ARC Raiders Dam Controlled Access Zone Key farming and usage guide | The secret room you may be missing in Dam Battlegrounds Map
Category: ARC Raiders Posted: Mar 14, 2026 Views: 1466
While ARC Raiders Shrouded Sky update brought a wealth of content, more than two weeks have passed, and you should have already explored most of it.
However, we reasonably suspect that there might be a secret room in the newly added Controlled Access Zone on Dam Battlegrounds map that you haven't found and entered yet - in fact, many players are unaware of it!
This room requires a Dam Controlled Access Zone Key to enter; of course, before that, you'll need to unlock Controlled Access Zone. Below, we'll provide the most comprehensive unlocking guide.

How to enter Controlled Access Zone?
The importance of this area lies in the fact that it offers loot of generally higher value and quantity than other areas in Dam Battlegrounds, increasing the chances of finding rare ARC Raiders blueprints.
To unlock this zone, you need to cooperate with three players to solve a puzzle. You can choose to team up with one or two friends and then randomly invite strangers to fill the vacancies (because the team size limit is three).
However, we recommend entering alone and then finding three players to team up with near Controlled Access Zone using close-range chat. Teaming up increases the likelihood of PvP combat and delays in unlocking the zone.
Unlocking the first door
Controlled Access Zone is located slightly north of the center of Dam Battlegrounds. There are no restrictions on entering the zone; the puzzles primarily help you unlock the general loot room.
To complete the puzzles, you and your three temporary teammates each need to find a hidden button, or one person can find one and inform the others. Here are the locations of each button:
- Button 1: Find a battery on the ground floor and insert it into the electrical box opposite the main office on the top floor to open the main office door. Button 1 is inside.
- Button 2: To the left of the locked door.
- Button 3: Near the stairs.
- Button 4: On top of the metal pipe.
Once everyone holds one button and presses them simultaneously, the four lights above the first locked door will light up, opening the door. However, after exploring for a while, you will encounter a second locked door.
Unlock the second door
Opening this door requires submitting certain materials. The materials will change each time you re-enter the puzzle, but they are common items like wires, metal parts, or ARC Powercells.
To save time, you can bring some materials into Controlled Access Zone beforehand. Even better if your partner does!
After that, you can freely loot the zone. The loot is plentiful enough for four people to share. However, if uninvited guests appear, it's best to work together to deal with them.
Dam Controlled Access Zone Key
Besides the loot room unlocked by solving the puzzle, Controlled Access Zone also has a hidden room. It doesn't require solving a puzzle, but it can only be opened with Dam Controlled Access Zone Key.

How to find this key?
Although the key's drop rate was nerfed in Patch 1.18.0, you still have a high chance of finding it if you consistently farm in the following locations:
- Dam Battlegrounds: Ruby Residence, Pale Appartments, and Pattern House
- Buried City: Grandioso Apartments, Library, Offices, and Laboratory
- Stella Montis: Security Checkpoint (Lockers)
- Blue Gate: Reinforced Reception (Security Lockers)
We highly recommend farming on these maps when events like Night Raids or Hurricanes spawn, which significantly increase loot drop rates. This should yield much better results.
If you obtain many keys, you can sell them for 100 coins each. However, it's recommended to keep them to farm the corresponding rooms multiple times.
How to find the secret room?
After obtaining the key, travel to Controlled Access Zone, then go through the doorway to find a destroyed Rocketeer hanging on the cable network. Look down, and you'll find a small door.
Jump down and use the key you find to open the door. You can then find and loot electrical panels, computers, drawers, and filing cabinets in the room. Opening them will reveal various rare blueprints or gear.
It's worth noting that there are three routes to Controlled Access Zone, and the secret room will vary depending on your location. Here's how:
- Enter from the bottom: Climb the broken catwalk and stairs until you find the door on the southwest side of the room.
- Enter through a small ladder hole: This is the fastest route to the secret room, but you might encounter PvE enemies along the way.
Is the secret room worth looting?
Overall, the loot in this room is quite valuable, but due to the room's small size, the total amount of items you can obtain is actually quite limited.
Therefore, we recommend looting this room only after a map event has spawned, especially the currently popular Hurricane, rather than wasting your key on regular raids.
Nevertheless, this is still not the worst key room in ARC Raiders and is a good option for a small loot-collecting trip, especially if you can handle it solo.
These are all the ways to unlock loot rooms in Controlled Access Zone. If you haven't fully explored this area yet, hurry up and follow our guide!
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ARC Raiders Riven Tides Ultimate Trailer reveals the enemy Turbine | New Events, Projects, and Sets are waiting for you!
With just a few hours remaining until the official launch of ARC Raiders: Riven Tides, the recently released ultimate trailer, alongside accompanying preview articles, has already offered us a comprehensive first look at the full scope of this update.
Below, we present a detailed breakdown and analysis of this content, designed to help you prepare with greater confidence as you gear up to battle new enemies across the new map!

