Hollow Knight Silksong walkthrough: Part 21 (Whispering Vaults)

It’s time to take the Vaultkeeper’s Melody for ourselves

Hornet in Hollow Knight: Silksong stands next to a rescued Flea above Songclave. - 1

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Wondering where to go first in the Whispering Vaults of Hollow Knight: Silksong? If you’ve reached the Whispering Vaults, then your overarching objective in Silksong is clear - gather the three pieces of the Threefold Melody and play them in the Cogwork Dancers’ arena. One of those Melody pieces - the Vaultkeeper’s Melody - is found deep within the Whispering Vaults, and you’ll need to do a lot of platforming and fighting to get there.

In Part 21 of our Hollow Knight: Silksong walkthrough , I’ll guide you step by step through the entirety of the Whispering Vaults, saving errant Lost Fleas, collecting Mask Shards, and even obtaining the Pale Oil for upgrading Hornet’s weapon along the way.

Want the walkthrough for a different area of the game? Check out our Hollow Knight: Silksong walkthrough hub!

Whispering Vaults walkthrough steps:

  1. Open the shortcut up to Songclave.
  2. Obtain the Silkeater.
  3. Meet Vaultkeeper Cardinius.
  4. Rescue the Flea atop the west room.
  5. Obtain the Pale Oil for Plinney.
  6. Collect the nearby Mask Shard.
  7. Rescue the Flea above Songclave.
  8. Drop into Bilewater for the Twisted Bud.
  9. Exit Bilewater.
  10. Obtain the next Cogheart Piece.
  11. Defeat Trobbio on The Stage.
  12. Obtain the Sacred Cylinder.
  13. Return to Cardinius to learn the Vaultkeeper’s Melody.
Part of the Hollow Knight: Silksong map of the Whispering Vaults, showing the path forward according to our walkthrough. - 3

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1. Open the shortcut up to Songclave.

Your base of operations while delving into the Whispering Vaults will be Songclave itself, but first we need to find the easy way up to the settlement. From the entrance to the Whispering Vaults, head along to the right and jump over the gap in the next room.

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Here you’ll find a slumbering Scrollreader - a big, beefy enemy that’s nonetheless fairly easy to out-range and kill with the tried and tested dash-in-attack-dash-out strategy.

Head to the far right-hand side of the path, and you’ll see a rather phallic object protruding diagonally out from the ceiling above you. Strike it to make it point downwards, so that you can reach it with a jump and wall-climb upwards.

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Once you’re up there, walk a little to the left, past the ledge above you, and you’ll be able to pay 70 Rosaries to obtain the Whispering Vaults map.

After that, go back and jump onto the ledge, and attack the wall above you to open a shortcut right into Songclave. Rest at the Bench, and then dive back down into the Whispering Vaults.

2. Obtain the Silkeater.

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Drop down the hole to the left of the Scrollreader, and then drop down again. You’ll be faced with a flying Lampbearer enemy - I find these are more trouble than they’re worth to fight, so just ignore it and run over to the right, past the Drapemite that spawns.

Make your way down the ledges, and you’ll see a signposted exit on your right - but ignore it for now. Head to the left now that you’re on ground level, and jump over to the left-hand wall above you. Climb up a bit, and then jump over to the small ledge to your right. Strike upwards at the underside of the large block above you, and you’ll send it upwards.

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Follow the block up to where it now rests, and use it to reach the upper ledge to your right. From here, you can jump over to the exit on the right-hand side - an exit slightly higher up than the signposted one you saw before.

In the next room, break the wall on the far side and wall-climb up the secret area beyond to find a Silkeater in its egg, hanging from the ceiling.

3. Meet Vaultkeeper Cardinius.

Back out of the Silkeater room, and hit the lever on the floor below you to open a trapdoor downwards. Drop down the trapdoor for an easy path back to the signposted right-hand exit below. Head through it now.

Go past the area with the gramophone, and climb the wall directly upwards before jumping off to the left. Up here you’ll find a Bench to rest at. You can also walk straight through the wall to the left of the Bench, and then attack the ground beneath you at the bottom of the hole for a shortcut back down.

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Head to the right of the gramophone area again, this time to the very end of the path, and climb upwards. At the top you’ll be able to loot a Psalm Cylinder.

Head back to the gramophone, and you’ll be interrupted by a new NPC - Vaultkeeper Cardinius. Give him the Psalm Cylinder for some music to play in the gramophone, and exhaust his dialogue for some more information about the Vaultkeeper’s Melody you’re here to find.

