The Aurora remains the most imposing landmark on Planet 4546B. As the massive Alterra long-range capital ship that brought you to this ocean world, its wreckage is more than just a graveyard of high-tech metal; it is a treasure trove of blueprints, resources, and lore essential for your survival. However, the ship’s internal security systems locked down during the crash, leaving several critical areas inaccessible without specific four-digit passcodes.

Exploring the Aurora is a rite of passage in Subnautica. It is where you transition from a struggling castaway to a technologically empowered explorer. To save you the time of scouring through corrupted PDA data while your oxygen runs low, here are the essential Aurora door codes and a comprehensive guide to stripping the wreck of its most valuable secrets.

Quick Reference: All Aurora Door Codes

If you are standing in front of a keypad and just need the numbers, use the list below. These codes remain consistent across PC, console, and VR versions of the game.

  • Cargo Bay 3: 1454
  • Laboratory: 6483
  • Cabin No. 1: 1869
  • Captain’s Quarters: 2679
  • Robotics Bay: 6666

Note that while these codes unlock the physical doors, they do not bypass the environmental hazards inside. You will still need a variety of tools to navigate the fire, debris, and structural damage within the ship's hull.

Essential Preparation for the Aurora Mission

You cannot simply swim to the Aurora the moment you craft a Seaglide. The ship is surrounded by a lethal radiation field and guarded by some of the most aggressive fauna in the game. Before heading east toward the wreckage, ensure you have the following items in your inventory.

The Radiation Suit

Following the explosion of the Aurora’s drive core (which occurs early in the game), a massive radiation leak begins to contaminate the surrounding waters. You will receive a blueprint for the Radiation Suit automatically. You must wear the suit, the helmet, and the gloves to be fully protected. Attempting to board the ship without this gear will result in rapid health depletion.

The Repair Tool

Many of the Aurora’s doors are not locked by codes but are instead malfunctioning due to severed wiring. You will need the Repair Tool to fix these panels. Furthermore, the Repair Tool is mandatory if you intend to fix the breaches in the Drive Room to stop the radiation leak permanently.

The Laser Cutter

Several sealed doors on the ship can only be breached by cutting through them. Without a Laser Cutter, you will find yourself blocked from the Prawn Suit Bay and several auxiliary storage rooms. This tool requires Diamonds to craft, so ensure you have visited the Mountain Island or the Jellyshroom Caves before your Aurora run.

The Propulsion Cannon

The entrance to the Aurora is cluttered with heavy crates and debris that your character cannot move by hand. While it is technically possible to jump over some obstacles, the Propulsion Cannon makes the process significantly easier. It is also an excellent defensive tool against the swarms of Bleeders and Cave Crawlers found inside.

Survival Basics

Bring at least two Fire Extinguishers. While you can find some inside the ship, the fires in the entry hallway and the Engine Room can be overwhelming. Additionally, pack high-calorie food and at least two large filtered water bottles. The Aurora is massive, and you do not want to leave halfway through because you are starving.

Navigating to the Entrance

The Aurora is located on the eastern edge of the map. The safest way to approach it is to head toward the middle of the ship’s side and then follow the hull toward the front (the destroyed section). Do not approach from the very rear or the far front in deep water, as these areas are the primary patrol zones for Reaper Leviathans.

Listen for the roar of the Reaper. If you hear it clearly, it means the creature has detected you. Stay close to the ship’s metal plating and move toward the ramp-like wreckage that leads out of the water near the front. Once you are on the metal ramps, you are safe from the leviathans.

The Cargo Bay (Code: 1454)

The Cargo Bay is usually the first locked room you encounter if you enter through the lower deck. This area is vital for players looking to build the Cyclops submarine. Inside, you will find numerous supply crates containing titanium, water, and nutrient blocks. More importantly, this bay often houses fragments for the Cyclops Engine. Scanning these is a major milestone in your progression. Use code 1454 at the terminal near the large bay doors.

The Laboratory (Code: 6483)

The Laboratory is tucked away and easily missed if you are rushing toward the Prawn Bay. Accessing it with code 6483 reveals a room filled with scientific equipment and lore. While it doesn't offer massive vehicle upgrades, it provides essential background on Alterra’s mission. You can find several decorative items here, such as the Microscope and Sample Flasks, which you can use to decorate your own habitat later. There is also a data terminal containing information about the ship's trajectory before the crash.

The Prawn Suit Bay

This area does not require a code, but it is perhaps the most important room in the entire ship. To enter, you will likely need to use your Laser Cutter on a sealed door or your Repair Tool on a broken console. Inside the Prawn Suit Bay, you will find several damaged Prawn Suits hanging from the ceiling. Scanning these will give you the full blueprint for the Prawn Suit (Pressure Reactive Armored Waterproof Suit).

Before leaving this room, check the upper ledges. There is an upgrade module for the Seamoth (the Storage Module) sitting in one of the consoles. This allows your Seamoth to carry items, which is incredibly useful for long-range resource gathering.