Ultimate trailer overview
This trailer runs for approximately one and a half minutes. It opens with a brief sequence of vintage-style archival footage, consistent with the aesthetic of previous teasers, which appears to have been captured by a Raider from the past.
Immediately following this, the visual fidelity sharpens significantly. The camera begins at Panorama Azzurro Hotel, systematically showcasing the intricate details of its interior and exterior, the nearby Azzurro Beach, and a dilapidated tennis court.
Close-up shots of these scenes reveal that this location was once a bustling hub; however, it appears to have been utterly devastated following ARC invasion.
Interestingly, perhaps reflecting an intentional shift in narrative focus by the trailer's director, the latter half of the video centers primarily on the various types of ARC enemies.
These alien invaders are shown rampaging through the industrial zone on the opposite side of the new map, set against a visual backdrop imbued with a cold, metallic atmosphere.
Finally, a massive, previously unknown enemy makes its debut in the skies above, as a lone Raider stands atop a lookout tower, observing the colossal threat.
The trailer effectively serves a dual purpose: one half acts as a definitive visual summary of the new map, building upon the glimpses provided in earlier teasers, while the other half focuses squarely on ARC adversaries, particularly that massive new addition soon to join the fray.
More details from "Reclaim the Coast"
Coinciding with the trailer's release, the game's developers also published an article titled Reclaim the Coast, offering a holistic preview of Riven Tides update. It is anticipated that a new, more detailed announcement will be released once the update officially goes live.
New Map: Riven Tides
As we previously speculated, the new map shares its name with the update itself: Riven Tides. In contrast to the trailer's visual-heavy approach, the accompanying article conveys the map's backstory through text.
Riven Tides is situated on the western coast of Rust Belt region, comprising a blend of once-bustling resort areas and highly industrialized dockyards and factory complexes.
Unfortunately, following ARC invasion of Earth, and beyond just Great Evacuation, this region fell a second time due to the failure of the initial wave of survivors.
New PvE Enemy: ARC Turbine
The final name for this long-awaited, massive flying PvE enemy is ARC Turbine. As seen in the trailer and accompanying visuals, it features an inverted conical shape; given its immense size, it strongly resembles a floating aerial fortress.
Turbine appears to be propelled by engines located at its base. At least judging by the trailer, it does not seem as overtly aggressive as other known flying ARC units; however, it likely harbors other, more insidious forms of danger.

Furthermore, it has been confirmed that ARC Turbine possesses extremely robust defensive capabilities. Coupled with rumors suggesting that players can actually enter its interior, this promises to deliver a novel combat experience that defies imagination.
If these rumors prove true, the gameplay mechanics would bear some resemblance to those involving Assessor; however, since Turbine is a genuine enemy rather than a static device, it poses a far greater threat.
New Map Event: Beachcombing
This event sets the stage for combat on a desolate stretch of coastline. Based on the previews, during this event, players will have the opportunity to unearth rare loot hidden beneath the sand or submerged underwater, though doing so comes with its own set of unknown risks.
Given the terrain, combat during Beachcombing will probably take place predominantly in open areas, meaning players will find it more difficult to utilize natural cover for tactical advantage. In this scenario, the Barricade Kit could prove to be incredibly effective!
New Project: Avian Alarm
Almost every ARC Raiders update introduces a new project. This time around, Avian Alarm project tasks you with deploying cages along the coastline to capture birds.
Consequently, while this project adheres to the standard five-stage progression model, the actual mission objectives may differ significantly from the material-gathering tasks featured in previous updates.
Upon completion, you will be rewarded with Dockmaster's Detector, Gel Patches, Bird House backpack attachment, Fist In Air emote, and 250 Raider Tokens.
It is worth noting that Dockmaster's Detector appears to be a prerequisite for unlocking the new Beachcombing event; therefore, it is highly advisable to prioritize completing the associated project stages.
Special Event: Last Resort
ARC Raiders may not have plans to release additional major content updates during the first half of the year; consequently, Last Resort, an extra event, has been added as part of Riven Tides update.
This event launches concurrently with the update and will remain active until May 25th; its gameplay mechanics bear a close resemblance to the previous Gathering Candleberries. You can play on any map; the system will automatically track XP you earn and convert it into merits.
As you accumulate more merits, you will be able to unlock additional items from Last Resort rewards catalog, which spans three pages. Furthermore, you can earn extra merits by hunting for miniature boat models, the rarer the model, the greater the merit reward.
Two New Items
True to expectations, Riven Tides update delivers even more than just the previously confirmed content, introducing two brand-new items: Crash Mat and Powered Descender.
According to the information released so far, both items are designed to help you mitigate fall damage. This likely stems from the fact that the new maps feature numerous tall structures and locations with significant vertical elevation differences.
These new items may be obtainable directly through scavenging during gameplay, or they might require you to unlock their corresponding blueprints first, but either way, combat is inevitable!
More New Sets
On the day Riven Tides update officially goes live, the game will debut Solare Set and Rachetta Set. Both sets feature vibrant color palettes and relatively form-fitting designs, a distinct departure from the aesthetic of the older sets.