4. Rescue the Flea atop the west room.

Exit Cardinius’s room, and head all the way to the left and drop down to the lower level of the main shaft. You’ll be ambushed by a Vaultkeeper jumping down from the ceiling; kill it and then jump up over the box to your right to keep descending the shaft.

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Again, there’s an exit to your right down here, but don’t take it yet. Instead, head to the left, and when you get to the end, use the ledge above you to jump up to where the block is. Hit the block to get it out of the way, offering an easier path up and down the shaft from now on. Then drop down and head through the lefthand doorway.

In the room beyond, there’s a breakable wall at the far left side. This leads to a lever, but all the lever does is spawn lots of Vaultborn enemies in this main room, so I wouldn’t bother activating it. Back in the main room, make your way up to the ledge above you, and kill the Scrollreader to your right.

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You can then jump over to the far right-hand ledge and continue climbing upwards from there. You’ll find another Scrollreader further up, and a Lampbearer too. Use tools to kill them without trouble, and then use the wall to your left to climb up to the moveable block.

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The idea now is to keep hitting this same block along its tracks so that it reaches the very top of the room. Follow its path after each hit, and once it’s at its final resting point you can leap off it to the right-hand side to rescue a captive Flea in a cage.

5. Obtain the Pale Oil for Plinney.

Now comes an exciting part: it’s time for a weapon upgrade!

From the top of the Flea room, head over to the left-hand side and drop down to the exit about a third of the way up the left wall. The room beyond is a puzzle room involving lots of those same moveable blocks, but it’s not too hard. There are no “wrong” moves - every time you hit a block, it’s the right thing to do.

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Completing the puzzle allows you to reach an exit to the left, which leads back into the Choral Chambers. In fact, you’re in the Pale Oil room from before, and now you can reach it! Collect the Oil, and hit the lever to open the trapdoor down below.

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I strongly encourage you now to immediately head down the adjoining Choral Chambers shaft to the Grand Bellway, fast travel to Bellhart, and hand the Pale Oil over to Pinmaster Plinney for your next weapon upgrade.

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Once that’s done, you can make your way back to the Grand Bellway and then fast travel to the First Shrine so you can drop back into the top of the Whispering Vaults via Songclave.

Part of the Hollow Knight: Silksong map of the Whispering Vaults, showing the path forward according to our walkthrough. - 24

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6. Collect the nearby Mask Shard.

Make your way back down the Whispering Vaults, and this time take the right-hand exit opposite the doorway that led you to the Flea and the Pale Oil. Head through the empty room and into the area beyond.

There are plenty of moveable boxes in this room once again, but there’s no need to move any of them yet. Drop down the right-hand side, and follow the block’s tracks as they verge off to the left. Jump over the block, and then exit through the bottom-left doorway.

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In the dark corridor that follows, hit the ceiling halfway along to open a passage upwards. Climb to the top, and then hit the moveable block above you to shove it higher. Follow it up and out into that first empty room of this path. Now you can use the block to reach the upper ledge, where you can collect your next Mask Shard.

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7. Rescue the Flea above Songclave.

Head back into the room with multiple (as yet untouched) moveable blocks. Attack the one in front of you to squish a whole load of enemies in very satisfying fashion. Then jump up and strike the block above you to move it to the right.

With both those blocks now on the right, stand on the lower one and strike the upper one to move it higher. Then move the lower one back to the left so you can climb up.

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On the upper ledge you’ll find a number of enemies on the left, including a Scrollreader. Kill them all, and then attack the block above you for a way upwards. Climb up onto that same block and you’ll reach a cache of Rosaries - but beware of the Giant Drapemite that spawns behind you.

Now, head over to the right-hand block, stand on it, and jump at the wall above you and to the right. There’s a well-hidden passage here you can climb into.

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Follow the path upwards and you’ll see it diverge, with one path going further up and another path going to the right. Take the upper path, and exit to the left. This path will take you to a Pilgrim’s body that you can loot for a Memory Locket. Then head back down and take the right-hand path.

Ahead of you is a Clawline hook hanging from the ceiling. Before you use it, attack the wall at the right-hand side to reveal a Shard cache. Now use the Clawline on the hook to activate a path directly beneath you. Drop down it, and try to avoid the saws.

