ARC Raiders Dam Control Tower Key Guide: Location, Blueprint Drops, and Optimal Farming Route
Views: 1433
Published: Jun 09, 2026
Raiders, we all know that there aren't many locked rooms in ARC Raiders that offer substantial rewards, but the rooms on the top floor of Control Tower on Dam Battlegrounds map are high-risk, high-reward for most players. You just need a Dam Control Tower Key to enter this room, which is larger and more rewarding than you might imagine.
Don't worry about the room being looted, because we'll discuss the drop strategy and optimal usage route for Dam Control Tower Key.
Acquisition Method
If you're lucky, you can farm this epic Dam Control Tower Key anywhere, as it doesn't have a fixed drop location.
However, after multiple tests, we found that if you search more in residential areas, the drop rate of Dam Control Tower Key may increase slightly. Besides that, there's no other reliable way to obtain it.
Those areas with an abundance of storage space can indeed be tiring to look at, but on the other hand, those might be areas other players are more likely to give up on, so be patient and keep looking through the containers.
Of course, you can also directly buy ARC Raiders Dam Control Tower Key from IGGM.com, eliminating these uncertainties.

Key Preparations Before Use
Before you officially set off, to ensure a safer and more efficient raid, you need to complete the following three preparations:
- First, everyone must put the hard-earned Dam Control Tower Key into your Safe Pockets, so that even if we die, we still have a chance to start over.
- Second, it's best to use Dam Control Tower Key in double loot modes such as Night Raid, Electromagnetic Storm, and Cold Snap, as the loot in these modes is more valuable than in normal daytime modes.
- Third, check if you have medical supplies, mines, and a Barricade Kit for defense. As soon as you successfully enter the room, immediately deploy these items to prevent being ambushed by following players.
Usage Location and Route
Of course, this Dam Control Tower Key can only open the locked room on the top floor of Control Tower on Dam Battlegrounds map.
First, players must navigate through numerous dangers to enter the tower through the bottom gate, and next we must find the corridor. If you find a staircase or elevator leading upstairs, climb up quickly to avoid being overtaken by other players.
Along the way, you might encounter some troublesome small ARC enemies. Remember, our goal isn't to defeat ARC enemies or farm anything from them, so be careful not to waste too many resources on them and handle them with care.
Once you have safely reached the target location in Control Tower, open the locked room and close the door behind you. Then immediately begin setting up mines and Barricade Kits as mentioned above.
Now you can start greedily looting everything, but don't forget to leave yourself a quick escape route.
You can exit through the door on the other side of the room, carefully reach a window platform, and then use the ladder to safely descend, avoiding being blocked on your return journey.
Room Loot
This room, opened with Dam Control Tower Key, will absolutely make you grin from ear to ear, because it's packed with loot - so much so that playing the game feels incredibly easy.
For example, you'll find blueprints for medium-sized gun parts, Anvil blueprints, and some really good weapons like Osprey. Weapon attachments, grenades, and various materials are also highly likely to drop.
Of course, if you don't want to loot this room, there are also ARC Raiders items free giveaways on IGGM Discord that can help you fill your inventory!
Risk Assessment and Countermeasures
While you may eventually obtain these very worthwhile loot items, we must emphasize that using Dam Control Tower Key is indeed very risky.
Control Tower is considered a top PvP zone by most ARC Raiders players. The route to the final Control Tower objective room is very exposed and narrow, with dense enemy concentrations.
You might find yourself standing at the door of that locked room, only to be disappointed to find it already looted by other players. This shows that the competition in this room is far more intense than in other locked rooms.
Furthermore, even if the room hasn't been looted yet, your loot is random. Its cost-effectiveness is random and unstable, which can affect your mindset.
In summary, the most reasonable strategy is: if you have a limited number of Dam Control Tower Keys and, considering your gear, aren't confident of winning in PvP, then sell the keys.
If you believe you are capable of using Dam Control Tower Key to open rooms, then you should ideally start in Night Raid map condition to maximize your chances of high rewards with each door you open.
Overall, Dam Control Tower Key is something that ARC Raiders players both love and hate. You love that rooms opened with it might spawn blueprints and high-level attachments; you hate that you have to overcome ARC enemies and other players to reach that door.
It's not a key that beginners or casual players can confidently use; in contrast, well-equipped veterans are more willing to use it to go head-to-head in Night Raid map conditions.
If you happen to acquire a Dam Control Tower Key in ARC Raiders and are confident enough to gamble on Cold Snap, Night Raid, or Electromagnetic Storm, this key might actually bring you unexpected loot!
Google is updating how content is shown. Don't miss our expert gaming guides, item trading insights, and latest patch updates, by setting IGGM as a preferred source.
Recommended Article
-
ARC Raiders PvE Test Ends & Store Update 2.2.0 Launches: 30 Million Matches Played, November News Ahead
After the limited-time PvE test for ARC Raiders ended, the most pressing question for players shifted from the test experience to whether this mode would be implemented. The studio released an initial statement confirming that more time is needed to analyze player feedback and game data, and plans to provide further information in November.
Meanwhile, Store Update 2.2.0 has also been released, adjusting the enemy spawn mechanism and combat performance in ARC. These changes are also worth noting for players still engaging in regular raids.
The follow-up arrangements for PvE test and the actual changes in Store Update 2.2.0 will jointly influence the future gameplay experience of ARC Raiders.
PvE Test Ends: Over 30 Million Matches

The limited-time PvE matchmaking toggle test for ARC Raiders accumulated over 30 million matches, with a peak concurrent player count of 185,443 on Steam alone. This translates to approximately 4.28 million matches per day, an extremely high level of participation for a limited-time test with only a one-week window.
However, with the test's end, the number of concurrent players dropped significantly. The Steam peak on the last full day of PvE test was approximately 126,000 players, falling to approximately 87,500 the following day, a drop of about 30% in a single day. This indicates that a considerable number of players chose to temporarily leave after PvE ended, rather than returning to regular PvPvE.
Even with such strong data indicating a player preference for PvE, the official team did not immediately announce whether to retain the mode, stating instead that they needed time to analyze the data and collect feedback.
They stated they were particularly interested in understanding two aspects: how PvE mode differs from regular matches, and whether the experience of regular PvPvE matches changed during testing.
This arrangement indicates that the development team is evaluating not only the popularity of PvE but also its impact on the overall matchmaking environment, player retention, and gameplay experience.
The Future of PvE Mode: Player Needs and Game Balance

