After five hours, Kingdom Come: Deliverance 2 is a beautiful and blundering Boy’s Day Out in Historyland
Check out the arse on that open world!

Image credit:Deep Silver / Rock Paper Shotgun

Kingdom Come: Deliverance 2 continues the misadventures of Henry of Skalitz, 15th century Bohemian blacksmith’s son and chivalric Laddy Lad, who is questing to reclaim his murdered father’s sword from some absolute shit of a noble. The prologue starts you off as the handsomely equipped and fully levelled-up bodyguard of Sir Hans Capon - an exasperating gadabout and your bosom chum from the 2018 game. You’re on your way to deliver a message to a distant lord, in hopes that he’ll take your own lord’s side in the on-going civil war. But Plot intervenes in the shape of some suspiciously familiar bandits, who slaughter your retinue and reduce Henry and Sir Hans to a pair of shirtless runaways.
In the process, Henry gets shot full of arrows and loses all of his progression points along with his endgame armour and weaponry, while undergoing a series of embedded, narrativised tutorials and woozy flashbacks that fill you in on the events of the original Deliverance. A few hours later, he wakes up on a bed that isn’t his, crusted with blood and filth. It’s very much the first 24 hours of the stereotypical British stag party. All it’s missing is a tattoo somewhere awkward and a traffic cone full of sick.

Things continue to go sideways - as regards my savegame, at least. Henry and Sir Hans head to a hilltop castle but aren’t allowed in, because nobody recognises Sir Hans when he is dressed in burlap lifted from a corpse. Then they get locked in the stocks after Sir Hans picks a fight in a tavern - again, because nobody recognises Sir Hans when he looks like a haybale rolled through a cesspit. The stag party energy is definitely wearing thin, at this point. It suggests the more grown-up kind of British stag do, when everybody secretly hates being there but feels like they have to maintain standards. Waheeey, bois, amirite? Waheey! Ah, I remember this bar. It used to be a Woolworths, and you could get a double Milky Bar for 30p. Comrades, gentlebros, I’m feeling a bit sad, actually. Can’t we just go back to the Airbnb and watch Friends?
Finally, Henry and Sir Hans have a massive tiff about Sir Hans’s tendency to punch people who fail to acknowledge his station, which causes Sir Hans to storm off like the insufferable blueblood loser he definitely is. Henry is left standing by the stocks on a bright summer morning, penniless and triumphantly masterless - and it’s time, at last for Kingdom Come: Deliverance 2 to begin. How will you rise from this dire predicament? What species of Henry will you be? A wandering thief? A silver-tongued scholar? A skilled swordsman? A good Christian? A womanising gambler? An unpredictable bum in jester’s slippers?
The answer, probably, is all of this and more, depending on the situation or task at hand. Deliverance 2 is once again a freeform open world historical RPG that bustles with systems and practises social mobility like few others, though you’re fundamentally beholden to your upgradeable character stats. Among its new features is the ability to switch between three clothing loadouts at whim. This is the basis, I hope, for such chameleonic shenanigans as kicking guards while draped in sackcloth, then transmogrifying into full plate armour like Superman emerging from a phonebooth.

Image credit:Deep Silver / Rock Paper Shotgun
Right now, though, after five hours of play, my Henry is a homely and peaceable flowerpicker. He and I have long since forgotten about reconciling with Sir Hans, let alone avenging Henry’s dad. We amble together through the undergrowth of the “Bohemian Paradise” region, running our eyes over festive banks of roots and following the giggle of water to the glitter of hidden brooks. We go fumbling after clumps of eyebright and belladonna amid dreamy spokes of forest light, identifying plants by stem, leaf shape and colour based on a lovingly illustrated herbarium.
We pause, now and then, to wonder whether we should experiment with eating a herb to figure out its properties, or seek the opinion of an apothecary. Ah, but that would mean heading into town, which might involve meeting that oaf Sir Hans again, and it’s so nice under the canopy, amirite lads? So calming. Henry does get peckish occasionally, but as luck would have it, there are lots of cabbage fields on the edge of this particular woodland. There’s also the occasional bandit who murders us instantly - as in the original game, wearing the right combinations of armour really counts for a lot, and a difference in gear quality is audible in the clatter of blade on plate. But hostiles are easily evaded, when you’re already roaming the undergrowth: just look for the investigating rabbit icon atop the HUD.

