Subnautica Aurora codes open four specific wreck doors: 1454, 6483, 1869 and 2679. They do not replace a Laser Cutter, Repair Tool or Extinguisher. Pack those tools before leaving so the trip produces real progress.
Key points
- Cargo Bay 3 code: 1454.
- Lab Access code: 6483.
- Cabin No. 1 code: 1869.
- Captain’s Quarters code: 2679.
These combinations apply to Subnautica, not Below Zero. Each number works only on its matching door.
Subnautica Aurora codes: quick answer
| Aurora door | Code | Priority after opening |
|---|---|---|
| Cargo Bay 3 | 1454 | Follow the interior route and look for useful fragments. |
| Lab Access | 6483 | Check data and containers before moving on. |
| Cabin No. 1 | 1869 | Read PDAs without filling your inventory too early. |
| Captain’s Quarters | 2679 | Collect progression data and finish nearby scans. |

What to remember before entering the Aurora
- 1454 opens Cargo Bay 3.
- 6483, 1869 and 2679 open Lab Access, Cabin No. 1 and the Captain’s Quarters.
- The Repair Tool fixes Drive Room breaches.
- The Laser Cutter remains necessary for several routes.
- A Propulsion Cannon helps clear blocked paths.
Subnautica Aurora codes: gear and route
- Wait for the Aurora event and equip the Radiation Suit before approaching the wreck.
- Pack a Repair Tool, Laser Cutter, Scanner, at least one Extinguisher, water, food and medical supplies.
- Keep several inventory slots free for blueprints and modules.
- Place a beacon if you are travelling without a Seamoth.
- Put the Scanner in a quick slot before entering the wreck.
A Seamoth makes the trip easier, but it is not mandatory. A Seaglide and adequate supplies can handle the journey without one. The official Steam page identifies crafting, vehicles and oxygen management as core parts of Subnautica; the Aurora puts all three under pressure.

Priority order inside the wreck
Follow the ship’s interior rather than chasing codes in a theoretical order. Open Cargo Bay 3 when you reach it. In each room, scan vehicle fragments, modules and terminals before collecting common materials or decorations.
Repair the Drive Room breaches when your route reaches them. Before leaving, check batteries, medical supplies and missed scans. Deposit components at base before starting another long dive.
Common Aurora mistakes to avoid
Entering 2679 at the wrong door unlocks nothing. That code belongs only to the Captain’s Quarters. The same rule applies to 6483 and Lab Access: read the door label first.
Leaving without a Laser Cutter can end the trip early. You may know every code and still be stopped by a sealed route. Charge batteries before leaving base.
Staying in flooded rooms too long is another avoidable loss. Turn back when oxygen becomes a concern. A safe return with key scans is better than losing the entire run.
Track official series announcements through the Subnautica website and Unknown Worlds news page. You can also browse recent news, gaming articles and news topics on jeu.video.
Frequently Asked Questions
What are the Aurora door codes?Use 1454 for Cargo Bay 3, 6483 for Lab Access, 1869 for Cabin No. 1 and 2679 for the Captain’s Quarters.
Interact with the keypad on the named door and enter the four-digit number assigned to that room.
You are likely at another door, a cuttable door or a blocked path. Check the room name before entering the number again.
Bring a Repair Tool, Laser Cutter, Scanner, Extinguisher, charged batteries, water, food and medical supplies.
Several routes need cutting. Without it, you may have to abandon part of the wreck even when you know the codes.
Yes. A Seaglide, beacon and enough supplies make the trip possible, though a Seamoth makes oxygen management and the return easier.
Prioritize vehicle fragments, modules and terminals. Decorative items can wait for a later trip.
Follow the official Subnautica website and Unknown Worlds news for announcements.
Verified sources
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