Hollow Knight Silksong walkthrough and area order (100% completion)

Our 100% walkthrough and area order guide is the perfect companion for any new Silksong adventurer

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Image credit:Rock Paper Shotgun/Team Cherry

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Looking for a dependable Hollow Knight: Silksong 100% walkthrough to see you through every single room in Pharloom? Our Silksong walkthrough is designed to help new players figure out where to go next, at any stage of the game. Our area order section will help you follow the ideal progression route through each region so that you can see everything on offer in Pharloom, and this walkthrough will also highlight everything of interest along the way, from optional bosses and secret areas to all-new charms, spells, and more .

Silksong, like the first Hollow Knight , takes place in a sprawling metroidvania world where it’s very easy to get lost and overwhelmed. In fact, Silksong’s new world of Pharloom is even larger and more tangled than the first game. It can be very easy to grow frustrated by the lack of a clear path forward, and bounce off Silksong before this excellent game has its hooks in you.

I’ve spent hundreds of hours playing through Silksong at this point. This walkthrough has grown alongside the playerbase’s discoveries and our own team’s playthroughs, and now I’m proud to say that this is the perfect guide to help you achieve 100% completion in your Silksong playthrough! So whether you’re a returning player looking to achieve 100%, or you’re a new player looking to tackle Silksong as we head into 2026, follow along with our 38-part Silksong walkthrough and we’ll ensure you never lose your way through the gorgeous world of Pharloom!

In this guide:

  • Hollow Knight Silksong walkthrough steps
  • Hollow Knight Silksong area order

The aim of this Hollow Knight: Silksong walkthrough is to guide you down the most intuitive progression route I’ve found playing Silksong, so that you can see and do everything there is to do, from optional bosses and questlines to gathering powerful and useful collectibles - all without ever feeling lost. The world of Silksong is vast and confusing, and it’s easy to lose track of your position within it. But with this walkthrough at your beck and call, you should always be able to find the best path forward.

Throughout this 100% walkthrough, I will show you the path forward to find everything of note within the area, as well as highlighting locations which you currently cannot reach so that we can come back to them later on in a different part of the playthrough.

I’ll also offer tips and strategies for certain difficult encounters and Silksong bosses , particularly when there is a unique gimmick or aspect to the fight which it’s important to understand. I won’t spend time explaining how to fight your way through every single enemy encounter. The truth behind the difficulty curves of games such as Hollow Knight: Silksong is that a lot of the time, you just need to practice, die repeatedly, and learn the attack patterns of the enemies you’re facing until you can succeed.

If you do need more general help getting through the game, look no further than our Hollow Knight: Silksong tips and tricks page!

Hollow Knight Silksong walkthrough steps

Here are all the steps of this walkthrough. Tap any step name for our guide on that section of Hollow Knight: Silksong.

