In ARC Raiders Frozen Trail update, a new item called Grappling Hook was added to the game.
There was already another piece of equipment called Snap Hook, and the two serve very similar purposes. Both allow you to move quickly from one location to another. So, which one is actually better?
ARC Raiders Snap Hook vs. Grappling Hook | Durability, Mobility, and Performance Compared
Cost and Acquisition Difficulty
Snap Hook
Snap Hook blueprint must be obtained through random world drops. You can try searching for it on Dam Battlegrounds map during an Electromagnetic Storm.
Once you have the blueprint, crafting a Snap Hook requires 2 Power Rods, 2 Steel Cables, and 1 Exodus Module, making it quite resource-intensive.
Power Rods are particularly valuable and can only be crafted after upgrading Refiner to Level 3. Each one requires 2 Advanced Electrical Components and 2 Arc Circuitry.
Grappling Hook
Grappling Hook has a clear advantage in terms of acquisition reliability and ARC Raiders item crafting costs. You don't need to rely on random drops to obtain its blueprint. Simply reach Level 12 in Rewards Pass, and the blueprint will be unlocked directly.
Crafting a Grappling Hook only requires 1 Mechanical Component, 2 Ropes, and 1 Cable Stripper, making it considerably easier to craft. Mechanical Components can be produced at Refiner, while Ropes can be obtained directly from Celeste.
Durability
Both pieces of equipment have a maximum durability of 100, but each use consumes some durability. Snap Hook loses approximately 4 durability per use, meaning it can be used around 25 times before breaking.
Grappling Hook consumes approximately 2 to 2.6 durability per use, allowing it to last around 50 uses. That's roughly twice as many uses as Snap Hook, although the latter has a noticeable advantage in terms of movement speed.
Controls and Usage
Snap Hook
ARC Raiders Snap Hook is relatively straightforward to use. Place it in your Quick Use slot, then aim at a building, wall, or other grappleable surface you want to reach.
Your crosshair indicates whether the target is within range. A solid green crosshair means the target is reachable, while a dimmed crosshair indicates that it is out of range. There are three different ways to climb with it.
You can simply aim at your target, wait for the crosshair to turn green, and release all movement controls. Your character will automatically pull themselves up.
Alternatively, after attaching the hook, hold the backward movement key. Your character will quickly step onto the platform, skipping much of the climbing animation and reducing the time you remain exposed.
You can also hold backward and jump simultaneously after attaching the hook. This launches your character upward like a rocket.
However, using Snap Hook to descend from high places can be somewhat dangerous. After jumping off, you need to press the aim button at the right moment to detach the cable. Otherwise, you may get pulled back to your original position or take fall damage if your timing is off. For average players, descending with Snap Hook is considerably riskier than climbing upward.
Grappling Hook
Grappling Hook offers more flexible controls, but it takes some practice to master. Its range is longer than Snap Hook's, and aiming displays a small circle that indicates where the hook will attach.
You can climb upward along the rope, control your descent speed, and swing across large gaps between platforms. You can also use jumping and momentum to adjust your landing position. However, keep an eye on your Stamina, as climbing long distances and swinging will consume it.
Descending from a high position is much less stressful. Simply fire Grappling Hook toward the ground beneath you, slowly lower yourself, hold the button to climb down, and detach the rope once you are ready to land.
Grappling Hook only has one climbing method, but there is one important detail to remember: Don't press the jump button when reaching the top. Doing so will detach the rope and cause your character to fall.
Instead, keep holding the climb button until your character has fully stepped onto the platform. Although Grappling Hook is slower, its controls are more intuitive and less stressful overall.
ARC Raiders Snap Hook & Grappling Hook Controls and Usage
Mobility
Snap Hook
Snap Hook excels at mobility. It can pull your character toward a target almost instantly, allow you to skim across the ground, and even let you steer left or right while airborne. This makes it extremely useful for dodging threats and escaping combat.
Its main drawback is that it has its own Stamina Bar. You cannot fire it again while the bar is flashing and recovering. You must wait until it returns to white before using it again.
Combined with its limited durability of approximately 25 uses, this makes it less suitable for prolonged engagements. However, when it comes to instant mobility, disengaging from combat, and quickly covering distances, Snap Hook is exceptionally effective.
Grappling Hook
ARC Raiders Grappling Hook is more focused on climbing and reaching otherwise inaccessible locations. You can swing, retract the rope, make gradual positional adjustments, and pull yourself onto some unusual but useful spots.
However, it is slower and doesn't offer the same immediate mobility as Snap Hook. Grappling Hook is better suited to reaching specific locations rather than making a quick escape from danger.
Practical Performance
Once you become proficient with Snap Hook, it can give you a significant advantage on the battlefield. Its movement speed is incredibly fast, allowing you to respond to different situations almost instantly.
Snap Hook is particularly powerful in Dark Room at Fallen Emperor. It can pull you out of danger and get you to safety extremely quickly. However, this depends on executing the movement correctly, as a mistake can just as easily send you falling to your death.
When using Grappling Hook in Dark Room, it is practically useless if you haven't cleared out Hydras first. They will simply shoot you down before you can get away.
Overall, Grappling Hook is simpler, safer, and more durable. It is suitable for average players and most everyday gameplay situations. However, its slower movement and limited mobility make it less effective than Snap Hook when you need to escape quickly.
Both Grappling Hook and Snap Hook are extremely useful tools for exploration. Grappling Hook is the less stressful option and the better choice for most players, while Snap Hook is more suited to experienced players and endgame situations. If you can only choose one, Grappling Hook is our recommendation.
ARC Raiders could be heading toward a major gameplay expansion, with Embark Studios considering whether to bring back a permanent PvE mode. Following a limited-time matchmaking experiment that generated more than 30 million PvE rounds, the developer is now evaluating what players want from a dedicated experience without human-versus-human combat.