Image credit:Deep Silver / Rock Paper Shotgun
Deliverance 2’s interface design is generally quite restrained and elegant. Menus are a bit stodgy, perhaps: they’re rendered in swathes of soft leather, ornamental calligraphy and woodwork, and the insistence on materiality also (seemingly) obliges the developers to simulate the friction of shuffling bits of cloth and wood around. The map screen is a painted wartable hung with starchy paper clouds, and the codex beetles o’er with trivia about the Middle Ages.
There are some familiar HUD fixtures in the shape of a horizontal compass with quest waypoints, together with an indispensable stance indicator around your cursor during combat. As in the first game, you’ll need to angle your weapon to intercept attacks, and learning to read the NPC animations beneath the iconography takes practice. But the game is careful not to overwrite its own geography to the point that the geography feels cosmetic. You have to stoop close to the ground to trigger the pop-up for a collectible herb, for example, which means you must recognise it first.
Sir Hans and his antics aside, sticking to the woods like this means that I am avoiding the detail of Kingdom Come: Deliverance 2’s period setting, though I guess my expanding taxonomy of herbs is of a piece with Andreas Inderwildi’s analysis of the 2018 game’s representational politics . My haphazard foraging is arguably part of what Andreas called a tendency to view history as “an accumulation of facts”, both comparable to and actively performed by the accumulation of gear and loot in an Elder Scrolls-style RPG.
As he goes on in that piece, the “realist” idea of history as a puzzle to be solved, a lost unity to be inventoried, does not, in fact, give a reliable measure of a medieval ‘world’ that consists of scattered and eroded documents, competing perspectives, and accidental or deliberate misinformation. Indeed, the quantitative bookishness of such historical recreation may only disguise or sanitise the choices that go into, say, the presentation of other ethnicities as murderous invaders .
I’m far too early in my Kingdom Come: Deliverance 2 career to offer any kind of comprehensive appraisal here. My Henry doesn’t even have shoes right now. He hasn’t had a bath since the bandit attacks, which is another reason he doesn’t go into villages much - as in the original game, you can douse your face and garments at horse troughs, but if you want to impress anybody halfway noble and pass the associated conversational skill checks, you’ll want to be appropriately perfumed. But so far, Deliverance 2’s ideas about history as a practice and 15th century Bohemia specifically feel in keeping with the first game.

Image credit:Deep Silver / Rock Paper Shotgun
In particular, it settles happily into the concept of a medieval society in which women are ornaments, bystanders, forgiving confidants, and objects of lust. The first time you see a woman in Deliverance 2’s world, beyond the intro cinematics, it’s as part of an Ovidian stealth tutorial where you and Hans sneak up on some bathers. The first female character you have an actual conversation with is a healer; the second is the healer’s daughter, who promptly launches into the role of Henry’s bedside therapist.
I don’t think this is all there is to Deliverance 2’s depictions of women - I’ve had some relatively non-lecherous chats with at least three, one of them admittedly a brothel owner - but the framework we are working with here is very much Boys Will Be Boys and Oh You (Hands On Hips). I’m interested to discover whether this will change. Deliverance 2’s opening is dominated by the chemistry between Henry and Sir Hans, with Sir Hans serving as the unapologetic piece of shit who both enables Henry’s boorishness and makes you feel better because you’re not that bad. But there are traces of something more engaging there.
In the first game, Henry’s relatively humble birth was a core plot theme, in ways familiar from many medieval romance fictions. This continues in Deliverance 2: stag party energy aside, the opening bust-up with Sir Hans is a playable commentary on how dress and appearance are more important than the colour of your blood.

Image credit:Deep Silver / Rock Paper Shotgun
At one point, Sir Hans grandly outlines the divinely ordained distinction between the peasantry, nobility and clergy, only to stumble over the question of which category Henry belongs to, exactly. Perhaps it’s just the usual ludonarrative dissonance at play, but I like the idea of a historical fable that is about figuring out the class associations of a character who is “classless” in the RPG sense, able to slip between roles as the occasion demands.
With Sir Hans out of the picture, perhaps I can reinvent Henry as some kind of unbearably precocious proto-feminist. It’ll mean I have to stop poisoning him with random forest mushrooms, of course, but I’m willing to make that sacrifice. Anyway, look out for my full review of Kingdom Come: Deliverance 2 in a handful of weeks.

