ARC Raiders has seven playable maps as of October 24, 2026. Dam Battlegrounds, Buried City, Spaceport, The Blue Gate, Stella Montis, Riven Tides, and Pendola Pass offer different kinds of loot, sightlines, enemies, and ways home. The best map is the one that matches the materials or mission you need and leaves you a realistic extraction plan.
This ARC Raiders map guide covers practical loot stops, beginner-friendly routes, high-risk objectives, map conditions, and the different extraction systems. It includes the Pendola Pass changes from Frozen Trail 2.0 and the map fixes in Update 2.2.0.
Updated for October 24, 2026 (Update 2.2.0): Loot containers, enemy spawns, map conditions, and available return points can vary between sessions. The stops below are useful places to check, not guaranteed drops or fixed PvP-safe routes.
Key Takeaways
- New to the game? Start on Dam Battlegrounds to learn electrical and mechanical loot routes, then try Buried City for more indoor scavenging.
- Need specific materials? Read the loot-category labels on the map: Medical, Electrical, Industrial, Mechanical, Residential, Commercial, Technological, and Exodus areas serve different goals.
- Hunting blueprints? Search suitable containers, locked rooms, and event objectives; there is no verified universal blueprint drop percentage for every locker.
- Riven Tides adds a coastal port, Hotel Panorama Azzurro, industrial storage, and its exclusive Beachcombing condition.
- Pendola Pass uses Dynamic Loot Zones and the Ballistic Gondola. Its exit planning is different from every other map.
- Raider Hatches are not a guaranteed escape. You still need a usable hatch, a key, time to interact, and a clear approach. Some map conditions disable them.
- Choose your exit before entering a contested POI. A smaller haul extracted successfully beats a full bag left on the ground.
Need equipment or progression support for tougher ARC Raiders runs? Explore LepreStore’s ARC Raiders blueprints, materials, and leveling options, then use this guide to plan a suitable map and exit.
All Seven ARC Raiders Maps: Where to Go First
Choose by the item category and type of fight you want, not by a universal ranking of “best loot.” A good medical route and a good weapon route rarely visit the same containers. Areas marked for higher-value loot may hold valuable gear, but they also invite other Raiders; the label is not a published percentage chance for any particular blueprint.
| Map | Useful starting objective | Main navigation risk | Typical exit |
|---|---|---|---|
| Dam Battlegrounds | Electrical supplies, mechanical salvage, learning routes | Open roads and contested research buildings | Elevator or Raider Hatch |
| Buried City | Residential, Commercial and Medical loot | Street angles, rooftops, enclosed interiors | Metro or Raider Hatch |
| Spaceport | Weapon cases, industrial and technological salvage | Long sightlines and exposed crossings | Elevator or Raider Hatch |
| The Blue Gate | Electrical/tech materials, keyed rooms, event objectives | Long hillside rotations and Locked Gate | Airshaft or Raider Hatch when active |
| Stella Montis | Medical, technological and Exodus loot | Multiple floors and short indoor sightlines | Metro, Airshaft or Raider Hatch |
| Riven Tides | Port cargo, hotel scavenging, Beachcombing | Open beach and industrial approach lanes | Elevator or Raider Hatch |
| Pendola Pass | Old Town, railyard, observatory, Fallen Emperor | Flash Freeze, steep terrain, variable loot value | Ballistic Gondola |
Before deployment, check the official ARC Raiders Map Conditions schedule. A Night Raid, Frigate, Locked Gate, Beachcombing, or Redirection session can change both your reason to enter and how you should leave.
How to Plan a Loot Route That Survives Contact with Other Raiders
Use a simple three-part route: entry area → two relevant loot stops → reachable extraction. The exact path must adapt to your spawn, current objectives, the round timer, and signs of other players.
- Pick one material category or quest. Read the actual recipe or quest requirements before selecting a map.
- Choose a first stop close to your spawn. Check a nearby lower-traffic building before committing to a long sprint across exposed terrain.
- Visit one higher-value stop only if conditions allow. If you hear sustained fighting or see active ARC patrols, switch to the secondary stop rather than forcing a planned loop.
- Mark two possible exits. A backup matters when a return point closes, a hatch is unavailable, or another squad controls the approach.
- Extract when the objective is done. Do not let an online heat map persuade you to take one more fight with a valuable blueprint in your bag.