The core appeal of PvE mode lies in allowing players to focus on exploring the map, gathering resources, fighting ARC enemies, and cooperating with other Raiders, without constantly being on guard against attacks from other players. This provides ARC Raiders with an experience different from traditional PvPvE.
However, launching a standalone PvE mode is not simply about shutting down player-to-player damage mechanics. For the studio, the key is how to meet the needs of cooperative players while avoiding undermining the balance of the existing PvPvE ecosystem.
To this end, the development team needs to evaluate not only the performance of PvE itself but also its impact on regular matches.
During the testing phase, the developers reduced loot rewards in PvE matches and slightly increased base loot levels in regular matches, attempting to minimize the impact of the mode switch on the game economy and player distribution.
Player team composition is also a factor to consider. Compared to solo players, duo and trio teams are more likely to encounter opposing players in regular PvPvE matches.
The standalone PvE mode can provide a more stable cooperative environment for players who want to explore and complete missions with friends. However, the addition of this mode may also divert players, affecting matchmaking efficiency and the overall experience of regular matches.
Therefore, the ultimate fate of PvE cannot be determined solely by the number of participants during the testing phase or short-term feedback. Analyzing player dwell time in the mode, willingness to replay, and continued activity after the test is essential.
If PvE returns, what adjustments are needed?
If PvE mode returns, the development team needs to focus on addressing two key issues: reducing malicious interference between players and increasing the challenge.
PvP Conflict Persists
While the PvE test provided a more relaxed, cooperative environment, disabling player-versus-player damage didn't eliminate all conflict. Players can still use Bull Rush to knock others off heights, block passageways, or steal loot after other players have killed ARC enemies.
These issues demonstrate that even without direct player combat, resource contention and malicious interference can still undermine the cooperative experience.
If PvE is tested again in the future, the development team could consider improving the loot distribution mechanism, such as giving contributors a more equitable loot priority or adjusting drop rules for specific combat scenarios.
Lack of Challenge to Ensure Long-Term Appeal
Another issue is challenge. With the removal of player threats, ARC enemies will become the primary source of danger in matches. If there aren't enough enemies and the combat mechanics lack variation, PvE may quickly lose its appeal.
However, the developers have previously stated that the number of ARCs the server can handle is limited by resource budget. Therefore, increasing the number of enemies may not be a viable solution for ARC Raiders.
With a limited number of enemies, a more reasonable approach might be to increase the strength of some ARC enemies, adjust environmental conditions, or design special battles that require players to cooperate.
For example, more challenging large-scale ARC battles, multiplayer cooperative objectives, and missions requiring squad division of labor could all increase the motivation for sustained PvE gameplay.
Store Update 2.2.0: Adjustments to Enemy Spawn and Combat Mechanics

Store Update 2.2.0 was released simultaneously after PvE testing phase, primarily adjusting ARC enemy spawn mechanism, combat behavior, and some mission and movement mechanics, while also adding Wreck Sets.
The changes to ARC Turbine spawn location are particularly noteworthy in this update. In Buried City, Riven Tides, Blue Gate, and Spaceport, ARC Turbines will now spawn in the vast majority of matches.
However, this objective no longer appears in normal matches and most map conditions in Dam Battlegrounds. Players looking for ARC Turbines should prioritize the other four map conditions.
For players still engaged in regular raids, understanding the spawn patterns of ARC Turbines can help optimize looting routes and improve resource acquisition efficiency. If you want to acquire gear faster, you can also buy ARC Raiders items to facilitate your next extraction.
In terms of combat, Hydra's attacks are now more effectively distributed across multiple targets, with increased base damage and more effective melee attacks. Furthermore, some issues with ARC's hit rate against sliding players have been fixed, and players using the Gondola Transceiver will now trigger ARC's attention.
Movement and quest mechanics have also been optimized. Grappling Hook rappelling, auto-vaulting, and rope climbing are smoother, the Tether Launcher can now be repaired in-game, and To the Skies quest can now be completed on any map.
November will be a crucial month for observation
Overall, the ARC Raiders PvE testing has demonstrated a significant player demand for cooperative gameplay. For players hoping for a PvE return, the most important thing now is to keep an eye on official announcements in November, including whether a second round of testing, gameplay adjustments, or a full release plan will be announced.
If the development team can further improve loot distribution, add cooperative objectives, and resolve malicious interference issues, PvE has the potential to evolve from a limited-time test into a more complete gaming experience.
Meanwhile, Store Update 2.2.0 has already brought several useful adjustments to regular raids. Players can adjust their loot routes based on changes to ARC Turbine spawns and keep an eye out for changes to Hydra, Grappling Hooks, and quest mechanics. Until the final destination of PvE is announced, these updates remain an important part of the current gaming experience.
-
ARC Raiders Outpost Storage Guide: Best Furniture, Item Stacking & Space-Saving Tips
Outpost is a significant addition introduced in Frozen Trail update for ARC Raiders. Beyond expanding your base, it allows for the construction of a Research Station, which is essential for upgrading your gear to Amplified tier.
In this guide, however, we'll focus on a less-discussed but vital feature: Outpost's storage capabilities. As you progress and accumulate more resources, simply piling them haphazardly around your Outpost is a waste of space!
Read on as we reveal the secrets to maximizing your storage capacity in ARC Raiders, covering everything from furniture mechanics to specialized storage techniques for specific materials.

Expanding storage with furniture
If you've played management or base-building games before, you'll know that certain pieces of furniture serve a dual purpose: they act as decor while also providing extra storage space.
If you haven't started customizing your ARC Raiders Outpost yet, a great first step is to acquire a Polished Weapon Rack and mount it on a wall.
It features four attached slots, allowing you to display up to four weapons, even those that have been fully modified. This keeps your weapons accessible whenever you need them, without taking up precious space in your personal inventory.
To set this up, you'll need an available area in your Outpost, the design for Polished Weapon Rack, and the necessary crafting materials.
Unlike gear blueprints, furniture designs don't have fixed drop locations. If you're looking to acquire specific designs quickly, consider choosing ARC Raiders items for sale.

