Hollow Knight Silksong walkthrough: Part 19 (Underworks)
Follow this walkthrough to find everything worth finding in the Underworks

Image credit:Rock Paper Shotgun/Team Cherry

Trying to make your way through the Underworks in Hollow Knight: Silksong? It’s a tricky and often confusing journey through the Underworks of the Citadel, but the rewards are well worth it. The Underworks are home to Hornet’s next movement skill: the Clawline Harpoon. The map is about to get bigger yet again.
In Part 19 of our Silksong walkthrough , I’ll show you a great path through every part of the Underworks, including the Cauldron where you’ll obtain the Clawline. Along the way, I’ll also point out any key item, secret, and location of interest so you can be sure you’ve left no stone unturned when you finally head back up to the surface.
Want the walkthrough for a different area of the game? Check out our Hollow Knight: Silksong walkthrough hub!
Underworks walkthrough steps:
- Rest at the Bench before anything else.
- Collect the Spool Fragment on the east side.
- Descend the shaft and rescue the Flea.
- Obtain the Craftmetal.
- Unlock the Clawline skill.
- Complete the Cauldron’s gauntlet.
- Meet the Twelfth Architect.
- Bind the Architect Crest.
- Activate the Underworks Ventrica Station.
- Obtain the Spool Fragment below the Ventrica.
- Meet Loam.
- Acquire the Underworks map.
- Find the Memory Locket by the Confession Stand.
- Obtain the Delver’s Drill.
- Exit up into the Choral Chambers.
- Enter the Underworks via the Grand Gate.
Note: There are two ways to enter the Underworks in Silksong. This walkthrough assumes you have entered the Underworks via the Whiteward ( as described in the previous part ). If you entered the Underworks via the Grand Gate, then the order in which you complete these steps will be pretty jumbled, and you won’t have access to the entire eastern side of the Underworks until you make your way back above ground and into the Whiteward.

Image credit:Rock Paper Shotgun/Team Cherry
1. Rest at the Bench before anything else.

Image credit:Rock Paper Shotgun/Team Cherry
Assuming you’ve followed the previous part of our walkthrough, the last thing you did was drop from the Whiteward down into the Underworks, in front of a giant (lifeless) automaton. You can play your Needolin here in front of the automaton for some lore if you like!
Flick the lever on your left and exit down onto ground level. Head to the left before you do anything else, and rest at the ornate Bench. Otherwise, if you die, you’ll have to go through all of the Whiteward again.

Image credit:Rock Paper Shotgun/Team Cherry
While you’re here, flick the lever on the floor by the Bench and drop down for a Shell Shard cache. Then pop back up to ground level.
2. Collect the Spool Fragment on the east side.

Image credit:Rock Paper Shotgun/Team Cherry
Head to the right, past the automaton again. In the next room you’ll find your first Underworks enemies - Underpokes. These flying critters behave much like the Roachfeeders of Sinner’s Road, and shouldn’t pose much of an issue.
Drop down immediately from the entryway and you’ll find a little nook with a couple more Shard caches. Then - staying at the lowest level - jump over the spikes and drop down the hole beyond. The bottom of the hole is hot coals, so quickly jump to the ledge on your left, and you’ll find a Spool Fragment.

Image credit:Rock Paper Shotgun/Team Cherry
Once that’s done, make your way back up to the automaton. Anything further to the right is currently inaccessible and not worth looking at right now.
3. Descend the shaft and rescue the Flea.

Image credit:Rock Paper Shotgun/Team Cherry
Rest at the Bench again if you like, then head to the left, drop down, and spin up the wheel on your left to activate an air current. Ride the air current to the left-hand exit. This path takes you into a vertical shaft filled with small hanging ledges and a number of Cogwork Underflies.
By this point, these Underflies should die to a single strike, so make your way carefully down the shaft to the very bottom, and land on the left-hand ledge before you land in lava.

Image credit:Rock Paper Shotgun/Team Cherry
Head into the next room, and sprint straight past the various explosive Cogwork Haulers (they respawn quickly so there’s no point in killing them). At the end of the room on the upper ledge you’ll find a Flea to rescue. Once that’s done, head back out of the room again.

Image credit:Rock Paper Shotgun/Team Cherry
4. Obtain the Craftmetal.
Head opposite the Flea room to the right. The room beyond has some periodic lavafalls, so time your jumps and dashes accordingly.