OrderWalkthroughDetails
1Moss GrottoHornet frees herself from mysterious captors, and must ascend Moss Grotto - and face her first boss fight - to escape. Keep an eye out for Mossberries on your way!
2The MarrowFrom the village, you’ll meet several more new faces and face greater dangers as you climb north into the confusing passageways of The Marrow, and then Mosshome.
3East MarrowThere’s a fair bit left to explore along the East side of The Marrow biome, including your first Flea to rescue, your first Craftmetal, and an important boss battle.
4Chapel Of The WandererA brief but very worthwhile detour from the main path is a good idea at this point. Just muster up 500 Rosaries, and we’ll show you a safe path through a dangerous biome to reach the Wanderer Crest .
5Deep DocksBraving the Deep Docks next gives you the most important movement tech in all of Silksong, along with a handy new NPC and an exceptionally enjoyable boss fight. Those ants are a sign of things to come…
6Far FieldsThe sprawling Far Fields east of the Deep Docks hold many secrets, not to mention another captive Flea, and a whole load of Hokers . Most importantly though, it’s where you’ll learn how to soar using air currents in the world!
7Hunter’s MarchHunter’s March is the most rage-inducing area in the early-game of Silksong, with a couple of startlingly challenging boss fights (including against the fearsome Skarrgard ) and a whole lot of Pogo-parkouring. Follow this path to make sure you don’t miss a thing.
8The WormwaysNow it’s time to venture properly through the claustrophobic Wormways. While we still can’t see everything this region has to offer, it gives us a direct path north to the next major region of the game.
9ShellwoodOne of the largest regions left to explore in Act 1, Shellwood is home to many hidden things, along with another all-powerful movement skill to unlock. Find all 6 Pollip Hearts along your way with our guide!
10Misc QuestsThis interlude shows you how to complete a medley of intriguing different quests and other activities, including - crucially - how to obtain the Plasmium Phial for the boss battles ahead.
11BellhartFollow this section of our walkthrough to learn how to sever the curse of Haunted Bellhart, as we guide you through the bellveins above and below the town (and finish Greyroot’s quest while we’re at it!). Prepare for the trickiest boss fight yet !
12GreymoorThe Halfway Home, a perverted Flea, a powerful new Skill and Crest, and far too many Craws await you amid the bleak, looping terrain of Greymoor.
13WeavenestsWith the new Needolin you gained from Shellwood, you can now open the paths to the two hidden Weavenests currently available to you, giving you access to some handy new tools (and an intriguing NPC).
14Blasted StepsBeyond the Shellwood lie the worm-infested dunes of the Blasted Steps - where a surprising number of NPCs can be found, not to mention a number of challenging enemies, and the most challenging boss fight so far.
15Sinner’s RoadSinner’s Road is unpleasant. Aside from its very aggressive Muckroaches and infested waters, you wouldn’t believe the trouble it takes to find a working Sinner’s Road Bench . But stick with us and we’ll make it through together.
16Exhaust OrganThe tiny little steam-filled Exhaust Organ is up next, because defeating its main boss early - hard though it may be - gives us all the more time with one of the best offensive skills in Silksong.
17Choral ChambersThe Rosary-filled Choral Chambers are a gateway to many different areas of the Citadel, but first they must be tamed, their shortcuts opened, their tunnels explored, their Fleas rescued, and their various quests received.
18WhitewardThe horrifying (but short) Whiteward is up next, and allows us passage down into a section of the Underworks we couldn’t otherwise reach. We can’t reach everything in the Whiteward right now, but we’ll return later.
19UnderworksDropping down into the east side of the Underworks, we can start with our true objective - obtaining the Clawline - before systematically exploring every other section of the region and all its hidden collectibles.
20Cogwork CoreWith the Dancers defeated, we can now enter the Cogwork Core and brave its tricky platforming puzzles and bronze-plated automaton enemies in search of the Architect’s Melody, and the path to the Whispering Vaults.