Kingdom Come: Deliverance II
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All 75 Arc Raiders Blueprints and where to get them
These areas have the highest chance of giving you Blueprints

Image credit:Rock Paper Shotgun/Embark Studios

Looking for more Arc Raiders Blueprints? It’s a special day when you find a Blueprint, as they’re among the most valuable items in Arc Raiders. If you find a Blueprint that you haven’t already found, then you must make sure you hold onto it at all costs, because Blueprints are the key to one of the most important and powerful systems of meta-progression in the game.
This guide aims to be the very best guide on Blueprints you can find, starting with a primer on what exactly they are and how they work in Arc Raiders, before delving into exactly where to get Blueprints and the very best farming spots for you to take in your search.
We’ll also go over how to get Blueprints from other unlikely activities, such as destroying Surveyors and completing specific quests. And you’ll also find the full list of all 75 Blueprints in Arc Raiders on this page (including the newest Blueprints added with the Cold Snap update , such as the Deadline Blueprint and Firework Box Blueprint), giving you all the information you need to expand your own crafting repertoire.
In this guide:
- What are Blueprints in Arc Raiders?
- Full Blueprint list: All crafting recipes
- Where to find Blueprints in Arc Raiders Blueprints obtained from quests Blueprints obtained from Trials Best Blueprint farming locations

