Hollow Knight Silksong walkthrough: Part 26 (Bilewater)
A tourist’s guide to the most unpleasant region in Silksong
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Image credit:Rock Paper Shotgun/Team Cherry

Looking for a safe path through the awfulness of Bilewater in Hollow Knight: Silksong? That’s right, we’ve put it off for long enough in our Silksong walkthrough. It’s time to fully explore the far-reaching swamplands of Bilewater, and explore every nook and cranny there for all its secrets. There are one or two very challenging areas in this region, but with the help of this guide, things should become far more doable.
In Part 26 of our Hollow Knight: Silksong walkthrough , I’ll show you the best way to explore every part of Bilewater, leaving no worm-infested stone unturned on our quest to free Fleas, discover hidden (and trapped) Benches, and defeat the horror at the top of Bilewater in order to reach the Apostate’s Key even further above.
Want the walkthrough for a different area of the game? Check out our Hollow Knight: Silksong walkthrough hub!
Bilewater walkthrough steps:
- Head into Bilewater via the Exhaust Organ.
- Steer clear of the Wardenfly for now.
- Rescue the Flea below.
- Buy the Bilewater map from Shakra.
- Obtain the Quick Sling.
- Reach the Mask Shard past the Slubberlugs.
- Spring the trapped Bench.
- Rescue the second Lost Flea.
- Unlock the secret Bench.
- Defeat Groal The Great.
- Collect the Seeker’s Soul from Bilehaven.
- Find the Huntress and the Apostate’s Key.

Image credit:Rock Paper Shotgun/Team Cherry
1. Head into Bilewater via the Exhaust Organ.
The best way to enter Bilewater right now is to head through the Exhaust Organ via the Grand Bellway - as long as you followed Part 21 of our walkthrough properly, and unlocked the path between Bilewater and the Exhaust Organ. Otherwise, you’ll need to enter via Sinner’s Road - but I’ll assume you have the Exhaust Organ shortcut open by now.

From the Grand Bellway, head up the shaft to the right of the Ventrica, and follow the path all the way back to the Exhaust Organ. Exit the Exhaust Organ via the bottom-left doorway, and then dive into the worm-infested water to your right and swim into Bilewater. Once you’re in the next room, you can cross it and immediately rest at the Bellway Bench before proceeding any further.

Image credit:Rock Paper Shotgun/Team Cherry
2. Steer clear of the Wardenfly for now.

Image credit:Rock Paper Shotgun/Team Cherry
Exit back out into the shaft and climb it until you reach the first exit on your right. In this room you’ll come into contact with the same Swamp Squits as before, as well as a nasty, sneakier enemy called a Stilkin, which opts for hit-and-run attacks instead of facing you head-on. It’s best not to waste time trying to kill them; just forge ahead into the right-hand room.
Cross this next room and exit - nothing will attack you. In the next room, it’s worth pointing out that there’s a path upwards about halfway along it, but all this leads to is a platform guarded by a Wardenfly.

Image credit:Rock Paper Shotgun/Team Cherry
These creatures have a unique interaction with you at this stage of the game - if they catch you with their spitting globule attack, and then trap you in their cage, you’ll be instantly transported to a brand new region, and need to fight your way free.
It’s a very cool interaction, but this walkthrough doesn’t cover it - we prefer to explore that region when the time is right. So, if you don’t want to be sidetracked from this walkthrough for an hour or so, be extremely careful when fighting the Wardenfly - or better yet, simply ignore this path for now, because there are no rewards up there. Instead, just head over to the right-hand exit of the room.
3. Rescue the Flea below.
In the next room, drop down to the lower ledge, minding the enemies on the walls and fluttering about in the air (prepare for a lot of that behaviour here in Bilewater). Once the left-hand wall is free to do so, slide down it until you reach a pathway blocked by a breakable wall. Break through it and enter the secret room beyond.

Climb up the wall in front of you, and you’ll find a trapped Flea at the top, guarded by a Snitchfly - the same species as Grindle the NPC. These guys are hostile, and if they catch you with their leap attack, they’ll pilfer some of your Rosaries and keep them until you kill them. As you approach, another will spawn behind you, so you’re actually fighting two at once.
Once the Snitchflies are dealt with, attack the Flea to rescue it, and then exit back out of the room.
4. Buy the Bilewater map from Shakra.