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Make your way through this mini obstacle course of moving saws, and then drop down the hole where the terrain gets rockier. As you descend, be aware - there are two paths to take after the first couple of rows of spikes. The first path is just to keep descending downwards, which will lead into Bilewater. The second path is to grab the wall on your left and climb upwards. Take this second path. Be aware that as you cling onto this wall, a boulder will drop from above, so prepare to dodge it.

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Jump over the spikes and keep climbing until you get back into saw territory. At the top is a lever you can pull to pass through a narrow vertical shaft and reach the left-hand side. From here, drop off the left edge and float past the spikes and saws to reach a lower ledge.

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On this ledge is a wheel, and a pressure plate. Spin up the wheel to unleash an air current upwards, and then press on the pressure plate to unlock the entire shaft. Then ride the air current up to the very top, and hit the lever to exit upwards.

You’re now back in Songclave, or near enough. From your starting ledge, head to the next ledge over, and then grab the wall on your right and climb all the way up through a brief parkour course. At the very top, you’ll find a well-hidden Flea to rescue.

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Drop back down after rescuing the Flea. Your next task will see you return the way you came down that hidden air current shaft, but before you do that, fight your way across to the far left-hand side and take the Psalm Cylinder at the end of the path. You can also flick the lever here to open a shortcut back to the very start of the Whispering Vaults.

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Part of the Hollow Knight: Silksong map of Bilewater, showing the path forward according to our walkthrough. - 37

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8. Drop into Bilewater for the Twisted Bud.

Head back to the right, and hit the lever to drop down into the air current shaft. Take the second exit to the right as you drop, to get back to the Clawline hook. Drop down again and follow the same path as before - but this time, float all the way down, into the dank depths of Bilewater below.

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Our stay in Bilewater is temporary but important. Swim through the worm-infested water to the right, and drop down to the lower room. Head to the left and drop to the bottom-left ledge, avoiding the flying Swamp Squits as best you can as you go (they explode on death, so be careful - particularly since you can’t heal at the moment, being all worm-infested).

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Break the wall on this lowest-left ledge and head over to the far-left, where you’ll find some thick vines to cut through at the end of the path. Follow this trail all the way, including Pogo-ing off the green explode-y balls above the spikes. Break through some more vines, and you’ll finally find the object of your detour down here - a Twisted Bud. Fun fact: this little guy squeals whenever you select him in your inventory. Adorable, or annoying? You be the judge.

9. Exit Bilewater.

Now we need to exit Bilewater and return to the Whispering Vaults. Retrace your steps from the Twisted Bud back to where you broke that first wall, and then jump across to the right of the worm water below.

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The path is fairly linear from this point; the main threats are obviously the Swamp Squits hovering about. It’s a nasty trek, but make your way to the rope holding up the trapdoor, and break it to continue downward and to the left.

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Jump over the hole in the ground for now and keep heading to the left. Ahead of you is a fairly simple obstacle course, mostly involving some more Pogo-ing off the exploding swamp balls. Climb up the shaft at the end and loot the Pilgrim’s body for another Memory Locket. Then head back and drop down the hole to the lower room.

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Glide down this shaft to the very bottom. We’re nearly out of Bilewater for the time being; first, head to the left, and break the wall at the end of the path. Swimming through the worm-water in the next room allows you to reach the Exhaust Organ once again. Just a nice little handy shortcut if you ever need it.

Now head to the right and into the next room, where you can finally get out of Bilewater - provided you have the Rosaries, of course. Spend 90 Rosaries to unlock the Bench, and 120 Rosaries to unlock the Bellway (prioritise the Bellway if you don’t have enough for both!). Then fast travel to the Grand Bellway, and from there make your way back into the Whispering Vaults.

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Part of the Hollow Knight: Silksong map of the Whispering Vaults, showing the path forward according to our walkthrough. - 44

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10. Obtain the next Cogheart Piece.

From the top of the Whispering Vaults, drop all the way down to the bottom and take the right-hand exit once more, then retrace your steps to reach the bottom-left exit (that darkened corridor where you hit the block upwards in order to reach the Mask Shard). Head through the corridor this time and exit out the left-hand side.

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In the next room, head over to the left-hand side and climb to the very top, where you’ll find a lever unlocking the trapdoor above. Another shortcut back to more familiar territory - you don’t need to take it right now.

Head to the right of the lever, and then to a downward strike over the moveable block below to move it out of the way, and reach the Rosary cache below you.