Advanced furniture storage tips
Beyond their visible utility, ARC Raiders furniture items have a hidden advantage: if you move a piece of furniture, already containing items, back into your system storage, those items remain inside the furniture rather than being removed or stored separately.
For example, if you fill a Diner Cupboard (which features 16 individual storage slots) with items and then move the cupboard back into your storage, it will only occupy a single slot in your system storage, while effectively retaining all 16 slots' worth of items inside.
Given this characteristic, to maximize storage space, we recommend choosing containers with a higher number of internal slots when placing furniture in your Outpost, such as the aforementioned Diner Cupboard.
However, keep in mind that such furniture items often have a larger footprint, so you should plan your Outpost layout accordingly. In tighter spaces, a Warehouse Dresser, which offers 5 slots, can be a great alternative.
Note that these furniture storage units are primarily intended for trinkets and certain recyclable items found in ARC Raiders.

Interaction with Scrappy
Some furniture placed in your ARC Raiders Outpost can do more than just store items; they can also interact directly with other game systems, such as Scrappy, the rooster that follows you around.
Scrappy generates various resources for you based on the time you consumed in the game. By feeding him specific food items, you can increase the likelihood of him producing particular resources.
Previously, you had to carry most of this feed in your personal backpack. Now, you can store it in your Outpost furniture and even trigger the feeding action directly from there, no need to move the items back into your inventory first!
This not only saves backpack space but also eliminates the time consumed constantly transferring items and manually feeding Scrappy. Do note, however, that some food items, such as olives and mushrooms, cannot currently be stored in furniture.
Furthermore, this feature can serve as a storage space for seeds. Fruits can be stacked in groups of 10, with each stack effectively representing 30 seeds, a great way to free up space in your backpack.
You can also retrieve these fruits from your furniture at any time: simply select clear all attached items, and they will be moved back to your personal stash. From there, you can break them down into seeds whenever you need them.
Stockpiling specific recyclable items
As you progress in the game, crafting high-tier gear will require you to collect and consume vast quantities of basic components.
Storing these raw materials directly in your personal stash will quickly fill it to capacity, this is where your Outpost comes in handy. More importantly, you should focus on stockpiling specific recyclable items that can be efficiently dismantled into composite materials.
UI optimization tips
When you first enter your Outpost, the interface can be quite confusing, especially since the layout for switching between various facilities often feels disorganized.
While ARC Raiders allows you to move these facilities, dragging and dropping them directly can sometimes cause display glitches.
To keep things organized, we recommend using one of the red pillars in your Outpost as a fixed reference point. Start by placing your workbench there and designating it as Station 1.
From there, you can systematically adjust the positions of your other facilities relative to this anchor point, which will make the layout much easier to manage.
For example, if you want to move your refiner right next to the workbench, you can follow a clear workflow: locate the refiner, then swap its position with whatever facility is currently occupying the station 2 location.
Keep in mind that, due to screen space limitations, you might not always be able to see two specific facilities on the same interface screen. In such cases, you will need to move both items into your storage first, and then place them back down in their desired locations.
A quick word of caution: try not to move too many facilities into storage at once, and avoid relying solely on manual drag-and-drop to reposition them, as this can easily trigger bugs.
Take it one step at a time, making adjustments as you go, until everything is neatly arranged. While the process can be a bit tedious, you only need to set it up once, after that, you won't have to worry about it again!
We hope these tips help you make the most of your ARC Raiders Outpost. And remember: while expanding your storage capacity is important, don't forget to keep things looking good, too!
-
ARC Raiders Amplified Weapons Priority Guide: Best PvE and PvP Upgrades & Resource Allocation
With the introduction of the new Amplified Weapons system, many weapons in ARC Raiders have gained significantly improved performance through exclusive upgrades.
However, the upgrade process not only requires rare materials, such as Amplification Module obtainable only in Frigate, but also involves a tedious crafting process. Therefore, how to allocate resources reasonably and avoid unnecessary investment has become a new issue for players to consider.
Next, I will review the PvE and PvP amplified weapons worth prioritizing for upgrades to help you make a more informed choice.
PvE Weapon Recommendations

In PvE, the main value of amplified weapons lies in increasing damage output against ARC enemies and making weapons more effective at breaking enemy armor.
Jupiter
Jupiter is the most worthwhile PvE legendary weapon to upgrade. The bigger mag enhancement significantly increases magazine capacity, extends continuous firing time, and reduces output interruptions caused by frequent reloads.
On the other hand, coped enhancement provides Jupiter with better long-range engagement capabilities, allowing players to accurately engage targets from relatively safe positions. It's also one of the weapons in ARC Raiders with decent hip-fire performance, enabling quick counterattacks even against close-range enemies.
For PvE players primarily challenging large ARC enemies and needing to deal damage from a distance, Jupiter's enhancements are very noticeable.

Equalizer
Equalizer's enhancement path focuses on sustained damage output. Rapping damage gradually increases damage as the beam hits the target repeatedly, while bigger mag increases magazine capacity from 50 to 80 rounds. These two enhancements combined allow Equalizer to maintain suppressive fire for longer periods during boss battles and against heavy ARC enemies.
The trade-off is that this weapon is already of legendary rarity, making upgrades, repairs, and resupply quite resource-intensive. It's best suited for players who already use it as their primary weapon.
Hullcracker
Hullcracker is recommended to be paired with incendiary grenades and mag reload. The former inflicts continuous burning damage near the point of impact, applying extra pressure to bosses; the latter changes the reload speed from one-shot to full magazine, significantly improving the weapon's output rhythm.
If you prefer a more flexible guerrilla playstyle, Hullbreaker can also opt for incendiary rounds. The additional burning damage on hit allows players to continuously whittle down enemies while moving or retreating from engagements.
Anvil
Anvil's X-rounds are a typical damage threshold-based upgrade. It increases base damage and damage against ARC armor, but at the cost of increased recoil and decreased bullet velocity.
The core advantage of this upgrade lies in breaking specific damage thresholds. For example, against some flying ARCs, the forewings, which would normally be impossible to destroy with a single shot, can be directly destroyed with X-rounds, improving efficiency against highly mobile targets.
Anvil's augmentation path is relatively simple, requiring less resource investment to unlock multiple enhancements compared to some legendary ARC Raiders weapons. For players familiar with this hand cannon, X-rounds is a cost-effective option that balances practical benefits with resource costs.
PvP Weapon Recommendations

