ARC Raiders Guides

A free-to-play third-person extraction shooter where the threat is machines, not just other players.

Developer
Embark Studios
Publisher
Embark Studios
Released
2025
Platforms
PC, PlayStation 5, Xbox Series X|S

ARC Raiders guides for players who want to stop dying to unclear rules. We break down the extraction and objective judgment conditions nobody else documents, the mechanical blind spots that kill new players, bug workarounds, and how to budget a single raid's time and route — written around the questions real players search for.

Reference: check the ARC Raiders on Steam for patch notes and current season details. Numbers shift between updates, so treat in-game values as final.

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Mechanic

intermediate

ARC Raiders 30-Minute Raid: How to Budget Time and Route

A raid in ARC Raiders lasts 30 minutes, but the valuable window is shorter. Budget the clock, find extraction first, and see why leaving early pays.

4 min read
intermediate

ARC Raiders Enemy Threat Tiers: Drones to Bastions

ARC machines react to noise and movement and share a weakness to EMP. The threat ladder runs from surveillance drones to Bastions, with how to handle each.

5 min read
beginner

ARC Raiders Extraction Explained: Elevators, Trains, Hatches

Extraction is the only step that turns a raid into progress. How elevators, train stations, air shafts and Raider Hatches work, plus the timing trap.

5 min read
beginner

ARC Raiders PvE vs PvPvE: What the Toggle Test Means

ARC Raiders is PvPvE, so other Raiders are a real threat, but a PvE toggle was tested in October 2026. What is permanent and what was only a test.

3 min read
intermediate

ARC Raiders 'Extract With' Quests: Why It Won't Count

Many ARC contracts stay incomplete after you grab the item: it only counts on extraction. The rule, the safe-pocket exception and the carrier mistake.

5 min read
beginner

ARC Raiders Safe Pocket: What Survives Death

The Safe Pocket keeps its items when you are knocked out. How it works, why a Free Loadout has none, and the Safekeeper exception for weapons.

4 min read
intermediate

ARC Raiders Squad Objective Sharing: What Counts for Whom

In squads, pickups are individual but scans, kills and discoveries are shared - and a past bug let sharing complete item quests. How to assign a carrier.

4 min read
intermediate

ARC Raiders Audio: Hearing Players Before You See Them

Sound is the only warning you get. What to listen for, and how your own noise gives you away.

5 min read
intermediate

ARC Raiders Combat: Fighting Machines and Raiders

Two different fights with two different rules. Why the technique that kills ARC is the one that gets you killed by players.

5 min read
intermediate

ARC Raiders Emplacements: Using Fixed Cover

Turrets, barriers and fixed positions are tools, not safe zones. How to use ARC emplacements without becoming their bait.

5 min read
beginner

ARC Raiders Healing: Health and Shield Charge Are Two Things

Healing restores health, rechargers restore shield charge, and neither is fast. How to split the two resources and when to stop healing and leave.

4 min read
intermediate

ARC Raiders Loot Despawn: What Stays and What Resets

World loot in ARC Raiders resets between raids, but your stash does not. Understanding the difference is what keeps a good run from being a temporary one.

5 min read
intermediate

ARC Raiders Map Conditions: Minor, Major and ARC Ops

Conditions rewrite a map's difficulty and loot before the raid starts. What minor events, major conditions and ARC Operations each change.

5 min read
beginner

ARC Raiders: Dealing with Other Raiders (PvPvE Survival)

Other Raiders share your map and can end your run. How matchmaking, de-escalation, and extraction discipline keep you alive in ARC Raiders PvPvE.

5 min read
beginner

ARC Raiders Squad Callouts: Say Less, Survive More

Good callouts in ARC Raiders are about timing and direction, not narration. How to communicate under pressure without drowning your squad.

5 min read
intermediate

ARC Raiders Stealth: Avoiding Both Kinds of Enemy

Machines detect by sight and sound; players by both. How to move through a raid without being the first thing anyone finds.

5 min read
intermediate

ARC Raiders Spawn Timing: When the Map Fills

Enemies and raiders arrive on a schedule you can read. How to use the early game and the late game to your advantage.

