Accessing the Aurora is a pivotal moment in any Subnautica playthrough. This massive Alterra starship, now a decaying hulk on the surface of Planet 4546B, contains the blueprints and resources necessary to progress from basic survival to advanced deep-sea exploration. However, the ship is not a welcoming place. Its corridors are blocked by fire, debris, and high-security doors that require specific passcodes found in scattered PDA logs.

While discovering these codes through environmental storytelling is part of the experience, having a reliable reference speeds up the process, allowing for more efficient resource gathering. Below is the definitive list of access codes for the Aurora as of 2026, followed by a comprehensive guide on how to survive the wreck and what to look for inside.

Master List of Aurora Door Codes

For those who need a quick reference while standing in front of a keypad, here are the validated codes for the primary locked sections of the ship:

  • Cargo Bay 3: 1454
  • Cabin 1 (Living Quarters): 1869
  • Captain’s Quarters: 2679
  • Laboratory Access: 6483
  • Robotics Bay: 6666

Entering these codes once will permanently unlock the doors for the duration of the current save file. It is worth noting that these codes remain consistent across all standard game modes, including Survival, Freedom, and Hardcore.

Essential Gear for Aurora Exploration

Approaching the Aurora without the proper equipment is a recipe for a quick trip back to the Lifepod. The environment is hostile, characterized by high radiation, extreme heat, and aggressive fauna. Before swimming toward the massive bow of the ship, ensure the following items are in the inventory:

Radiation Suit

Following the Aurora's drive core explosion, the area surrounding the ship is heavily irradiated. Without a full Radiation Suit (including the helmet and gloves), health will deplete rapidly. The blueprint for this suit is automatically unlocked once the drive core explodes. Crafting it requires Lead and Fiber Mesh. Even after repairing the core later in the mission, the suit is recommended until the radiation levels naturally dissipate over time.

Repair Tool

The Aurora is falling apart. Many doors have fried circuitry that prevents them from opening, even if the code is known. The Repair Tool is necessary to fix these panels. Additionally, its primary use is inside the Drive Room, where multiple breaches in the reactor cores must be sealed to stop the radiation leak.

Laser Cutter

Several doors within the ship are sealed shut or jammed by structural failure. A Laser Cutter is the only way to bypass these obstacles. It requires a Battery, Titanium, Crystalline Sulfur, and Diamond to craft. Without this tool, access to the Prawn Suit fragments and the Black Box terminal is impossible.

Propulsion Cannon

The corridors of the Aurora are littered with crates, desks, and debris. While some can be jumped over, the main entrance and certain laboratory paths are completely blocked. The Propulsion Cannon (or the upgraded Repulsion Cannon) is used to move these objects out of the way. It is particularly useful for clearing the path to the lower deck entrance.

Fire Extinguishers

Fire is everywhere. While the ship provides several fire extinguishers scattered near doorways, bringing at least one full extinguisher from the base is a safe bet. Navigating the Living Quarters and the Drive Room is significantly easier when the flames are suppressed.

Seaglide

The Aurora is massive. The Seaglide provides the necessary speed to move between sections and, more importantly, to evade the Reaper Leviathans that patrol the waters surrounding the ship.

Reaching the Aurora Safely

The most dangerous part of the journey is the approach. The ship is surrounded by deep water, and the bow—where the primary entrance is located—is the territory of a Reaper Leviathan.

To minimize risk, approach the ship from the side rather than the rear or the direct front. Head toward the middle of the ship's length and then swim along the hull toward the front (the destroyed section). Stay close to the metal surface. The Reaper generally patrols the open water and the very front tip of the wreckage. Once the twisted metal of the internal structure is visible, move quickly into the shallow debris field where the large predator cannot follow.

There are two main entry points: the lower deck (blocked by crates) and the upper deck (accessible by walking up a tilted metal ramp). Both lead to the same internal network, but the lower deck is generally the faster route to the Cargo Bay.

Detailed Room Walkthrough and Loot Guide

Cargo Bay 3 (Code: 1454)

The Cargo Bay is usually the first locked room encountered if entering through the lower section. After clearing the crates with a Propulsion Cannon, the keypad is located on the right side of the door.

Inside, the primary focus should be on scanning fragments. This room often contains pieces of the Cyclops Engine, which are essential for building the massive submarine later in the game. Aside from fragments, the bay is filled with supply crates containing nutrient blocks, filtered water, and batteries. These resources are helpful for sustaining a long exploration session without returning to a sea base.

The Seamoth Bay

While not requiring a numerical code, the Seamoth Bay is often blocked by a door that needs a Repair Tool. This room is a goldmine for early-game players. It typically contains a Seamoth Depth Module MK1, which allows the small submersible to dive deeper immediately. There are also fragments of the Seamoth scattered around, which can be scanned for Titanium if the blueprint is already unlocked.

The Drive Room

This is perhaps the most important room for the planet's ecosystem. The Drive Room contains the leaking reactor cores. There are 11 breaches in the reactor pipes that must be fixed using the Repair Tool.