In a recent interview, executive producer Aleksander Grøndal discussed three possible directions: a relaxed PvE side mode, a more challenging experience centered on fighting ARC machines, or a complete PvE-only version of the game.
However, none of these options has been confirmed. Embark still needs to examine the test results, understand player preferences, and determine how another gameplay mode would affect the identity and long-term development of ARC Raiders.
For players who enjoy exploring, completing quests, collecting equipment, and fighting mechanical enemies without constantly worrying about hostile Raiders, the possibility is particularly interesting. But introducing permanent PvE could also bring significant changes to the game's economy, matchmaking, and content development.
ARC Raiders PvE Update: 3 Possible Permanent Mode Options
Is ARC Raiders Getting a Permanent PvE Mode?
A permanent PvE mode has not been confirmed, but Embark Studios is actively evaluating the possibility.
The discussion follows a one-week PvE matchmaking test that ran from October 13 to October 20, 2026. During the experiment, players could switch between the traditional PvPvE experience and a PvE alternative that removed player-to-player damage.
Embark reported that players completed more than 30 million PvE rounds during the test. This gave the development team a substantial amount of gameplay data and feedback to examine before making its next decision.
The studio has also acknowledged that the test was polarizing. That distinction matters: high participation demonstrates considerable engagement with the experimental mode, but it does not automatically establish that every player wants PvE to become a permanent feature.
In its post-test communication, Embark said its next steps would prioritize the overall health and enjoyability of the game. The studio also indicated that it expected to provide further information in November 2026.
The current situation can be summarized as follows:
Key Detail
Confirmed Information
Game
ARC Raiders
Developer
Embark Studios
PvE test period
October 13–20, 2026
Test duration
Seven days
PvE participation
More than 30 million rounds
Test result
Described as polarizing
Permanent PvE mode
Under consideration, not confirmed
Next developer update
Expected in November 2026
The important takeaway is that ARC Raiders is not officially transitioning into a PvE game. Instead, Embark is investigating whether a dedicated PvE experience can coexist with the extraction-based PvPvE gameplay that defines the current title.
Three Permanent PvE Mode Options Embark Is Considering
Grøndal's comments reveal that Embark is not simply deciding whether to restore the previous matchmaking toggle. The studio is also considering what kind of PvE experience would provide the most value to players.
He outlined three possible directions during interview.
Potential PvE Mode
Core Experience
Potential Player Appeal
Relaxed PvE Side Mode
A less stressful alternative between regular PvPvE raids
Players who want to explore, complete quests, and collect resources at a more comfortable pace
PvE Challenge Mode
More demanding encounters focused on fighting ARC enemies
Players who enjoy combat difficulty, enemy mechanics, and cooperative challenges
Full PvE-Only Experience
A dedicated gameplay experience without hostile player encounters
Players who prefer cooperative progression and fighting AI opponents exclusively
These are development possibilities rather than announced features. Each option would require a different approach to balancing, progression, and future content.
1. A Relaxed PvE Mode Between Regular Raids
The first possibility is arguably the most straightforward: a more relaxed PvE option that players can enjoy between intense PvPvE sessions.
ARC Raiders combines environmental threats with the unpredictability of encounters against other players. This creates tension during exploration and extraction, but it also means that even routine activities can become dangerous when another Raider decides to attack.
A relaxed PvE mode would provide an alternative for players who enjoy the game's exploration, scavenging, and cooperative elements but do not always want the pressure of PvP encounters.
For example, players could spend one session completing objectives, collecting crafting materials, or exploring an area with friends before returning to traditional raids when they want a more competitive experience.
This approach could broaden ARC Raiders' appeal without necessarily replacing its original gameplay identity.
However, Embark would still need to determine how much of the standard progression system should carry over. If PvE provides exactly the same rewards with considerably less risk, it could become the preferred farming option for many players.
That would create a balancing problem even if the relaxed mode itself remained relatively simple.
2. A Challenging PvE Mode Focused on ARC Enemies
The second possibility takes a different direction. Rather than removing difficulty, Embark could build a PvE experience that makes ARC enemies the primary source of challenge.
This option could be particularly appealing to players who enjoy the game's mechanical enemies and want more opportunities to test their combat skills without worrying about other Raiders interrupting encounters.
A dedicated challenge mode would also give Embark more room to explore PvE-focused encounter design.
For instance, future content could potentially emphasize demanding ARC encounters, cooperative combat, and more deliberate preparation before entering dangerous areas. These are possible design directions, not confirmed upcoming features.
The distinction between this option and a relaxed mode is important.
A relaxed mode would primarily reduce the pressure associated with PvP encounters. A challenge mode would instead make environmental combat the main attraction.
This could also help preserve the sense of danger that makes extraction gameplay engaging. Removing hostile players does not necessarily mean removing meaningful risks.
From a development perspective, however, a more demanding PvE experience would require careful enemy balancing and encounter design. Simply allowing players to fight existing ARC enemies without PvP might not be enough to create a distinct long-term mode.
3. A Complete PvE-Only Experience
The third possibility is the most ambitious: a full PvE-only version of ARC Raiders.
Rather than treating PvE as an alternative matchmaking option, Embark could potentially develop it into a substantial gameplay experience with its own progression priorities and content structure.
This direction would appeal to players who enjoy cooperative extraction gameplay but do not want human opponents to be part of their regular sessions.
It could also provide a clearer identity for PvE players. Instead of occasionally switching between two matchmaking experiences, they could focus on a dedicated environment built around fighting ARC enemies and working with other Raiders.
However, this would introduce the biggest development challenge.
A full PvE experience would need enough meaningful content to remain engaging over time. Embark would have to consider how quests, equipment progression, enemy encounters, rewards, and future updates should work across two different gameplay experiences.
Grøndal specifically acknowledged that the three possibilities would have different implications for how the studio builds future updates.
That suggests the decision is not simply about adding another option to the matchmaking menu. It could influence the game's longer-term development priorities.