Community heat maps help locate containers and reported finds, but a cluster of reports does not prove a specific drop rate. Popular POIs receive more visits, and many marked containers are possible spawn positions rather than containers that appear in every round.
Dam Battlegrounds: Electrical and Mechanical Farming
Dam Battlegrounds is a sensible place to practise the whole cycle: enter, take electrical or mechanical loot, avoid an unnecessary ARC fight, and reach an elevator. It is not an empty training area, so treat research buildings and obvious roads as possible PvP routes.
| Area | What to look for | Route decision |
|---|---|---|
| Electrical Substation | Electrical-category containers, cables and spare parts | Check nearby structures, then leave if patrols or players block access |
| Research & Administration | Mixed containers, medical supplies and equipment | Approach with an exit route; multiple floors invite third parties |
| Controlled Access Zone | ARC and mechanical salvage | Bring gear suited to the ARC you actually plan to fight |
| Water Treatment Control | Industrial containers and nearby utility loot | Useful as a second stop if Research is busy |
Unlock the Recipe You Actually Need
A route is useful only if it leads to the right loot category. If a blueprint is your goal, choose between targeted farming and the available blueprint options before another risky run.
Simple Dam Route for Your First Few Raids
Spawn near a substation? Check its electrical containers, move to the nearest secondary industrial POI, then extract using a public elevator with enough time left to react to other players. Spawn beside Research & Administration? Loot the outer rooms first; enter the centre only if you can defend the exit. Don’t travel across the entire dam for one rumored keycard spawn.
For ARC Alloy and similar machine parts, target appropriate ARC salvage and wreckage rather than assuming that every electrical locker contains the material you need. The enemy type and its salvage are more important than the map’s reputation.
Buried City: Residential Loot, Medical Stops and Rooftop Risks
Buried City’s buildings are close together. You can search several containers without crossing open ground, but windows, stairs, rooftops and alleys also make ambushes difficult to read. Treat Plaza and hospital routes as active PvP possibilities rather than permanent safe or dangerous zones.
| Area | Loot category | Practical use |
|---|---|---|
| Piazza Arbusto | Commercial and Medical | A compact multi-container run with several ways to be interrupted |
| Hospital | Medical | Target healing-related loot; check upper-floor access and exits |
| Santa Maria Houses | Residential and mixed containers | Useful secondary stop after a nearby spawn |
| Grandioso Apartments | Residential | Search living spaces for Old World and home-related items |
| Piazza Roma / Western Station | Mixed urban loot | Plan the final approach to a Metro return point carefully |
A Short Buried City Route
Choose the nearest residential block, search two or three interiors, then decide whether Hospital or Piazza Arbusto still fits the objective. Leave via an active Metro station or a Raider Hatch if you brought a key and the hatch is usable. The streets around an exit matter as much as the extraction control itself.
During Bird City map conditions, reconsider rooftops and exposed routes. An event condition can turn an otherwise efficient path into a bad one; check the current session rather than assuming every Buried City match plays alike.
Spaceport: Weapon Cases, Industrial Salvage and Long Sightlines
Spaceport rewards players who use cover and know which buildings they need. A long run across container yards is a poor choice if your target is a medical bag; use the marked loot category to decide whether a terminal, tower or storage area belongs on your route.
Pick a Weapon Goal, Then Plan the Route
Spaceport has exposed crossings and contested loot areas. Decide which weapon or blueprint you want before committing expensive equipment to the run.
| Area | What to check | Positioning advice |
|---|---|---|
| Departure Building | Ammo boxes, weapon cases and bags | Clear the interior floor-by-floor, then choose the closest exit |
| Launch Towers | Equipment and event-related objectives | Watch vertical angles and avoid running across exposed approaches |
| Container Storage | Industrial, weapon and mixed storage loot | Use containers as cover; don’t assume the yard is clear |
| Control Tower A6 | Mixed loot and useful sightlines | Check your descent route before climbing |
Spaceport hosts Hidden Bunker and Launch Tower Loot conditions. If one is active, plan around its objective rather than following a standard container loop. The regular session and the special event are different farming experiences.