In the PvP environment, the criteria for evaluating amplified weapons differ from those in PvE. Compared to sustained damage and armor penetration, kill efficiency, mid-to-close range combat performance, and the continued threat posed by enemies after engagement are more important.
Canto
Canto's carbine conversion combined with infantry rounds is a combination worth seriously considering in current PvP augmentation.
Carbine conversion improves recoil and accuracy, making this submachine gun more stable in close-to-medium range corridors at 15-25 meters; incendiary rounds inflict continuous burning damage upon impact, potentially eliminating enemies even after they retreat behind cover.
Canto's strength lies not in its burst damage, but in its stable design and sustained pressure from the burning effect, ensuring that even if opponents manage to create distance, they may not escape unscathed.
Il Toro
After multiple rounds of balancing adjustments, Il Toro retains excellent close-quarters combat capabilities in ARC Raiders.
With slug rounds selected, Il Toro replaces the traditional shotgun spread with single-shot heavy bullets, improving accuracy and close-to-medium range threat while retaining its burst damage against other Raiders. Combined with more reload, Il Toro can quickly eliminate opponents within a short window of fire.
However, the Il Toro's effectiveness is highly dependent on engagement distance and positioning. Upgrades won't change the fact that it becomes vulnerable at longer ranges, making it suitable for players who prioritize close-range combat.
Rattler
Rattler is a choice among low-rarity weapons with outstanding upgrade benefits. The drum mag increases magazine capacity to 64 rounds, more reload improves reloading speed, and combined with incendiary rounds, further enhances sustained suppression of enemies.
The combination of these upgrades allows Rattler to overcome its original limitations in magazine capacity and handling, becoming a weapon more suitable for sustained mid-range engagements. For players with Mk. I module, the balance between upgrade costs and practical benefits is quite attractive.
Investment Logic
The key to prioritizing upgraded weapons in ARC Raiders is understanding what problem each upgrade solves.
Jupiter and Equalizer enhance sustained damage output in PvE, while Hullcracker and Anvil focus on additional burning damage and breaking through ARC armor's damage threshold, respectively. In PvP, Canto and Rattler are better suited for sustained firefights and post-combat damage suppression, while Il Toro focuses on close-range decisive blows.
With limited augmentation modules and rare materials, concentrate resources on nodes that consistently influence your actual firefighting style. Proper resource planning ensures more stable and direct combat benefits in every Topside operation.
-
ARC Raiders Frigate Guide to Boarding, Dismantling, and Getting Amplification Modules
Unlike Queen, who roams the ground, and Matriarch, which requires careful maneuvering, Frigate, a new addition to the ARC Raiders Frozen Trail, is a massive airship hovering high in the map, accessible only by a Reclaimer drone.
Boarding this ship is just the beginning; the real test lies in whether you can dismantle the entire ship from the inside within 35 minutes, amidst hordes of ARC Defenders, other Raiders ready to ambush you at any moment, and limited ammunition, and then return to the ground alive with Amplification Modules.
Boarding Preparation

Free loadouts are disabled in Frigate, so thorough preparation is essential before boarding, as each failure can result in the loss of an entire expensive loadout.
Determining Primary and Secondary Weapons
Weapon selection is a crucial factor in the success of the entire run. Hullcracker and Jupiter are generally considered the two primary entry weapons for Frigate.
Hullcracker is a grenade launcher specifically designed for ARC, possessing extremely high burst damage against armored targets. It can concentrate firepower in a short time to quickly destroy the Hydra's armored sections. However, its drawback is its extremely high ammo consumption.
Jupiter is an energy-based sniper rifle in ARC Raiders. Its ammo economy is better than the Hullcracker, making it suitable for sustained long-range fire and effective against aerial threats like the Rocketeer. However, its sustained damage cap is relatively low, making it difficult to replace the Hullcracker's armor-destroying capabilities.
From a team composition perspective, if one member already carries Hullcracker, the other member should ideally choose Jupiter to balance burst damage and sustained firepower.
Secondary weapons are equally important. Frigate contains numerous Coil targets that need to be destroyed one by one. These orange ring targets are often small and strategically positioned. Venator pistol, with its high accuracy and ample magazine capacity, can more easily handle Coil and yellow button targets.
Configuring Survival Items
Frigate's interior features a high density of ARC units and a complex vertical structure. Besides damage output, the team needs to balance rescue, mobility, and area control.
Recommended ARC Raiders items include:
- Defibrillator: Provides timely rescue when teammates are downed, maintaining team combat effectiveness and preventing them from becoming passive due to casualties.
- Snap Hook / Grappling Hook: Allows for quick movement between different floors, saving travel time and enabling rapid repositioning in dangerous situations.
- Barricade: Provides temporary cover, blocking some enemy line of sight and helping the team buy time for target dismantling and rescue.
- Lure Grenade: Diverts enemy attention, especially useful for distracting Rocketeers when dismantling Coil, creating opportunities for the team to deal damage.
Ship Mechanics
In ARC Raiders' Frigate, the ship dismantling mechanism is not complex, focusing on only two things: destroying Power Cores and shooting the yellow buttons to open pathways.
Power Cores

Power Cores are orange ring-shaped targets distributed inside and outside the ship and are crucial for advancing Frigate process. Some cores are directly exposed and can be fired at; others are protected by barriers and require approaching and using the Pickaxe to breach them before damage can be inflicted.
It will gradually darken when the core is damaged, but it must be completely destroyed to complete the process. Proceed to the next core area only after confirming the target is destroyed.
Yellow Buttons

