Hollow Knight Silksong walkthrough: Part 2 (The Marrow / Mosshome)
Climb ever higher to unlock Hornet’s first Skill in Mosshome

Image credit:Rock Paper Shotgun/Team Cherry

Wondering what to do after reaching Bone Bottom in Hollow Knight: Silksong? By this point, our already-iconic protagonist Hornet has escaped capture and fought her way out of Moss Grotto in Part 1 to reach the small village at the base of the aptly named Bone Bottom. But where to go next?
Some of the upcoming areas can get pretty confusing, so stick to our Part 2 Silksong walkthrough , and we’ll guide you through both the Marrow and the dangers of Mosshome as you reach ever closer to Hornet’s first Skill unlock. Exciting!
Want the walkthrough for a different area of the game? Check out our Hollow Knight: Silksong walkthrough hub!
The Marrow / Mosshome walkthrough steps:
- Exit the village and meet Sherma.
- Complete the gauntlet to unlock the gate.
- Enter the Marrow and meet the Fleas.
- Acquire the Shard Pendant.
- Meet Shakra and buy your first Maps.
- Venture left to unlock the nearby Bench.
- Activate the elevator back to the village.
- Collect the hidden Spool Fragment.
- Explore above, into Mosshome.
- Acquire the Silkspear skill.

Image credit:Rock Paper Shotgun/Team Cherry
1. Exit the village and meet Sherma.
Once you’ve rested the village Bench and spoken to everyone, exit to the right. In the next room, just keep plowing all the way to the right, and you’ll encounter another friendly NPC.

I would die for Sherma already. |Image credit:Rock Paper Shotgun/Team Cherry
This is Sherma. He wants that gate open, and is convinced that singing to it will open it. Hornet’s less convinced, so it’s up to you to find a way around and unlock the gate for Sherma (and to give yourself a nice little shortcut back to the village for later on).
Go back to the start of the room, and this time climb the ledges above you.
2. Complete the gauntlet to unlock the gate.

Image credit:Rock Paper Shotgun/Team Cherry
The path goes upward and then to the right. At this point you can either drop down to land by Sherma, or head upwards. Choose the latter option, keeping an eye out for the little crawly skull creatures on the way. There’s a bigger charging one at the top that you’ll need to jump over a few times to kill it.
Follow the path down to the right, until you see a tiny ground-level ledge with a skull atop it. Hit the wall here to open a passage into a darkened area.

Image credit:Rock Paper Shotgun/Team Cherry
There’s some simple platforming ahead, but don’t stop until you’ve reached the end because there are boulders waiting to fall on you. At the end of the path are a couple of Rosary Bead caches to loot (again, watch out for the falling boulder here). That done, exit back out into the previous room again.
This time, head left, past the little flying insect, and drop down the hole. You’ll arrive in an enclosed arena and must defeat a mini-gauntlet of enemy waves to proceed. They’re all low-level enemies, so just take your time and don’t panic.

Image credit:Rock Paper Shotgun/Team Cherry
With all enemies defeated, two exits will appear - one in the floor, and one to the left. The left-hand exit simply leads back to where you were, as a handy shortcut. So drop down the hole, and head left to reach the other side of Sherma’s gate. Attack the lever on the ceiling to open the gate, and speak to Sherma if you wish.

Image credit:Rock Paper Shotgun/Team Cherry
Now head to the right into the next room.

Image credit:Rock Paper Shotgun/Team Cherry
3. Enter the Marrow and meet the Fleas.
In the next room, inspect the strange ornament and pay the toll of 30 Rosaries to activate a Bench to rest at. There’s also a bit of lore inscription to the right of the bench. Head on into the next room when you’re ready.

Image credit:Rock Paper Shotgun/Team Cherry
With these next steps, you enter a new region: The Marrow. The lava here deals 2 damage per dunk, so be careful. This room has a slightly confusing layout. There are three exits, but the one to the far right on ground level doesn’t yet go anywhere, which makes things simpler. Still, feel free to check it out so you know what it looks like.