Repairing the core provides two major benefits:

  1. Radiation Removal: After a few in-game days, the radiation surrounding the Aurora will vanish, allowing the player to swap the Radiation Suit for more specialized gear like the Reinforced Dive Suit or the Stillsuit.
  2. Cyclops Engine Efficiency Module: This module is found in a data terminal within the room and is critical for long-distance travel in the Cyclops.

Be careful in the water-filled sections of the Drive Room; Bleeders are common here. These small parasites will latch onto the player's arm and drain health. A quick strike with a survival knife will remove them.

Prawn Suit Bay

Following the corridor past the Seamoth Bay leads to the Prawn Suit Bay. This area is heavily damaged and partially submerged. To enter, use the Laser Cutter on the sealed door.

This room is the only place where the Prawn Suit (Pressure Reactive Atmospheric Waterproof Suit) can be fully scanned. There are usually four large fragments suspended from the ceiling or sitting in the water. Scanning all of them unlocks the blueprint for the game's most powerful walking vehicle. Don't miss the storage locker at the back, which often contains a Prawn Suit Storage Module.

Living Quarters (Cabin 1 Code: 1869)

Up the stairs from the Prawn Suit Bay are the crew quarters. This area is more about lore and cosmetic items than raw survival resources.

Cabin 1, accessed with code 1869, was the room of a crew member involved in the ship's maintenance. Inside, you can find the Blue Cap and the Arcade Gorge Toy. While these don't offer survival advantages, they can be used to decorate a custom sea base. There are also several PDA logs that flesh out the final moments of the crew before the crash.

Captain’s Quarters (Code: 2679)

The Captain's Quarters is the most significant room in the Living Quarters section. The code 2679 is typically transmitted to the player via the radio as part of the main story progression, but it can be entered at any time.

Inside, the player will find a data terminal containing the Neptune Escape Rocket Blueprints. This is the ultimate goal of the game—the blueprints for the vessel required to leave Planet 4546B. Additionally, the room contains a miniature model of the Aurora and an Aurora poster, both of which are unique decorative items.

The Laboratory (Code: 6483)

The Lab is located behind a door in the science wing, often reached through a hidden path involving a Laser Cutter or by navigating through the Black Box room. The code 6483 provides access to a room filled with scientific equipment.

Key items include:

  • Data Terminal: Contains lore regarding the Aurora's mission and the Alterra Corporation.
  • Repulsion Cannon Blueprint: Sometimes found here if not already discovered elsewhere.
  • Microscopes and Lab Equipment: Purely decorative items for base building.
  • Analysis Instruments: These provide background on the biological research conducted by the crew.

Managing Hazards Inside the Aurora

Beyond the Reaper Leviathan outside, the interior of the ship presents several recurring threats that require constant attention.

Fire and Oxygen

Fires in the Aurora do more than just block the path; they consume oxygen. When standing near large flames, the oxygen meter will deplete faster. Use fire extinguishers to create a clear path. It is not necessary to extinguish every flame in the ship, only those blocking doorways or terminals.

Bleeders and Cave Crawlers

  • Bleeders: Found in the submerged sections of the Drive Room and the lower pipes. They are small and easy to miss until they attach. If one latches on, use the 'use' key or a knife to kill it.
  • Cave Crawlers: These spider-like scavengers roam the dry corridors. They are more of a nuisance than a lethal threat, but in large groups, they can whittle down health. A single strike with a survival knife or a blast from the Propulsion Cannon is enough to deal with them.

Structural Stability

The Aurora is prone to shaking and localized explosions. These are scripted events and generally do not cause damage unless the player is standing directly next to a sparking electrical panel. However, the debris can shift, potentially trapping a player who is not paying attention to their exit route.

Timeline of Exploration

Exploration of the Aurora is best done in two phases.

Phase One should occur as soon as the Radiation Suit and a basic Seaglide are available. The goal is to enter, grab the Seamoth modules, and scan as many fragments as possible. During this phase, survival is the priority, as the player likely has limited oxygen tanks.

Phase Two should occur once the Laser Cutter and Propulsion Cannon are crafted. This is the "deep dive" into the ship where the player repairs the drive core and accesses the Captain's Quarters and the Laboratory. With a High-Capacity O2 Tank, the player can spend more time exploring the side rooms and collecting every available PDA and cosmetic item.

Conclusion: The Aftermath of the Aurora

Once all codes have been used and the drive core is repaired, the Aurora serves as a landmark rather than a destination. The radiation will clear, the Reaper Leviathans will remain (so caution is still advised), and the player will be equipped with the blueprints necessary to reach the deepest parts of the ocean. The Neptune Rocket blueprints found in the Captain's Quarters represent the beginning of the endgame, shifting the focus from survival to escape.

Gathering the codes is a small but vital part of the Subnautica experience. By using 1454, 1869, 2679, 6483, and 6666, the secrets of the Alterra flagship are laid bare, providing the tools needed to conquer the depths of 4546B.