Spaceport has four key types that lead to five practical room stops: Container Storage, Ground Control Tower, Shipping Warehouse, and two separate Trench Tower locations. The key-to-room matches are straightforward, but the exact door marker can be easy to miss because Spaceport’s interactive map separates locked rooms from underground markers.
Use the map’s locked-room filter, turn on show underground markers when a route leaves the surface, and treat “Ground Control” in video guides as the same destination the wiki calls “Ground Control Tower.”
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Every Spaceport key room at a glance
| Key | Destination | What to check |
|---|---|---|
| Container Storage Key | Container Storage | Use the locked-room filter; enable underground markers if the route drops below the surface. |
| Control Tower Key | Ground Control Tower | “Ground Control” in the video route refers to this same tower. |
| Warehouse Key | Shipping Warehouse | Look for the warehouse room marker, not the nearby Ground Control or Container Storage destinations. |
| Trench Tower Key | Trench Towers | The published route shows two Trench Tower stops, so check both tower markers. |
That gives Spaceport four named key types but five commonly routed stops because the Trench Tower destination is represented by two locations. No captured source establishes a different key for the second tower.
Unlock Spaceport before planning a key run
The Spaceport page on ARC Raiders Wiki describes Acerra Spaceport as the facility from which the Exodus shuttles once launched. Its map unlocks after you complete 12 rounds. Until that requirement is met, a key route may be impossible to verify in your own map interface even if you already possess a key.
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The page’s codex description reads: “Acerra Spaceport is a majestic testament to humanity’s past ambitions. This is where the Exodus shuttles, vessels of hope and desperation, once roared into the heavens, leaving a beleaguered Earth behind.” That setting explains why the map combines large surface structures with routes that can continue below ground.
Set up the interactive map
- Open the Spaceport map after the 12-round unlock condition is complete.
- Enable the map’s locked-room filter. This narrows the display to doors associated with keys instead of making you search every point of interest.
- Turn on show underground markers whenever the route appears to leave the surface. A key-room marker can be hidden from a surface-only view.
- Compare the marker’s structure name with the destination listed for your key before committing to a route.
The interactive map reports 1,835 markers in total, including 10 locked-room markers and four Raider Hatches. Those counts describe the current captured map and can change with a live-service update; they are useful for orienting yourself, not proof that every marker is a key door.
Container Storage: Spaceport Container Storage Key
The Container Storage Key opens a locked door in the Container Storage area. The destination is separate from Ground Control Tower and Shipping Warehouse, so do not use the nearest large building as a substitute for the named marker.
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- In the interactive map, select the locked-room filter.
- Pan to the Container Storage area and identify its locked-room marker.
- If the marker disappears when you follow the approach path, enable underground markers; the route may pass below the visible yard or building footprint.
- Carry the Container Storage Key into the marked room and use the interaction prompt at the locked door.
The map is the reliable way to resolve the final approach because the available source material does not publish a stable coordinate, landmark distance, or room-by-room diagram. A route that looks correct on the surface can still end at the wrong elevation if underground markers are disabled.
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Ground Control Tower: Control Tower Key
The Control Tower Key opens the Ground Control Tower. Naming varies by source: ARC Raiders Wiki uses “Ground Control Tower,” while the published video guide labels the stop “Ground Control.” They refer to the same destination, not two separate key rooms.
How to avoid the naming trap
- Search for Ground Control Tower when using the wiki or a map label.
- Accept Ground Control as the equivalent callout when following the video route.
- Do not spend the key at Container Storage or Shipping Warehouse simply because those structures are nearby on your route; confirm the tower name first.
Once the correct tower marker is selected, follow the locked-room route and interact with the marked door while holding the Control Tower Key. The available sources identify the destination but do not establish a fixed floor, entrance side, or coordinate, so the marker should take priority over a remembered screenshot from an earlier patch.
Shipping Warehouse: Warehouse Key
The Warehouse Key opens a door in the Shipping Warehouse. This is its own destination, distinct from both Ground Control Tower and Container Storage. Treat “warehouse” as the room objective rather than a general description of any storage building in the Spaceport complex.