Image credit:Rock Paper Shotgun/Team Cherry
Climb back up the shaft and head back to the short middle corridor where nothing attacked you. On the left-hand side, there’s a path upwards. If you’d tried to explore Bilewater before getting the Faydown Cloak, this would be the point at which you can no longer explore any further - but now that we have the Cloak, you can double-jump up to reach the wall, and explore higher!
Climb up and clawline over the spikes to the platform patrolled by the little Miremite. To get higher from here, you first need to go lower. Drop down and Pogo off the green swamp balls (I wish I had a good name for these), then scale the wall up to the right-hand exit.

Image credit:Rock Paper Shotgun/Team Cherry
In this next room, you’ll at long last find Shakra, content and humming as always. Speak with her and purchase her Bilewater map for 90 Rosaries.
5. Obtain the Quick Sling.

Image credit:Rock Paper Shotgun/Team Cherry
Exit out of Shakra’s room and Pogo over to the left-hand side. From here you can start climbing higher up this central shaft, but be wary - the path upwards is patrolled by large creatures called Bloatroaches, which quickly spew lots of acid left or right when they notice you. Fortunately, they’re completely defenceless when attacked from above, so you can feel free to Pogo off them to help you climb higher.

Image credit:Rock Paper Shotgun/Team Cherry
Don’t climb all the way - when the path starts to veer off to the left, you should head to the platform on your right, and exit into the narrower conjoining shaft beyond. You’ll see a couple of strange floating white flowers in the air - Mothleaf Lagnias. Ignore them! Just head straight across to the exit on your right.
In this next room, climb upwards through the tunnel immediately above you, and then climb the wall above the right-hand exit. At the top-right, you can attack the ceiling to reveal a secret passageway further up.

Break another ceiling section beyond it, then hop up onto the left-hand ledge. Here you can loot the Quick Sling - a situationally powerful tool which doubles the number of attack tools you throw at a time.

Image credit:Rock Paper Shotgun/Team Cherry
You can go even higher and break another ceiling tile, but all it does is drop a load of spiked balls down below (make sure you duck back into the lower-left ledge to avoid them falling!). There’s no real point to doing this, there’s nothing further up. Just a nasty trap set by those rascals at Team Cherry.
6. Reach the Mask Shard past the Slubberlugs.

Image credit:Rock Paper Shotgun/Team Cherry
Drop back down and enter the room on your right. This is a horrible corridor, just to warn you. It’s guarded by a rare Bilewater enemy known as a Slubberlug. They’re the infantile form of Sinner’s Road’s Muckroaches, so of course they’re a pain in the arse. These Slubberlugs will jump out of the water in an arc and latch onto you if they can. They’re hard to kill, and hard to dodge. My advice is to travel fast.

Image credit:Rock Paper Shotgun/Team Cherry
Head to the very end of the corridor, climb upwards, and then across and even worse stretch than before, and then finally climb up again. At the end, you’ll find a Mask Shard for the taking. After that, head through the passage to your left for a shortcut back through some of the worst part. Return to the previous room, and take solace in the fact that you’ll never again have to return to this hideous corridor.

Image credit:Rock Paper Shotgun/Team Cherry
7. Spring the trapped Bench.
Return to the larger shaft patrolled by the Bloatroaches, and jump over to the left-hand side to continue climbing up it. Keep an eye out for a ledge on your right partway up, where you can loot a Frayed Rosary String from a Pilgrim’s body. Just mind the falling boulder, and the spew from the nearby Bloatroach.

Image credit:Rock Paper Shotgun/Team Cherry
Climb up to the next room, and use your Clawline to avoid the spikes as you climb up the walls of the room beyond. At the very top is a Rosary cache to collect, after which you should exit through the right-hand doorway.
To climb further up, the best way is to clawline over to the Bloatroach level with you, and Pogo off its head to reach the Pogo-able ball above. Keep climbing all the way up - you’ll find an exit on your right, but ignore it for now. Climb even higher, and then enter the room on your left.

Image credit:Rock Paper Shotgun/Team Cherry
Listen up - the Bench here is trapped, and will not allow you to rest, ever. You can choose to spring the trap deliberately, just to explore the little pathway below. There’s no way to avoid landing in the worm-water below, but there’s at least an easy way out by swimming to the right.