5 min read
advanced

ARC Raiders Matriarch Boss: Shield and Core

Where the Matriarch spawns, how her energy shield and red core work, and what she drops in ARC Raiders.

5 min read

Beginner

beginner

ARC Raiders Death Penalty: What You Lose and What You Keep

One rule decides your first hours in ARC Raiders: die and you lose what you carry. Here is what is lost, what is kept, and how to fear less.

5 min read
beginner

Is ARC Raiders Free? Platforms, Crossplay, and What It Costs

ARC Raiders is free-to-play on PC, PS5 and Xbox with crossplay, but needs an Embark ID and a 13+ gate. Here is exactly what costs money and what does not.

3 min read
beginner

ARC Raiders Beginner Mistakes That Cost Gear

The early deaths in ARC Raiders are not bad luck. They are predictable mistakes, and most of them are the same five errors repeated by every new raider.

6 min read
beginner

ARC Raiders Beginner Guide: Your First Raid, Step by Step

Thirty minutes, one bag, one exit. What to do in the first raid, why the free loadout exists, and the three habits that stop early deaths.

4 min read
beginner

ARC Raiders: Your First Ten Raids

The first raids are not about loot. Three habits that make the early game survivable, and the mistakes that cost gear.

5 min read
beginner

ARC Raiders Quests: The Cheapest Direction You Can Buy

Traders hand out quests that mark their objectives with a diamond topside. Why picking them up before every raid is the highest-value habit.

4 min read
beginner

ARC Raiders Maps: Six Maps and the Unlock Ladder

Map access is gated on rounds played, not level or win rate. Six maps from 8 to 24 rounds, and why the ladder is not sorted by difficulty.

5 min read
beginner

ARC Raiders Beginner Guide (2026): First 10 Raids

Start on the Free Loadout, learn one map, and sink first skill points into Mobility. What keeps new Raiders alive in ARC Raiders' PvPvE loop.

7 min read
beginner

ARC Raiders Settings and Controls: PC, PS5, Xbox

Every default ARC Raiders keybind on PC, the controller and console settings that actually matter, and the graphics toggles that raise FPS and visibility.

8 min read

Progression

advanced

ARC Raiders Expedition at Level 20: What You Trade

At level 20 ARC Raiders offers an optional Expedition that trades character and stash progress for account rewards. What resets and what stays.

4 min read
intermediate

ARC Raiders Skill Tree: Conditioning, Mobility, Survival

The skill tree splits into Conditioning, Mobility and Survival, and ultimate Traits need 15 points first. Here is how to allocate for a first character.

4 min read
beginner

ARC Raiders Blueprints: Which to Build First

Blueprints are permanent, so the order you unlock them matters. A priority list based on what actually gets used every raid.

5 min read
beginner

ARC Raiders Progression: What Carries Over and What Resets

Extraction shooters split your progress into two buckets. Knowing which bucket each reward lands in is how you build a stash instead of starting over.

5 min read
beginner

ARC Raiders Leveling: The 76 Points and Where XP Comes From

Skill points are finite and respecs are expensive, so where the XP actually comes from matters. Rounds, quests, trials, and the unlock levels.

5 min read
beginner

ARC Raiders Workshop: Which Bench to Upgrade First

The base Workbench cannot be upgraded, and the real order question is the weapon bench versus the gear bench. Pick based on how your raids end.

5 min read
intermediate

ARC Raiders Prestige: How the Expedition Project Works

ARC Raiders' Expedition Project: a voluntary level-20 prestige covering what you keep, what you lose, permanent and temporary rewards, and the cycle.

6 min read

Economy

beginner

ARC Raiders Hatch Key: Where to Get Your Safety Net

A Raider Hatch is the only extraction with no timer, but it needs a key. Where keys come from, the Shani cost and level gate, and why Safe Pocket matters.

4 min read
beginner

ARC Raiders Traders: What Each NPC Sells and Trust

Progression runs through five traders — Tian Wen, Lance, Apollo, Shani and Celeste. What each supplies, how contracts build trust, and where to spend first.