The Blue Gate: Pilgrim’s Peak, Maintenance Wing and Locked Gate
The Blue Gate has large terrain changes and separated POIs. Travelling between two good locations can cost more time and stamina than looting both. Pick a side of the map before entering; crossing hills to chase a supposed guaranteed blueprint is rarely worth it.
| Area | Best reason to visit | What could change the plan |
|---|---|---|
| Pilgrim’s Peak | Electrical and Technological loot, event objectives | Exposed approaches and ARC around high ground |
| Ancient Fort | Old World and Technological containers | An active Locked Gate code objective |
| Maintenance Wing | Mixed containers and utility equipment | Other teams moving through the same interior |
| Security Wing / Village | Security and residential-side scavenging | Restricted access, long travel and limited exits |
Choose the Right Blueprint Source
Locked Gate changes access and extraction. Confirm the blueprint source and active map conditions before taking keys and valuable gear into a contested area.
Locked Gate Changes Your Extraction Plan
Locked Gate is a special condition, not a permanent feature of every Blue Gate match. The event involves gathering security codes from areas such as Ancient Fort, Pilgrim’s Peak, Raider’s Refuge and Reinforced Reception. During this condition, there are fewer active return points and Raider Hatches are unavailable. Check the map for a public exit before going after the event reward.
For a quieter material run outside the event, visit one electrical or technological POI near your spawn and then approach an active Airshaft. Never assume a hatch will be available simply because you remember one from a normal session.
Stella Montis: Medical, Technological and Exodus Loot
Stella Montis is a layered indoor map where route knowledge matters more than raw running speed. Learn stairways and floor changes near the areas you plan to loot. A return point that looks close on the map may take longer to reach if you are on the wrong level.
| Area | Loot interest | Route note |
|---|---|---|
| Medical Research | Medical bags and healing-related containers | Check nearby stairs and side exits before searching |
| Assembly Workshops | Technological materials | Treat workshops as several short indoor stops, not one long blind sweep |
| Cultural Archives | Old World and Commercial items | Use it when your objective is valuables rather than weapon cases |
| Security Bridge / Lobby Metro | Mixed containers and exit-adjacent scavenging | Watch connecting corridors and extraction approaches |
| Sandbox A and B | Machinery and ARC-related objectives | Bring tools for your target ARC and allow time for a safe retreat |
For a solo materials run, choose one accessible wing, loot the matching containers and move toward a usable Metro, Airshaft or Hatch. On Stella Montis, the wrong staircase can waste more time than the final few containers are worth. No wing is reliably free of PvP.
Riven Tides: Hotel Panorama Azzurro, Port Cargo and Beachcombing
Released in April 2026, Riven Tides combines a coastal resort with industrial port facilities. In Frozen Trail 2.0, Embark increased the map’s overall loot value by about 15%. That is a map-wide balancing change, not a 15% blueprint drop chance for any specific container.
| Area | Loot category | Why it fits a route |
|---|---|---|
| Hotel Panorama Azzurro | Commercial and Residential | Indoor valuables and resort-side scavenging |
| Port Authority Building | Exodus and Technological | Target technology and port operations loot |
| Stacking Yard | Exodus and Industrial | Industrial materials among port storage |
| Customs House | Electrical and Industrial | Good when a crafting recipe needs electrical components |
| Azzurro Beach / Dried Riverbed | Coastal and Nature | Check for Beachcombing objectives or natural resources |
How Beachcombing Works
Beachcombing is Riven Tides’ exclusive map condition. Bring or find a Dockmaster’s Detector and search the beaches for buried discoveries. Embark warns that some attractive treasure sites are out in the open, so scout the shore and keep a nearby exit in mind. A normal resort or port route is still useful when Beachcombing is not active.
Riven Tides uses public elevators and Raider Hatches rather than the Gondola. For a short run, choose either the hotel or industrial port side instead of crossing the entire map to collect mismatched items. Be alert for ARC Turbines: Update 2.2.0 made their appearances more consistent on Riven Tides and several other maps.