Image credit:Rock Paper Shotgun/Team Cherry
If I were you, I’d now spend a bit of time carefully Pogo-ing off the tops of Bloatroaches to gain enough Silk to disperse the parasite and allow yourself to heal once more.
8. Rescue the second Lost Flea.

Image credit:Rock Paper Shotgun/Team Cherry
Now take the right-hand exit out of the shaft. You’ll find more of the regular Bilewater enemies in this next room. Use your clawline to safely cross the spikes further in, and you’ll reach a haunting visage of lots of pilgrims strung up from the ceiling above you. You can play your Needolin here for a bit of lore.

Image credit:Rock Paper Shotgun/Team Cherry
The next room is filled with traps and Stilkins trying to bait you into accidentally springing said traps. These traps will fire spikes in various directions through the tunnels ahead, and are actually fairly easy to avoid as long as you spring each trap with intent. Take your time, and don’t bother trying to kill the Stilkins.

Image credit:Rock Paper Shotgun/Team Cherry
At the top of the first vertical tunnel, keep climbing up the left-hand wall, through the ceiling. There’s a secret passageway beyond. Break the rope in front of you to spring the trap, and immediately dive back down below to avoid the spikes coming from the right-hand side. Then head along the path (the next trap you can just jump on the spot and dash in mid-air to avoid the pendulums) and rescue the trapped Flea at the end.

Image credit:Rock Paper Shotgun/Team Cherry
9. Unlock the secret Bench.

Image credit:Rock Paper Shotgun/Team Cherry
Backtrack out of the secret passageway, and continue to the right. Don’t climb further up yet - just head over to the right-most platform, and then drop downwards into the worm-water below. Jump and attack the wall to your right, then follow the path beyond to the room below.
Again you’ll drop into worm-water - it doesn’t matter, the Bench is nearby. Swim over to the left and attack the breakable wall beyond to enter a secret room containing a well-positioned Bench.

Image credit:Rock Paper Shotgun/Team Cherry
On the right is a tablet with some lore; on the left is another breakable wall which leads out into a long corridor you skipped. Had you come at it from the other direction, you would have needed to pass through the entire corridor to reach the Memory Locket at the end. This way, you can just take the Memory Locket immediately, then dip back into the Bench room and ready yourself for the trials ahead.
10. Defeat Groal The Great.
Here comes the greatest challenge of Bilewater - a nasty arena fight followed by a nasty boss, with a nasty runback if you fail. I’ll guide you through it best I can.

Here’s an extra tip from Ollie…
For this runback, it’s all but guaranteed you’re going to have to dip into worm-water at some point. Therefore: there’s no point trying to avoid it. At times, it’s better to just deliberately swim through the water to avoid the prospect of damage from enemies above!
Head back upwards from the Bench, and once you’re out of the path that took you to the Bench in the first place, climb upwards and head through the exit to your right.
In the next room, you can either head to the far right in order to climb upwards, or - if a Swamp Squit happened to spawn above the crumbling platforms on water-level - you can just Pogo upwards to the left-hand ledge, and climb from there. Either way, Pogo up to the left-hand exit above the spikes.
Beyond that, you have a long corridor heading west, guarded by Stilkins and some annoyingly-placed Swamp Squits. You can climb upwards at first for a higher-level path (mind the traps though). This path leads to another upper platform with some cobwebs you can strike to replenish your Silk - good for getting rid of the worm parasite just before the arena.

Image credit:Rock Paper Shotgun/Team Cherry
Sprint and jump across the rest of the corridor, preparing to dodge any attacks from Stilkins. Finally you’ll reach the next room. Head upwards first for a bit of lore on a tablet, and then drop back down and head to the left where you can jump up into the arena, and face your final test of Bilewater.

Image credit:Rock Paper Shotgun/Team Cherry
The first stage of this arena gauntlet is against two Stilkins. The second stage is against two of a new and similar enemy called Stilkin Trappers - taller Stilkins that fire spikes directly downwards. For both these enemies, the best tactic is to stick to one edge of the arena, bait them to emerge nearby, and then Pogo off their heads to kill them.
After the first two stages, a pendulum swings past from right to left; you can avoid it by hiding on the far left or right.