5 min read
intermediate

ARC Raiders Blueprints: Found Once, Crafted Forever

A blueprint turns a one-off find into a repeatable craft, but it is gated by bench tier. Where blueprints come from and what to do first.

4 min read
beginner

ARC Raiders Crafting: What to Make and What to Skip

Crafting is a material conversion puzzle. Which recipes actually save you money and which are just slower shopping.

5 min read
intermediate

ARC Raiders Keycards: Doors Worth Opening

Keys are consumables and doors are one-way bets. How to decide whether a locked room is worth the card.

5 min read
beginner

ARC Raiders Loot Priority: What Is Worth the Risk

Not every item deserves stash space or a risky extraction. Which materials to always grab, what to sell, and how to keep your stash from filling with junk.

4 min read
beginner

ARC Raiders Materials: What to Hoard, What to Sell

Not every material is worth a stash slot. Which ones feed crafting and upgrades, and which are just vendor weight.

5 min read
intermediate

ARC Raiders After a Bad Raid: Rebuilding Fast

Losing a full kit is the normal loop, not a disaster. The cheapest route back to a working loadout.

5 min read
beginner

ARC Raiders Repair: Durability Is a Budget

Every item wears out and repair costs materials. What to repair, what to replace, and when to let it go.

5 min read
beginner

ARC Raiders Scrappy Farming: Loot You Can Repeat

Scrappy is the repeatable material source. How to farm it efficiently without turning the run into a death loop.

5 min read
beginner

ARC Raiders Scrappy: Free Materials Every Raid

Scrappy collects materials while you are topside, and levelling him pays out on every future raid. What to feed him and why it compounds.

3 min read
beginner

ARC Raiders Stash Space: When It Opens and What to Keep

Extra stash space arrives with a level 25 unlock, which means the real question is what survives the trip. A keep-or-sell rule for a full stash.

4 min read
intermediate

ARC Raiders Traders: Who to Level First

Trader reputation is a slow currency with a fixed order of returns. Which traders actually change your raids and which can wait.

5 min read
intermediate

ARC Raiders Blue Gate Loot: The Flexible Farming Map

Where to loot on Blue Gate, the Locked Gate vault, and the four keys worth carrying on a valley run.

6 min read
beginner

ARC Raiders Buried City Loot: Streets Full of Containers

Where to loot in Buried City, the four keys worth carrying, and why its frequent Night Raid windows are the best value.

6 min read
beginner

ARC Raiders Dam Battlegrounds Loot: Reliable Starter Runs

Where to loot on Dam Battlegrounds, the keys worth carrying, and the Matriarch and Night Raid windows that raise loot value.

6 min read
beginner

ARC Raiders Loot Containers: What Every Crate Drops

Every loot container in ARC Raiders, what it drops, which need keys or the Security Breach perk, and which events raise loot value.

7 min read
beginner

ARC Raiders How to Get Materials Fast (2026)

Scrappy pays out every raid after 1 minute; farm by zone type and recycle at base. The fastest route to Metal Parts, Rubber, Fabric and ARC Powercells.

6 min read
advanced

ARC Raiders Riven Tides Loot: Hotel Key Chain and Crane

Riven Tides loot: the Hotel Panorama keycard chain, the Stacking Yard Crane puzzle, the Beachcombing event, and all five extracts.

7 min read
intermediate

ARC Raiders Spaceport Loot: Tech, Weapons, and Two Vaults

Where to loot on the Spaceport, the Launch Tower and Hidden Bunker vaults, and the five keys that open its best rooms.

7 min read
advanced

ARC Raiders Stella Montis Loot: The Endgame Indoor Haul

Where to loot in Stella Montis, the three keys for its sealed facility, and why Night Raid is the window that matters most.

6 min read
intermediate

ARC Raiders Tempest: Blueprint Drops and Crafting

Where the ARC Raiders Tempest blueprint drops, what the gun is, and the Gunsmith recipe and upgrades to craft it.