The glowing yellow buttons are control nodes for mechanisms on the ship. Firing these buttons triggers various mechanisms, including opening security doors, deploying climbing platforms, or unlocking subsequent pathways.
Destroying a set of yellow buttons on the wall in the starting area will deploy a climbable wall platform. This route is still useful without a Snap Hook; with a grappling hook, it allows for more flexibility in bypassing some of the climbing.
Deploying these yellow buttons deeper into the ship also helps; fire them promptly and observe changes in mechanisms. They directly affect the route and determine whether the team can continue deeper into the ship to reach the cargo hold and the final target area.
Frigate Full Run
A complete Frigate run can be divided into three phases. The team needs to advance step by step according to the ship's structure, clearing all key targets, and finally unlocking the reactor and cargo hold areas.
Phase 1
After boarding the ship, the team will slide through a tunnel to enter the lower deck. The primary objective here is to activate the floor mechanism to raise the locked large central coil.
Activating the mechanism requires at least three Raiders to simultaneously press three ground buttons. Raising the central coil will also attract additional Hydras.
It is recommended to immediately retreat to previously cleared areas after triggering the mechanism, use cover to deal with newly emerging threats, and then concentrate fire to destroy the coil.
Phase 2
The top floor is the most labor-intensive phase of the entire run. The coil layout on both sides of the ship is completely symmetrical, with three groups of targets on each side:
- Periodic Flame Room: Enter after the flames have died down, use Pickaxe to breach the outer layer of the coil, and then concentrate fire once all three coils are exposed. Be careful to control your stay time and retreat before the flames reignite.
- Embedded Coil in Wall: Located in the flamethrower room below, you need to find the right moment to jump in, breach the structure, and then evacuate as quickly as possible.
- Suspended Double Coil: Located opposite the gap in the midsection of the ship, you need to use a suitable movement route to reach and dismantle it.
Due to the symmetrical structure on both sides, it is recommended that the team assign tasks to the left and right sides to avoid repeated searches or missing targets. After confirming that all coil clusters in the lower and upper decks have been cleared, the ship will sound an alarm, indicating that the final area has been unlocked.
Phase 3
After entering the forward section of the final area, first clear Hydra in the sinkhole, then shoot the six yellow buttons to open the two doors with green indicator lights. Proceed deeper along the red passage, clearing enemies and destroying the coils along the way.
Upon reaching the reactor piping area, find and destroy the two yellow buttons to stop the turbine, then destroy the coil in the center of the reactor.
Finally, complete the four sets of breaching mechanisms in the room that require two people to work together, then have two Raiders operate the oil drums at both ends of the room to gradually lower the central structure. After the structure detaches from the ship, jump on and land with it. Finally, open the cargo hold container to retrieve Amplification Modules.
When should you leave?
The difficulty of Frigate lies not only in ARC's firepower but also in time management and teamwork. If, after boarding, you find your teammates lack the will to advance the objective, or your team's firepower is insufficient to handle Hydra and swarms of Rocketeers, don't insist on completing the entire challenge.
The 35-minute window won't be extended due to insufficient numbers; continuing to hold out will only consume more ammunition and equipment. At this point, consider retreating along the original route to the Reclaimer platform, then looking for another opportunity to escape, preserve your equipment, and wait for the next challenge.
Frigate tests preparation and cooperation, not luck. Having sufficient ammunition, allocating firepower reasonably, mastering the dismantling order, and maintaining teamwork are crucial to completing the objective before time runs out. Knowing when to advance and when to retreat is key to successfully dismantling Frigate.
-
ARC Raiders PvE Mode: Will It Become Permanent?
Imagine spending an evening scavenging the Rust Belt, picking through abandoned buildings, fighting ARC machines, and finally finding ARC Raiders items for sale you've been searching for. Then, just as you're making your way to extraction, another Raider appears. You try to signal that you're friendly. They shoot anyway. Your loot is gone, your run is over, and the next decision is whether to queue up again or simply close the game.
For some ARC Raiders players, that last option became a habit.
Now, a temporary PvE matchmaking test is giving some of those players a reason to return. Instead of worrying about another Raider turning hostile at the worst possible moment, they can focus on the ARC threat, explore the map, complete objectives, and occasionally help a stranger survive a fight.
For others, the appeal is even more personal. A Reddit user recently explained how the limited-time mode had finally made it possible for their trio to enjoy the game together without constantly worrying about PvP encounters.