Image credit:Rock Paper Shotgun/Team Cherry
After the pendulum, you need to face two more waves, against Swamp Squits and then a Stilkin/Trapper duo. Then the pendulum will swing again, twice this time (avoid it in the same way as before). And one more wave of enemies will emerge for you to defeat.
Once all the waves are defeated, Groal The Great will emerge and start to fight you. And yes, if you die to Groal, you’ll have to repeat the entire arena fight before him again in order to face him. Bilewater really sucks.

Image credit:Rock Paper Shotgun/Team Cherry
Groal is quite simple really - it’s just more of a challenge facing him at the end of such an ordeal. He’ll periodically dive into the water and back up, which can catch you if you’re Pogo-ing above him - but otherwise, Pogo-ing is still your best bet as it avoids his other attacks.
Groal will spit explosive acid balls at you, and he also will try to suck you into his mouth and start to chew you - but this is actually a good thing for you. You’ll take a fair bit of damage, but you can repeatedly attack while inside him to damage him and gather enough Silk to heal yourself once he spits you out. It’s not worth doing if you’re worm-infested, but otherwise it’s a good strategy, particularly if you’ve bought and equipped the Multibinder tool from the Bellhart shopkeeper, which allows you to heal four masks instead of three.

Image credit:Rock Paper Shotgun/Team Cherry
Use your Clawline to quickly travel from the sides of the arena to its centre, and vice versa. Quick movement is essential in this fight. Halfway through, Groal will start to summon minions, and the pendulum can also swing from time to time, so watch out for this. Groal also has a Silk-powered attack, where his eyes glow white and he spits out three Silk projectiles to the side. Thankfully if you have enough distance from him, they’re fairly easy to read and dodge.
It’s a very nasty fight, but persevere and you’ll be well rewarded.

Image credit:Rock Paper Shotgun/Team Cherry
11. Collect the Seeker’s Soul from Bilehaven.
With Groal finally defeated, a Bench will appear in the middle of the arena for you to rest at. After resting, the left-hand door will open, allowing you to enter the building beyond. This is Bilehaven - a small house containing nothing except a very important item for later on: the Seeker’s Soul.

Image credit:Rock Paper Shotgun/Team Cherry
This item does nothing on its own, but is required in order to reach Act 3 of Silksong. A worthy reward, and well-earned!
12. Find the Huntress and the Apostate’s Key.

Image credit:Rock Paper Shotgun/Team Cherry
Exit Bilehaven and attack the rope on your left to open a shortcut downwards to earlier parts of Bilewater. Don’t bother going down there - instead, head upwards and destroy the second rope in the room above to unlock a closed-off area of an even later region: the Putrified Ducts.

Image credit:Rock Paper Shotgun/Team Cherry
Climb to the upper level of this room, and beware of the tendrils hanging from the ceiling in certain places. These are tongues - long tongues of a new ceiling-dweller called a Garnak. Come into contact with a tongue and it will snag you and pull you upwards. Attack repeatedly to free yourself before you reach the Barnak. You can attack the waiting tongue to cause it to retract for a moment, allowing you to safely pass it by.

Image credit:Rock Paper Shotgun/Team Cherry
On the darkened upper ledge in the middle of the room, you’ll also come into contact with a giant charging creature called a Ductsucker. Dodge up over it and run over to the left-hand side. Jump across the gap, and loot the item at the end of the path for the Apostate’s Key. This little key will allow you to properly explore the region we’re heading to next!
Finally, drop down the right-hand side of the Apostate Key platform. You can head left for some Shell Shards, but otherwise head right and enter the building beyond to meet the Huntress and accept her Broodfeast quest. After that, you can exit the building and destroy the breakable wall to the right for a shortcut back to the start of the room.

Image credit:Rock Paper Shotgun/Team Cherry
Okay, that’s it for Bilewater! Now you just need to make your way safely back down to the Bilewater Bellway, where you can rest ready for the next part of your journey. Don’t worry, it won’t be nearly as awful as Bilewater’s been.
Join us in Part 27 of this gargantuan, completionist-focused Hollow Knight Silksong walkthrough , where we’ll make good use of that Apostate Key you just picked up.