21Whispering VaultsThe Whispering Vaults is a puzzling region, filled with giant blocks that need to be moved around in order to reveal new paths. One of these paths leads to the Vaultkeeper’s Melody - but which one?
22Mount FayThe treacherous ascent up Mount Fay is made extra challenging by the cold, which damages Hornet quickly if you aren’t fast with your climbing. Fortunately, the Faydown Cloak waiting for you at the summit makes everything worthwhile.
23Misc Quests 2With both the Faydown Cloak and the Clawline, there’s a lot of new areas of old regions that we can now access. This part of our walkthrough plots a course through pretty much every side activity and new region you can now access!
24Deep Docks 2It’s time now to explore deeper than ever before, as we unlock at last the lower sections of the Deep Docks. Don’t expect it to be as easy down here as the early areas of Deep Docks. Bring your Magma Bell!
25Wisp ThicketThe secretive Wisp Thicket is nestled snugly above Greymoor, and now accessible to you with your Faydown Cloak. It won’t take long to traverse, but the fire-filled boss at the end may give you a moment’s pause.
26BilewaterTime for one of the most unpleasant regions in Silksong: Bilewater. We’ve dipped into it before, but now we can double-jump our way to the very top to fight the awful boss there, and pick up the Apostate’s Key for the next part.
27The SlabNow that we have the Apostate’s Key, it’s time to crack the maze-like prison that is The Slab wide open. Join us as we pick up all three Slab keys along a winding path that culminates in a fight against a powerful and lightning-fast boss.
28Sands Of KarakThe Sands Of Karak feature a unique traversal mechanic, along with a couple of interesting tools and bosses to discover. It’ll be our last stop before turning our focus to the final part of the Threefold Melody.
29High HallsThe High Halls are a fairly small region in the northwest of the Citadel, and it won’t take long to explore, but my goodness that final arena fight can be nasty. Follow this guide to make that last step much easier!
30MemoriumOne of the last steps before completing Act 2 is to visit and explore the Memorium. Not only does it contains some important discoveries like the last of the Lost Fleas and Cogheart Pieces , but it also leads us to the Putrified Ducts beyond.
31Putrified DuctsThe Putrified Ducts are probably the most unpleasant area in the game. Thankfully, it’s not a large region, and it won’t take you long to reach the Flea-beckoning Paradise on the other side.
32Misc Quests 3We’re almost at the end of Act 2; before we ascend to the Cradle at the top of Pharloom, it’s time to make yourself as strong as possible by completing all available quests and side activities.
33The CradleJust two more bosses to defeat in The Cradle, and Act 2 is finished. But it’s also critical that you speak with the Caretaker between these fights if you want to unlock Act 3.
34Starting Act 3Your first task now is getting back down from The Cradle in a crumbling Pharloom. After that, there are a few key activities you should prioritise to make the rest of Act 3 considerably easier!
35The AbyssDelving down into The Abyss deep below Pharloom is actually a bit easier than you might expect. Getting out, on the other hand, requires a lot of endurance, and a brand new movement ability.
36The Old HeartsBefore Hornet can face the true final boss, she needs the Void-repelling Everbloom flower from her memory. And to make that journey, she needs to take the strength of three legendary warriors - by force.
37VerdaniaThere’s just one new region left to discover - Verdania, forgotten home of the Green Prince. And despite not being necessary for the main story, it’s well worth exploring its beautiful lands for the memorable bosses within.
38Act 3 WishesIn the penultimate chapter of our walkthrough, I’ll take you through all the remaining important quests, activities, and Mementos to discover across all of Pharloom.
39True EndingEverything has led to this. There’s nothing else to do in Pharloom, so it’s time to descend once more into The Abyss and face the final boss and reach the True Ending with 100% completion. Good luck!