Why Embark Studios Is Hesitant about Permanent PvE?
Although the test attracted significant participation, Embark has reasons to approach a permanent PvE mode carefully.
One important consideration is the original development direction of ARC Raiders.
The game initially started as a cooperative PvE looter, with players working together against mechanical enemies. However, Embark eventually changed its direction and developed PvPvE extraction shooter that players know today.
This history helps explain why the studio is cautious about returning to a PvE-focused structure.
According to Grøndal, Embark was initially skeptical about introducing PvE because of the earlier development experience. The studio now needs to understand whether the test revealed an opportunity to support additional player types or whether a separate mode could undermine the existing gameplay experience.
There are three particularly important considerations.
Maintaining the Identity of PvPvE Gameplay
The tension between cooperative and hostile encounters is a defining part of ARC Raiders.
Players must decide whether to cooperate with strangers, avoid potential threats, or defend themselves when another Raider becomes aggressive. These unpredictable interactions create much of the excitement associated with extraction gameplay.
A permanent PvE mode could change how players experience the original mode, particularly if a large portion of the player base moves toward safer matchmaking.
Embark therefore needs to find a way to accommodate players who prefer PvE without making the traditional PvPvE experience less engaging.
Balancing Loot and the In-Game Economy
The game's economy is another important consideration.
Players enter raids to collect resources, obtain valuable equipment, and make progress. If a permanent PvE mode offers the same rewards with substantially fewer risks, it could change the value of different activities.
The limited-time test already demonstrated why reward balancing matters. Embark adjusted loot value to account for the safer environment, rather than simply making PvE an identical alternative with no economic differences.
A permanent version would require further consideration of resource availability, equipment progression, and the relationship between the two matchmaking experiences.
This is also relevant to players interested in acquiring specific ARC Raiders items. Any future changes to loot availability or progression could influence how players approach resource collection and equipment preparation.
For now, there is no confirmed announcement that Embark will introduce separate item economies or change existing trading arrangements. Those decisions would depend on the final design.
Supporting Two Different Content Pipelines
Perhaps the biggest long-term challenge is maintaining sufficient content for both experiences.
A relaxed PvE mode might reuse much of the existing gameplay structure, while a dedicated challenge mode or complete PvE experience could require more specialized content.
Embark would need to decide whether future quests, encounters, rewards, and gameplay updates should be shared between modes or developed separately.
If the studio spreads its development resources across two substantially different experiences, maintaining a consistent update schedule could become more complicated.
This is why Grøndal emphasized that Embark first needs to understand what players actually want before discussing the content requirements of a potential permanent mode.
What PvE Test Means for ARC Raiders Players?
The 30 million-plus PvE rounds provide a significant data point for Embark, but the number needs to be interpreted carefully.
It represents rounds played, not 30 million individual players. It also does not reveal how many participants would continue playing PvE regularly if the option became permanent.
Nevertheless, the experiment gave the studio an opportunity to observe how players interacted with an alternative matchmaking experience.
For different types of ARC Raiders players, the potential benefits could vary considerably.
Player Type
Potential Benefit of Permanent PvE
Casual players
More opportunities to enjoy exploration without constant PvP pressure
Solo players
Greater control over encounters and a potentially more comfortable progression experience
Cooperative players
More opportunities to team up and focus on environmental threats
Combat-focused players
Potential access to more challenging ARC encounters
Resource collectors
An alternative way to approach scavenging and equipment preparation, depending on future reward balancing
PvPvE enthusiasts
The ability to retain traditional raids while having another gameplay option available
The biggest potential advantage is flexibility. Players would not necessarily have to choose between enjoying ARC Raiders' world and accepting every aspect of its PvPvE gameplay.
However, the success of this approach would depend on how Embark implements the different modes.
A permanent PvE experience needs to offer meaningful gameplay rather than simply becoming a safer version of existing raids. Similarly, traditional PvPvE sessions must retain their appeal and sense of risk.
How Could a Permanent PvE Mode Affect Future Updates?
If Embark eventually approves a permanent PvE mode, the decision could influence more than matchmaking.
The three proposed directions suggest different development requirements.
A relaxed side mode might be relatively straightforward to integrate if it shares most existing systems. A dedicated challenge mode could require more attention to enemy encounters and difficulty balancing. A full PvE experience would potentially demand a much broader content strategy.
For players, the most important question is whether both experiences would receive enough attention.
A PvE mode that receives regular content updates could become a meaningful part of ARC Raiders' long-term appeal. However, if resources are stretched too thin, neither experience may receive the level of support players expect.
This is also worth considering when managing equipment and progression. Players who currently spend time collecting resources, upgrading gear, and preparing for difficult raids should avoid assuming that a future PvE mode will offer identical progression or rewards.
For anyone looking to buy ARC Raiders items, it is equally important to distinguish between currently available game systems and possible future changes. The announcement of a potential PvE mode does not establish any new item availability, trading rules, or reward advantages.
Until Embark confirms the final design, existing gameplay and progression systems remain the appropriate basis for player decisions.
When Will Embark Announce Its Permanent PvE Decision?
Currently, Embark has not announced a confirmed release date for a permanent PvE mode.
The studio previously indicated that it expected to share more information in November after reviewing the test data and player feedback.
This means players should watch for a follow-up announcement rather than assume that the temporary matchmaking option will automatically return.
The next communication will ideally clarify whether Embark intends to:
Restore the original PvE matchmaking toggle.
Develop a separate relaxed PvE experience.
Introduce a more challenging PvE mode.
Explore a complete PvE-only experience.
Continue supporting PvPvE exclusively.
It is also possible that Embark could decide not to make PvE permanent if the results suggest that doing so would negatively affect the overall game.
The studio has not committed to any of these outcomes.
Final Thoughts: Could PvE Make ARC Raiders Even Better?