Hollow Knight: Silksong
PC , Nintendo Switch
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All 75 Arc Raiders Blueprints and where to get them
These areas have the highest chance of giving you Blueprints

Image credit:Rock Paper Shotgun/Embark Studios

Looking for more Arc Raiders Blueprints? It’s a special day when you find a Blueprint, as they’re among the most valuable items in Arc Raiders. If you find a Blueprint that you haven’t already found, then you must make sure you hold onto it at all costs, because Blueprints are the key to one of the most important and powerful systems of meta-progression in the game.
This guide aims to be the very best guide on Blueprints you can find, starting with a primer on what exactly they are and how they work in Arc Raiders, before delving into exactly where to get Blueprints and the very best farming spots for you to take in your search.
We’ll also go over how to get Blueprints from other unlikely activities, such as destroying Surveyors and completing specific quests. And you’ll also find the full list of all 75 Blueprints in Arc Raiders on this page (including the newest Blueprints added with the Cold Snap update , such as the Deadline Blueprint and Firework Box Blueprint), giving you all the information you need to expand your own crafting repertoire.
In this guide:
- What are Blueprints in Arc Raiders?
- Full Blueprint list: All crafting recipes
- Where to find Blueprints in Arc Raiders Blueprints obtained from quests Blueprints obtained from Trials Best Blueprint farming locations