Hollow Knight Silksong area order

There are almost always several possible paths forward in Silksong, but in my experience, some paths are easier and offer a fuller, more satisfying experience than others. Here’s my recommended Silksong area order for all first-time players, whether you’re looking for a 100% completion rate and all achievements, or you just want to experience the best possible journey through Pharloom.

Act 1: Pharloom

  1. Moss Grotto
  2. The Marrow / Mosshome
  3. Chapel Of The Wanderer
  4. Deep Docks (upper half)
  5. Far Fields
  6. Hunter’s March
  7. The Wormways
  8. Shellwood
  9. Re-explore old regions with Cling Grip
  10. Bellhart
  11. Greymoor
  12. Weavenest Atla / Weavenest Cindril
  13. Blasted Steps
  14. Sinner’s Road
  15. The Mist
  16. Exhaust Organ

From the starting point of Moss Grotto, you can really only go into the Marrow and then Mosshome for the Silkspear, after which you can fight the Bell Beast to unlock fast travel. After that I strongly urge players to dip into the Wormways just to reach the Chapel Of The Wanderer west of Bone Bottom, where you can pick up the Wanderer Crest; and after that, you can proceed through Deep Docks and Far Fields before tackling Hunter’s March (which I consider the hardest of the super early-game regions).

From there, I like to properly explore the Wormways and use it as a path up to Shellwood and Bellhart. You can instead do Greymoor first, travelling there either from Far Fields or using the Flea Caravan, but Greymoor is a large and fairly involved section, and I prefer to get the other sections out of the way first. After that you can choose between the Blasted Steps path to the Last Judge , or the Sinner’s Road path to Phantom, either of which will unlock Act 2. More on this choice below!

Act 2: Citadel Of Song

  1. Choral Chambers
  2. Whiteward
  3. Underworks
  4. Cogwork Core
  5. Whispering Vaults
  6. Mount Fay
  7. Re-explore old regions with Faydown Cloak / Clawline
  8. Deep Docks (lower half)
  9. Wisp Thicket
  10. Bilewater
  11. The Slab
  12. Sands Of Karak
  13. High Halls
  14. Memorium
  15. Putrified Ducts
  16. The Cradle

The obvious place to start Act 2 is by thoroughly exploring the Choral Chambers, but after that you should prioritise a visit through the Whiteward to the Cauldron in the Underworks so you can access the Clawline ability. After that, the Cogwork Core and Whispering Vaults offer fairly simple paths to two parts of the Threefold Melody. The third is in High Halls, but I like to explore it later on so that Shakra can help me during the High Halls arena fight.

So instead, I highly encourage you scale Mount Fay to get the Faydown Cloak, and then go back over old regions with your double-jump and harpoon to find any areas and quests you couldn’t previously access. After that, I tackle the Wisp Thicket, Bilewater, The Slab, and Sands Of Karak before finishing off the Threefold Melody in High Halls. Then it’s just a matter of polishing off Memorium and the Putrified Ducts before ascending to the Cradle to finish Act 2.

Act 3: Abyss

  1. The Abyss
  2. The Old Hearts sections
  3. Verdania
  4. Re-explore old regions with Silk Soar / Elegy Of The Deep
  5. The Abyss (True Ending)

Once you’ve made your way down from The Cradle and settled the first tasks of Act 3 , such as defeating the Bell Eater and visiting Fleatopia, it’s best to follow the main quest immediately into The Abyss so you can get Silk Soar as quickly as possible. Once that’s done, you can do pretty much everything else in the game at once, including The Old Hearts bosses, as well as various other new side quests and bosses to track down.

You can fit Verdania in wherever you like, as long as you’ve returned from The Abyss and received Elegy Of The Deep from the Snail Shamans. I like to defeat its final boss and get the Conjoined Heart after completing The Old Hearts quest, just because it seems neater. Beyond that, you can simply descend down into The Abyss once again for the final boss when you’re ready to end this magnificent game at last.

Choice: Blasted Steps or Sinner’s Road?

The main choice players must make regarding their progression route, at least at first, is which path to take to reach Act 2 of the game. There are two paths you can take:

  • Shellwood > Blasted Steps > Grand Gate > Underworks > Choral Chambers
  • Greymoor > Sinner’s Road > The Mist > Exhaust Organ > Choral Chambers

Technically, Act 2 begins at the Grand Gate if you choose the first path, although as you can see it’s a longer journey to actually reach the Choral Chambers. Both paths take a similar amount of time to reach the Choral Chambers; my opinion is that the second path is more difficult than the first (given the challenge of Sinner’s Road and the confusing nature of The Mist ); but its boss, Phantom, is a little easier than the boss of the first path (Last Judge).

In our walkthrough, we take the first path but stop at the Grand Gate, backtrack, and go through the second path instead. I think this offers the neatest and most complete route into Act 2, because we are essentially exploring every Act 1 area before we delve properly into the Citadel.