This path is untraversable, for now. Bit too much lava. |Image credit:Rock Paper Shotgun/Team Cherry
Back in the main room, the other two exits are to the far top-left, and the far top-right. Use the ledges to climb and head for the right-hand exit first. If you see a lit wooden sign on wheels, you’re on the right path. Head up into the next room from there.

Image credit:Rock Paper Shotgun/Team Cherry
In the dark skull-filled room beyond, carefully dispatch the spike-happy porcupine creature, and then climb to the left ledge where, unexpectedly, you’ll find some friendly faces. Here waits a caravan of Flea people, headed by Fleamaster Mooshka.

Image credit:Rock Paper Shotgun/Team Cherry
Speak to him and he’ll give you a quest to track down and return the lost Fleas scattered about the land. There’s also a bench here where you can rest before venturing on.
4. Acquire the Shard Pendant.

Image credit:Rock Paper Shotgun/Team Cherry
From the caravan, use the platform to the right and climb upwards until you reach a ledge on the left-hand wall. Attack the wall here to reveal a secret passage. Kill the enemies within and reach the end to loot a cache of Rosaries, then return and continue climbing upwards.
Once you reach the top, head right a short way until you reach the end of the path. Right at the end, next to the spikes, you can loot a Frayed Rosary String.

Image credit:Rock Paper Shotgun/Team Cherry
That done, head left into the next room, and you’ll emerge halfway up a long vertical passageway. In the interests of getting your bearings - if you’d taken the top-left exit instead of the exit that led you to the Fleas, then you would have emerged at the bottom of this vertical passage.

Image credit:Rock Paper Shotgun/Team Cherry
Drop down a couple of ledges, until you see another bone-y platform guarded by a large charging skull enemy. Get past the creature and exit left into a small dark room where you can loot the Shard Pendant tool from the ground.
5. Meet Shakra and buy your first Maps.
Exit back out into the vertical passageway, and climb up as far as you can go using the (crumbling) platforms. Pass through the exit to the left and into a new room.

Image credit:Rock Paper Shotgun/Team Cherry
From the platform hanging by a chain, drop down to the right to break open a Rosary cache. Then head along the ground to the left and hit the lever there to lower a hanging platform above you.

Image credit:Rock Paper Shotgun/Team Cherry
Now backtrack and this time take the upper ledge to the left. Use the newly lowered platform to reach an even higher ledge with yet another lever, which drops another platform. This platform drops all the way into the room below, but don’t bother following it. It just leads back to where you came from, and the dropped platform serves as a shortcut back up here.

Image credit:Rock Paper Shotgun/Team Cherry
Head to the left of the room, and you’ll hear the sounds of singing. Approach the source of the singing, and - after a rather fearsome introduction - you’ll meet Shakra. She’s a fellow warrior, and - crucially - a creator of maps.

At last, a map! |Image credit:Rock Paper Shotgun/Team Cherry
By this point you should have enough Rosaries saved up to purchase both the Mosslands Map and the Marrow Map. If you can, also purchase the Quill so you can add to these maps. And if you’ve really been hoarding, purchase the Compass too, which displays your position on the map. Otherwise you can come back for them later, but do make it a priority as these tools are exceptionally useful.

Image credit:Rock Paper Shotgun/Team Cherry
6. Venture left to unlock the nearby Bench.

Image credit:Rock Paper Shotgun/Team Cherry
From Shakra’s location, there’s an exit upwards and an exit to the lower-left. Take the lower-left exit first, as it’ll unlock a nearby Bench for you with a little exploring.
This next room looks like we’re back in Moss Grotto ; in fact, we’re above it. The Haunted Pilgrim enemies here like to jump-attack you, so be wary. Fight your way to the far side of the room, and you can loot a dangling string of Rosary Beads. Then climb the platforms up and to the right, and follow the path all the way out of the room.
Oh look, it’s a Bench! How about that. Rest at it, and then hit the lever above and to the right, to open up access back into the rest of Shakra’s room.
7. Activate the elevator back to the village.
Before we head upwards, there’s a very handy shortcut you can unlock by heading back to the left from the Bench. Return to the upper section of those ledges you climbed to get here, and you’ll see an upper ledge to the top-left of the room. The only way to get up here is by Pogo-ing off the top of the flying insect enemy there. This may take a few attempts; if you get it wrong, just exit out of the room and back in again to respawn the enemy and try again.