What are Blueprints in Arc Raiders?
Blueprints in Arc Raiders are special items which, if you manage to extract with them, you can expend to permanently unlock a new crafting recipe in your Workshop. If you manage to extract from a raid with an Anvil Blueprint, for example, you can unlock the ability to craft your very own Anvil Pistol, as many times as you like (as long as you have the crafting materials).
To use a Blueprint, simply open your Inventory while in the lobby, then right-click on the Blueprint and click “Learn And Consume” . This will permanently unlock the recipe for that item in your Workshop. As of the Stella Montis update, there are allegedly 75 different Blueprints to unlock - although only 68 are confirmed to be in the game so far. You can see all the Blueprints you’ve found and unlocked by going to the Workshop menu, and hitting “R” to bring up the Blueprint screen.
It’s possible to find duplicates of past Blueprints you’ve already unlocked. If you find these, then you can either sell them, or - if you like to play with friends - you can take it into a match and gift it to your friend so they can unlock that recipe for themselves. Another option is to keep hold of them until the time comes to donate them to the Expedition.
Full Blueprint list: All crafting recipes
Below is the full list of all the Blueprints that are currently available to find in Arc Raiders, and the crafting recipe required for each item:
| Blueprint | Type | Recipe | Crafted At |
|---|---|---|---|
| Bettina | Weapon | 3x Advanced Mechanical Components 3x Heavy Gun Parts 3x Canister | Gunsmith 3 |
| Blue Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
| Aphelion | Weapon | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Matriarch Reactor | Gunsmith 3 |
| Combat Mk. 3 (Flanking) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Combat Mk. 3 (Aggressive) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Complex Gun Parts | Material | 2x Light Gun Parts 2x Medium Gun Parts 2x Heavy Gun Parts | Refiner 3 |
| Fireworks Box | Quick Use | 1x Explosive Compound 3x Pop Trigger | Explosives Station 2 |
| Gas Mine | Mine | 4x Chemicals 2x Rubber Parts | Explosives Station 1 |
| Green Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
| Pulse Mine | Mine | 1x Crude Explosives 1x Wires | Explosives Station 1 |
| Seeker Grenade | Grenade | 1x Crude Explosives 2x ARC Alloy | Explosives Station 1 |
| Looting Mk. 3 (Survivor) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Angled Grip II | Mod | 2x Mechanical Components 3x Duct Tape | Gunsmith 2 |
| Angled Grip III | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Hullcracker | Weapon | 1x Magnetic Accelerator 3x Heavy Gun Parts 1x Exodus Modules | Gunsmith 3 |
| Launcher Ammo | Ammo | 5x Metal Parts 1x Crude Explosives | Workbench 1 |
| Anvil | Weapon | 5x Mechanical Components 5x Simple Gun Parts | Gunsmith 2 |
| Anvil Splitter | Mod | 2x Mod Components 3x Processor | Gunsmith 3 |
| ??? | ??? | ??? | ??? |
| Barricade Kit | Quick Use | 1x Mechanical Components | Utility Station 2 |
| Blaze Grenade | Grenade | 1x Explosive Compound 2x Oil | Explosives Station 3 |
| Bobcat | Weapon | 3x Advanced Mechanical Components 3x Light Gun Parts | Gunsmith 3 |
| Osprey | Weapon | 2x Advanced Mechanical Components 3x Medium Gun Parts 7x Wires | Gunsmith 3 |
| Burletta | Weapon | 3x Mechanical Components 3x Simple Gun Parts | Gunsmith 1 |
| Compensator II | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Compensator III | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Defibrillator | Quick Use | 9x Plastic Parts 1x Moss | Medical Lab 2 |
| ??? | ??? | ??? | ??? |
| Equalizer | Weapon | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Queen Reactor | Gunsmith 3 |
| Extended Barrel | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Extended Light Mag II | Mod | 2x Mechanical Components 3x Steel Spring | Gunsmith 2 |
| Extended Light Mag III | Mod | 2x Mod Components 5x Steel Spring | Gunsmith 3 |
| Extended Medium Mag II | Mod | 2x Mechanical Components 3x Steel Spring | Gunsmith 2 |
| Extended Medium Mag III | Mod | 2x Mod Components 5x Steel Spring | Gunsmith 3 |
| Extended Shotgun Mag II | Mod | 2x Mechanical Components 3x Steel Spring | Gunsmith 2 |
| Extended Shotgun Mag III | Mod | 2x Mod Components 5x Steel Spring | Gunsmith 3 |
| Remote Raider Flare | Quick Use | 2x Chemicals 4x Rubber Parts | Utility Station 1 |
| Heavy Gun Parts | Material | 4x Simple Gun Parts | Refiner 2 |
| Venator | Weapon | 2x Advanced Mechanical Components 3x Medium Gun Parts 5x Magnet | Gunsmith 3 |
| Il Toro | Weapon | 5x Mechanical Components 6x Simple Gun Parts | Gunsmith 1 |
| Jolt Mine | Mine | 1x Electrical Components 1x Battery | Explosives Station 2 |
| Explosive Mine | Mine | 1x Explosive Compound 1x Sensors | Explosives Station 3 |
| Jupiter | Weapon | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Queen Reactor | Gunsmith 3 |
| Light Gun Parts | Material | 4x Simple Gun Parts | Refiner 2 |
| Lightweight Stock | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Lure Grenade | Grenade | 1x Speaker Component 1x Electrical Components | Utility Station 2 |
| Medium Gun Parts | Material | 4x Simple Gun Parts | Refiner 2 |
| Torrente | Weapon | 2x Advanced Mechanical Components 3x Medium Gun Parts 6x Steel Spring | Gunsmith 3 |
| Muzzle Brake II | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Muzzle Brake III | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Padded Stock | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Shotgun Choke II | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Shotgun Choke III | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Shotgun Silencer | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Showstopper | Grenade | 1x Advanced Electrical Components 1x Voltage Converter | Explosives Station 3 |
| Silencer I | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Silencer II | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Snap Hook | Quick Use | 2x Power Rod 3x Rope 1x Exodus Modules | Utility Station 3 |
| Stable Stock II | Mod | 2x Mechanical Components 3x Duct Tape | Gunsmith 2 |
| Stable Stock III | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Tagging Grenade | Grenade | 1x Electrical Components 1x Sensors | Utility Station 3 |
| Tempest | Weapon | 3x Advanced Mechanical Components 3x Medium Gun Parts 3x Canister | Gunsmith 3 |
| Trigger Nade | Grenade | 2x Crude Explosives 1x Processor | Explosives Station 2 |
| Vertical Grip II | Mod | 2x Mechanical Components 3x Duct Tape | Gunsmith 2 |
| Vertical Grip III | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Vita Shot | Quick Use | 2x Antiseptic 1x Syringe | Medical Lab 3 |
| Vita Spray | Quick Use | 3x Antiseptic 1x Canister | Medical Lab 3 |
| Vulcano | Weapon | 1x Magnetic Accelerator 3x Heavy Gun Parts 1x Exodus Modules | Gunsmith 3 |
| Wolfpack | Grenade | 2x Explosive Compound 2x Sensors | Explosives Station 3 |
| Red Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
| Smoke Grenade | Grenade | 14x Chemicals 1x Canister | Utility Station 2 |
| Deadline | Mine | 3x Explosive Compound 2x ARC Circuitry | Explosives Station 3 |
| Trailblazer | Grenade | 1x Explosive Compound 1x Synthesized Fuel | Explosives Station 3 |
| Tactical Mk. 3 (Defensive) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Tactical Mk. 3 (Healing) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Yellow Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
Note: The missing Blueprints in this list likely have not actually been added to the game at the time of writing, because none of the playerbase has managed to find any of them. As they are added to the game, I will update this page with the most relevant information so you know exactly how to get all 75 Arc Raiders Blueprints.
Where to find Blueprints in Arc Raiders
Below is a list of all containers, modifiers, and events which maximise your chances of finding Blueprints:
- Certain quests reward you with specific Blueprints .
- Completing Trials has a high chance of offering Blueprints as rewards.
- Surveyors have a decent chance of dropping Blueprints on death.
- High loot value areas tend to have a greater chance of spawning Blueprints.
- Night Raids and Storms may increase rare Blueprint spawn chances in containers.
- Containers with higher numbers of items may have a higher tendency to spawn Blueprints. As a result, Blue Gate (which has many “large” containers containing multiple items) may give you a higher chance of spawning Blueprints.
- Raider containers (Raider Caches, Weapon Boxes, Medical Bags, Grenade Tubes) have increased Blueprint drop rates. As a result, the Uncovered Caches event gives you a high chance of finding Blueprints.
- Security Lockers have a higher than average chance of containing Blueprints.
- Certain Blueprints only seem to spawn under specific circumstances: Tempest Blueprint only spawns during Night Raid events. Vulcano Blueprint only spawns during Hidden Bunker events. Jupiter and Equaliser Blueprints only spawn during Harvester events.