Embark Studios' PvE toggle test runs from October 13 to October 20, 2026. It is a limited experiment, not a confirmed permanent game mode. Yet the reaction has reopened a bigger discussion about what players actually want from ARC Raiders.
Some want every extraction to feel dangerous because another player could be waiting around the corner. Others love the world, the weapons, and the machines but have little interest in losing an evening's progress to an unpredictable PvP encounter.
The surprising part is that both groups may have a point. And if Embark wants to bring back lapsed players while keeping friends playing together, a permanent PvE option could be worth considering.
Why Are Former ARC Raiders Players Coming Back for PvE?
The strongest argument for PvE is not that ARC Raiders needs to become easier. It is that the game already has plenty to offer players who don't want every encounter with another human to turn into a fight.
The Rust Belt is a compelling place to explore. The ARC machines are dangerous enough to demand attention, while the scavenging and extraction loop gives every successful run a clear purpose. For players who enjoy learning enemy patterns, improving their equipment, and completing missions with friends, there is a substantial game here even without direct PvP combat.
The problem is that the standard PvPvE experience asks players to manage two very different kinds of threats at once.
A powerful ARC machine can punish poor positioning or careless shooting. Another Raider can make an otherwise successful run feel pointless in a matter of seconds. Neither threat is inherently wrong for an extraction shooter, but they create very different kinds of pressure.
Some players enjoy that uncertainty. Others find themselves spending more time watching bushes, listening for footsteps, and worrying about extraction campers than engaging with the game's actual environment.
The PvE test changes that calculation.
In a Reddit post about returning to the game, one player described coming back after roughly seven months away, with hundreds of hours of previous experience, and expressed hope that PvE would remain available. Another returning player, in a separate discussion thanking Embark for the PvE toggle, described rediscovering the game's combat, exploration, and missions without the same pressure from hostile Raiders.
These are individual accounts, not proof that the entire player base is returning. But they show exactly what the test offers an audience that the standard mode has struggled to retain.
For these players, the appeal is simple: they can enjoy the game without having to enjoy every part of the extraction-shooter formula.
PvE Is Giving Duos and Trios a Reason to Play Together Again
The benefits of PvE are not limited to solo players or Raiders returning after months away. For some players, the biggest difference is that they can finally enjoy ARC Raiders with friends without worrying that another squad will turn every difficult encounter into a PvP fight.
In a Reddit post, user u/IGetItItsAReference explained how the limited-time PvE mode had changed the experience of playing with two close friends. One friend had limited time for gaming, while another struggled with PvP encounters. Under the standard PvPvE rules, their trio would often get wiped out by other players when attempting to fight larger ARC enemies.
The PvE test changed that dynamic. Instead of losing their runs to hostile Raiders, the group could focus on taking down dangerous machines, including the Vaporizer, and enjoy the cooperative combat that had brought them together in the first place.
The player's request to Embark was straightforward: keep PvE available for Duos and Trios, even if solo PvE remains optional.
That suggestion highlights an important distinction in the debate over a permanent PvE mode. For some players, PvE is not simply a safer way to collect loot. It is a way to make the game more accessible to friends with different skill levels, schedules, and tolerance for competitive encounters.
A player who has only an hour to play may not want to spend most of that time recovering from a squad wipe. Someone who struggles with PvP may still enjoy learning ARC attack patterns, coordinating with teammates, and taking down challenging enemies.
Keeping PvE available for small squads could therefore serve a purpose beyond bringing individual players back. It could help friends continue playing together even when they do not share the same enthusiasm for PvP.
The Reddit post represents one group's experience, not proof of a broader trend. Still, it illustrates why Embark should evaluate the PvE test not only by how many players enter the mode, but also by whether it gives existing and returning players more reasons to keep playing together.
What ARC Raiders PvE Toggle Actually Changes
Embark has not created an entirely separate campaign. Instead, the studio is testing a matchmaking option that allows players to switch between the standard PvPvE experience and dedicated PvE sessions.
According to the official PvE test announcement, the main changes are straightforward:
-
No player-to-player damage. Raiders cannot directly damage one another in PvE sessions, and throwable items such as stun and fire equipment will not affect other players.
-
More room for cooperation. Players can focus on ARC encounters, scavenging, and objectives without the usual threat of being shot by another Raider.
-
Lower overall loot value. The safer environment comes with a reduction in the total value of loot available in PvE sessions.
-
Mixed squad sizes. Solo players, Duos, and Trios can meet in the same PvE matchmaking pool rather than being consistently separated by squad size.
-
Certain map conditions are excluded. Night Raid, Locked Gate, Hidden Bunker, Frigate, and Redirection are not available as PvE options during the test.
-
PvPvE matchmaking rating stays separate. Playing PvE does not affect a player's PvPvE matchmaking rating.
There are still risks. Barricades, ziplines, and other physical interaction items continue to work, so disabling player damage does not eliminate every way one Raider can disrupt another. Embark has also warned that ARC enemies can reacquire downed players who move after the initial grace period, meaning a knockdown can still be dangerous even when no human opponent is trying to finish the job.
That last detail matters. PvE is not supposed to turn the Rust Belt into a harmless sightseeing tour. The machines remain a threat, and careless players can still lose their gear.
The main difference is who—or what—they have to worry about.
For players who have been asking for a more cooperative experience, that distinction is the entire point.
The Best Part of PvE Might Be What Happens Between Fights
Combat is only one part of the story. The more interesting change may be how players behave when they no longer have to assume that every stranger is a potential enemy.
In a standard raid, approaching another player can be a calculated risk. A friendly gesture might lead to cooperation, but it could also give someone an opportunity to get close before opening fire. Even players who prefer peaceful encounters have to make decisions with that possibility in mind.
PvE changes the social calculation.
A Raider fighting several ARC machines can become an opportunity to help rather than a target to eliminate. Two strangers can take on a dangerous enemy, move on, and continue their runs without the same suspicion hanging over the encounter. Players can also spend more time learning unfamiliar areas or working through objectives without feeling that every detour leaves them vulnerable to an ambush.
That does not mean every PvE lobby becomes a perfect cooperative community. The existing physical interactions can still cause trouble, and strangers will not suddenly communicate or coordinate just because player damage is disabled.
Still, the opportunity for low-pressure cooperation is real. It gives players a different way to experience the world, particularly those who prefer exploration and teamwork to competitive encounters.
PC Gamer's coverage of the PvE test described a session in which players who came across a dangerous ARC enemy gradually worked together to bring it down. The appeal was not that the encounter lacked danger. It was that the players could respond to that danger together.
For returning Raiders, those small moments may be more compelling than any single loot drop.
They also help explain why PvE could matter to groups of friends. When one player has limited gaming time and another finds PvP stressful, cooperative encounters offer a common reason to keep playing. Rather than forcing every member of a squad to enjoy the same competitive experience, PvE lets them concentrate on the part of the game they share.
PvE and PvP Also Reward Different Weapon Builds
The differences between PvE and PvPvE extend beyond matchmaking and player interactions. Weapon amplification choices can also shape how Raiders approach each mode.
A community-shared weapon guide highlights different priorities for fighting ARC machines and fighting other Raiders. In PvE, the recommendations focus on sustained damage, weak-point targeting, magazine capacity, and ammunition effects that help deal with mechanical enemies.
The guide identifies Anti-Weak Point as an option for increasing damage against ARC weak points and Bigger Mag for the Equalizer as a way to increase magazine capacity from 50 to 80 rounds. It also recommends X-Rounds for the Anvil, Mag Reload for the Hullcracker, and Incendiary Rounds for the Hullcracker as options for dealing with ARC enemies.
The PvP recommendations take a different approach. The guide highlights Carbine Conversion for the Canto, Semi-Auto combined with X-Rounds for the Bettina, Anti-Shield combined with Full-Auto for the Kettle, Charged Burst for the Aphelion, and Slug Rounds for the Il Toro.
These builds emphasize different combat priorities, from shield pressure and rapid follow-up shots to high-damage projectiles. The guide ranks Slug Rounds for the Il Toro as its top PvP recommendation, while Incendiary Rounds for the Hullcracker take the top position in its PvE list.
These are community recommendations rather than an official Embark ranking, and their effectiveness may depend on the current balance, available amplifications, and individual playstyles. The exact names and effects should also be checked against the live game before players rely on them.