Drop to the bottom, and then drop off the left-hand side of the ledge you’re on. There’s a lot of Vaultborn enemies down here, but you don’t have to fight them if you don’t want - just dive straight into the left-hand exit.

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Inside you’ll find another group of round bells hanging in the air - another memory test, exactly like the one in the Choral Chambers. Push down on the pressure plate to begin the test, after which you must strike the bells in the order shown. The order is as follows, from left to right:

  • First Stage: 1-2-7-4
  • Second Stage: 7-5-6-4-5
  • Third Stage: 2-7-3-5-6-1

Completing all phases will pop up a pedestal from which you can loot your second Cogheart Piece.

11. Defeat Trobbio on The Stage.

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Exit out of the bell room and climb up to the left-hand doorway above you (just below the lever you pulled). Head through it, and follow the path onto The Stage. On the way you’ll be able to read a bit of lore on some parchment, detailing one Trobbio - the very singular boss you’re about to face.

Follow the path all the way to the Shell Shard cache at the end, and then drop down the hole. Before you take another step (especially to the right), hit the lever next to you, which will open a shortcut back into the Choral Chambers.

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I’d advise you exit to the left at this point, and drop down into the Grand Bellway to rest at the Bench there. That way, you’ll have a very short runback if you die to the upcoming boss.

Ready? Okay. Head onto the Stage itself to meet Trobbio.

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This wonderfully entertaining boss isn’t actually too challenging, in my estimation. The fight is a matter of evading lots of fireworks and bouncing balls, and remembering that after Trobbio’s tornado move he’ll always fire off two more tornadoes in either direction. Once you’re used to that and his other moves, you should be able to find plenty of quick windows for your attacks.

Hornet fights the boss Trobbio, who unleashes an array of sparks and fireworks across the stage, in Hollow Knight: Silksong. - 50

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In his second phase, Trobbio will start to unleash bursts of light upwards from the ground, but it’s all very readable still. You’ll need to be quick on the dash button, and use it very often to avoid everything on-screen, but you should cut him down before too long - after which he’ll give you an extended death scene well befitting his character.

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12. Obtain the Sacred Cylinder.

Once Trobbio is defeated, head to the right and hit the lever above you to activate the trapdoor above you - another quality of life shortcut. Then drop down and exit to the right, where you’ll find an elevator that takes you down into a new part of the Underworks below.

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Once you’re at the bottom, hit the lever to your left to open up a shortcut into the rest of the Underworks for later on. Then hit the elevator lever again, but don’t ride it upwards; we just want to get it out of the way. Drop down below where the elevator was, and float to the right past the spikes. Try to catch the wall just above the spikes at the end, and then dash or clawline your way to the exit to your right.

The next room is a large area filled with floating pillars to climb up, and nasty Pharlids waiting to ambush you from above. I won’t explain everything in this room in minute detail, because it’s all fairly self-explanatory. First, make your way up to the top-left of the room, where you’ll find a lone metal platform, and a Pharlid scuttling along the wall to the left.

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From this metal platform, jump and clawline over the spikes to your left. Follow this path up to the top, and then attack the breakable section of ceiling above you. This shortcut takes you into the passageway that you once took to get to the Grand Bellway from the Exhaust Organ.

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Now double back to that little metal platform, and this time climb straight upwards to the ledge above. From here you can make your way onto the ledges to your right, and up to the exit in the top-right corner.

Climb up the Exhaust Organ-esque shafts ahead of you. The second-to-last vertical shaft goes all the way upwards, so climb up it and back into the Whispering Vaults.

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There’s a Bench on your right you can rest at; after which, you can attack the wall above where you came up, for a secret room with a stone statue of a Pilgrim. Play your Needolin here for a conversation with Pious Isamor, a new NPC - and a bit of lore.

That done, head to the left of the Bench and you’ll quickly come to a room containing the Sacred Cylinder - the key to learning the Vaultkeeper’s Melody.

Exit to the left, and kill the Vaultkeeper that drops from the ceiling. Make your way to the end of the ledge above and hit the block so it moves to the left; then stand on it so you can reach the ledge above that. Hit the second block out of the way for a shortcut back into the main part of the Whispering Vaults.

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13. Return to Cardinius to learn the Vaultkeeper’s Melody.