Throughout the month of May, ARC Raiders will continue to roll out additional sets, including Corsaro Set, Castaway Set, and Sandveil Set, ensuring you have plenty of motivation to keep pushing forward.
The above serves as a general overview of all the new content included in Riven Tides update; further details will be revealed once the update officially launches. So grab your weapons and get ready to face new challenges in Rust Belt!
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ARC Raiders Radical Trials Overhaul before Riven Tides Drops | New Recon Outfit Rewards and Major Gameplay Shifts Revealed
It appears that, starting with Riven Tides update, ARC Raiders is determined to implement transformative changes across multiple aspects of the game, much like the changes introduced last week regarding Expeditions, this week the focus shifts to trials!
Although they serve different purposes, both Expeditions and trials are fundamental features of ARC Raiders; as such, they must be designed with sufficient robustness to ensure the game's continued growth and success.
Below, we will walk you through the comprehensive overhaul of the trials system, ensuring you are fully prepared to continue completing your weekly trials smoothly and efficiently once Riven Tides update goes live.

Trials system overview
Trials were one of the core mechanics available right from the launch of ARC Raiders. They refresh weekly and typically consist of five specific objectives.
These objectives reward you with trial points based on your level of completion; the higher your performance rating, the greater the rewards, culminating in the ability to unlock a maximum three-star rating.
Furthermore, you can earn additional points to climb the trials leaderboard and compete against other players, ultimately unlocking extra loot as you improve your ranking.
Although ARC Raiders does not feature a strictly defined seasonal structure, players have naturally come to track trials in a season-like manner, aligning them intuitively with the game's expedition cycles.
Consequently, the game is currently in the final week, Week 8, of Season 3. Immediately following this, and upon the release of Riven Tides update, a brand-new cycle will begin.
Why participate in trials?
For every star you earn to improve your trial rating, you unlock a new reward, potentially even earning the chance to acquire brand-new or high-tier ARC Raiders blueprints!
Moreover, the process of completing trials often requires you to engage in specific combat scenarios; these encounters yield enemy-dropped loot, which may even include rare crafting materials.
Additionally, if you achieve a high final ranking on the trials leaderboard, you will be rewarded with exclusive cosmetic items unique to the current season!
What fundamental changes are coming?
On April 25th, ARC Raiders published an article titled "Trials Season 4: What's on the Horizon", detailing the specifics of the major overhaul to the trials system. We will now walk you through these changes point by point.
Changes to start times
During the first two expedition departure windows, weekly trials were previously unavailable; players had to wait until the departure window closed, signaling the start of a new expedition cycle, before they could access the trials.
However, following the launch of Riven Tides, Season 4 Week 1 trials will commence immediately the very next day, Wednesday, April 29th. Subsequently, they will continue to update on a fixed schedule, refreshing every Wednesday.
This change appears to stem from a shift introduced during Expedition 3 launch window: the method for earning permanent Skill Point rewards was changed from accumulating a specific value of materials or coins to dealing a specific amount of damage during combat.
Since this change was announced relatively late, the current window of opportunity has been extended.
Furthermore, the earlier start to the trials means you can explore the new maps sooner, allowing you to simultaneously complete trial objectives and advance your Expedition progress.
Changes related to map conditions
Previously, you could earn double points by completing trial objectives during Major Events that spawned on the map; however, this mechanism has now been removed.
While this means you will no longer have the opportunity to rapidly catch up on weekly trial progress when time is running short, you will also face fewer restrictions imposed by specific map conditions.
On a related note, ARC Raiders will no longer feature trial objectives tied to specific map events, such as the previously notorious task of deliberately getting struck by lightning during an Electromagnetic Storm.
Such tasks not only lacked inherent value but also occasionally created imbalances, as some players were unable to complete them simply because the required events failed to spawn. Consequently, removing them represents a net benefit.
New trial objective types
In addition to the changes mentioned above, the development team plans to introduce a wider variety of new trial objective types. These additions will serve not only to fill gaps in the current rotation but also to enhance both the value and the overall enjoyment of the trial system.
In fact, this is not a onetime occurrence; ARC Raiders plans to continue making ongoing adjustments to the trial system in the future, ensuring that a broader range of players can participate within a fair and balanced combat environment.
Trials Season 3 & 4 rewards
Following the conclusion of the Season 3 trials cycle on April 28th, if you have successfully secured a spot on the trials leaderboard, you will be awarded various cosmetic variants based on Torque Set, distributed according to your specific rank tier.
These rewards, listed from lowest to highest rank, are as follows:
- Rookie II: Torque Set (Orange Variant)
- Tryhard I: Jacket Outfit Variant
- Tryhard III: Headgear Outfit Variant
- Wildcard II: Shoulder Pad Outfit Variant
- Daredevil I: Torque Set (Yellow/Grey Variant)
- Hotshot: Torque Set (Red Variant)
Furthermore, looking ahead to the conclusion of Season 4, you will receive the base Recon Outfit upon reaching Tryhard I, with additional cosmetic variants becoming unlockable as you continue to climb the rankings.