Even with those caveats, the broader point is worth considering: PvE and PvP can encourage different approaches to combat. A player preparing to fight a large ARC machine may prioritize sustained damage and weak-point efficiency, while someone expecting a close-range duel may prefer a build tailored to fighting enemy Raiders.
If both modes remain available, Embark has an opportunity to support distinct playstyles without requiring every player to approach combat in the same way.
Players looking to expand their arsenal may also search for ways to buy ARC Raiders weapons, but choosing the right weapon amplification for the encounter can be just as important as the weapon itself.
Embark's Own Data Explains Why the Test Matters
The PvE experiment is not simply a response to a handful of complaints on social media.
In its September announcement explaining the PvE toggle, Embark shared its own breakdown of player preferences. The studio said approximately 37% of its player population fell into a friendly co-op group, 27% were mixed players, and 34% were primarily PvP-focused. Embark also reported that 51% of the surveyed player base had expressed interest in a dedicated PvE option.
These are figures reported by the developer, rather than independently verified measures of the entire player base. Even so, they provide useful context for the decision to run a public test.
Embark also said its friendly co-op group had been growing since launch, while its pure PvP group had remained relatively stable. The studio reported that more than 70% of friendly players and 40% of PvP players wanted fewer hostile encounters.
The takeaway is not that everyone secretly wants a PvE game. A substantial group clearly enjoys direct player combat, and the developer's figures indicate that those players remain an important part of the community.
Instead, the numbers suggest that ARC Raiders has attracted several different audiences under one extraction-shooter framework. Some want social encounters and unpredictable conflict. Others want co-op combat and exploration. Many sit somewhere in between.
In the same announcement, Embark acknowledged that ARC Raiders was originally conceived as a PvE co-op game before the project was reworked into the high-tension PvPvE extraction experience that ultimately launched.
That history makes the current test particularly interesting. PvE is not an entirely unrelated idea being bolted onto the game. It is an alternative that the studio has considered before, and the player base has given Embark a reason to revisit it.
Why Some Players Think PvE Takes Away What Makes ARC Raiders Special
Not everyone is convinced that a dedicated PvE mode is the right move.
For PvPvE fans, uncertainty is not an unfortunate side effect of the game. It is the foundation of the experience.
A stranger who appears friendly might become an enemy. Someone who seems dangerous might decide to help. A routine extraction can suddenly become the most memorable part of a session because another player made an unexpected decision.
Without the threat of PvP, some of that uncertainty disappears. Players can still lose fights against ARC machines, but the social stakes are lower. The possibility of betrayal, negotiation, and spontaneous conflict is no longer part of every encounter.
Some players have already argued that the current PvE test feels less engaging after several rounds. Others have criticized the lack of meaningful endgame activities and pointed out that players can still interfere with one another through physical interactions despite being unable to inflict direct damage. These concerns feature in GamesRadar's coverage of the divided community response.
The criticism deserves attention.
If PvE becomes permanent, Embark cannot assume that removing player damage will be enough to support a long-term alternative. Experienced players will need compelling objectives, satisfying progression, varied encounters, and reasons to return after they have mastered familiar routes.
A dedicated PvE experience also creates practical questions around matchmaking populations, queue times, and the in-game economy. If safer sessions consistently provide a better return for less risk, the difference between PvE and PvPvE rewards will need careful balancing.
Weapon builds introduce another consideration. If PvE and PvP continue to encourage different equipment choices, Embark will need to ensure that both environments offer worthwhile progression without making one mode feel like a less rewarding version of the other.
The current test provides an opportunity to identify these problems before the studio makes a permanent commitment.
It also shows why the debate is more complicated than choosing between a difficult game and an easy one. PvPvE delivers a particular kind of tension that some players do not want to lose. PvE offers a different kind of challenge, and that experience should not be dismissed simply because it is less dependent on hostile encounters.
Should ARC Raiders Make PvE a Permanent Mode?
There is a reasonable middle ground between replacing PvPvE and refusing to support PvE at all.
The most obvious option would be to maintain separate matchmaking choices. Players who want the unpredictability of human opponents could continue playing the standard experience, while those who prefer co-op combat could choose PvE.
The modes would not necessarily need identical reward structures. Embark could continue balancing loot values and progression around the different levels of risk, while developing objectives and encounters that give each mode its own reasons to play.
The studio would also need to address the problems exposed by the test. Physical interference may be acceptable in some situations, but a dedicated cooperative mode needs enough protection against deliberate disruption to prevent players from recreating the same frustrations they hoped to leave behind.
Queue times are another consideration, especially in regions or at times when fewer people are playing. A permanent toggle could divide the matchmaking population, and Embark needs to monitor the effect on both PvE and PvPvE sessions.
There is also a strong case for keeping PvE available to Duos and Trios. The Reddit account from u/IGetItItsAReference suggests that a cooperative option can help friends with different levels of PvP experience enjoy the same game. For groups that struggle to find a shared experience in the standard mode, that benefit may be more important than the amount of loot earned in a single run.
A permanent PvE option could give former players a reason to return, help new players learn the game, and provide existing Raiders with a change of pace between high-pressure runs. It could also make it easier for friends with different attitudes toward PvP to play together.
Most importantly, it would allow players to choose the experience they want without forcing everyone else to make the same choice.
That is a stronger argument than claiming PvE should replace the original game. The two modes serve different needs, and the challenge is to make sure that supporting one does not undermine the other.
What Happens When ARC Raiders PvE Test Ends?
The current test is scheduled to end on October 20, 2026, at 11:00 CEST. When that window closes, the temporary toggle will be removed and matchmaking will return to its standard arrangement while Embark reviews player feedback and in-game data.
The studio has been clear that this test is not a promise of a permanent PvE mode. It is an opportunity to understand whether the option works for the community, what players like about it, and which problems would need to be addressed in a future version.
That distinction matters because enthusiasm during a limited test does not automatically translate into long-term engagement. Embark will need to consider how many people used PvE, how it affected the standard matchmaking experience, whether players kept returning, and what feedback both audiences provided.
The results could lead to a permanent option, a redesigned version, or a decision not to pursue the feature further. Until the studio announces its next step, none of those outcomes should be treated as confirmed.
For players who have already returned, the immediate question is whether they will still have a way to enjoy the game after October 20. For those who have stayed with PvPvE throughout, the question is whether offering another queue will improve the game's long-term health or split its community.
Both concerns are worth taking seriously.
The PvE test has highlighted something important about ARC Raiders: the game's appeal is not identical for every person who plays it. Some players come for the tense encounters with other Raiders. Others come for the machines, the atmosphere, the loot, and the satisfaction of making it back to Speranza with friends.
A permanent PvE mode would not need to settle which group is right. It would need to prove that both can have a worthwhile experience in the same game.
For the players who already quit, that possibility is enough to make one more raid worth trying. For friends who have struggled to enjoy the standard PvPvE experience together, the test offers another reason to give the Rust Belt a chance.
What about you, Raider? Should Embark keep PvE permanently available for Duos and Trios, even if solo PvE remains optional? Would you keep playing ARC Raiders if PvE became a permanent option, or is the possibility of being betrayed at extraction exactly what keeps you coming back?
-
-
ARC Raiders Emperor Dungeon Unlocking and Clearing Guide: The Exclusive Source for the Rare Emperor Modulators!
In Pendola Pass, a new map introduced in Frozen Trail update, players will encounter more than just the perilous Flash Freeze weather event and the periodically spawning ARC Frigates. There is also a mysterious map condition known as Redirection.
Players often refer to this Redirection condition as Emperor Dungeon. This is likely because it serves as the primary source of rewards under this condition, features dungeon-like exploration mechanics, and offers a rare final reward: Emperor Modulators.
To help you fully explore Pendola Pass and secure more rare loot, this guide will walk you through how to clear Emperor Dungeon.