Image credit:Rock Paper Shotgun/Team Cherry
At the end of the corridor, make your way to the ledge above and then exit upwards. Then climb to the left-hand ledge and enter the next room (which is, I’ll admit, quite a dangerous corridor).
I urge you to use tools to make this room easier, because it’s very easy to take lots of chip damage as you progress. Take everything slowly, and make your way to the very end of the room where you can attack the rock at the far left for some Craftmetal.

Image credit:Rock Paper Shotgun/Team Cherry
Be aware that when you start attacking the rock, a large armoured Undercrank will spawn behind you. Try to give yourself enough room to dash in, attack, and dash out again to avoid his swings. Once he’s dealt with, carefully make your way back out of this awful room.
5. Unlock the Clawline skill.
Once you’re out of the room, climb the shaft to the left-hand ledge above you, and hit the lever to go through into the Cauldron - a room filled with lava and dangling rings (which we’ll get to momentarily).

Image credit:Rock Paper Shotgun/Team Cherry
Use running jumps and dashes to make your way across the platforms in the lava to the other side, where you’ll see a familiar-looking monument. Interact with it to at long last receive the reason you came down here through the Whiteward in the first place: the Clawline Harpoon!
6. Complete the Cauldron’s gauntlet.

Image credit:Rock Paper Shotgun/Team Cherry
Now you must use the Clawline to escape the Cauldron. If you are the correct distance away from one of those hanging rings (and on roughly the same vertical level as it), you can Harpoon the ring to bring yourself to it, where Hornet will be able to hang indefinitely.
The other thing to understand about the Clawline is that you don’t need to use it on those rings - you can simply use it to traverse great horizontal distances, more so than just run-jumping and dashing. And it’s an attack, so you can aim at enemies to pull yourself towards them.

Image credit:Rock Paper Shotgun/Team Cherry
Combining these tricks, you’ll need to make your way across all the rings and platforms in the Cauldron, and reach the ledge in the top-right corner of the room. Bear in mind that using the Clawline expends a bit of Silk, so make sure you rest for a few seconds if you run out of Silk entirely, so that Hornet can regenerate enough Silk to continue.

Image credit:Rock Paper Shotgun/Team Cherry
Once you reach the top, Clawline to the ring above the ledge to activate a gauntlet of Underworks enemies. The most dangerous of these waves is the final one, where two explosive Cogwork Haulers spawn either side of you. In a confined space like this, you’ll likely need to knock one of them back so they’re both on the same side in order to escape damage.
Once the arena battle is won, climb the right-hand wall to exit upwards.

Image credit:Rock Paper Shotgun/Team Cherry
7. Meet the Twelfth Architect.

Image credit:Rock Paper Shotgun/Team Cherry
Follow the brief tunnel to find yourself back at the feet of the automaton. Rest at the Bench if needed.
Now, with your shiny new Clawline, jump up and attach yourself to the hanging ring above the Bench. From there, you can jump onto the upper-right ledge, and head into the next room - whereupon you’ll meet an intriguing and useful new NPC: The Twelfth Architect.

Image credit:Rock Paper Shotgun/Team Cherry
Speak with the Twelfth Architect and have a look at their shop - they have all sorts of interesting items for you to purchase. However, only one should be purchased right now - the Architect’s Key, for 110 Rosaries. Go ahead and buy it now, because we’re going to use it immediately.
8. Bind the Architect Crest.

Image credit:Rock Paper Shotgun/Team Cherry
Head out the right-hand exit from the Twelfth Architect, then climb up and to the left again to reach the upper ledge of the Architect’s room. Jump across to the left-hand side, and follow the path to reach a locked doorway.
Use the Architect’s Key on the doorway to open it up and head inside the Chapel Of The Architect. All that’s in here is a single small room, with a glowing white nodule in the centre of the floor. Stand over the nodule and Bind to unlock the Architect Crest.

Image credit:Rock Paper Shotgun/Team Cherry
The Architect Crest has a couple of handy benefits: you can hold three weapon tools with it from the get-go, which is very nice; and you can fashion Shell Shards into tool uses at any time, without the use of a Bench. I still prefer to use the Reaper Crest in general, but it’s a handy Crest worth playing around with.
9. Activate the Underworks Ventrica Station.

