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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.

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The geometry

A launch facility in open ground. The buildings are large, the gaps between them are wide, and the distance from one loot cluster to the next is long enough that crossing it is a commitment. Long sightlines punish open rotations: the player who moves across open concrete without checking height or a window first is the easiest kill on the map. That makes the loot logic clear. The Spaceport is the industrial, technological, and weapon-focused stop, and the stuff is inside the structures, not scattered across the apron. So the loop is enter a building, clear it, cross to the next one deliberately. Do not chase a container into the open just because you can see it. Extraction uses the cargo elevators, with the activation console sitting just outside the elevator rather than inside — the same pattern as the Blue Gate airshaft. Anyone activating is standing in the open for the full warm-up.

Hidden Bunker is the point of the map

Under Hidden Bunker, rounds run forty minutes instead of thirty. On a map this large that is not padding: it is the difference between a single route and a circuit. Thirty minutes on the Spaceport is two loot clusters and an exit. Forty is three or four, with time to backtrack for the container you skipped. The catch is the same as anywhere a round gets longer. More time on the map means other players also have more time, and a long raid ends with several full bags converging on the elevators. Plan to extract early in the window rather than at the end of it, and accept that the last ten minutes are the riskiest part of the raid. The raid clock logic changes shape when the clock itself gets longer.

Kit for the map

Bring something that works past close range. That does not mean a sniper — it means a weapon you can hit with at the distance between two buildings, and a secondary for the interior fights where the range collapses. Shield choice follows the same logic: the map is about crossing ground, so a heavier shield and slower movement is a worse trade here than on a dense urban map. Bring a way to break line of sight, too. The most valuable item on an open map is the one that gets you out of someone’s scope without a fight, and the rarity and weight tradeoff is what makes the choice cost something.

When it is the right map

When your shopping list is electronics, weapon parts, and tech rather than food or quest items. The Spaceport is a supply map, and the map ladder opens it at 12 rounds — earlier than the maps whose loot is more specialised, which is why it stays useful long after you unlock better ones.

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Sources & References

This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.