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Finding the warehouse room
- Filter the map to locked rooms.
- Locate the Shipping Warehouse marker by name.
- Check the underground-marker setting if the approach line enters a lower level.
- At the marked door, use the Warehouse Key and confirm that the interaction prompt identifies the intended room.
Because no source provides a verified loot table or a permanent coordinate for this door, route by the current marker instead of relying on a fixed compass bearing. If a patch moves an entrance, the named locked-room marker is the part of the route most likely to remain useful.
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Trench Towers: Trench Tower Key
The Trench Tower Key opens a door to the Trench Towers. Unlike the other destinations, the published video guide lists two Trench Tower stops. Plan for both markers: the key is associated with the Trench Tower destination, but the first tower you reach may not be the stop shown in the route you are following.
Checking both tower locations
- Apply the locked-room filter and identify every Trench Tower marker currently shown.
- Turn on underground markers if either approach descends below the surface.
- Use the first tower marker that matches your route and test the locked door with the Trench Tower Key.
- If there is no matching door at that stop, continue to the second Trench Tower marker rather than assuming the key is invalid.
The two-stop routing is the important distinction. The available material does not establish that one tower has better loot, lower danger, or a different key requirement, so choose between them by your squad’s route and the live map rather than an unsupported ranking.
How to choose a route when the map shows several options
There is no verified room-by-room loot table or stable ranking for Spaceport’s key rooms in the captured sources. You can still make a disciplined choice by evaluating the factors that matter during your run:
- Route distance: Pick the marker that fits your current position and extraction plan. The map gives the practical distance; no published source supplies a permanent number.
- Exposure to ARC or player traffic: A direct path through a busy structure may be less attractive than a longer approach around the edge. Treat this as a run-time judgment, not a fixed property of a room.
- Key scarcity: If you have only one copy of a key, avoid spending it on a speculative detour. The sources name the key destinations but do not quantify drop rates or scarcity.
- Loot expectations: Do not assume one room is objectively best. No current captured source verifies a comparative loot ranking.
For a practical plan, mark the locked room first, then mark extraction. If the line between them crosses a lower level, enable underground markers before you start moving. This prevents a common failure in which a player reaches the correct building but searches the wrong elevation.
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Common problems and fixes
The Spaceport map is unavailable
Complete 12 rounds before expecting the Spaceport map to unlock. The unlock condition comes from the Spaceport page; a key in your inventory does not replace that progression requirement.
The locked-room marker is missing
Confirm that the locked-room filter is enabled. If the route enters a basement, tunnel, or other lower section, enable show underground markers as well. The interactive map explicitly provides that control because surface and underground points are not always visible together.
A guide says “Ground Control,” but the map says something else
Use the Ground Control Tower marker. The two names describe the same key-room destination in the available wiki and video references.
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Check the second Trench Tower marker. The video route treats Trench Towers as two stops, so a single failed approach does not establish that the key is wrong.
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The key does not open the door
Verify the destination before trying again: Container Storage Key for Container Storage, Control Tower Key for Ground Control Tower, Warehouse Key for Shipping Warehouse, and Trench Tower Key for either Trench Tower stop. Also confirm that you are at a locked-room marker rather than a Raider Hatch or another ordinary entrance.
Pre-departure checklist
- Spaceport is unlocked through the 12-round requirement.
- Your inventory contains the key matching the intended destination.
- The map’s locked-room filter is active.
- Underground markers are visible if the route changes elevation.
- For Trench Towers, both tower markers are included in your plan.
- Your extraction route does not depend on an unverified loot or danger ranking.
What may change after a patch
Key names, marker counts, room layouts, and approach routes are live-service details. Recheck the interactive map after updates instead of relying on an old coordinate or video timestamp. The current map snapshot records 1,835 total markers, 10 locked-room markers, and four Raider Hatches, while the destination mapping above is the stable information presently documented for Spaceport.
No available source verifies exact coordinates, room contents, drop rates, or a best-room ranking. Use the named marker and current map state for navigation, and treat any claim that one key room is always safer or more profitable as unconfirmed unless it is supported by fresh in-game evidence.
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