Raider Caches, Weapon Boxes, and other raider-oriented container types have a good chance of offering Blueprints. |Image credit:Rock Paper Shotgun/Embark Studios
Blueprints have a very low chance of spawning in any container in Arc Raiders, around 1-2% on average. However, there is a higher chance of finding Blueprints in particular container types. Specifically, you can find more Blueprints in Raider containers and security lockers.
Beyond this, if you’re looking for Blueprints you should focus on regions of the map which are marked as having particularly high-value loot. Areas such as the Control Tower in Dam Battlegrounds, the Arrival and Departure Buildings in Spaceport, and Pilgrim’s Peak in Blue Gate all have a better-than-average chance of spawning Blueprints somewhere amongst all their containers. Night Raids and Electromagnetic Storm events also increase the drop chances of certain Blueprints .
In addition to these containers, you can often loot Blueprints from destroyed Surveyors - the largest of the rolling ball ARC. Surveyors are more commonly found on the later maps - Spaceport and Blue Gate - and if one spawns in your match, you’ll likely see it by the blue laser beam that it casts into the sky while “surveying”.
Surveyors are quite well-armoured and will very speedily run away from you once it notices you, but if you can take one down then make sure you loot all its parts for a chance of obtaining certain unusual Blueprints.
Blueprints obtained from quests
One way in which you can get Blueprints is by completing certain quests for the vendors in Speranza. Some quests will reward you with a specific item Blueprint upon completion, so as long as you work through all the quests in Arc Raiders, you are guaranteed those Blueprints.
Here is the full list of all Blueprints you can get from quest rewards:
- Trigger Nade Blueprint: Rewarded after completing “Sparks Fly”.
- Lure Grenade Blueprint: Rewarded after completing “Greasing Her Palms”.
- Burletta Blueprint: Rewarded after completing “Industrial Espionage”.
- Hullcracker Blueprint (and Launcher Ammo Blueprint): Rewarded after completing “The Major’s Footlocker”.
Alas, that’s only 4 Blueprints out of a total of 75 to unlock, so for the vast majority you will need to find them yourself during a raid. If you’re intent on farming Blueprints, then it’s best to equip yourself with cheap gear in case you lose it, but don’t use a free loadout because then you won’t get a safe pocket to stash any new Blueprint you find. No pain in Arc Raiders is sharper than failing to extract with a new Blueprint you’ve been after for a dozen hours already.