6 min read

Loadout

beginner

ARC Raiders Rarity Tiers: Colors and the Weight Cost

ARC Raiders uses five rarity colors, but higher rarity is not always better - heavy gear drags movement. Here is the tier list and the weight tradeoff.

4 min read
beginner

ARC Raiders Ammo: Light for Raiders, Heavy for Machines

Two ammunition types, and the split decides which weapon answers which target. Why carrying both is not optional in a PvPvE raid.

3 min read
beginner

ARC Raiders Armor: Shields, Plates and What to Wear

Armour in this game is layered and each layer fails differently. How shield and health interact when you take a hit.

5 min read
beginner

ARC Raiders Augments: They Decide Your Armour Class

The augment is a backpack that sets carry space and which shield class you can wear. Why you cannot swap it mid-raid, and how to pick per run.

4 min read
intermediate

ARC Raiders Explosives: Grenades and Area Control

Grenades solve problems guns cannot: cover, groups, and doorways. How to use them without announcing your position.

5 min read
beginner

ARC Raiders Loadout: Building a Kit Slot by Slot

Augment, shield, two weapons, quick access, safe pocket. The order to fill them, and why the free loadout is a different game entirely.

4 min read
intermediate

ARC Raiders Melee: When a Blade Beats a Rifle

Melee in ARC Raiders is not a backup plan. It is a tool for stealth, ammo economy, and panic moments that a gun handles badly. Here is when to use it.

5 min read
intermediate

ARC Raiders Night Loadout: Building for Darkness

Night raids hide machines and expose you. How to build a kit that works when you cannot see the threat coming.

5 min read
beginner

ARC Raiders Shields: Damage Reduction, Not Extra Health

A shield reduces damage instead of adding a health bar, so you lose shield charge and health at once. Light, medium and heavy, and the movement cost.

4 min read
beginner

ARC Raiders Weapons: Choose by Job, Then by Weight

The best weapon is the one you can afford to lose twice. How to pick a primary by its job, and why the heaviest option is often wrong.

4 min read
intermediate

ARC Raiders Best Weapons Tier List (2026)

Frozen Trail 2.0 meta: Anvil, Venator, Dolabra and Renegade lead. The best gun depends on whether you fight ARC machines or rival Raiders, not raw DPS.

6 min read

Mode

beginner

ARC Raiders Solo vs Duo vs Squad: Which Mode to Pick

ARC Raiders offers solo, duo and three-player squad. Here is how each changes enemy pressure, loot split and survival odds, and which fits your goal.

4 min read
intermediate

ARC Raiders The Blue Gate: The Flexible Farming Map

The Blue Gate opens at 18 rounds and mixes open valley, buildings and underground routes. What Locked Gate's extra ten minutes is actually for.

4 min read
beginner

ARC Raiders Buried City: Short Streets, Long Fights

Buried City opens at 8 rounds and funnels everyone through one metro station with several entrances. How to loot it without being the third party's loot.

4 min read
intermediate

ARC Raiders Duo Tactics: Two Is the Sweet Spot

A pair covers more angles than a solo and draws less attention than a squad. How to play the format that fits most maps.

5 min read
intermediate

ARC Raiders Night Raid: What Changes and Why It Pays

Night Raid lifts Dam Battlegrounds from easy to hard, disables every Raider Hatch and hides better loot behind locked doors. How to run it.

4 min read
advanced

ARC Raiders Riven Tides: The Hardest Map, Sometimes

Riven Tides opens at 20 rounds and carries the highest difficulty rating in the game — except under one condition, when it drops to starter tier.

5 min read
intermediate

ARC Raiders Route Planning: Maps Are Traps

A raid route is a list of decisions, not a path. How to plan one that keeps you alive and out of other raiders' lines.

5 min read
intermediate

ARC Raiders The Spaceport: Sightlines and Hidden Bunker

The Spaceport opens at 12 rounds and punishes open rotations with long sightlines. What Hidden Bunker's forty-minute rounds change about the raid.

4 min read
advanced

ARC Raiders Stella Montis: Two Levels, One Funnel

Stella Montis splits into upper and lower levels joined by a handful of transitions. Why committing to one level beats bouncing between both.

5 min read

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