The possibility of a permanent PvE mode represents an interesting opportunity for ARC Raiders.
More than 30 million PvE rounds during a seven-day test show that the experimental experience generated substantial engagement. More importantly, the discussions surrounding the test have given Embark an opportunity to reconsider how different types of players want to experience the game.
A relaxed side mode could make ARC Raiders more accessible. A dedicated challenge mode could give PvE-focused players more demanding combat encounters. A complete PvE experience could potentially expand the game's identity beyond its existing extraction-shooter structure.
However, adding another mode is not automatically an improvement. Embark still needs to consider matchmaking quality, reward balancing, content development, and the long-term health of its original PvPvE experience.
For now, the most reasonable expectation is to wait for the developer's November follow-up. Whether ARC Raiders eventually receives a permanent PvE option will depend on what the test data reveals and which direction Embark believes offers the best long-term experience.
Following some adjustments, Anvil Splitter Amplification has now replaced the original Anvil Splitter in ARC Raiders. Many players have been asking: is Amplified Anvil actually worth using? The answer depends on two factors: the distance at which you are engaging, and the specific type of ARC enemy you are facing.
Amplified Anvil
Amplified Anvil has relatively low acquisition requirements and doesn't require any prior research, with the main cost being 3 Turbine Compressors.
These ARC Raiders items are already quite easy to accumulate now, making it fairly easy to craft several Amplified Anvils.
Amplified Anvil features improvements to its base spread, ADS (aim-down-sights) spread, and spread recovery. When you manage to land all four projectiles at close range, it delivers approximately 20% more damage.
However, this damage bonus is highly dependent on your accuracy - if the projectiles spread out, the actual benefit diminishes rapidly.
Therefore, it is not an unconditional upgrade over the standard Anvil; it places specific demands on your loadout and combat rhythm.
ARC Raiders Amplified Anvil Best Use Cases: Close Range, Light Armor & Weak Points
Performance in PvE
In PvE, Amplified Anvil does not perform exceptionally well against every type of enemy.
Because each individual projectile has relatively low damage, the weapon struggles with armor penetration when targeting heavily armored areas.
Against enemies like Fireball, it fails to replicate the standard Anvil's ability to pierce the outer shell and strike the core in a single shot.
Furthermore, when facing heavily armored targets - such as Surveyor or the side armor of a Bastion - Amplified Anvil may actually deal less damage than the standard version.
As the engagement distance increases, it becomes harder to land all projectiles, leading to a significant drop in damage output.
When dealing with heavily armored enemies like Queen or Matriarch, do not expect Amplified Anvil to outperform the standard Anvil; the latter remains more reliable for consistently breaking through armor.
Ultimately, Amplified Anvil is best suited for close-range encounters against lightly armored enemies or when targeting specific weak points.
When facing a Shredder, Amplified Anvil requires one fewer shot to eliminate the enemy compared to the standard version.
Against a Wasp, it consistently secures a kill in three shots, with improved spread making hits more reliable.
Furthermore, when targeting lightly armored areas - such as the top of a Bastion - landing all shots at close range yields a damage bonus of approximately 20%.
Consequently, in ARC Raiders, Amplified Anvil is quite effective when engaging enemies you can get close to, such as Bastions or Bombardiers.
However, if you cannot maintain close-quarters engagement, or if your target is highly mobile, this advantage diminishes.
In such cases, it is best to keep the standard Anvil on hand as an alternative for long-range encounters or engagements against heavily armored targets.
ARC Raiders Amplified Anvil's Performance in PvE
Performance in PvP
In PvP, Amplified Anvil also offers a ~20% damage advantage when all shots land at close range, with the tighter spread further aiding accuracy.
That said, the standard version is already quite powerful; in actual ARC Raiders gameplay, this 20% bonus is not particularly noticeable.
It primarily serves to provide a slight edge when finishing off an enemy alongside teammates or during close-quarters duels.
At long range, it remains suboptimal, as projectile spread significantly reduces effective damage.
If the game eventually allows players to toggle between amplified and standard configurations on the fly, it would offer much greater flexibility.
Currently, the choice is locked to your loadout; you should opt for the standard Anvil when anticipating long-range combat or encounters with heavily armored foes.
Additionally, in PvP, your accuracy and the distance at which you engage are often more critical than theoretical damage figures.
You must land all four projectiles to approach that ideal damage output; at medium to long ranges, the effectiveness drops off sharply.
The amplified version is best suited for players who prefer aggressive, close-range playstyles - flanking enemies or quickly finishing off weakened targets.
If you are accustomed to engaging from a medium range in PvP, the standard Anvil will probably provide more consistent performance.
When coordinating fire with a team, the amplified version can make your damage contribution slightly more impactful, but it does not represent a game-changing weapon - don't expect it to single-handedly turn the tide of a match.
Usage Recommendations
Overall, ARC Raiders Amplified Anvil represents a meaningful adjustment, though it cannot simply replace the standard Anvil.
Its utility is somewhat niche; it is best suited for finishing off opponents in close-quarters PvP, or for targeting the weak points and less-armored sections of ground-based enemies in PvE.
When putting together your loadout, treat it as a specialized close-range weapon - don't expect it to function as an all-purpose primary.
Whether you should bring it into a match depends on the map's suitability for close-quarters combat and how your team has divided its roles.
If your primary objective involves dealing with heavily armored ARC units or engaging in long-range combat, stick with the standard Anvil.
If you have a spare Turbine Compressor, you might consider incorporating Amplified Anvil into your close-range loadout - just keep in mind that it won't necessarily perform well in every scenario.
Try taking Amplified Anvil out for a few matches in ARC Raiders to see if it fits your personal combat rhythm!
ARC Raiders Fallen Emperor is packed with high-tier weapon upgrade materials and rare crafting resources, making it a rewarding destination.