This outfit blends a coastal aesthetic with a tactical camouflage style, exuding a heavily armored look. It features a scout-style cap, a headset, and a uniquely designed mask, making it appear significantly more refined than the rewards offered in previous seasons.
Finally, it is worth noting that ARC Raiders has partnered with select streamers, granting them early access to the new map. However, the teaser footage ultimately released remains based on previously known information and does not reveal a significant amount of new content.
Riven Tides officially kicks off tomorrow, marking the definitive end of Season 3 trials cycle. If you still have any unfinished objectives, be sure to make every moment count!
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ARC Raiders Latest Riven Tides Update Teaser brings more New Map Details | How to prepare for potential content?
Following the images shared in subscriber emails and a standalone Shorts teaser released three or four days prior, ARC Raiders finally delivered a new, 30-second Riven Tides teaser on April 24th.
Judging by the release schedule for the previous Flashpoint update, ARC Raiders will probably release one final, longer official trailer, showcasing even more details, on the day Riven Tides launches: April 28th.
In contrast, this latest teaser maintains the vintage film documentary aesthetic seen previously, offering further glimpses of the new map.
Below, we will provide a detailed breakdown of this latest teaser's content and use it as a basis to speculate on ARC Raiders' future plans.

April 24th teaser content
Although the teaser runs for 30 seconds, the actual footage containing new visuals lasts only about 20 seconds, a common trait among game teasers.
The video opens with a concise text log in the bottom-left corner, indicating that the subsequent footage is sourced from Scout Report 0057 (echoing a text-based report of the same name previously released by the developers). The log notes the detection of an unknown ARC threat within Riven Tides sector.
Following the text log, the visuals shift, presented as a flashback, to reveal glimpses of various distinct areas within the map. A common thread runs through them all: a state of decay, yet one where massive ruins silently attest to the glories of the past.
First, you can spot a flock of birds in the distance alongside a large tower-like structure of some kind; next, a massive concrete edifice comes into view, standing sentinel at the water's edge.
Additionally, the footage reveals several metallic structures or buildings with a distinct reddish hue. Immediately thereafter, the camera cuts to a close-up of that colossal, distinctly industrial-style building. Finally, you catch a glimpse of the shipyard area.
Compared to all previous trailers or articles related to Riven Tides, the new footage in this teaser focuses more heavily on showcasing the industrialized sections of the new map, rather than the hotel complex, which is expected to serve as the map's central POI.
To be honest, this new teaser doesn't offer a massive amount of new information. However, the opening text log does allow us to tentatively confirm that the name of the new map is indeed Riven Tides.
Furthermore, these industrialized zones, each featuring unique interior layouts, are almost certain to become key battlegrounds in the game moving forward. Buried inside, there may be many rare ARC Raiders blueprints.
Further speculation on other new content
Based on the information currently available, save for a few minor details, the general layout of the new map can already be largely pieced together.
Consequently, the true mystery at this stage lies in the new ARC and map events, regarding which there have been virtually no leaks.
However, regarding the new ARC, previous trailers allow us to make an initial guess that it will be a flying-type enemy; furthermore, the game's roadmap, released early this year, indicated that it would also be a large-scale ARC.
It is worth noting that this new enemy should be distinct from Assessor introduced in Flashpoint update. While the latter is also a massive aerial apparatus, it is incapable of launching direct attacks itself.
In contrast, the new enemy appearing in Riven Tides will, much like Queen or Matriarch, pose a direct, lethal threat to you, with its aerial capabilities potentially granting it additional tactical advantages!
Among the flying-class enemies currently known in ARC Raiders, aside from a few exceptions with high damage output, most are primarily characterized by their agility and swarm-attack behaviors; however, this new addition may well shake up that dynamic.
Of course, its massive size virtually guarantees that this new enemy won't be particularly agile; however, it can leverage the vertical distance between the ground and the sky to gain unique advantages. Nevertheless, players will undoubtedly devise effective countermeasures in short order.
As for the new map events, they will naturally be centered around Riven Tides map; furthermore, we speculate that they may be linked to some form of extreme weather phenomenon.
The weather conditions that have appeared in various events thus far include cold snaps, hurricanes, and lightning strikes; consequently, the new event may very well be water-related, after all, Riven Tides is a coastal-themed map.
Given that Raiders are human, and that no ARCs appear to possess deep-diving capabilities, it remains difficult to predict exactly what form these new map events will take; however, one thing is certain: they must offer a fresh and novel experience.
Potential additional content
With almost every update release, ARC Raiders tends to introduce content that wasn't originally on the schedule, or new missions that, while never explicitly listed, are consistently added to the game.
Therefore, beyond the confirmed map events, the new ARC, and the new Expedition Window, we can expect several additional missions to go live alongside this update.
These missions are typically not difficult to complete, and they may require you to traverse the new map extensively, thereby helping you familiarize yourself with the terrain.