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Hollow Knight: Silksong

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All 75 Arc Raiders Blueprints and where to get them

These areas have the highest chance of giving you Blueprints

An establishing shot of the Blue Gate map in Arc Raiders, with a blueprint grid and a Vulcano shotgun superimposed over the centre of the screenshot. - 6

Image credit:Rock Paper Shotgun/Embark Studios

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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
Cover image for YouTube video - 8

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:

BlueprintTypeRecipeCrafted At
BettinaWeapon3x Advanced Mechanical Components 3x Heavy Gun Parts 3x CanisterGunsmith 3
Blue Light StickQuick Use3x ChemicalsUtility Station 1
AphelionWeapon3x Magnetic Accelerator 3x Complex Gun Parts 1x Matriarch ReactorGunsmith 3
Combat Mk. 3 (Flanking)Augment2x Advanced Electrical Components 3x ProcessorGear Bench 3
Combat Mk. 3 (Aggressive)Augment2x Advanced Electrical Components 3x ProcessorGear Bench 3
Complex Gun PartsMaterial2x Light Gun Parts 2x Medium Gun Parts 2x Heavy Gun PartsRefiner 3
Fireworks BoxQuick Use1x Explosive Compound 3x Pop TriggerExplosives Station 2
Gas MineMine4x Chemicals 2x Rubber PartsExplosives Station 1
Green Light StickQuick Use3x ChemicalsUtility Station 1
Pulse MineMine1x Crude Explosives 1x WiresExplosives Station 1
Seeker GrenadeGrenade1x Crude Explosives 2x ARC AlloyExplosives Station 1
Looting Mk. 3 (Survivor)Augment2x Advanced Electrical Components 3x ProcessorGear Bench 3
Angled Grip IIMod2x Mechanical Components 3x Duct TapeGunsmith 2
Angled Grip IIIMod2x Mod Components 5x Duct TapeGunsmith 3
HullcrackerWeapon1x Magnetic Accelerator 3x Heavy Gun Parts 1x Exodus ModulesGunsmith 3
Launcher AmmoAmmo5x Metal Parts 1x Crude ExplosivesWorkbench 1
AnvilWeapon5x Mechanical Components 5x Simple Gun PartsGunsmith 2
Anvil SplitterMod2x Mod Components 3x ProcessorGunsmith 3
????????????
Barricade KitQuick Use1x Mechanical ComponentsUtility Station 2
Blaze GrenadeGrenade1x Explosive Compound 2x OilExplosives Station 3
BobcatWeapon3x Advanced Mechanical Components 3x Light Gun PartsGunsmith 3
OspreyWeapon2x Advanced Mechanical Components 3x Medium Gun Parts 7x WiresGunsmith 3
BurlettaWeapon3x Mechanical Components 3x Simple Gun PartsGunsmith 1
Compensator IIMod2x Mechanical Components 4x WiresGunsmith 2
Compensator IIIMod2x Mod Components 8x WiresGunsmith 3
DefibrillatorQuick Use9x Plastic Parts 1x MossMedical Lab 2
????????????
EqualizerWeapon3x Magnetic Accelerator 3x Complex Gun Parts 1x Queen ReactorGunsmith 3
Extended BarrelMod2x Mod Components 8x WiresGunsmith 3
Extended Light Mag IIMod2x Mechanical Components 3x Steel SpringGunsmith 2
Extended Light Mag IIIMod2x Mod Components 5x Steel SpringGunsmith 3
Extended Medium Mag IIMod2x Mechanical Components 3x Steel SpringGunsmith 2
Extended Medium Mag IIIMod2x Mod Components 5x Steel SpringGunsmith 3
Extended Shotgun Mag IIMod2x Mechanical Components 3x Steel SpringGunsmith 2
Extended Shotgun Mag IIIMod2x Mod Components 5x Steel SpringGunsmith 3
Remote Raider FlareQuick Use2x Chemicals 4x Rubber PartsUtility Station 1
Heavy Gun PartsMaterial4x Simple Gun PartsRefiner 2