However, this mini-dungeon is filled with dangerous enemies, traps, and hidden supply pods, while its internal layout changes each time it opens. Learning each room's mechanics and finding efficient routes will help you collect valuable loot and escape safely.
ARC Raiders Fallen Emperor Rooms Guide | How to Navigate Every Room and Find Rare Loot?
Entrance Area
Although the internal layout changes randomly, the entrance area and final loot hangar remain fixed. These familiar sections provide useful landmarks when navigating the changing dungeon.
After activating the key, wait for the entrance corridor door to open. There is no loot here, so move on rather than wasting time searching.
The electrified battery cells will shock you if touched, shot, or otherwise provoked. Avoid interacting with them unless you have a specific reason to do so.
The easiest way past Hydra is to use a Photoelectric Cloak and walk straight past it. Alternatively, run through while taking damage or use a Snap Hook to cross.
You can also bring a Hullcracker with at least one stack of ammunition. Eight to nine shots are usually enough to destroy a Hydra turret, making this a practical option if avoiding the enemy is difficult.
Engine Room and Elevator
ARC Raiders Engine Room and Elevator
Engine Room contains eight yellow buttons that must be destroyed. Shoot the four buttons in the upper center first, followed by the four around the perimeter. Disabling all eight removes the central shield and electrical hazards, opening access to Piston Room. Make sure every button is destroyed before moving on.
Use the piston elevator to reach the second or third level. The first level has no ARC Raiders items, but the other two often contain round, destructible containers that can drop ARC Data Modules and Amplified Components. Check these containers whenever your route allows, as they can provide useful crafting materials.
Continue upward to the top-level cargo bay, where numerous supply pods await. Some have better loot chances, but opening them triggers an explosion countdown. Collect their contents and move away quickly. Do not stay beside a pod after opening it, even if you have not finished checking the surrounding area.
Gas Room
ARC Raiders Gas Room
Gas Room is filled with toxic gas that drains stamina, similar to a Matriarch's gas or a Gas Grenade. Sprinting consumes stamina rapidly, so avoid unnecessary movement and plan your route before entering.
As the side walls close in, sprint into the central square pit and crouch until they shut. Then continue forward. Timing is important because getting caught between the moving walls can make the crossing much more difficult.
The space opens after the first set of walls, but the gas becomes active again. Reach the other side quickly, watching for supply pods near the exit, as these can also explode.
To escape, sprint through the exposed hydraulic piston area beside the central walls as they close. Climb the large structure to find a small door in the wall. Wait for the walls to close again or use a Snap Hook to get through.
Inside, check the destructible containers and climb the yellow ladder. When you can go no farther, jump backward and grab the ladder behind you to escape. Keep moving carefully through this section rather than spending too long searching for extra loot.
Maze Room
Maze Room has two variants. The basic version features low walls, with small enemies and fireballs emerging near the ground. These threats can interrupt your movement, so stay alert while navigating the narrow corridors.
Look for the exit door marked by white lights, usually on the large white wall opposite the entrance. Clear nearby enemies and follow the longest corridor toward the outer wall. Focusing on the exit is more efficient than checking every corner.
The second variant has yellow buttons on the walls. Destroy enough of them to activate the central pillar, the only pillar that reaches the ground. It will then move up and down, changing how you can navigate the room.
This variant is always followed by Gas Room, where you will drop into a central pit. A Snap Hook can help you leave the maze before destroying every button, allowing you to avoid unnecessary delays.
Laser Room
ARC Raiders Laser Room
Lasers rotate and move vertically throughout the room. Touching them sets you on fire and deals damage, so bring healing items before attempting the crossing.
Watch their movement and use supply pods as cover to cross safely between laser cycles. Pay attention to both their rotation and vertical movement, since a gap that appears safe may close quickly. Sprinting straight through is possible but risky, especially without full health and strong shields.
For a first attempt, move through the center and observe the laser patterns before advancing. A Snap Hook or grappling hook can help you cross, but standing still in certain spots may leave you vulnerable to head hits. Avoid lingering in exposed areas, even when the route ahead appears clear.
Hydra Room
This large parkour room spawns three hidden Hydras when you enter and come into view. Your approach depends on whether you enter from below or above. In either case, reaching the exit quickly is usually more important than destroying every turret.
Entering from Below
Locate the exit first. Look toward the upper-left door and check for white lights on both sides. Identifying the correct route early prevents unnecessary detours.
Use a Snap Hook quickly. Aim for upper platforms or landing spots near the exit to minimize time on the ground.
Avoid the crushers. Crushing mechanisms may repeatedly open and close at the bottom. Do not linger in danger zones while targeting Hydras.
Fight only when necessary. If a turret locks onto you, take brief cover and attack with a Hullcracker. Avoid tanking fire in the open, especially when several enemies can target you.
Exit through the upper-left door. Once you reach it, go through immediately. There is no need to clear the entire room.
Entering from Above
Land on the cargo container ahead. Use it as a landing platform instead of jumping straight to the bottom.
Destroy the first activated Hydra. If it spots you, use a Hullcracker to eliminate it quickly and reduce the immediate threat.
Slide down the rail. Once below, move around the turret and avoid exposed areas where incoming fire can leave you vulnerable.
Use a Snap Hook to reach the left exit. The other two Hydras may lock onto you, so move quickly. Delaying your escape increases the chance of facing additional attacks.
Connecting Shafts
Several connecting shafts lead toward the final loot room and are worth exploring. You can deliberately trigger electrified battery cells, then jump onto them once the electricity dissipates to reach other areas. This technique can help you navigate between platforms that would otherwise be difficult to access.
Some warm yellow-lit corridors lead back to the cargo bay rather than the final loot room, so watch your route. Check the direction of each passage before continuing, especially when you are close to the end of the dungeon.
Destructible containers are plentiful here and may drop Data Modules and Amplified Components. Inspect them when convenient, but avoid taking unnecessary risks if you already have valuable loot and are ready to leave.