Furthermore, though the likelihood is slim, we cannot rule out the possibility that Riven Tides will introduce some form of new gadget or device that can be acquired and crafted. Perhaps this will serve as your secret weapon for tackling the new map events!
What will come after Riven Tides?
As you may recall, in the roadmap released at the beginning of the year, ARC Raiders, specifically through its Escalation program, only outlined its update schedule for the period spanning January through April; Riven Tides marks the final installment of that initial lineup.
Now, with a multitude of similar games launching or receiving updates of their own, you might be wondering what new surprises ARC Raiders has in store for you over the coming eight months as we look ahead to 2026.
Although ARC Raiders has yet to reveal its plans for the immediate future, we anticipate that they will make an announcement once Riven Tides update cycle is roughly halfway complete. After all, if a game ceases to receive updates, it is quickly forgotten by its player base.
However, given that the first four updates have already introduced a substantial amount of new content, ARC Raiders might instead opt to use these updates to bring the first half of the year to a smooth conclusion, reserving any further update announcements for the end of June.
That wraps up our breakdown of the new teaser, along with our predictions and speculations regarding future developments for ARC Raiders. We hope this helps you plan your gaming schedule!
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Is ARC Raiders Skill Tree Broken? Developers tease new PvPvE specialization and potential improvement strategies
Recently, the most intriguing development in ARC Raiders has likely been the changes to Expedition mechanics, specifically, the revised method for unlocking permanent skill point rewards.
While the key factor determining your character's strength is often their gear, skills serve as the foundational framework for character building; in fact, crafting certain items requires the prior unlocking of specific skills.
Consequently, beyond simply acquiring more skill points, optimizing your skill tree is an essential step toward enhancing your overall ARC Raiders experience. But the critical question remains: Is the current skill tree system adequate as it stands?
Interestingly, one of ARC Raiders producers recently addressed this very issue during a blog interview. We will summarize the key points of that interview and explore what changes the skill tree might undergo in the future.

ARC Raiders skill tree overview
In ARC Raiders, each character's skill tree system is divided into three distinct branches: Conditioning, Mobility, and Survival. These branches are color-coded green, yellow, and red, respectively.
As their names suggest, each branch governs a specific aspect of your character's capabilities. The game does not strictly mandate that you invest in any particular branch, though a common strategy is to focus more heavily on one specific path.
For every level your character gains in-game, you earn one skill point to unlock abilities, up to a maximum of 76 points.
However, these points are reset at the conclusion of an expedition. The only points that remain unaffected, persisting across Expeditions, are the permanent skill points earned through Expedition-specific rewards.
Nevertheless, regardless of your current stage of progression, if you are dissatisfied with your current skill tree configuration, you can reset it by using 2,000 coins.
Currently, there is no option to reset just a single branch; therefore, you should exercise caution and forethought when making your initial skill choices.
Why should the skill tree be optimized?
As you are aware, ARC Raiders is a PvPvE game. Put it more simply: during a single raid session, you must simultaneously contend with hostile ARC enemies and other rival players.
Due to the inherent differences in mechanics, the tactical requirements for PvP and PvE combat differ slightly.
In certain MMORPGs that feature both elements, yet keep them functionally distinct, you might be able to swap between specialized builds as needed; however, the very nature of ARC Raiders makes such on-the-fly switching extremely difficult.
Furthermore, skill progression in ARC Raiders is linear and incremental, rather than allowing for jump-ahead unlocking.
If a specific skill you desire is located at the very end of a particular branch, you are required to unlock all the prerequisite skills leading up to it before you can finally acquire it.
Additionally, the distribution of skills within the tree is not categorized based on a PvP vs. PvE distinction; instead, placement is primarily determined by a skill's overall potency, with the most powerful abilities typically situated closer to the end of the branch.
Some skills are better suited for PvP players, while others cater more to PvE players. Consequently, this sometimes creates a situation where, in order to unlock a specific node you truly desire, you are forced to acquire prerequisite skills that are currently irrelevant to your actual gameplay experience.
In summary, ARC Raiders' current skill tree is not well-aligned with the game's inherent PvPvE nature; it exists in a somewhat disjointed state and fails to adequately meet the needs of players who choose to specialize in a single area.
How should it change?
In a blog interview, the producers stated that while the game's skills initially functioned according to their intended design, their actual performance during player gameplay did not unfold exactly as the development team had originally envisioned.
Therefore, to optimize the system, the first step should be to conduct a theoretical re-evaluation based on how players actually interact with the game, and subsequently make informed decisions regarding adjustments to specific systems or progression loops.
More specifically, the mechanics of the skill tree require clearer differentiation, moving beyond mere skill designs that involve only minor numerical tweaks, though such designs certainly have their own merits.
In contrast, skill tree modifications that grant entirely new abilities, or enable players to execute maneuvers that were previously impossible, are far more critical and urgently needed.
However, it must be acknowledged that this presents a genuinely thorny challenge for ARC Raiders development team, as the difficulties and requirements involved in balancing PvE and PvP modes differ significantly.