Pendola Pass: Dynamic Loot Zones, Flash Freeze and Ballistic Gondola
Pendola Pass arrived on October 8 with Frozen Trail. Its frozen mountain settlement has steep routes, shelters, a fallen Emperor, and several kinds of valuable loot. Unlike the older maps, Dynamic Loot Zones can make a familiar area richer or poorer from one raid to the next. Residential areas stay Residential and Industrial areas stay Industrial, but their value changes. Always read the current map and sample nearby containers before committing to a long route.
| Area | Loot category | Route choice |
|---|---|---|
| Old Town | Old World and Residential | Short loops through streets and homes; reassess current loot value |
| Railyard | Industrial and Mechanical | Look for material-related containers; use train structures for cover |
| Commissary Supermarket | Commercial and Medical | A practical mixed-consumable stop near a Gondola transceiver |
| Cielo Sereno Observatory | Exodus and Technological | Plan a longer approach and check locked-room requirements |
| Freight Terminal / Loading Platforms | Industrial and Exodus | Useful for cargo salvage with an eastern return option |
| Fallen Emperor | Special ARC objective | High-commitment objective; bring the required access item and exit plan |
Flash Freeze and Shelter Routing
Pendola Pass can become hazardous when Flash Freeze hits. Identify a nearby shelter before taking an exposed hillside path; shelter doors and warm interiors are a practical part of the route. Do not attempt a long uphill sprint merely because a loot icon looks attractive. Bring mobility tools only when you know how you will use them to return to cover.
Four Gondola Transceivers on Pendola Pass
| Transceiver | Nearby landmark | Best reason to choose it |
|---|---|---|
| Supermarket | Commissary Supermarket | Finish a central or commercial loot route |
| Glacial | Freight Terminal | Leave after eastern freight and Railyard stops |
| Northern | Frozen River | Finish northern and exposed-terrain objectives |
| Reckless | Piazza della Rupe / Fallen Emperor | Exit after Emperor-side activities, with extra caution |
Call, locate, move, board. Activate a Gondola Transceiver and watch for the arriving craft; it does not land directly on the transceiver. Move to its landing marker, find a usable boarding route and be ready for nearby ARC or Raiders. Gondolas carry limited passengers, so coordinate your squad. In 2.1.0, Embark expanded Gondola marker visibility to 175 metres, and Update 2.2.0 made ARC react to transceiver interaction. Activating one is not a stealth escape.
Pendola Pass has no standard Raider Hatches or public elevators. A spare Hatch Key cannot replace your Gondola plan. The Redirection and ARC Frigate conditions can further change the value and danger of a run. If your goal is simply gathering workshop materials, avoid committing to the Fallen Emperor unless that objective is genuinely worthwhile.
ARC Raiders Extraction Points Explained
The fastest-looking exit on the map is not necessarily the safest. Before carrying rare loot into a contested location, check which return points are active and whether you have the tools needed to use them.
| Extraction type | Where it appears | What you need | Main risk |
|---|---|---|---|
| Cargo Elevator | Dam, Spaceport, Riven Tides | An active public return point | Arrival sound, waiting and exposed approaches |
| Metro Station | Buried City, Stella Montis | An active station | Narrow entrances and multiple close-range angles |
| Airshaft | The Blue Gate, Stella Montis | An active airshaft | Access route and activation alerts |
| Raider Hatch | Older maps where active; not Pendola Pass | Raider Hatch Key and a usable hatch | Ambush near the hatch and event-based closure |
| Ballistic Gondola | Pendola Pass only | Call a transceiver, reach landing craft, board | Changing landing location, terrain and enemy response |
Public Extraction: When to Leave
Elevators, metros and airshafts can draw attention when activated. Approach from cover, listen for gunfire and avoid standing motionless on an exposed platform. Keep a smoke or mobility tool ready if it fits your kit; the important part is maintaining a route to the boarding area while protecting yourself from other Raiders.
Individual exits may close as the match progresses. Check the live countdown displayed on your map instead of relying on a fixed duration copied from an old guide. Head to the return point with enough time to scout its approaches and deal with an interruption.
Raider Hatch: Quiet Is Not the Same as Safe
A Raider Hatch Key gives you access to a different exit on supported maps, often avoiding the noise and waiting associated with standard extraction. It does not guarantee survival. Another player can already be nearby, the approach can be blocked, or a map condition such as Locked Gate can disable hatches entirely.
Check current key availability and cost in-game before building an expensive route around one. If you can use a Safe Pocket, prioritise a key or valuable blueprint based on the objective, but never assume every loadout has the same protected inventory options.