What are Blueprints in Arc Raiders?
Blueprints in Arc Raiders are special items which, if you manage to extract with them, you can expend to permanently unlock a new crafting recipe in your Workshop. If you manage to extract from a raid with an Anvil Blueprint, for example, you can unlock the ability to craft your very own Anvil Pistol, as many times as you like (as long as you have the crafting materials).
To use a Blueprint, simply open your Inventory while in the lobby, then right-click on the Blueprint and click “Learn And Consume” . This will permanently unlock the recipe for that item in your Workshop. As of the Stella Montis update, there are allegedly 75 different Blueprints to unlock - although only 68 are confirmed to be in the game so far. You can see all the Blueprints you’ve found and unlocked by going to the Workshop menu, and hitting “R” to bring up the Blueprint screen.
It’s possible to find duplicates of past Blueprints you’ve already unlocked. If you find these, then you can either sell them, or - if you like to play with friends - you can take it into a match and gift it to your friend so they can unlock that recipe for themselves. Another option is to keep hold of them until the time comes to donate them to the Expedition.
Full Blueprint list: All crafting recipes
Below is the full list of all the Blueprints that are currently available to find in Arc Raiders, and the crafting recipe required for each item:
| Blueprint | Type | Recipe | Crafted At |
|---|---|---|---|
| Bettina | Weapon | 3x Advanced Mechanical Components 3x Heavy Gun Parts 3x Canister | Gunsmith 3 |
| Blue Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
| Aphelion | Weapon | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Matriarch Reactor | Gunsmith 3 |
| Combat Mk. 3 (Flanking) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Combat Mk. 3 (Aggressive) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Complex Gun Parts | Material | 2x Light Gun Parts 2x Medium Gun Parts 2x Heavy Gun Parts | Refiner 3 |
| Fireworks Box | Quick Use | 1x Explosive Compound 3x Pop Trigger | Explosives Station 2 |
| Gas Mine | Mine | 4x Chemicals 2x Rubber Parts | Explosives Station 1 |
| Green Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
| Pulse Mine | Mine | 1x Crude Explosives 1x Wires | Explosives Station 1 |
| Seeker Grenade | Grenade | 1x Crude Explosives 2x ARC Alloy | Explosives Station 1 |
| Looting Mk. 3 (Survivor) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Angled Grip II | Mod | 2x Mechanical Components 3x Duct Tape | Gunsmith 2 |
| Angled Grip III | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Hullcracker | Weapon | 1x Magnetic Accelerator 3x Heavy Gun Parts 1x Exodus Modules | Gunsmith 3 |
| Launcher Ammo | Ammo | 5x Metal Parts 1x Crude Explosives | Workbench 1 |
| Anvil | Weapon | 5x Mechanical Components 5x Simple Gun Parts | Gunsmith 2 |
| Anvil Splitter | Mod | 2x Mod Components 3x Processor | Gunsmith 3 |
| ??? | ??? | ??? | ??? |
| Barricade Kit | Quick Use | 1x Mechanical Components | Utility Station 2 |
| Blaze Grenade | Grenade | 1x Explosive Compound 2x Oil | Explosives Station 3 |
| Bobcat | Weapon | 3x Advanced Mechanical Components 3x Light Gun Parts | Gunsmith 3 |
| Osprey | Weapon | 2x Advanced Mechanical Components 3x Medium Gun Parts 7x Wires | Gunsmith 3 |
| Burletta | Weapon | 3x Mechanical Components 3x Simple Gun Parts | Gunsmith 1 |
| Compensator II | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Compensator III | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Defibrillator | Quick Use | 9x Plastic Parts 1x Moss | Medical Lab 2 |
| ??? | ??? | ??? | ??? |
| Equalizer | Weapon | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Queen Reactor | Gunsmith 3 |
| Extended Barrel | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Extended Light Mag II | Mod | 2x Mechanical Components 3x Steel Spring | Gunsmith 2 |
| Extended Light Mag III | Mod | 2x Mod Components 5x Steel Spring | Gunsmith 3 |
| Extended Medium Mag II | Mod | 2x Mechanical Components 3x Steel Spring | Gunsmith 2 |
| Extended Medium Mag III | Mod | 2x Mod Components 5x Steel Spring | Gunsmith 3 |
| Extended Shotgun Mag II | Mod | 2x Mechanical Components 3x Steel Spring | Gunsmith 2 |
| Extended Shotgun Mag III | Mod | 2x Mod Components 5x Steel Spring | Gunsmith 3 |
| Remote Raider Flare | Quick Use | 2x Chemicals 4x Rubber Parts | Utility Station 1 |
| Heavy Gun Parts | Material | 4x Simple Gun Parts | Refiner 2 |
| Venator | Weapon | 2x Advanced Mechanical Components 3x Medium Gun Parts 5x Magnet | Gunsmith 3 |
| Il Toro | Weapon | 5x Mechanical Components 6x Simple Gun Parts | Gunsmith 1 |
| Jolt Mine | Mine | 1x Electrical Components 1x Battery | Explosives Station 2 |
| Explosive Mine | Mine | 1x Explosive Compound 1x Sensors | Explosives Station 3 |
| Jupiter | Weapon | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Queen Reactor | Gunsmith 3 |
| Light Gun Parts | Material | 4x Simple Gun Parts | Refiner 2 |
| Lightweight Stock | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Lure Grenade | Grenade | 1x Speaker Component 1x Electrical Components | Utility Station 2 |
| Medium Gun Parts | Material | 4x Simple Gun Parts | Refiner 2 |
| Torrente | Weapon | 2x Advanced Mechanical Components 3x Medium Gun Parts 6x Steel Spring | Gunsmith 3 |
| Muzzle Brake II | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Muzzle Brake III | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Padded Stock | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Shotgun Choke II | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Shotgun Choke III | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Shotgun Silencer | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Showstopper | Grenade | 1x Advanced Electrical Components 1x Voltage Converter | Explosives Station 3 |
| Silencer I | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Silencer II | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Snap Hook | Quick Use | 2x Power Rod 3x Rope 1x Exodus Modules | Utility Station 3 |
| Stable Stock II | Mod | 2x Mechanical Components 3x Duct Tape | Gunsmith 2 |
| Stable Stock III | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Tagging Grenade | Grenade | 1x Electrical Components 1x Sensors | Utility Station 3 |
| Tempest | Weapon | 3x Advanced Mechanical Components 3x Medium Gun Parts 3x Canister | Gunsmith 3 |
| Trigger Nade | Grenade | 2x Crude Explosives 1x Processor | Explosives Station 2 |
| Vertical Grip II | Mod | 2x Mechanical Components 3x Duct Tape | Gunsmith 2 |
| Vertical Grip III | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Vita Shot | Quick Use | 2x Antiseptic 1x Syringe | Medical Lab 3 |
| Vita Spray | Quick Use | 3x Antiseptic 1x Canister | Medical Lab 3 |
| Vulcano | Weapon | 1x Magnetic Accelerator 3x Heavy Gun Parts 1x Exodus Modules | Gunsmith 3 |
| Wolfpack | Grenade | 2x Explosive Compound 2x Sensors | Explosives Station 3 |
| Red Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
| Smoke Grenade | Grenade | 14x Chemicals 1x Canister | Utility Station 2 |
| Deadline | Mine | 3x Explosive Compound 2x ARC Circuitry | Explosives Station 3 |
| Trailblazer | Grenade | 1x Explosive Compound 1x Synthesized Fuel | Explosives Station 3 |
| Tactical Mk. 3 (Defensive) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Tactical Mk. 3 (Healing) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Yellow Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
Note: The missing Blueprints in this list likely have not actually been added to the game at the time of writing, because none of the playerbase has managed to find any of them. As they are added to the game, I will update this page with the most relevant information so you know exactly how to get all 75 Arc Raiders Blueprints.
Where to find Blueprints in Arc Raiders
Below is a list of all containers, modifiers, and events which maximise your chances of finding Blueprints:
- Certain quests reward you with specific Blueprints .
- Completing Trials has a high chance of offering Blueprints as rewards.
- Surveyors have a decent chance of dropping Blueprints on death.
- High loot value areas tend to have a greater chance of spawning Blueprints.
- Night Raids and Storms may increase rare Blueprint spawn chances in containers.
- Containers with higher numbers of items may have a higher tendency to spawn Blueprints. As a result, Blue Gate (which has many “large” containers containing multiple items) may give you a higher chance of spawning Blueprints.
- Raider containers (Raider Caches, Weapon Boxes, Medical Bags, Grenade Tubes) have increased Blueprint drop rates. As a result, the Uncovered Caches event gives you a high chance of finding Blueprints.
- Security Lockers have a higher than average chance of containing Blueprints.
- Certain Blueprints only seem to spawn under specific circumstances: Tempest Blueprint only spawns during Night Raid events. Vulcano Blueprint only spawns during Hidden Bunker events. Jupiter and Equaliser Blueprints only spawn during Harvester events.