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All that’s left to do now is make your way back up to Vaultkeeper Cardinius’s room. Speak with Cardinius and give him the Sacred Cylinder; he’ll then allow you to play the Vaultkeeper’s Melody on the gramophone, allowing you at long last to learn the second part of the Threefold Melody.

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Hopefully this path helped you to make your way through the Whispering Vaults without too much difficulty, but now we’re off to far colder climbs. Join us in Part 22 of our Silksong walkthrough for the dangerous ascent up Mount Fay.

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Hollow Knight: Silksong

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All 75 Arc Raiders Blueprints and where to get them

These areas have the highest chance of giving you Blueprints

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Looking for more Arc Raiders Blueprints? It’s a special day when you find a Blueprint, as they’re among the most valuable items in Arc Raiders. If you find a Blueprint that you haven’t already found, then you must make sure you hold onto it at all costs, because Blueprints are the key to one of the most important and powerful systems of meta-progression in the game.

This guide aims to be the very best guide on Blueprints you can find, starting with a primer on what exactly they are and how they work in Arc Raiders, before delving into exactly where to get Blueprints and the very best farming spots for you to take in your search.

We’ll also go over how to get Blueprints from other unlikely activities, such as destroying Surveyors and completing specific quests. And you’ll also find the full list of all 75 Blueprints in Arc Raiders on this page (including the newest Blueprints added with the Cold Snap update , such as the Deadline Blueprint and Firework Box Blueprint), giving you all the information you need to expand your own crafting repertoire.

In this guide:

  • What are Blueprints in Arc Raiders?
  • Full Blueprint list: All crafting recipes
  • Where to find Blueprints in Arc Raiders Blueprints obtained from quests Blueprints obtained from Trials Best Blueprint farming locations
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What are Blueprints in Arc Raiders?

Blueprints in Arc Raiders are special items which, if you manage to extract with them, you can expend to permanently unlock a new crafting recipe in your Workshop. If you manage to extract from a raid with an Anvil Blueprint, for example, you can unlock the ability to craft your very own Anvil Pistol, as many times as you like (as long as you have the crafting materials).

To use a Blueprint, simply open your Inventory while in the lobby, then right-click on the Blueprint and click “Learn And Consume” . This will permanently unlock the recipe for that item in your Workshop. As of the Stella Montis update, there are allegedly 75 different Blueprints to unlock - although only 68 are confirmed to be in the game so far. You can see all the Blueprints you’ve found and unlocked by going to the Workshop menu, and hitting “R” to bring up the Blueprint screen.

It’s possible to find duplicates of past Blueprints you’ve already unlocked. If you find these, then you can either sell them, or - if you like to play with friends - you can take it into a match and gift it to your friend so they can unlock that recipe for themselves. Another option is to keep hold of them until the time comes to donate them to the Expedition.

Full Blueprint list: All crafting recipes

Below is the full list of all the Blueprints that are currently available to find in Arc Raiders, and the crafting recipe required for each item:

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

Note: The missing Blueprints in this list likely have not actually been added to the game at the time of writing, because none of the playerbase has managed to find any of them. As they are added to the game, I will update this page with the most relevant information so you know exactly how to get all 75 Arc Raiders Blueprints.

Where to find Blueprints in Arc Raiders

Below is a list of all containers, modifiers, and events which maximise your chances of finding Blueprints:

  • Certain quests reward you with specific Blueprints .
  • Completing Trials has a high chance of offering Blueprints as rewards.
  • Surveyors have a decent chance of dropping Blueprints on death.
  • High loot value areas tend to have a greater chance of spawning Blueprints.
  • Night Raids and Storms may increase rare Blueprint spawn chances in containers.
  • Containers with higher numbers of items may have a higher tendency to spawn Blueprints. As a result, Blue Gate (which has many “large” containers containing multiple items) may give you a higher chance of spawning Blueprints.
  • Raider containers (Raider Caches, Weapon Boxes, Medical Bags, Grenade Tubes) have increased Blueprint drop rates. As a result, the Uncovered Caches event gives you a high chance of finding Blueprints.
  • Security Lockers have a higher than average chance of containing Blueprints.
  • Certain Blueprints only seem to spawn under specific circumstances: Tempest Blueprint only spawns during Night Raid events. Vulcano Blueprint only spawns during Hidden Bunker events. Jupiter and Equaliser Blueprints only spawn during Harvester events.
A raider in Arc Raiders kneels down in the grass and opens a grey raider cache container. - 69

Raider Caches, Weapon Boxes, and other raider-oriented container types have a good chance of offering Blueprints. |Image credit:Rock Paper Shotgun/Embark Studios

Blueprints have a very low chance of spawning in any container in Arc Raiders, around 1-2% on average. However, there is a higher chance of finding Blueprints in particular container types. Specifically, you can find more Blueprints in Raider containers and security lockers.