Image credit:Rock Paper Shotgun/Team Cherry
Go back to the Bench and rest there - and take a moment to equip tools to your Architect Crest, or switch back to a different Crest if you wish.
Drop down the hole to the left of the Bench again, but this time, exit via the hole to your right instead of riding the air current upwards. This will take you to a cordoned off section of the Cauldron, where you can head down to the ground and exit to the left.

Image credit:Rock Paper Shotgun/Team Cherry
In the next room (the same vertical shaft as before), climb upwards and then flick the lever at the top. This opens a tunnel across the shaft to the other side - the only way that you can access the western side of the Underworks from here.

Image credit:Rock Paper Shotgun/Team Cherry
Exit through the doorway immediately in front of you on the other side, and pay 80 Rosaries to unlock the Underworks Ventrica Station. You could leave now, but unfortunately there’s still work to be done in the Underworks.
10. Obtain the Spool Fragment below the Ventrica.
Back out of the Ventrica room, then hit the lever on the floor. Cling to the left-hand wall as you go down, to avoid the steam blast at the bottom. Then make your way lower down and exit to the left.

Image credit:Rock Paper Shotgun/Team Cherry
Note: There are two ways to head further west into the next main shaft. This path is one of them. The other is easier - just go out the exit above the Ventrica Station. But we’re going this way because it offers us a Spool Fragment. Just remember to explore the upper path as well at some point if you want to see every part of the Underworks.
The winding tunnel in the next room quickly leads into another arena fight against various Underworks enemies. The quirk of this gauntlet is that halfway through, a big Undercrank will fall from the ceiling and immediately cause the floor beneath him to crumble. The good news is it kills him instantly; the bad news is you need to be mindful of the hole in the floor for the rest of the battle.

Image credit:Rock Paper Shotgun/Team Cherry
Once the gauntlet is cleared, continue heading left to collect a Spool Fragment, and then hit the lever above to exit out into the main shaft.

Image credit:Rock Paper Shotgun/Team Cherry
11. Meet Loam.
In the shaft, jump across the saws to the other side and enter the new room on your left. Carefully bait and kill the enemy on the wall above you, then jump over to the next platform.

Image credit:Rock Paper Shotgun/Team Cherry
Here you’ll be faced with a scary-looking block of saws that moves along an L-shape track in front of you. Jump across the gap, and then climb up the left-hand wall at the right moment to reach the tunnel above.
Head left, kill the Undersweep in front of you, and then break the ceiling above you to climb up into a hidden room. Head left, and take the first upward path you’re presented with to reach a new character - Loam.

Image credit:Rock Paper Shotgun/Team Cherry
Speak with Loam for some sad lore about the Citadel. As an extra little easter egg, if you sprint on the treadmill to the right long enough, you’ll be rewarded with a single measly Rosary Bead. Huzzah.
12. Acquire the Underworks map.
Head back into the previous room, and along the left path you’ll quickly find a Shard cache for the taking. Part of the floor at the end will give away as you pass over it; drop down and float to the left-hand ledge, then exit the room.

Jump the next gap and head through the opposite doorway for a little room containing a big angry Undercrank to kill. Once he’s dead, break the wall on the left-hand side and jump over the fan for a Shard Bundle.
Now head back into the previous room, and climb the wall right above you. Then jump onto the opposite wall and climb up to the right (obviously timing the jump so you don’t get squished by the moving blocks). You can explore the very top area (which contains nothing but a Drapemite to kill), but then exit through the doorway to the left at the top of the block’s path.
More careful timing is needed in this next room; wait for the temporary platforms to land from above, then hopscotch across them. After that, take the top path across to the left and exit out into another vertical shaft.

Image credit:Rock Paper Shotgun/Team Cherry
Jump over to the opposite side of the shaft, and take the exit marked by the sign. In here you can interact with the map pinned on the board to take it for your own. Finally, you have an in-game Underworks map - having explored most of the region already!
Before you leave the map room, break the upper wall on the left, and follow the path to find a Bone Scroll you can pass onto Scrounge back in Bellhart. Now head back out into the shaft.

Image credit:Rock Paper Shotgun/Team Cherry
13. Find the Memory Locket by the Confession Stand.
Unfortunately the way up the shaft is blocked for now, so we need to retrace our steps. Head all the way back through the rooms you just bypassed, until you’re back in the smaller shaft to the east.
Climb up to the exit on your right for a small room with a Frayed Rosary String guarded by two enemies; then head back into the shaft and climb to the very top so you can exit to the left marked by the Bench sign.
Make your way across the next obstacle course of falling debris, and then climb the wall by the next Bench sign to reach the room above. Here you can pay a toll of 15 Rosaries at any of the three booths for a temporary Bench to rest at. Be aware that you’ll need to pay 15 Rosaries each time you want to use a Bench here.