How to activate Emperor Dungeon?
First, you must wait for Redirection map condition to become active in Pendola Pass. The key items required to access Emperor Dungeon only appear under these specific circumstances:
- ARC Conductive Coupler
- ARC Insulated Coupler
- ARC Plated Coupler
- Emperor Gateway Conduit Blueprint
Combine these at a Workbench 1 to craft an Emperor Gateway Conduit, which functions as a key to Emperor Dungeon. Additionally, if you have unlocked the final reward tier of Frozen Trail Premium Reward Pass, you will receive an extra one.
While gathering these four components might seem like a hassle, fortunately, they can all be obtained from the same source: Harvester Payload.
Alternatively, if you have the budget and want to save time, or if you wish to farm Emperor Dungeon multiple times, you can buy ARC Raiders items to lighten the load. You can acquire either the four base materials or Emperor Gateway Conduit itself directly!

How to obtain Harvester Payload?
Harvester Payload is a special type of container that typically only appears during Redirection condition. It cannot be found through standard looting; instead, you must first locate an Emperor Beacon among the fallen beacons scattered across the map.
Once found, place Emperor Beacon on open ground to activate it. It will emit a unique signal that draws in Harvester Payload, causing it to drop from the sky. You can then loot it for various materials, and if you end up with items you don't need, you can sell them for ARC Raiders coins.
Dungeon layout and exploration flow
Once you have at least one Emperor Gateway Conduit, you can travel to and enter Emperor Dungeon at any time, regardless of the current map state.
The dungeon features a series of challenge rooms of varying sizes; only the initial stage at the bottom and the final room remain fixed. The layout and order of the intermediate rooms change each time you re-enter.
We recommend locating the exit before entering any room. The exit usually appears as a large, sealed door surrounded by two rings of white light.
Be careful not to mistake it for a door with yellow light; doing so could teleport you back to a previously completed area or even eject you from Emperor Dungeon entirely.
Among the rooms, Hydra Room warrants special attention, as it features the newly introduced Hydra enemy type.
Hydra is a heavy, ground-based armored turret capable of firing projectiles in three directions simultaneously, delivering massive firepower.
To handle Hydra effectively, quickly find cover within the room to shield yourself when it fires. Look for an opening to unleash concentrated fire on its unarmored rear section.
Upon entering the final room and descending the ladder to the central platform, a large number of ARCs will suddenly swarm out from the far end. However, they may leave on their own, so it is best to wait for the right moment rather than rushing into combat.
Once the enemies have left or been eliminated, you can freely scavenge the room. Pay close attention to containers, as they may hold Emperor Modulators.

What gear should you bring?
While ARC Raiders Emperor Dungeon does present certain dangers, a standard gear setup is perfectly adequate for the challenge.
Generally, bringing two high-damage weapons, such as Anvil or Hallcracker (or the new weapons, if you have them), along with a Snaphook, shield chargers, healing items, and Stems, is sufficient for a run through Emperor Dungeon.
This loadout provides ample firepower while consisting of items with relatively low rarity, so losing them wouldn't be too painful. Finally, keep an eye on the clock, if you consume too much time fighting early on, you might not have enough time to fully scavenge for loot before extraction.
The good news is that after a run or two, you'll get the hang of it, eventually becoming efficient enough to speed-run through every stage of the dungeon.
Loot value in Emperor Dungeon
Beyond the various items scattered throughout the rooms and the materials dropped by enemies, the true value of farming Emperor Dungeon lies in Emperor Modulator, an essential component for obtaining Amplified tier weapons in the game.
Amplified is the fifth gear tier introduced in Frozen Trail update; previously, gear in ARC Raiders could only be upgraded to tier four.
To upgrade a weapon to Amplified tier, you must first unlock Outpost and upgrade both it and Gunsmith to tier four. The upgrade requirements for the latter include one Emperor Modulator.
In short, if you don't want to fall behind in future ARC Raiders combat, farming Emperor Dungeon is a must. It's highly recommended to get familiar with it as soon as possible.
That covers everything for this guide. Don't wait, jump into Emperor Dungeon and start clearing it! And if you're feeling unsure, feel free to squad up with some friends!
See more IGGM Update on Google







