Time: 2025-11-23 by mmojugg Game: ARC Raiders Guide Tags: Arc Raiders Update 1.3.0

Ready to gear up swiftly in ARC Raiders after the fresh 1.3.0 update? Dive into these proven routes for every map, optimized for the latest balance tweaks like boosted Aphelion drops. Bookmark for your next raid and swing by our ARC Raiders Shop for Coins, Map Keys, Weapons, Materials, Blueprints, and Boosting Services to skip the early grind.
Starting from scratch? Prioritize batteries—they're key for crafting blue shields via your Refiner at level 2. Pair one ARC Circuitry (harvested from ARC kills) with four batteries for a solid defense setup, skipping PvP risks entirely.
Hunt Prospecting Probes for Broken ARC Circuitry, refinable into ARC Alloy. For quick heals, harvest Great Mullen bushes along rivers. Red lockers in industrial or security zones drop attachments fastest, while cabinets offer versatile pulls like keys and basics.
Item | Source | Use |
|---|---|---|
Electrical substations, field depots | Blue shield crafting, augments | |
ARC kills + Refiner | Shields, components | |
Server rooms | Electrical components for augments | |
Server rooms, puzzles | Higher-tier augments | |
Various high-loot rooms | Showstopper utilities | |
Attachments | Research areas, red lockers | Weapon upgrades |
Duffel bags top the loot pyramid—hunt their spawns for game-changing pulls. Green lockers guarantee purple rarities, and weapon crates seed your arsenal.
Resource | Primary Sources | Use/1.3.0 Note | |
|---|---|---|---|
Batteries | Substations, depots | 4 + 1 ARC Circuitry → Blue Shield | Power Cell sell nerfed—use wisely |
ARC Alloy | Probes, ARC kills | → ARC Circuitry | Stable |
Wires/Processors | Servers, puzzles | Augments | Stable |
Attachments | Red lockers, research | Weapon mods | Stable |
Voltage Converters | High-end rooms | Showstoppers | Stable |
This dual-floor underground bunker (Floor 2 upper, Floor 1 lower) thrives on close-quarters PvP, Shredder ARCs, and puzzles—prime for augments and tech. 1.3.0 fixed Train Station stuck spots, unsafe spawns near ARCs, and Business Center wall shots, making runs fairer. Power Cell sells nerfed (640→270 Coins)—craft/use them. Aphelion blueprints boosted; pack jolt mines/ziplines for defense.
Prioritize Fuel Cells (Atrium/shafts for doors) and Power Cells (3x for Sandbox storage). Red lockers/cabinets yield commercial valuables; servers pack batteries (10-15/container), wires, processors. Duffels/crates drop Exodus purples; nights favor blueprints. Shredders burn shields—lure or shotgun them.
Resource | Primary Sources | Use/1.3.0 Note | Puzzle Key |
|---|---|---|---|
Batteries (10-15) | Control Rooms, Servers | Blue shields/augments | N/A |
Wires/Processors | Auditorium Servers, Sandbox | Higher augments | Breach |
Fuel Cells | Atrium monument, shafts | Cafeteria/Seed Vault doors | 1 per door |
Powercells (3x) | Sandbox racks | Locked Store Room | Ferry solo risky |
Showstoppers/VConverters | Medical Research | Utilities | Dead androids |
Commercial/Seeds | Cultural Archives, Seed Vault | Coins/trials | Ticks heavy |
Medical Research (West): Top spot—dead androids/cabinets drop med/tech purples (200k+ value), Voltage Converters, Ion Splitters for 20-30 Showstoppers. Extreme PvP; shotgun rush.
Staff Room (Central near Cargo Dock B): Red lockers overflow commercial swag (150k+), security breach. Rat haven—jolt mine door, check corners.
Assembly Workshops (Northwest): Exodus/tech, Flow Controller/Magnetron quests, breachable drawers/weapon cases. 5-min blitz to Hatch extract (100-200k).
Security Checkpoint/Lobby East: High-tier tech/security breaches, lockers. Keycard or push glitch (1.3.0 may patch); conveyor raider bags.
Cultural Archives (Southeast): Warehouse old-world valuables (books/paintings for sells), low PvP. Tick spray; secret to Seed Vault.