The Crew Quarters and Cabin No. 1 (Code: 1869)

As you move into the living areas of the ship, the atmosphere shifts from industrial to personal. The Crew Quarters consist of several small rooms and a cafeteria. Most rooms are open, but Cabin No. 1 requires the code 1869.

Inside Cabin 1, you will find personal belongings of the crew, including a decorative blue cap and an Arcade Gorge toy. While these are cosmetic, they add a layer of humanity to the tragedy of the Aurora. You will also find PDAs that detail the final moments of the crew, providing clues to the whereabouts of other escape pods.

The Captain’s Quarters (Code: 2679)

The Captain’s Quarters is the most protected room on the ship. The code 2679 is actually sent to your radio late in the game by Alterra HQ, but if you have it early, you can enter whenever you wish.

Inside, you will find a data terminal with the "Neptune Escape Rocket" blueprints. This is the most critical piece of information in the game, as the Neptune Rocket is your only way to leave Planet 4546B and complete the story. There is also a miniature model of the Aurora and a Captain's log PDA. Getting these blueprints early doesn't break the game, as you still need a massive amount of high-tier resources to actually build the rocket.

The Drive Room: Repairing the Radiation Leak

While the codes get you into the rooms, the Drive Room is where you solve a global problem. The room is filled with fire and the water is highly irradiated. Once you put out the fires and swim into the water, you will see the massive drive cores with sparks flying out of them.

There are 11 breaches in the drive core tubes. You must find and repair every single one of them using your Repair Tool. As you fix them, the geiger counter sound will diminish. Once all 11 are sealed, the radiation leak will stop. After several in-game days, the radiation around the Aurora and the rest of the map will dissipate, eventually allowing you to explore the area without a Radiation Suit (though you should still keep it in a locker just in case).

Hidden Paths and Secondary Entrances

The Aurora is designed with multiple layers. If a path seems blocked by fire that you cannot extinguish, look for a vent or a small opening near the floor. Often, the Propulsion Cannon can be used to move a single crate that reveals a crawlspace.

There is also an underwater entrance located near the front of the ship. If you swim underneath the wreckage near the main entrance, you can find a submerged path that leads directly into the Laboratory or the Cargo Bay. This path is often infested with Bleeders—small, parasitic creatures that latch onto your arm and drain your health. Use your survival knife to quickly remove them.

Tactics for Dealing with Interior Threats

Cave Crawlers

These multi-legged scavengers are more of a nuisance than a genuine threat, but they can be annoying when you are trying to input a code. You can kill them with a single strike of the survival knife, or better yet, use the Propulsion Cannon to launch them into the walls or out into the ocean.

Bleeders

Bleeders are found in the submerged sections, particularly near the Drive Room. They are small and fast. If one latches on, don't panic. Click your primary attack button to punch it or use your knife to kill it. Always check your health after a Bleeder attack, as they can drain a significant amount in a short time.

Fire Hazards

Fire in the Aurora is static, meaning it won't spread, but it will kill you very quickly. Don't try to run through it. Always use a Fire Extinguisher to clear a path. If you run out of extinguishers, check the nearby crates; the game usually provides enough to get through the main corridors.

The Black Box Data

In the Auxiliary Communications room, which requires a Laser Cutter to enter, you can find the Aurora’s Black Box. Downloading this data provides the flight recorder logs. This is essential for the lore, explaining exactly why the ship was pulled out of orbit. It confirms that the Aurora wasn't just hit by a random meteor but was targeted by an energy pulse from the planet's surface.

Post-Aurora Checklist

Once you have used all the codes and explored the ship, you should have the following:

  1. Prawn Suit Blueprints: The full set.
  2. Neptune Escape Rocket Blueprints: Found in the Captain's Quarters.
  3. Cyclops Engine Fragments: Usually 2 or 3 of them.
  4. Seamoth Depth/Storage Modules: Free upgrades found in consoles.
  5. Stopped Radiation: By repairing the 11 breaches.

With these items, you are ready to venture into the deeper biomes like the Blood Kelp Zone, the Grand Reef, and eventually the Lost River. The technology you scavenge from the Aurora is the foundation for everything you will build in the mid-to-late game.

Final Tips for Efficiency

  • Empty your inventory: Before going to the Aurora, leave all unnecessary tools and resources at your base. You will find a massive amount of water, food, and batteries inside the ship. You need the inventory space for the unique decorative items and fragments.
  • Oxygen Management: Some parts of the ship, especially the path to the Black Box and the lower Lab pipes, are submerged. Bring a High Capacity O2 Tank. It is easy to get disoriented in the dark, rusted hallways of the Aurora.
  • Light: The Flashlight is much better than the Seaglide light for searching small corners. Use it to find the PDAs that are often hidden under desks or behind crates.

By using the Aurora Subnautica codes—1454, 6483, 1869, 2679, and 6666—you effectively bypass the need to hunt for PDAs in dangerous areas, allowing you to focus on the high-value loot and narrative progression. The Aurora is a daunting structure, but with the right tools and these codes, you can master its challenges and secure your future on Planet 4546B.