Hollow Knight Silksong walkthrough: Part 20 (Cogwork Core)
Plus, how to solve the pillar puzzle at the top of the Core

Image credit:Rock Paper Shotgun/Team Cherry

Trying to make your way through the Cogwork Core of the Citadel in Hollow Knight: Silksong? Defeating the Cogwork Dancers at the top of the Choral Chambers allows you to enter the Cogwork Core, a place of machinery, intense platforming, and some really excellent music. It’s also home to one of the three pieces of the Threefold Melody which allows you access to the final region of Act 2.
In Part 20 of our Silksong walkthrough , I’ll guide you through the entirety of the Cogwork Core, starting with the lower section and all its paths out to areas both new and old; and then working our way to the pillar puzzle at the very top so you can unlock the Architect’s Melody.
Want the walkthrough for a different area of the game? Check out our Hollow Knight: Silksong walkthrough hub!
Cogwork Core walkthrough steps:
- Obtain the Cogwork Core Map.
- Complete the west gauntlet for a Mask Shard.
- Obtain the Spool Fragment to the southeast.
- Unlock the central gate.
- Reach the top of the Cogwork Core.
- Solve the puzzle to learn the Architect’s Melody.
- Reach the Whispering Vaults.

Image credit:Rock Paper Shotgun/Team Cherry
1. Obtain the Cogwork Core Map.
Where we last left off, you’d just emerged from the Underworks into the southwest section of the Choral Chambers. Head to the Choral Chambers Ventrica nearby, and fast travel to the First Shrine. Then make your way to the Cogwork Dancers arena, and drop down either of the holes in the floor.

Image credit:Rock Paper Shotgun/Team Cherry
Head to the left, and enter the building of white light on the ledge in front of you. Hit the wheel above you repeatedly, until a Bench appears that you can rest at. That done, climb up the wall to your left (the enemy up there is a fake, don’t worry). Stand on the pressure plate to unlock the Cogwork Core map nice and early.

Image credit:Rock Paper Shotgun/Team Cherry
2. Complete the west gauntlet for a Mask Shard.
Exit the building, and carefully drop down to the lower levels beneath you. Every surface you can imagine down in the Cogwork Core is covered in circular saws, so floating with the Drifter’s Cloak is your best friend here.

Image credit:Rock Paper Shotgun/Team Cherry
Head down the left side of the ledge patrolled by the lone Cogwork Choirbug, and kill the second Choirbug below. Then drop down to the two lower ledges, and take the exit on your left.
Kill the two spikey Cogwork Spines flying around the next room, and make your way into the arena beyond, where you’ll have to face off against a number of Cogwork enemies in a gauntlet. Sections of floor will rearrange themselves between the different waves, so be prepared to do a lot of jumping, dashing, and floating to avoid the saws below.

Image credit:Rock Paper Shotgun/Team Cherry
Once the gauntlet is conquered, head out the left door, and up the little shaft beyond. This will take you to a small area of the adjoining room where you can pick up a Mask Shard, and press down the pressure plate for a shortcut back into the west side of the Choral Chambers.
3. Obtain the Spool Fragment to the southeast.

Image credit:Rock Paper Shotgun/Team Cherry
Retrace your steps back into the main part of the Cogwork Core, and continue to descend the various platforms below. Kill the two patrolling Cogwork Choirbugs on the lower ledge, and then drop off the left side and float down between the saw below and the ledge patrolled by a new enemy (Cogwork Cleanser).

Image credit:Rock Paper Shotgun/Team Cherry
Slide down the glass and metal wall to your left, and then jump over the moving saws as you head down to the exit in the lower-right corner. In this next room, climb upwards to the main part of the room, and you’ll see a wheel to spin up in the top-right corner. Spinning this wheel will open the gate beyond, but it will also let loose from the ceiling a big round miniboss enemy - a Cogwork Clapper.

Image credit:Rock Paper Shotgun/Team Cherry
Clappers are nasty - they bounce around in zig-zag patterns to hit you for double damage, and also send out little grenade projectiles at you while you’re attempting to dodge. If you can manage to spin up the wheel all the way, then you can use the corridor beyond as protection from most of the Clapper’s attacks, making the fight much more straightforward.
Beyond the Cogwork Clapper room, hit the lever on the ground and enter the hole below. Head left past the steam vent and the Drapemite that spawns, and drop down the next hole, sliding down the right-hand side to avoid the saws at the bottom.

Image credit:Rock Paper Shotgun/Team Cherry
Dodge past the next section of steam vents, and in the room beyond you’ll be able to loot a Spool Fragment. There’s nothing else of value in this whole room, so make your way back up and out via the lefthand lever (a shortcut back out of the room).
4. Unlock the central gate.
Back out in the main shaft, it’s time to scale up the right-hand side. To do this, jump three platforms to the left, and then do a running jump and dash to the right to reach the upper ledge patrolled by the Choirbug. Kill the bug, then start climbing upwards from here, Pogo-ing off the saws above to reach the walls on either side.