POI | Key Loot | Risk | Pro Tips |
|---|---|---|---|
Medical Research | Med/Tech Purples, Converters | Extreme | Shotgun rush |
Staff Room | Red Lockers (150k Commercial) | High | Jolt mine door |
Assembly Workshops | Exodus, Quest Items | Medium | Blitz to Hatch |
Security Checkpoint | Breaches, Tech | High | Keycard/push |
Cultural Archives | Warehouse Valuables | Low | Tick spray |
Robotics Sandbox/Control Room (Central): Battery/wire/processor heaven (10-15 batteries/container), breach loud. Sandbox storage: 3 Power Cells (racks)—warehouse/tech/breach.
Seed Vault (Southeast): Seeds/textiles/servers, 1 Fuel Cell (air shaft). Tick swarm, color terminal puzzle.
Loading Bay (South): Industrial crates, side rooms late-loot. Zipline in.
POI | Key Loot | Risk | Pro Tips |
|---|---|---|---|
Control Room/Sandbox | 10-15 Batteries, Processors | Medium | Breach careful |
Seed Vault | Seeds, Textiles | Medium | Fuel + color puzzle |
Locked Store (Sandbox) | Warehouse/Tech | Medium | 3 Power Cells ferry |
Loading Bay | Industrial | Low-Medium | Late raid sides |
Atrium Cafeteria Storage (Floor 2 Central): 1 Fuel Cell (monument/broken stairs)—Raider Cash/fruit baskets (100k+).
Auditorium Server Room (South): Processors/wires/batteries—jolt mine door.
This map excels for materials to bootstrap shields and augments, especially early raid. Rush uncontested electrical substations—low PvP, newbie-heavy, yielding up to seven batteries/power cells. Probes nearby feed alloy. Server rooms add processors, wires, batteries. Research & Administration: red lockers for attachments, ideal for loadout crafting.
Late-raid (17+ mins), green lockers guarantee purples; duffel spawns in bunkers/tubes offer top-tier loot. Industrial zones' red lockers reinforce attachments. Avoid body-looting ethics if solo—focus probes/cabinets. Post-1.3.0 fixes cleared Dam Control Tower stuck spots, smoothing routes.
Spot | Key Loot | Risk Level | Pro Tips |
|---|---|---|---|
Electrical Substations | 7x Batteries/Power Cells | Low | Hit first, noobs only |
Server Rooms | Processors, Wires, Batteries | Low-Medium | Augment fuel |
Research & Admin | Attachments (red lockers) | Medium | Early rush |
Bunkers/Tubes | Duffel Bags (elite), Purple Greens | Medium | Late-raid gold |
Coin kings here—perfect for trials/expeditions. Blitz Plaza Rosa/Arbusto for attachments/uniques. Flagship building: breach below or roof-drop second floor; cabinets spill broken weapons/attachments. Campers lurk corners—library (floors 1-3) counters with 12+ lockers (mixtapes, utilities, 50k+ coins). Third-floor industrial: rusted gear; labs: med cases/luggage.
Hospital top-left: cabinet heaven, but instant-rush rat spot. Galleria/Space Travel: 30+ plants for trials, 50+ lockers stacking valuables. Hidden gem: nook between Buried Properties/Plaza—unlooted, blueprint-rich at night. Crown building south highway: breach for grenade chest, duffel/safes/cabinets (night weapon crate). Morano Station south: grenades/breachables. Skip solo "diddy" departure rooms.
Spot | Key Loot | Risk Level | Pro Tips |
|---|---|---|---|
Plaza Rosa/Arbusto | Attachments, Uniques | Medium | Building cabinets |
Library/Hospital | 50k+ Coins, Mixtapes, Meds | High | Floor-by-floor loot |
Nook (Properties/Plaza) | Blueprints (night) | Low | Underrated hide |
Crown Bldg (S. Highway) | Duffel, Grenades, Safes | Medium-High | Breach entry |
Galleria/Space Travel | Plants (30+), Lockers (50+) | High | Trial stacker |
Loot density peaks—container storage crates kickstart, but contested. Second-story/top-floor lockers overflow. Guaranteed summit weapon crates draw heat. Breaches: gun parts/mines/utilities always. Launch Tower: corner med bags, dual explosives.