VenatorWeapon2x Advanced Mechanical Components 3x Medium Gun Parts 5x MagnetGunsmith 3
Il ToroWeapon5x Mechanical Components 6x Simple Gun PartsGunsmith 1
Jolt MineMine1x Electrical Components 1x BatteryExplosives Station 2
Explosive MineMine1x Explosive Compound 1x SensorsExplosives Station 3
JupiterWeapon3x Magnetic Accelerator 3x Complex Gun Parts 1x Queen ReactorGunsmith 3
Light Gun PartsMaterial4x Simple Gun PartsRefiner 2
Lightweight StockMod2x Mod Components 5x Duct TapeGunsmith 3
Lure GrenadeGrenade1x Speaker Component 1x Electrical ComponentsUtility Station 2
Medium Gun PartsMaterial4x Simple Gun PartsRefiner 2
TorrenteWeapon2x Advanced Mechanical Components 3x Medium Gun Parts 6x Steel SpringGunsmith 3
Muzzle Brake IIMod2x Mechanical Components 4x WiresGunsmith 2
Muzzle Brake IIIMod2x Mod Components 8x WiresGunsmith 3
Padded StockMod2x Mod Components 5x Duct TapeGunsmith 3
Shotgun Choke IIMod2x Mechanical Components 4x WiresGunsmith 2
Shotgun Choke IIIMod2x Mod Components 8x WiresGunsmith 3
Shotgun SilencerMod2x Mod Components 8x WiresGunsmith 3
ShowstopperGrenade1x Advanced Electrical Components 1x Voltage ConverterExplosives Station 3
Silencer IMod2x Mechanical Components 4x WiresGunsmith 2
Silencer IIMod2x Mod Components 8x WiresGunsmith 3
Snap HookQuick Use2x Power Rod 3x Rope 1x Exodus ModulesUtility Station 3
Stable Stock IIMod2x Mechanical Components 3x Duct TapeGunsmith 2
Stable Stock IIIMod2x Mod Components 5x Duct TapeGunsmith 3
Tagging GrenadeGrenade1x Electrical Components 1x SensorsUtility Station 3
TempestWeapon3x Advanced Mechanical Components 3x Medium Gun Parts 3x CanisterGunsmith 3
Trigger NadeGrenade2x Crude Explosives 1x ProcessorExplosives Station 2
Vertical Grip IIMod2x Mechanical Components 3x Duct TapeGunsmith 2
Vertical Grip IIIMod2x Mod Components 5x Duct TapeGunsmith 3
Vita ShotQuick Use2x Antiseptic 1x SyringeMedical Lab 3
Vita SprayQuick Use3x Antiseptic 1x CanisterMedical Lab 3
VulcanoWeapon1x Magnetic Accelerator 3x Heavy Gun Parts 1x Exodus ModulesGunsmith 3
WolfpackGrenade2x Explosive Compound 2x SensorsExplosives Station 3
Red Light StickQuick Use3x ChemicalsUtility Station 1
Smoke GrenadeGrenade14x Chemicals 1x CanisterUtility Station 2
DeadlineMine3x Explosive Compound 2x ARC CircuitryExplosives Station 3
TrailblazerGrenade1x Explosive Compound 1x Synthesized FuelExplosives Station 3
Tactical Mk. 3 (Defensive)Augment2x Advanced Electrical Components 3x ProcessorGear Bench 3
Tactical Mk. 3 (Healing)Augment2x Advanced Electrical Components 3x ProcessorGear Bench 3
Yellow Light StickQuick Use3x ChemicalsUtility 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.
A raider in Arc Raiders kneels down in the grass and opens a grey raider cache container. - 9

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.

The Weekly Trials screen in Arc Raiders, with the five trials of the week shown as having been completed to three-star quality. - 10

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.

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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.

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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.

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ARC Raiders

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