Practice makes perfect with this finicky manoeuvre. |Image credit:Rock Paper Shotgun/Team Cherry
Once you’re on that ledge, exit the room and drop down the first hole, by the village signpost. There are some Rosaries to loot on the right, but keep going after that until you reach an elevator. Hit the lever next to the elevator to unlock it. Henceforth, you can ride this elevator from this location to the village below, and vice versa.

Ride the elevator down to the village whenever you like. |Image credit:Rock Paper Shotgun/Team Cherry
8. Collect the hidden Spool Fragment.
From the elevator (at its top level, not at village level), head to the right, killing the flying insects you encounter along the way. Exit into the next room on the right, then follow the path up to find a cache of Rosaries. Also be careful as you enter, because cutting the ropes activates a spike trap on the floor.

Image credit:Rock Paper Shotgun/Team Cherry
Before you leave, attack the wall beneath the Rosary cache, and enter the secret room to loot your first Spool Fragment. On its own it does nothing, but combine it with another, and you’ll permanently increase your maximum amount of Silk, for more effective Skill-casting.

Image credit:Rock Paper Shotgun/Team Cherry
9. Explore above, into Mosshome.
Now it’s finally time to explore the room above where you found the map-maker, Shakra. Head back towards the elevator. On the way, you might see a flying bug holding something green and glowing. If you like, you can try to attack it, because it will drop a Mossberry when it dies. Just be prepared to fall down into the village a few times and make your way grumblingly back to the top via the elevator.

Try to lure the glowing insect onto a ledge, or otherwise just keep attacking it from above and climbing back up via the elevator if you fall. |Image credit:Rock Paper Shotgun/Team Cherry
Either way, head upwards from the elevator when you’re ready, and retrace your steps all the way to the latest Bench you unlocked. Rest at the Bench again if need be, and then go through the hole in the ceiling.

Image credit:Rock Paper Shotgun/Team Cherry
This is Mosshome. It looks like Moss Grotto, but it’s filled with rather more annoying enemies. Head right to begin with, and you’ll come across an unusual sight - a very large creature, trapped in thick webbing. You can attack the webbing to refill your Silk, but it won’t free the creature. If you return to this spot later (and you will), you may find Sherma there, singing to attempt to free it. For now, leave it and head left instead, into Mosshome proper.

Image credit:Rock Paper Shotgun/Team Cherry
Make your way along the upper ledges of Mosshome, paying particular care to the projectile-throwing Pilgrim enemies, because they’re quite nasty when you’re not used to them.

Image credit:Rock Paper Shotgun/Team Cherry
On the far left of the room is a lever you can hit to open a shortcut hole below. Investigate if you wish to see where it leads back to, but then return, and loot the Rosary Beads slightly above and to the right of the lever. Then climb up and exit the room.

Image credit:Rock Paper Shotgun/Team Cherry

Image credit:Rock Paper Shotgun/Team Cherry
In the next room, attack the wall to your left to find a hidden secret ledge, where you can loot a Choral Commandment.
10. Acquire the Silkspear skill.

Image credit:Rock Paper Shotgun/Team Cherry
Head back to the right from the cliff edge, and jump over the cliff trap on your way into the next room. A little further right, on the ground, you’ll find another inscribed plaque with a tidbit of lore.

Image credit:Rock Paper Shotgun/Team Cherry
Climb to the far top-right corner for some Rosary Beads, then head left along the top of the room until you reach a strange monument which you can inspect. Interact with it, and then hold Bind when it prompts you to unlock Hornet’s first Skill: Silkspear.
With Silkspear, you can use up some of your stored Silk to throw a powerful ranged projectile a limited distance across the screen. This will also allow you to tear through any thick webbing you find… But we’ll come to that in the next part of our walkthrough!

Phenomenal cosmic power. |Image credit:Rock Paper Shotgun/Team Cherry
That’s all for Part 2 of our Silksong walkthrough, but - you’ll never have guessed this - there’s plenty more ahead! Keep track of your progress and stay on-path with our Part 3 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
PS5 , Xbox Series X/S , PC
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