Raider Caches, Weapon Boxes, and other raider-oriented container types have a good chance of offering Blueprints. |Image credit:Rock Paper Shotgun/Embark Studios
Blueprints have a very low chance of spawning in any container in Arc Raiders, around 1-2% on average. However, there is a higher chance of finding Blueprints in particular container types. Specifically, you can find more Blueprints in Raider containers and security lockers.
Beyond this, if you’re looking for Blueprints you should focus on regions of the map which are marked as having particularly high-value loot. Areas such as the Control Tower in Dam Battlegrounds, the Arrival and Departure Buildings in Spaceport, and Pilgrim’s Peak in Blue Gate all have a better-than-average chance of spawning Blueprints somewhere amongst all their containers. Night Raids and Electromagnetic Storm events also increase the drop chances of certain Blueprints .
In addition to these containers, you can often loot Blueprints from destroyed Surveyors - the largest of the rolling ball ARC. Surveyors are more commonly found on the later maps - Spaceport and Blue Gate - and if one spawns in your match, you’ll likely see it by the blue laser beam that it casts into the sky while “surveying”.
Surveyors are quite well-armoured and will very speedily run away from you once it notices you, but if you can take one down then make sure you loot all its parts for a chance of obtaining certain unusual Blueprints.
Blueprints obtained from quests
One way in which you can get Blueprints is by completing certain quests for the vendors in Speranza. Some quests will reward you with a specific item Blueprint upon completion, so as long as you work through all the quests in Arc Raiders, you are guaranteed those Blueprints.
Here is the full list of all Blueprints you can get from quest rewards:
- Trigger Nade Blueprint: Rewarded after completing “Sparks Fly”.
- Lure Grenade Blueprint: Rewarded after completing “Greasing Her Palms”.
- Burletta Blueprint: Rewarded after completing “Industrial Espionage”.
- Hullcracker Blueprint (and Launcher Ammo Blueprint): Rewarded after completing “The Major’s Footlocker”.
Alas, that’s only 4 Blueprints out of a total of 75 to unlock, so for the vast majority you will need to find them yourself during a raid. If you’re intent on farming Blueprints, then it’s best to equip yourself with cheap gear in case you lose it, but don’t use a free loadout because then you won’t get a safe pocket to stash any new Blueprint you find. No pain in Arc Raiders is sharper than failing to extract with a new Blueprint you’ve been after for a dozen hours already.