Given this context, the simplest and most viable approach, one that draws upon established industry practices, is to adopt a dual-standard operational model: establishing two distinct skill tree systems that apply separately to PvE and PvP.
This approach would provide players specializing in different modes with much greater flexibility and scope when customizing their skill trees. Conversely, if you prefer a hybrid playstyle, you could simply build and utilize a single, integrated skill tree.
Ultimately, the core function of ARC Raiders skill tree in the future should be to facilitate the enhancement of your character's various capabilities, allowing you to define your own unique combat style while effectively accommodating the distinct demands of both game modes.
Taking this a step further, the skill tree should also form more effective synergies with specific gear, such as mods, guns, or grenades, rather than existing merely as an isolated, foundational system.
Other potential strategy
The points outlined above reflect the views and opinions shared by the producers during the interview; however, we also have a few ideas of our own regarding potential solutions for optimizing the skill tree.
Assuming no major overhaul is made to the existing layout of skill nodes within the branches, we propose a system where, based on skill point requirements and combined with other new unlock conditions, players are permitted to progress through the skill tree in a non-linear, jump-ahead fashion.
For players who prefer PvE gameplay and tend to avoid PvP encounters, the game could introduce specific alternative unlock requirements for certain high-tier skills.
This would enable them to unlock these advanced abilities efficiently, thereby empowering them to defeat more ARC units during raids.
For instance, a player could bypass prerequisite skills and unlock a specific ability directly by expending the necessary skill points in addition to fulfilling a specific PvE objective, such as eliminating a designated type or quantity of enemies within a particular map or event.
For even higher-tier skills, the system could require players to meet additional specific criteria while also expending a greater number of skill points.
However, the total point needs should not exceed the cumulative requirements previously needed to unlock all the prerequisite skills in the standard progression path.
Of course, this remains merely a conceptual proposal on our part. Whether such a system is feasible, and what the final optimized implementation might look like, ultimately depends on the official response and final decisions made by the developers.
We hope you found the content of this discussion interesting. Thank you for reading.
Beyond these still-uncertain potential changes to the skill tree, what matters most to you right now is the upcoming Riven Tides update and Expedition 3 window, both arriving in just four days.
To ensure you can level up your character and secure your rewards as quickly as possible when the update drops, the safest and most reliable strategy is to buy ARC Raiders blueprints from IGGM right now!
We offer a wide range of fast and convenient blueprint trading options, allowing you to craft all the gear you need to take on your enemies and achieve victory with greater ease!
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ARC Raiders developers response massive Blueprint Reset Changes following player outcry | Could you finally keep them in the future?
The launch window for ARC Raiders Expedition 3 is about to open. What makes this operation particularly special is not only the introduction of a new reset but also the fact that the development team has implemented several fundamental changes based on it.
The objective of these changes is to ensure that Expedition system remains a valuable feature, allowing you to derive greater enjoyment and a stronger sense of accomplishment from the gameplay experience.
However, one specific issue regarding Expedition mechanics has long remained unresolved: is there any possibility that players might be allowed to retain a portion of their Blueprints after a reset concludes?
As one of the most critical resources in the game, most blueprints are relatively difficult to acquire. Yet, no matter how many rare Blueprints you manage to accumulate during the early stages, everything is wiped clean with a single click once Expedition comes to an end!
In this discussion, drawing upon some recent rumors and speculation, we will explore the feasibility and likelihood of allowing players to retain their blueprints after an Expedition concludes.

Blueprint acquisition and usage
Most gear in ARC Raiders can be acquired through various methods, including trading with vendors, scavenging, and crafting at the workshop. The latter method, crafting, often requires the consumption of ARC Raiders blueprints, particularly for high-tier items.
Each act of crafting consumes one blueprint. Furthermore, every item or weapon, even after undergoing repairs, possesses limited durability and must be replaced frequently; consequently, you are compelled to stockpile Blueprints for your most commonly used weapons.
Blueprints themselves can only be obtained by venturing out on Raids. However, you can significantly boost your chances of finding blueprints by looting high-value rooms or containers, participating in major map events, and eliminating high-tier ARC units.
The combination of low drop rates and high consumption rates makes Blueprints an extremely sought-after resource in ARC Raiders, which explains why players are so reluctant to lose them whenever an Expedition concludes.
What are expeditions?
In extraction-based shooters like ARC Raiders, periodic resets are essential to ensure that players have opportunities for progression and fresh experiences; expedition system was designed specifically to serve this purpose.
More specifically, each expedition is divided into two phases: a preparation phase and a window phase. The former requires you to collect and submit specific materials in stages to unlock eligibility for participation, while the latter requires you to complete designated objectives to earn permanent rewards.
The closing of the window phase signifies the conclusion of the current expedition cycle. With the exception of permanent rewards, such as skill points, everything else you possess is wiped clean, including your blueprints.
The profound impact of expeditions on blueprints
As the primary factor determining your ability to contend with enemies, the wiping of your blueprints at the end of an expedition, even if you have experienced it multiple times, can still feel like a bitter pill to swallow.