Once you’re past the first four saws, you’ll be able to Pogo off the final one to reach a ledge with a wheel above you. Attack the wheel repeatedly to open the central gate, allowing far easier passage between the left and right sides of the shaft.

Image credit:Rock Paper Shotgun/Team Cherry
5. Reach the top of the Cogwork Core.
There’s a lot more of the Core still to climb yet. Pogo off the next two saws, and you’ll reach a doorway that takes you to the right - but we’re not going there yet. That’s the last thing we’ll do in the Core. For now, launch yourself higher off this ledge and Pogo further up off the saws.

Image credit:Rock Paper Shotgun/Team Cherry
Further up, you’ll reach another white doorway. Before you go through it, hit the wheel beside it to unlock another gate right back where you entered the Cogwork Core. Take this moment to head to the opposite side and rest at the Bench once again if you need it. Then go through the new white doorway.
This simple wall-climbing path gets you into the upper half of the Cogwork Core, above the Cogwork Dancers arena. Once you’re at the top, step through out of a different white doorway. Jump the gap, and strike the wheel on the ceiling to drop a Clawline hook down through the floor, into the centre of the Dancers arena. This is just a handy shortcut which allows you to get up here more easily from the Choral Chambers.

Image credit:Rock Paper Shotgun/Team Cherry
Jump over to the left-hand side, and Clawline onto the ring beyond to activate a trapdoor leading upwards into the large room beyond. This whole next room is an elaborate platforming puzzle, where the key gimmick is Clawline-ing onto hooks which will move along tracks while you’re holding on. At times you’ll need to jump off the moving Clawline to avoid an obstacle (like a saw), and then reattach yourself in mid-air to the same hook to keep going. It’s tricky, but it feels great when you get it right. Just take your time.

Halfway up, you’ll find a ledge patrolled by a Cleanser and a taller shield-wielding bug, a Cogwork Defender. An easy way to kill them safely is to stand on the ledge just below them and slash up through the floor. Once they’re dealt with, spin up the wheel above this platform to open a gate to keep ascending.
Eventually, you’ll reach the exit through the ceiling in the top-left corner of the room. Climb the wall to reach the hole immediately above you. Congratulations - you’ve reached the top of the Cogwork Core at last!

Image credit:Rock Paper Shotgun/Team Cherry
6. Solve the puzzle to learn the Architect’s Melody.
At the top of the Cogwork Core, there are four pillars, each split into four pieces stacked atop one another. You can hit the levers to change around the patterns on these pieces, and to solve the puzzle you need to get the entire pillar’s pattern to line up perfectly, for all four pillars.
Let’s not waste time - here’s the exact solution to the pillar puzzle, so just systematically switch the patterns until you have exactly this:

Image credit:Rock Paper Shotgun/Team Cherry
You’ll know when you’ve got a pillar right because it will descend into the floor. Once all four pillars have descended, a big pressure plate will appear in the floor. Press down on it, then use your Needolin when prompted to learn the Architect’s Melody - the first of the three melodies you need to collect to reach the end of Act 2.

Image credit:Rock Paper Shotgun/Team Cherry
7. Reach the Whispering Vaults.
That’s the Cogwork Core pretty much entirely explored. Make your way down all the platforming segments until you’re back at the Bench, and rest there if you need to. Then cross over to the other side, and drop down to that lower right-hand exit that you skipped earlier.

Image credit:Rock Paper Shotgun/Team Cherry
Dodge the moving saws in the next room, and kill the Defender on the central platform. Make your way to the end and spin the wheel to unlock the doorway.
You should recognise the room beyond. Remember that giant wheel you climbed through in the Choral Chambers, from bottom to top? Now you’re on the left-hand side of it. Spin the wheel using the lever so that you can pass through it and reach the right-hand side.

Image credit:Rock Paper Shotgun/Team Cherry
Follow the path until you reach the upper ledge, and then attack the giant block in your way to send it flying to the left. You can now climb up into the larger area above - whereupon another fairly tricky arena fight gauntlet will begin, against various Choral Chambers enemies.

Image credit:Rock Paper Shotgun/Team Cherry
Once the fight is won, drop down the right-hand side, and hit the lowest of the blocks to your left for easy access back where you came. Then forge on to the right, where you’ll enter a new region of the Citadel - the Whispering Vaults.

Image credit:Rock Paper Shotgun/Team Cherry
That’s all for this section of our walkthrough - follow along with Part 21 of our Silksong walkthrough to find your way through the Whispering Vaults and find all its hidden secrets.

Hollow Knight: Silksong
PC , Nintendo Switch
Rock Paper Shotgun is better when you sign in
Sign in and join us on our journey to discover strange and compelling PC games.

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
Rock Paper Shotgun is better when you sign in
Sign in and join us on our journey to discover strange and compelling PC games.