Dodge red "diddy zone" & tower snipers (late crates viable). Right-side building: night lockers fill inv fast. Medical: safes/processors/breachables. Adjacent: endless cabinets, elevator-base/roof weapon crates/med bags. "Bragen" flanks beware. 1.3.0 patched Hidden Bunker/Launch ramp exploits, fairer now.
Spot | Key Loot | Risk Level | Pro Tips |
|---|---|---|---|
Container Storage Crates (basics) | High | Gear up first | |
Lockers (2nd/Top Floors) | Valuables Overflow | Medium-High | Multi-floor sweep |
Breaches/Medical | Parts, Mines, Processors, Safes | Medium | Consistent pulls |
Elevators/Roofs | Weapon Crates, Med Bags | High | Late-raid only |
Puzzle mastery unlocks jackpots—barricade/zipline/jolt mine to defend. Batteries spawn roads/ruins/outposts near Ancient Fort/Church. Church: random roof/shack buttons open hatches to duffels/weapon crates/security breaches/cabinets (night: blueprints/dual purples/augments). Two inside, two outside; Fort similar.
Battery puzzle: grab three, trace computer lines (red up/yellow down) to disposal—crates/processors galore. Scattered rooms: augments/crates/grenades/lockers. Village top-left: duct tape/residential (toasters/bulbs/jewelry sells). Maintenance Bunker: security case; highway collapse: scraps; Olive Grove: tree coins. Railings fixed in 1.3.0 for clean shots.
Spot | Key Loot | Risk Level | Pro Tips |
|---|---|---|---|
Church/Fort Puzzles | Duffels, Crates, Breaches, Blueprints | Medium-High | Defend while solving |
Battery Puzzle | Crates, Processors | Medium | Line-trace key |
Village Residential | Sells (Duct Tape) | Low | Coin farm |
Olive Grove | Coins (Trees) | Low | Quick harvest |
Map | Prime Focus | Avg Risk | Night Edge | 1.3.0 Changes |
|---|---|---|---|---|
Stella Montis | Augments/Tech/Purples | High | Blueprints | Spawn/collision fixes |
Dam Battlegrounds | Batteries/Materials | Low | Minor | Elevator fix |
Buried City | Coins/Attachments | Medium | Blueprints | None |
Spaceport | Weapons/Utilities | High | Lockers | Bunker ramps |
Blue Gate | Puzzles | Medium-High | High-Tier | Railings |
Control Tower elevator fixed—no more stuck deaths. Power Cell sells nerfed (640→270 Coins), so craft/use over sell. Substations unchanged, still 7x batteries safe.
Nook (Properties/Plaza) + crown building south highway. Uncontested nook yields high; breach crown for night crate/duffel. Avoid hospital rush.
Container crates → second-floor lockers → medical safes. Late-raid towers for respawns. Patched ramps prevent wall glitches.
Hunt 4 random buttons (2 inside church, 2 shacks/roofs)—open hatches. Battery variant: 3x collect, computer line (red upstairs/yellow down) to disposal. Defend with mines.
Skip selling—use for high-value crafts. Focus batteries directly; Aphelion blueprints easier now via Matriarch cores, but map spots unchanged.
No spawns altered—focus fixes like Train Station stucks and ARC-near spawns. Power Cell sells nerfed (use for crafts); Aphelion BPs up. Security breaches nerfed pre-1.3 but still viable.
Lower: Sandbox batteries/processors → Seed Vault seeds → Upper zipline Assembly → Hatch. Grab Fuel/Power Cells early; skip Medical rush.
Shotgun/jolt mines, loot androids/cabinets first. High PvP—pack defib, exit via Loading Bay.
Collect 3 Power Cells from racks, ferry to wall slots one-by-one. Squad divides; solo: stealth/cover.
Top for tech/processors (servers/Sandbox); pair with Blue Gate puzzles. High PvP thrill, unlocks at 24 raids.
With 1.3.0's fixes smoothing maps and Aphelion drops juiced, these routes set you up for zero-to-hero dominance across Dam, Buried City, Spaceport, and Blue Gate. Layer defenses on puzzles, time nights for blueprints, and rotate maps for variety—your extract success skyrockets. Keep following MMOJUGG for Stella Montis deep dives and beyond. Raid on!Raid on!
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