In fact, the impact extends beyond just blueprints: while all your workshops are retained after an Expedition concludes, they are reset back to Level 1. Since crafting many items requires higher workshop levels, this presents a significant hurdle.
This means that even if you are lucky enough to acquire a desirable blueprint right at the start, you may not be able to craft it immediately; instead, you must first gather materials to upgrade your workshops.
Some argue that this is an indispensable part of the complete reset experience, but the majority of players feel that upgrading workshops offers no meaningful gameplay value and that doing so repeatedly is merely a waste of time.
Pros & cons of retaining blueprints
If future updates were to allow you to retain your blueprints after an Expedition, you could undoubtedly focus immediately on gathering other materials, allowing you to craft your preferred weapons and jump straight into combat as soon as your workshops were upgraded.
However, while this would grant you a distinct combat advantage, it would also create an imbalance, as not all players possess the means to acquire and retain high-tier blueprints by the end of a given season.
Consequently, this could easily lead to scenarios in the early stages of a new Expedition where players wielding top-tier weaponry prey upon unarmed casual players or newcomers, an outcome that neither the players nor the developers would wish to see.
The awkward reality, however, is that for disadvantaged players, under the current game mechanics, if you do not have ample time to dedicate to continuous farming, you are effectively already at a disadvantage.
Blueprint acquisition relies heavily on RNG; this means you must maintain a consistent play schedule, loot resources efficiently, and have a healthy dose of luck on your side just to build up a substantial blueprint collection.
Therefore, although the developers' original intent behind the reset system was to foster a fair competitive environment it feels more like a punishment for those players who simply cannot spare the time to invest heavily in the game.
It is precisely for this reason that the resets triggered by Expeditions exacerbate the sense of frustration felt by casual players. Thus, regardless of whether blueprint resets are eventually abolished or not, Expedition system itself remains plagued by an inherent internal contradiction.
Will blueprint retention is possible in the future?
Although not all players wish to see the blueprint wipe removed, a vocal segment of the community has persistently pressed ARC Raiders development team on this issue; recently, the game director offered a preliminary response regarding the matter.
His stance can be summarized simply: retaining blueprints after an expedition concludes is not an option that has been entirely ruled out, but implementing such a change would require time.
Typically, a game's developers strive to address their players' most fervent requests. However, the issue of blueprint resets has remained without a definitive resolution precisely because the underlying technical and design challenges are particularly thorny.
To explain in greater depth: modifying this specific mechanism would inevitably have far-reaching repercussions across every facet of the game's overall system. It presents significant difficulties and demands a considerable investment of time.
As we noted when discussing the pros and cons, whether considering the blueprints themselves or the potential removal of the reset mechanic, several factors must be carefully weighed, including progression continuity, player experience, and the unique value of RNG-based rewards.
In short, while the possibility of retaining blueprints after an expedition is not out of the question for the future, achieving this involves a lengthy development process and requires identifying the most appropriate solution.
Plausible mechanistic hypotheses
Although the developers have not yet announced any concrete plans, based on the game's current state, we have formulated several hypotheses on how to avoid a complete blueprint reset without compromising the game's overall experience or balance.
For instance, instead of directly altering the blueprints themselves, the focus could shift to modifying the workshop reset mechanism. If a player successfully completes the objectives within the departure window, their rewards could include the retention of a selection of high-tier workshops for the start of the subsequent expedition.
This approach would allow players to craft items more rapidly right from the start, even if they begin without any blueprints, rather than being forced to repeat the entire workshop upgrade process from scratch.
Alternatively, Expedition rewards could incorporate a tiered system for retaining specific blueprints, items of moderate rarity that are designated for use exclusively during the preparation phase of the next expedition.
This would ensure that players of varying skill levels have an opportunity to acquire these blueprints, while simultaneously preventing the long-term, permanent retention of items from leading to future issues regarding blueprint devaluation or redundancy.
Of course, the suggestions outlined above are merely speculative concepts based on the game's current mechanics; ultimately, the final decision rests with ARC Raiders development team.
Fortunately, despite any existing shortcomings, recent updates to Expedition system demonstrate that ARC Raiders team remains steadfast in its commitment to listening to and satisfying its player base. We're confident that a suitable solution to the blueprint reset issue will be found in the future!
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ARC Raiders Expedition 3 Detailed Damage Numbers you need to unlock Permanent Skill Points | Window duration will be extended!
As one of the core mechanics of ARC Raiders, the development team is constantly striving to optimize Expeditions in a timely manner, aiming to provide you with the best possible seasonal reset experience.
With the third Expedition window set to launch on April 28th alongside Riven Tides update, the game released an article on April 17th titled A Triumphant Exit, detailing the changes made to Expedition gameplay for this iteration.
However, the article left out certain details, specifically the exact damage thresholds required to earn skill point rewards now that the acquisition method has shifted to dealing damage to enemies.
This understandably caused some confusion and anxiety among players, who worried they might be unable to complete the objectives once the event went live.