Beyond this, if you’re looking for Blueprints you should focus on regions of the map which are marked as having particularly high-value loot. Areas such as the Control Tower in Dam Battlegrounds, the Arrival and Departure Buildings in Spaceport, and Pilgrim’s Peak in Blue Gate all have a better-than-average chance of spawning Blueprints somewhere amongst all their containers. Night Raids and Electromagnetic Storm events also increase the drop chances of certain Blueprints .

In addition to these containers, you can often loot Blueprints from destroyed Surveyors - the largest of the rolling ball ARC. Surveyors are more commonly found on the later maps - Spaceport and Blue Gate - and if one spawns in your match, you’ll likely see it by the blue laser beam that it casts into the sky while “surveying”.

Surveyors are quite well-armoured and will very speedily run away from you once it notices you, but if you can take one down then make sure you loot all its parts for a chance of obtaining certain unusual Blueprints.

Blueprints obtained from quests

One way in which you can get Blueprints is by completing certain quests for the vendors in Speranza. Some quests will reward you with a specific item Blueprint upon completion, so as long as you work through all the quests in Arc Raiders, you are guaranteed those Blueprints.

Here is the full list of all Blueprints you can get from quest rewards:

  • Trigger Nade Blueprint: Rewarded after completing “Sparks Fly”.
  • Lure Grenade Blueprint: Rewarded after completing “Greasing Her Palms”.
  • Burletta Blueprint: Rewarded after completing “Industrial Espionage”.
  • Hullcracker Blueprint (and Launcher Ammo Blueprint): Rewarded after completing “The Major’s Footlocker”.

Alas, that’s only 4 Blueprints out of a total of 75 to unlock, so for the vast majority you will need to find them yourself during a raid. If you’re intent on farming Blueprints, then it’s best to equip yourself with cheap gear in case you lose it, but don’t use a free loadout because then you won’t get a safe pocket to stash any new Blueprint you find. No pain in Arc Raiders is sharper than failing to extract with a new Blueprint you’ve been after for a dozen hours already.

The Weekly Trials screen in Arc Raiders, with the five trials of the week shown as having been completed to three-star quality. - 70

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.

An image showing two Raiders from Arc Raiders aiming their weapons and looting. - 71

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.

An establishing shot of the Blue Gate map in Arc Raiders, with grassy hills in the foreground and a large mountain range in the distance. - 72

Image credit:Rock Paper Shotgun/Embark Studios

Blue Gate

Blue Gate tends to have a good chance of dropping Blueprints, potentially because it generally has a high number of containers which can hold lots of items; so there’s a higher chance of a Blueprint spawning in each container. In my experience, the best Blueprint farming spots on Blue Gate are Pilgrim’s Peak, Raider’s Refuge, the Ancient Fort, and the Underground Complex beneath the Warehouse .

All of these areas contain a wealth of containers to loot. Raider’s Refuge has less to loot, but the majority of the containers in and around the Refuge are raider containers, which have a high chance of containing Blueprints - particularly during major events.

Stella Montis

On the whole, Stella Montis seems to have a very low drop rate for Blueprints (though a high chance of dropping other high-tier loot). If you do want to try farming Blueprints on this map, the best places to find Blueprints in Stella Montis are Medical Research, Assembly Workshop, and the Business Center . These areas have the highest density of containers to loot on the map.

In addition to this, the Western Tunnel has a few different Security Lockers to loot, so while there’s very little to loot elsewhere in this area of the map, it’s worth hitting those Security Lockers if you spawn there at the start of a match.

That wraps up this primer on how to get all the Blueprints in Arc Raiders as quickly as possible. With the Expedition system constantly resetting a large number of players’ Blueprints, it’s more important than ever to have the most up-to-date information on where to find all these Blueprints.

While you’re here, be sure to check out our Arc Raiders best guns tier list , as well as our primers on the best skills to unlock and all the different Field Depot locations on every map.

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ARC Raiders

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A line drawing of a cartoon planet with a smiley face, surrounded by a couple of stars and a ring. - 75