are in the exposed bow area of the wreck.

You cannot build inside the Aurora

Seabase pieces and interior modules cannot be placed anywhere inside the ship, even where there's floor space. Plan the run as a one-trip expedition with a full inventory, or make two passes. The exterior area around the ship does allow some exterior modules (like an Exterior Growbed).

All Aurora Door Codes

Four keypads lock the meaningful rooms. The codes are the same in every save, and each door stays open after you enter its code once. These come straight from the official wiki's Aurora page and are corroborated by Gamerant and Twinfinite's code guides:

Code Door How you get the code
1454 Cargo Bay 3 Abandoned PDA "Notes to self" in the Administration Office
1869 Cabin 1 (Living Quarters) Abandoned PDA "Sweet Offer" in the Canteen
6483 Laboratory Abandoned PDA "Lab Access" near the lab entrance
2679 Captain's Quarters Radio message received later in the game
About that "6483" claim on other sites

Plenty of older guides list 6483 as the Captain's Quarters code. It isn't — 6483 is the Laboratory code. The Captain's Quarters uses 2679, which arrives by radio and is the last door you'll unlock. Some guides also mention a fifth code, 6666, for the Robotics Bay; it is not documented on the official wiki, so treat it as unverified.

Inside the Ship, Room by Room

Administration Office

Shelves, batteries, a Prawn Suit poster, and the "Notes to self" PDA that gives you code 1454.

Cargo Bay

The floor ahead is collapsed — drop down into the exposed hallway below (or clear the crates with the Propulsion Cannon). At the end, a keypad door needs 1454. Inside: cargo crates, supply crates, forklifts, and — rarely — up to three Cyclops Engine Fragments in the large crates. A Propulsion Cannon fragment sits near the ramp on the way in.

Seamoth Bay

A door blocked by damaged wiring — fix the cable panels with the Repair Tool to enter. Mostly fragments and crates.

Drive Room

Four reactor assemblies covered in breaches; you must repair all 11 breaches with the Repair Tool. The flooded section is full of Bleeders (bring the Thermoblade or a Grav Trap). This is also where you pick up the Cyclops Engine Efficiency Module — it's sticking out of the upgrade console in the center of the room and costs nothing. Repairing every breach removes the radiation entirely after about three in-game days.

Locker Room

Lockers with loot; leads into the Prawn Bay.

Prawn Bay

A sealed door needs the Laser Cutter. Inside: five Prawn Suit fragments — four are all you need for the full blueprint, so this room alone completes the Prawn Suit. See our Prawn Suit guide for the build recipe and the arms that follow.

Laboratory

Opens with 6483. Inside: the storage room with sample flasks, a microscope and lab equipment to scan.

Living Quarters and Captain's Quarters

Cabins 1–3 with lore PDAs; Cabin 1 needs 1869 and holds a Blue Cap, a toy and a PDA. The Captain's Quarters (code 2679) holds the Aurora Miniature, the Captain's Log PDA on the bed, and a data terminal — the Black Box terminal behind it gives you access to the Aurora's blueprints.

Fragments and Loot Checklist

Everything worth grabbing on a single run:

  • Prawn Suit fragments — 5 in the Prawn Bay (Laser Cutter required)
  • Cyclops Engine Efficiency Module — free pickup in the Drive Room, arguably the best module in the game (detailed in our Cyclops guide)
  • Cyclops Engine Fragments — rare chance inside the Cargo Bay's big crates
  • Propulsion Cannon fragment — near the Cargo Bay ramp
  • Seamoth fragments — scattered in the bay areas
  • Databoxes and supply crates — batteries, first aid kits, water and titanium throughout; the ship's dispersal field around the wreck is also full of metal salvage and supply crates
  • Radiation-era upgrades — the Reinforced Dive Suit blueprint components you'll need for deep dives come from wrecks like this one
The one-trip strategy

Do the Aurora in a single, planned pass: enter through the right-side doorway, clear the Laboratory (6483) first for the scannables, then the Cargo Bay (1454), fix the drive room wiring, repair the 11 breaches, laser-cut the Prawn Bay, and save the Living Quarters (1869) and Captain's Quarters (2679) for last. Park the Seamoth in the shallow water under the ramp — not in the open — and keep a spare battery for the Seaglide.

FAQ

How do I get into the Aurora in Subnautica?

Wait for the drive core to explode a few in-game days after you start, craft the full Radiation Suit, then approach from the Safe Shallows side with a Seamoth. Two entry points exist in the torn bow section: the flooded right-side doorway (leads to the Laboratory) and the ramp up to the T-section airlock.

What are all the Aurora door codes?

Cargo Bay 3 is 1454, Cabin 1 is 1869, the Laboratory is 6483, and the Captain's Quarters is 2679. Each code is the same in every save and the doors stay unlocked once entered.

What is the Captain's Quarters code in Subnautica?

2679. It arrives as a radio message later in the game. The often-cited 6483 is actually the Laboratory code — check the PDA "Lab Access" before you key it in.

Do I need a Radiation Suit to enter the Aurora?

Yes. After the drive core explosion the crash site radiates at up to 400 sieverts per hour, and you take constant damage without the full three-piece Radiation Suit. Repairing all 11 drive breaches clears the radiation after three in-game days.

Where are the Prawn Suit fragments in the Aurora?

In the Prawn Bay, behind a sealed door that requires the Laser Cutter. Five fragments spawn there — scanning four completes the blueprint.

Last updated: August 13, 2026.

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