To reassure the player base, ARC Raiders released these previously unspecified statistical requirements via various social media platforms on April 21st and subsequently edited them into A Triumphant Exit. Below, we present the latest information regarding these updates.

Specific requirements for earning skill points
During the first two Expedition windows, you earned various rewards by collecting coins or materials of a certain value. This time around, however, at least regarding skill points, the method of acquisition has changed.
During Expedition 3 window, you must deal a cumulative total of 100,000 damage to any type of enemy through combat to unlock all 5 available skill points. The specific unlock requirements are as follows:
- First skill point: 5,000 damage
- Second skill point: 10,000 damage
- Third skill point: 30,000 damage
- Fourth skill point: 50,000 damage
- Fifth skill point: 100,000 damage
It is crucial to note that these points function as milestones along a single progression track, rather than being independent of one another.
For instance, if you deal 10,000 damage in a single burst, you will immediately unlock both the first and second skill points, not need to deal 15,000 damage.
Based on the development team's internal testing, they estimate that during a sufficiently intense combat encounter, a single Raider can deal a minimum of approximately 8,000 damage.
Based on this calculation, to be on the safe side, you should aim to complete at least 13 such high-intensity combat encounters during expedition window to successfully reach your goal.
Of course, if your individual combat proficiency is slightly lower, you can always choose to team up with friends to share the burden. Alternatively, you can tackle a larger number of slightly easier combat encounters solo, relying on sheer volume to achieve your objective.
Based on testing, dealing 100,000 points of damage is sufficient to destroy 20 Bastions; you can use this benchmark to assess your own capabilities and plan your subsequent combat strategy accordingly.
Extended window duration
As per standard procedure, the departure window for ARC Raiders Expeditions typically remains open for about a week; consequently, the window for Expedition 3 was originally scheduled to close around May 4th.
However, because the comprehensive adjustments to Expedition 3 mechanics were announced relatively late, leaving a gap of only 10 days before the launch, the game developers have extended the closing time to 12:00 AM PT on May 11th to provide you with more time to complete the objectives.
This means you now have 13 days to fulfill all the requirements for Expedition 3 window and earn your rewards, a timeframe that should certainly be ample for most players who are familiar with the game's mechanics.
It is also worth noting that the game's weekly trials will remain active as usual throughout this window period.
This means that if any of the weekly trials happen to include objectives requiring you to deal damage to enemies, you can work toward completing both sets of objectives simultaneously!
Why should you earn skill points?
All characters in ARC Raiders feature three distinct skill tree branches: Conditioning, Mobility, and Survival. Unlocking skills within these trees using skill points determines the specific abilities and tactical advantages your character will possess during combat.
Standard skill points can only be acquired by leveling up, with a maximum cap of 76 points; furthermore, these standard points are reset after the conclusion of each expedition.
However, if you participate in an Expedition and successfully complete its specific window requirements, you will earn a permanent bonus of 5 skill points.
If you successfully completed both of the previous Expeditions, you should currently possess 86 skill points; completing Expedition 3 will allow you to boost that total to 91! Even after a seasonal reset, you will still retain 15 permanent points at your disposal.
This gives you a distinct advantage over players who participated in fewer Expeditions (or none at all), allowing you to unlock foundational skills much sooner.
By leveraging these early skills to accelerate your leveling and rapidly progress through the skill trees, thereby strengthening your character, you can more efficiently farm for ARC Raiders blueprints you desire.
Finally, it is worth mentioning that if Expedition 3 marks your second or third Expedition overall, and you previously missed out on skill point rewards because you failed to complete the objectives within the allotted time, you now have an opportunity to make up for those missed points!
However, this catch-up mechanism for earning retroactive skill points is not achieved by dealing damage; instead, just like in previous Expeditions, you must accumulate coins or stash value, with every 300,000 points earned unlocking one additional skill point.
More importantly, you must first fulfill the damage accumulation requirements for Expedition 3 before you can begin advancing your catch-up progress.
Why are these adjustments made?
In fact, during Expedition 2 window, the game had already lowered the requirements regarding coins and stash value to ensure that more players could complete them in a timely manner. However, it must be admitted that this was merely a stopgap measure that failed to address the root cause of the problem.
This is because, at its core, this mechanism amounted to nothing more than a pointless activity. You would use your time amassing a vast quantity of items, and while these could eventually be exchanged for permanent rewards, it was difficult to shake the lingering feeling that the effort simply wasn't worth it.
The current optimization revamps this mechanism, shifting the focus on dealing damage to enemies. This allows you to experience your own impact more tangibly during combat: every single attack you land now contributes directly toward earning skill points.
Consequently, at least when compared to the past, both the intrinsic value and the enjoyment factor of Expeditions have been significantly enhanced. This should also serve to encourage more players who have yet to try them out to jump in and participate.
While the ultimate outcome remains to be seen, the team's ongoing commitment to optimization serves as clear proof of the high priority ARC Raiders development team places on Expedition system. We sincerely hope that this game continues to go from strength to strength!