Final Loot Room
ARC Raiders Final Loot Room
The entrance is sometimes a ventilation duct that requires a grappling hook or a drop from above. Usually, you enter from an elevated position near a ladder and can land on the edge or drop to the bottom.
Once you touch the ground, the lights turn red, and a Vaporizer, multiple Fireflies, Hornets, and Wasps spawn. Prepare to move immediately rather than standing in the open.
A few seconds later, the hangar doors open, revealing six yellow buttons, three on each side. Destroy all six to stop ARCs from targeting you and unlock additional containers. Prioritize these buttons to make looting safer.
Fighting ARCs is unnecessary. After destroying the buttons, hide behind the containers on the right for 10 to 15 seconds to avoid combat.
Leaving ARCs alive is often advantageous because they can attack other players entering through the door. Once they fly away, loot the room and check the available containers for valuable materials.
The front entrance doubles as the exit, and a Snap Hook makes escaping easier. Drop down one level, use your grappling hook to reach the next level, then take the zipline or follow the front route down. Leave with your backpack full of valuable loot.
Fallen Emperor offers valuable rewards but remains dangerous. Bring healing items if your weapons are weak, and use an Extract Call when needed to improve your chances of escaping safely.
After more than a month, ARC Raiders has finally received a new Live Update - 2.3.0. This update not only introduces the brand-new Noxious Set but also brings several balance adjustments and bug fixes.
Among them, the debut of the new player project Soul's Offering is undoubtedly the most noteworthy content of this update. Let's take a closer look at the new content and changes this update brings to players.
Soul's Offering: A Limited-Time 20-Day Commemorative Project
ARC Raiders Adds Soul's Offering in Live Update 2.3.0 Alongside New Loot and Blueprint Changes
ARC Raiders also welcomes its own Halloween event - Soul's Offering. As the core of the narrative and gameplay of this update, this project went live on October 27th and will last until November 16th.
The event revolves around the various contradas of Toledo. Despite differing opinions on surface casualties, they share a common grief over the loss of their comrades. To commemorate the Raiders who fell to the ARC offensive, residents from Ferrovia, Vaulto, and Murteta will build memorial shrines to remember their fallen comrades.
The project is divided into four phases. In the first three phases, players need to collect and submit specific ARC Raiders items. The specific requirements and rewards for each phase are as follows:
Phase 1: Construct Vaulto's Offering
Required Materials:
Dead Flowers × 1
Rock Salt × 2
ARC Alloy × 15
Expired Respirator × 1
Dead Flowers and Rock Salt are trinkets without fixed spawn points. It is recommended to prioritize searching drawers, cabinets, and other containers in residential areas. ARC Alloys can be obtained from ARC debris other than Ticks, while Expired Respirators are random loots; containers in residential areas are also worth searching.
Completion Rewards: Stiletto II, Extended Barrel I, Angled Grip II, Stable Stock II.
Phase 2: Construct Ferrovia's Offering
Required Materials:
Dead Flowers × 3
Railway Lanterns × 2
Advanced ARC Powercell × 15
Remote Raider Flare × 10
Note: One Dead Flowers was consumed in Stage One, so a total of four are needed for the first two stages. Continue collecting even after finding the first one.
Railway Lanterns are also considered ticks; Advanced ARC Powercells can be obtained from larger ARCs, with the wreckage of Bombardier and Bastion being priority targets. Remote Raider Flare can be crafted at the Workstation or may appear as a random loot.
Completion Rewards: Torrente II, Compensator III, Extended Medium Mag III, Stable Stock III.
Phase 3: Construct Murteta's Offering
The rarity of materials required in this phase increases significantly:
Fancy Plates × 2
Mask Fragment × 1
Insulation Roll × 1
Fertilizer × 5
Fancy Plates are epic trinkets with no fixed spawn locations, making them difficult to obtain. Mask Fragments are also relatively rare; some players have reported finding them in Pendola Pass. Insulation Rolls can be obtained by searching random loot and Raider Caches, while the swampy areas of Dam Battlegrounds are a good place to search for Fertilizers.
Completion Rewards: Vulcano I, Shotgun Silencer, Extended Shotgun Mag III, and Fireworks Box × 3.
Important Note: These 3 Fireworks Boxes are key items for Phase Four; it is recommended to keep at least one for the final mission.
Phase 4: Honor the Fallen
The final task no longer requires additional material collection. Players simply need to carry at least one Fireworks Box, travel to Buried City, find the route to the rooftop of Santa Maria Houses, and set off fireworks at the designated location to complete the tribute ceremony.
Upon completion, players will receive Pilgrim backpack and Offering Display Table Design.
Emperor Loot Redistribution
ARC Raiders Emperor
Emperor's loot redistribution is one of the most impactful changes in this update. After the update, containers near the entrance have a higher probability of producing low-tier rewards, while high-tier loot is more concentrated deeper inside.
This change reduces the reward density of quickly clearing the entrance, allowing Raiders willing to venture deeper into the Emperor and take higher risks to receive commensurate rewards.
Update 2.3.0 also expands the vulnerability prevention mechanisms for locked rooms inside the Emperor to improve fairness in these areas and limit the placement of Barricade Kits that overlap with entity boundaries or are crammed into overly narrow spaces.
Blueprint Drop Rules Adjusted
This update adjusts the blueprint drop rules for six weapons in ARC Raiders: blueprints for Dolabra, Bobcat, Equalizer, Jupiter, Tempest, and Volcano can now drop under any major map condition, no longer requiring specific conditions like Hurricane, Electromagnetic Storm, or Night Raid.
However, the overall drop rate for these ARC Raiders blueprints has been slightly reduced to balance the increased acquisition opportunities. In other words, players no longer need to wait for specific map conditions, but whether the actual rewards are improved still depends on their play frequency and looting routes.