One of the best ways to get Blueprints is by hitting three stars on all five Trials every week. |Image credit:Rock Paper Shotgun/Embark Studios
Blueprints obtained from Trials
One of the very best ways to get Blueprints is as rewards for completing Trials in Arc Raiders. Trials are unlocked from Level 15 onwards, and allow you to earn rewards by focusing on certain tasks over the course of several raids. For example, one Trial might task you with dealing damage to Hornets, while another might challenge you to loot Supply Drops.
Trials refresh on a weekly basis, with a new week bringing five new Trials. Each Trial can offer up to three rewards after passing certain score milestones, and it’s possible to receive very high level loot from these reward crates - including Blueprints. So if you want to unlock as many Blueprints as possible, you should make a point of completing as many Trials as possible each week.
Best Blueprint farming locations
The very best way to get Blueprints is to frequent specific areas of the maps which combine high-tier loot pools with the right types of containers to search. Here are my recommendations for where to find Blueprints on every map, so you can always keep the search going for new crafting recipes to unlock.

Image credit:Rock Paper Shotgun/Embark Studios
Dam Battlegrounds
The best places to farm Blueprints on Dam Battlegrounds are the Control Tower, Power Generation Complex, Ruby Residence, and Pale Apartments . The first two regions, despite only being marked on the map as mid-tier loot, contain a phenomenal number of containers to loot. The Control Tower can also contain a couple of high-tier Security Lockers - though of course, you’ll need to have unlocked the Security Breach skill at the end of the Survival tree.
There’s also a lot of reporting amongst the playerbase that the Residential areas in the top-left of the map - Pale Apartments and Ruby Residence - give you a comparatively strong chance of finding Blueprints. Considering their size, there’s a high density of containers to loot in both locations, and they also have the benefit of being fairly out of the way. So you’re more likely to have all the containers to yourself.
Buried City
The best Blueprint farming locations on Buried City are the Santa Maria Houses, Grandioso Apartments, Town Hall, and the various buildings of the New District . Grandioso Apartments has a lower number of containers than the rest, but a high chance of spawning weapon cases - which have good Blueprint drop rates. The others are high-tier loot areas, with plenty of lootable containers - including Security Lockers.
Spaceport
The best places to find Blueprints on Spaceport are the Arrival and Departure Buildings, as well as Control Tower A6 and the Launch Towers . All these areas are labelled as high-value loot regions, and many of them are also very handily connected to one another by the Spaceport wall, which you can use to quickly run from one area to the next. At the tops of most of these buildings you’ll find at least one Security Locker, so this is an excellent farming route for players looking to find Blueprints.
The downside to looting Blueprints on Spaceport is that all these areas are hotly contested, particularly in Duos and Squads. You’ll need to be very focused and fast in order to complete the full farming route.

Image credit:Rock Paper Shotgun/Embark Studios
Blue Gate
Blue Gate tends to have a good chance of dropping Blueprints, potentially because it generally has a high number of containers which can hold lots of items; so there’s a higher chance of a Blueprint spawning in each container. In my experience, the best Blueprint farming spots on Blue Gate are Pilgrim’s Peak, Raider’s Refuge, the Ancient Fort, and the Underground Complex beneath the Warehouse .
All of these areas contain a wealth of containers to loot. Raider’s Refuge has less to loot, but the majority of the containers in and around the Refuge are raider containers, which have a high chance of containing Blueprints - particularly during major events.
Stella Montis
On the whole, Stella Montis seems to have a very low drop rate for Blueprints (though a high chance of dropping other high-tier loot). If you do want to try farming Blueprints on this map, the best places to find Blueprints in Stella Montis are Medical Research, Assembly Workshop, and the Business Center . These areas have the highest density of containers to loot on the map.
In addition to this, the Western Tunnel has a few different Security Lockers to loot, so while there’s very little to loot elsewhere in this area of the map, it’s worth hitting those Security Lockers if you spawn there at the start of a match.
That wraps up this primer on how to get all the Blueprints in Arc Raiders as quickly as possible. With the Expedition system constantly resetting a large number of players’ Blueprints, it’s more important than ever to have the most up-to-date information on where to find all these Blueprints.
While you’re here, be sure to check out our Arc Raiders best guns tier list , as well as our primers on the best skills to unlock and all the different Field Depot locations on every map.

ARC Raiders
PS5 , Xbox Series X/S , PC
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