Best Loot Routes by Objective
| Your goal | Start with | Look for | When to extract |
|---|---|---|---|
| Basic workshop materials | Dam Battlegrounds | Electrical Substation plus a nearby industrial POI | When recipe targets are collected |
| Medical supplies | Buried City or Stella Montis | Hospital / Medical Research | When the useful items outweigh another contested stop |
| Weapon and technology loot | Spaceport or Riven Tides | Departure Building / Port Authority | Before crossing open ground with a valuable item |
| Beachcombing rewards | Riven Tides during Beachcombing | Detector discoveries along the shore | After completing the event target |
| Pendola Pass materials | Railyard or Old Town | Today’s valuable Industrial / Residential zones | When the closest Gondola route is still viable |
| Fallen Emperor / high-risk objective | Pendola Pass | Required access item and specific objective | After objective completion, with time for Gondola boarding |
A map guide helps you choose where to search. If you need a particular recipe rather than general loot, continue with our ARC Raiders Crafting and Blueprint Farming Guide. For a kit that can handle the chosen route, compare weapons in the current Weapon Tier List.
Map Conditions That Change Loot and Extraction
Always check the schedule before deployment. Some conditions offer a new objective, while others alter patrol density, visibility or the list of available return points.
- Beachcombing (Riven Tides): the Dockmaster’s Detector helps locate buried finds along the coast.
- Locked Gate (The Blue Gate): chase security-code objectives only after checking the reduced public exit options; hatches are inactive.
- Hidden Bunker / Launch Tower Loot (Spaceport): valuable event-specific points can change the route you would take in a normal session.
- Night Raid: visibility and risk change. Valuable salvage may be available, but no universal double-blueprint-drop multiplier has been officially confirmed.
- Redirection and ARC Frigate (Pendola Pass and event rotations): high-commitment ARC objectives may be more rewarding than ordinary looting but require an equipment and escape plan.
- Dynamic Loot Zones (Pendola Pass): category stays fixed while value changes. Adapt the route after checking the current zone state.
For verified changes, Embark’s Frozen Trail 2.0 notes, 2.1.0 fixes, and 2.2.0 map updates are useful references.
ARC Raiders Map and Extraction FAQ
How many maps are in ARC Raiders in October 2026?
Seven: Dam Battlegrounds, Buried City, Spaceport, The Blue Gate, Stella Montis, Riven Tides and Pendola Pass.
Which map is best for a beginner?
Dam Battlegrounds is a practical first choice for learning POIs, electrical materials, ARC patrols and public extraction. Start with a short objective-driven loop rather than visiting every marked location.
What is the best map for blueprint farming?
There is no verified single best map for every blueprint. Choose locations with the right container categories, relevant event objectives and an exit you can reach. The type of blueprint matters more than an unsupported universal drop percentage.
Does Night Raid double blueprint drop rates?
Embark has described more valuable salvage and more dangerous night conditions, but the precise blanket 2x blueprint multiplier commonly repeated in older guides is not confirmed by the official sources used for this update.
Can I use a Raider Hatch on Pendola Pass?
No. Pendola Pass uses Ballistic Gondolas called from transceivers. You must move to the arriving craft and board it.
Are Raider Hatch extractions guaranteed?
No. Hatch access depends on the map, key, active condition and circumstances near the exit. The Blue Gate’s Locked Gate event disables Raider Hatches.
What changed on Riven Tides in Frozen Trail?
Embark increased its overall loot value by about 15%. The map still offers port and hotel routes plus the Beachcombing condition. The increase is not a guaranteed 15% chance to get a blueprint.
Where do I find the Ballistic Gondola on Pendola Pass?
Use one of the four transceivers near Commissary Supermarket, Freight Terminal, Frozen River or Piazza della Rupe. Once called, the craft appears at a nearby landing area; follow the new marker rather than waiting at the transmitter.
What are Dynamic Loot Zones?
They are a Pendola Pass trial system that changes an area’s loot value between raids but keeps its type. A Residential area still offers Residential loot even when its current value rises or falls.
How should a solo Raider plan an extraction route?
Pick an objective close to spawn, identify a public exit and a backup where possible, and leave after collecting the items you need. Avoid assuming that any named spot has no enemy players.
Final Advice
Good ARC Raiders routing starts with a specific need: electrical material, healing, a weapon case, a quest, or a major ARC target. Match that need to an area, take only the fights you can afford, and keep your exit workable. With seven maps and rotating conditions, adapting to the current session beats memorizing an old “perfect route.”
Learning the game from scratch? Start with the ARC Raiders Beginner’s Guide. For movement skills that help with longer routes, see Solo and Squad Skill Tree Builds.