The adjustments to Emperor Key blueprints are different. Their drop rate in Redirection Pods has been reduced, but these containers now have a small chance of producing ARC parts and high-tier ARC loot.
Therefore, not all blueprint acquisition methods have become easier: Emperor Key blueprints are actually harder to obtain, while other potential rewards from Redirection Pods have increased.
In addition, the 2.3.0 update also fixes a previous issue where the rarity and drop rate of furniture designs were inverted. After the adjustment, the actual drop rate matches the item's rarity.
Equipment and Consumable Adjustments
ARC Raiders Heavy Shield
This update includes targeted adjustments to Heavy Shield, Flame Spray, and Firefly Burner, while also optimizing the usage mechanism of Adrenaline Shot.
The base charge value of Heavy Shield has been increased from 80 to 90. The official statement indicates that the adjustment to the durability consumption rate of Frozen Trail has brought significant changes, but the overall usage rate of Heavy Shield remains low.
Therefore, this update enhances its survivability by slightly increasing the base charge value, while avoiding further widening the gap between heavy and medium shields. For builds that rely on Heavy Shield, this change is expected to provide more stable protection in sustained firefights.
Flame Spray's damage per second has been increased from 10 to 13, while its durability consumption has been reduced by 50%. The adjustments to both damage and usage cost further enhance its practicality in close-range suppression and area control.
The Firefly Burner's trigger mechanism has also undergone a significant change. Previously, players needed to shoot the device to trigger its flame release; after the update, the device activates immediately upon impact, leaving a trail of flames as it moves, and explodes after approximately 3 seconds. This makes it more suitable for rapid deployment to block passageways, restrict enemy movement, or hinder enemy advances.
Furthermore, Adrenaline Shot can now be used when stamina is full, but repeated use no longer stacks effects; instead, it refreshes the duration of the existing effect.
Overall, ARC Raiders Live Update 2.3.0 not only brings limited-time missions and new rewards through Soul's Offering but also reworks loot distribution, blueprint acquisition methods, and the in-game performance of several items. Whether you want to complete events, collect rare blueprints, or optimize combat setups, this update offers noteworthy new changes.
ARC Raiders Frozen Trail update introduces Amped Weapons, Level 5 Gunsmith, and Research Bench.
Each Amped Weapon Mod requires 5,000 Research Points. There are several ways to earn Research Points, including collecting books and finding random loot during raids. Some farming methods are highly efficient, often yielding 1,000 to 2,000 Research Points in a single run.
Research Point Items
Following the update, 5 items can directly grant Research Points:
Battered Paperback: 50
Raider Logbook: 100
Exodus Technical Handbook: 150
ARC Data Module: 200
Frigate Diagnostic Node: 1,000
ARC Data Modules and Frigate Diagnostic Nodes are your primary targets, as both appear frequently across the farming methods below. Alternatively, you can save time by choosing to buy ARC Raiders items that provide Research Points.
ARC Frigate
ARC Frigate event is one of the most popular ways to farm Research Points. All you need to do is enter a raid on a map with ARC Frigate condition. Board the ship and prioritize looting breachable gray containers. Focus on finding Frigate Diagnostic Nodes and ARC Data Modules, then extract safely. You can earn a substantial amount of Research Points in a single run.
The key to farming ARC Frigates is managing your backpack space wisely. If you bring too much gear, you will have less room for loot, and you will lose everything you carry if you go down. Bring too little, however, and you may struggle to defend yourself around the containers when other Raiders or ARC enemies show up.
When Vaporizer, Rocketeer, and Hydra enemies start shooting at you, you must handle them properly or risk missing your chance to open the containers. Whoever reaches a container first gets Data Module first. Whether you enter fully geared or with minimal equipment, the fundamental challenge is still a race to the lower deck.
A recommended route is to approach from either the left or right wing and climb along the wing structure. Bring enough Adrenaline Shots to maintain your stamina while climbing. Most players head straight to the bottom to open Breachable Containers, so reaching the upper level first can often let you loot two or three containers uncontested.
Along the way, you can take advantage of the wind to sprint past Hydras. Use an Adrenaline Shot to restore your stamina, then sprint around them. Afterward, activate Photoelectric Cloak and move toward the middle section on the right, where a container is usually guaranteed to spawn on the wall.
Fallen Emperor
The second method is to hunt for ARC Data Modules inside Fallen Emperor. First, you need a key called Emperor Gateway Conduit, which requires the following materials:
1× ARC Insulated Coupler
1× ARC Conductive Coupler
1× ARC Plated Coupler
Most importantly, you must also have Emperor Gateway Conduit blueprint. Without it, you cannot craft the key at Workbench, even if you have collected all the required materials.
Once you have the key, enter the dungeon. Data Modules can be found throughout Fallen Emperor. They may spawn in any Breachable Container, explosive missile pod, or blue non-explosive pod, but the largest haul is consistently found in the final room.
The final room is currently the best location in the game for obtaining large quantities of ARC Data Modules. Entering it triggers enemy activity and alarms. First, take cover behind a fallen container or in a recessed area to avoid being targeted by multiple flying ARC enemies.
Next, shoot the 6 yellow nodes on the walls, with three on each side. Once all six are destroyed, the ceiling opens, potentially allowing enemies such as Wasps, Hornets, and Vaporizer units to enter.
After destroying all the nodes, loot pods will emerge from the walls. Search these pods for high-value materials and ARC Data Modules.
Pendola Pass Containers
If you do not want to take on Fallen Emperor or ARC Frigate event, you can also earn Research Points by searching containers throughout Pendola Pass.
The first priority is to loot Raider supply containers. These include Weapon Cases, Ammo Cases, Grenade Cases, Backpacks, and Medbags. When no cases are available, make sure to check Drawers as well.
These containers have a high chance of yielding ARC Raiders blueprints and Research items, with loot quality ranging from gray to purple. They also offer relatively consistent results, especially on Pendola Pass. The map features both reliable container spawns and a high concentration of loot locations, making it the preferred map for this farming method.