You can also head to the right of the Benches for a fun little confession stand, and pay 25 Rosaries for the following inspirational message:
“You have confessed a sin most grave and must by works cleanse yourself. Return to your task and work off-cycle, neither eating nor supping until new-cycle begins. By the grace of Pharloom eternal may you never tire. Toil, and be forgiven.”
Before you leave, climb the glass and metal wall left of the Benches, and hop onto the upper ledge. Just above the Shell Shards at the end of the path, there’s a hidden hole you can jump up into. Follow the path to the left and you’ll drop into a small area where you can loot a Memory Locket from a Pilgrim’s body.

Image credit:Rock Paper Shotgun/Team Cherry
14. Obtain the Delver’s Drill.
Now exit back out of the Bench room, and head to the left, past more falling debris. Before long you’ll be faced with another gauntlet of enemies to kill. Once they’re dead, exit to the left, and you’ll find yourself at the top of that shaft where you found the Underworks map earlier.

Image credit:Rock Paper Shotgun/Team Cherry
Drop down to ground level, and you’ll see lever on the left. Activate it to drop a block down from above, smashing open a path all the way to the bottom of the shaft.
Now follow the block’s path and drop all the way to the bottom (there are spiky vines at the very bottom, so try to take the block’s exact path so that you land on it instead of the spikes). The path to the right is blocked by another big block, so climb slightly higher up and flick the lever on the ledge to the right to raise the block up out of the way. Then take that bottom-right exit.

Image credit:Rock Paper Shotgun/Team Cherry
More platforming! Make your way across the falling platforms, and at the end of this room you’ll be able to pick up the Delver’s Drill. The description of this weapon-tool may make it sound as though it’s used for revealing secret passageways or similar, but put that thought to rest now - it’s just a weapon. Still, it’s a handy one.

Image credit:Rock Paper Shotgun/Team Cherry

Image credit:Rock Paper Shotgun/Team Cherry
15. Exit up into the Choral Chambers.

Image credit:Rock Paper Shotgun/Team Cherry
Almost done! Head back out into the shaft, and climb all the way to the very top, where you can take the top-right exit. This next room is a big old maze-like mess of tunnels, with a couple of side passages and breakable walls leading to little caches of resources.

Image credit:Rock Paper Shotgun/Team Cherry
Make your way up to the very top of the tunnels, and you’ll find a lever hanging from the ceiling. Hit it, and then climb up out of the Underworks at last. You’re back in the Choral Chambers, next to the far east Bench near the Grand Gate. Rest and relax!

Image credit:Rock Paper Shotgun/Team Cherry
16. Enter the Underworks via the Grand Gate.

Image credit:Rock Paper Shotgun/Team Cherry
One last little optional bit of the Underworks to do, more for completion’s sake than anything else. From the Bench, head out to the left, and down the hole at ground level to reach the Grand Gate once again. There, you can drop to the floor, and enter the elevator to your right.
This is the other entrance to the Underworks which you could have taken, just after defeating the Last Judge. But doing it this way would’ve meant having to fight through the west half of the Underworks before you can make it up into the Choral Chambers. Still, it’s good to see what happens.

Yeah… I think our route was the better choice. |Image credit:Rock Paper Shotgun/Team Cherry
Flick the switch for the elevator, and it’ll travel down a small distance before grinding to a halt. Hit the lever several more times for slightly more of a descent. Then hit it even more, and eventually the whole thing will collapse to the bottom, leaving you stranded.
When Hornet gets up, coax her along to the right for another “pay-per-use” Bench. Then head out into the shaft once more, and climb up to the top again to re-enter the Choral Chambers.

Image credit:Rock Paper Shotgun/Team Cherry
That’s the Underworks well and truly conquered, and you’ve made it out with a brand new Clawline Harpoon. Not bad! The Cogwork Core above and below the Cogwork Dancers arena awaits us next; follow along with Part 20 of our ever-growing Silksong walkthrough !

Hollow Knight: Silksong
PC , Nintendo Switch
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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
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