For primary points of interest, prioritize Commissary Supermarket, Railyard, and Cielo Sereno Observatory. If you spawn on the corresponding side of the map, focus your route around these areas. They typically contain multiple Raider container spawns and Drawers, making them excellent primary looting targets.
Secondary points of interest include Dispatch Tower, Railroad Junction, and Deep Space Telescope. These locations also have a high density of Raider containers, making them worthwhile stops along your route.
When planning your route for each raid, try to visit at least Supermarket or Railyard, as either location can yield more than 1,000 Research Points in a single run.
Snow Shelters
If you can reach Snow Shelters before other players, a single shelter may yield 500 to over 1,000 Research Points, along with other high-quality gear.
Therefore, whenever a storm hits, keep an eye out for Snow Shelters. They can significantly increase your loot haul and even turn an otherwise unsuccessful raid around.
Each of these three farming methods has its own advantages and disadvantages. If you are highly familiar with ARC Frigate event, you can earn around 1,500 Research Points per hour. Fallen Emperor takes time to prepare because crafting the key can be tedious, but it could be the most efficient method otherwise. Pendola Pass container farming, meanwhile, is less consistent. Ultimately, you can choose whichever method suits your playstyle best.
Regardless of how ARC Raiders develops through updates, ARC Turbine has firmly established itself as a high-value, unavoidable target in many matches.
Previously, encountering a Turbine was largely a matter of luck; it only had a chance to spawn in certain sessions, forcing players to repeatedly enter the map just to get a shot at it.
With the arrival of ARC Raiders Update 2.2.0, the spawn rate for Turbines has been significantly increased.
In maps like Buried City, Riven Tides, Blue Gate, and Spaceport - where Turbine previously only had a chance to appear - it now shows up in the vast majority, if not all, of your matches.
In other words, Turbine has shifted from an occasional encounter to a target that warrants proactive planning before you even engage.
If you want to consistently take down a Turbine and secure its most prized loot - Turbine Compressor - you'll need to be strategic about your engagement range and the specific ARC Raiders items you bring into the fight.
What makes Turbine a threat?
The primary danger posed by Turbine is its Cluster Lightning Missiles. Once deployed and triggered, these create hazardous zones of electricity.
If you remain stationary and continue firing at close range, you're highly likely to step on a mine - leading to an instant, fatal outcome.
Therefore, your tactical focus in ARC Raiders should be clear: either use a Barricade Kit to completely block off the minefield and break Turbine's line of sight, or maintain enough distance to stay out of the lightning's reach.
Close-Quarters Demolition
When ARC Turbine is provoked and begins its assault, activate your Photoelectric Cloak to close the distance. Once inside the minefield, stay in a crouched position - crouching prevents the mines from detonating.
Don't hesitate; identify a relatively flat patch of ground near Turbine and immediately deploy your Barricade Kit to create an enclosed, four-sided space around yourself.
Once the enclosure is set, you can jump, roll, sprint, or strafe freely - actions that would otherwise trigger the surrounding mines.
Within your barricade, these chain-reaction explosions won't harm you, nor will they allow the Turbine to lock onto your position.
Next, remove one of the barriers - specifically one not facing Turbine - and observe the enemy's charging state.
When a blue light ignites at its center and the unit begins to spin rapidly, it will soon slow down and deliver a heavy impact to the ground; this is the moment you've been waiting for.
The unit will pause briefly (for up to about 15 seconds). Seize this opportunity to sprint forward, jump, and attach the two Deadline explosives you brought with you onto the base of the rotating, yellow, cylindrical core at the center of Turbine.
Try to position the two Deadlines on opposite sides of the rotating cylinder.
If both Deadlines are placed correctly, Turbine will explode and disintegrate shortly after it takes off.
Once you have mastered this procedure in ARC Raiders, the time from placing the first Deadline to successfully destroying Turbine can be reduced to approximately 17 seconds.
However, be aware that if both Deadlines are attached to the same side of the cylinder base, Turbine may not disintegrate, requiring a third Deadline to finish the job.
If Turbine survives and manages to take flight, immediately retreat back into your deployed Barricade Kit and replace the fourth wall to restore the enclosed space; this will keep you safe from the lightning strikes.
You can retrieve your Barricade Kit and most of your other gear; the only resources consumed are Deadlines.
Ranged Combat
If you prefer to avoid close-quarters combat, you can use a Jupiter or Amplified Jupiter to attack the aforementioned critical cylindrical structure of Turbine from a distance.
What is the ideal range - safe yet efficient? Staying beyond 150 meters keeps you out of reach of the lightning, while remaining within 170 meters ensures that Jupiter's damage does not fall off.
Once you are within this range, wait for Turbine to land and stabilize, then aim for those yellow cylinders and fire without hesitation.
By patiently maintaining a distance of 150 to 170 meters and consistently landing shots on Turbine's weak points, you can take it down with approximately 36 rounds.
Of course, if you prefer close-quarters combat, you could use Hullcracker, or employ a Snap Hook to reach the top of Turbine and attack it from there.
But the question is: Are you prepared to take the risk of being instantly wiped out by either of these approaches?
All things considered, we recommend a more controlled, long-range strategy for taking down Turbine.
Hybrid Strategy
Some clever players have come up with a way to combine Deadline and Jupiter strategies to ensure Turbine is destroyed quickly.
Essentially, you carry a few Deadline charges, along with a Jupiter as a backup; if Turbine doesn't explode and fall apart from Deadline hits, you can simply follow up with a few shots from Jupiter.
Two Deadline charges are usually enough to leave Turbine on the brink of destruction, allowing you to finish it off in no time - all that remains is to figure out how best to utilize ARC Raiders Turbine Compressor.
With these strategies - and the improvements brought by ARC Raiders Update 2.2.0 - Turbine will no longer be a problem for you!
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