One of the best ways to get Blueprints is by hitting three stars on all five Trials every week. |Image credit:Rock Paper Shotgun/Embark Studios
Blueprints obtained from Trials
One of the very best ways to get Blueprints is as rewards for completing Trials in Arc Raiders. Trials are unlocked from Level 15 onwards, and allow you to earn rewards by focusing on certain tasks over the course of several raids. For example, one Trial might task you with dealing damage to Hornets, while another might challenge you to loot Supply Drops.
Trials refresh on a weekly basis, with a new week bringing five new Trials. Each Trial can offer up to three rewards after passing certain score milestones, and it’s possible to receive very high level loot from these reward crates - including Blueprints. So if you want to unlock as many Blueprints as possible, you should make a point of completing as many Trials as possible each week.
Best Blueprint farming locations
The very best way to get Blueprints is to frequent specific areas of the maps which combine high-tier loot pools with the right types of containers to search. Here are my recommendations for where to find Blueprints on every map, so you can always keep the search going for new crafting recipes to unlock.

Image credit:Rock Paper Shotgun/Embark Studios
Dam Battlegrounds
The best places to farm Blueprints on Dam Battlegrounds are the Control Tower, Power Generation Complex, Ruby Residence, and Pale Apartments . The first two regions, despite only being marked on the map as mid-tier loot, contain a phenomenal number of containers to loot. The Control Tower can also contain a couple of high-tier Security Lockers - though of course, you’ll need to have unlocked the Security Breach skill at the end of the Survival tree.
There’s also a lot of reporting amongst the playerbase that the Residential areas in the top-left of the map - Pale Apartments and Ruby Residence - give you a comparatively strong chance of finding Blueprints. Considering their size, there’s a high density of containers to loot in both locations, and they also have the benefit of being fairly out of the way. So you’re more likely to have all the containers to yourself.
Buried City
The best Blueprint farming locations on Buried City are the Santa Maria Houses, Grandioso Apartments, Town Hall, and the various buildings of the New District . Grandioso Apartments has a lower number of containers than the rest, but a high chance of spawning weapon cases - which have good Blueprint drop rates. The others are high-tier loot areas, with plenty of lootable containers - including Security Lockers.
Spaceport
The best places to find Blueprints on Spaceport are the Arrival and Departure Buildings, as well as Control Tower A6 and the Launch Towers . All these areas are labelled as high-value loot regions, and many of them are also very handily connected to one another by the Spaceport wall, which you can use to quickly run from one area to the next. At the tops of most of these buildings you’ll find at least one Security Locker, so this is an excellent farming route for players looking to find Blueprints.
The downside to looting Blueprints on Spaceport is that all these areas are hotly contested, particularly in Duos and Squads. You’ll need to be very focused and fast in order to complete the full farming route.

Image credit:Rock Paper Shotgun/Embark Studios
Blue Gate
Blue Gate tends to have a good chance of dropping Blueprints, potentially because it generally has a high number of containers which can hold lots of items; so there’s a higher chance of a Blueprint spawning in each container. In my experience, the best Blueprint farming spots on Blue Gate are Pilgrim’s Peak, Raider’s Refuge, the Ancient Fort, and the Underground Complex beneath the Warehouse .
All of these areas contain a wealth of containers to loot. Raider’s Refuge has less to loot, but the majority of the containers in and around the Refuge are raider containers, which have a high chance of containing Blueprints - particularly during major events.
Stella Montis
On the whole, Stella Montis seems to have a very low drop rate for Blueprints (though a high chance of dropping other high-tier loot). If you do want to try farming Blueprints on this map, the best places to find Blueprints in Stella Montis are Medical Research, Assembly Workshop, and the Business Center . These areas have the highest density of containers to loot on the map.
In addition to this, the Western Tunnel has a few different Security Lockers to loot, so while there’s very little to loot elsewhere in this area of the map, it’s worth hitting those Security Lockers if you spawn there at the start of a match.
That wraps up this primer on how to get all the Blueprints in Arc Raiders as quickly as possible. With the Expedition system constantly resetting a large number of players’ Blueprints, it’s more important than ever to have the most up-to-date information on where to find all these Blueprints.
While you’re here, be sure to check out our Arc Raiders best guns tier list , as well as our primers on the best skills to unlock and all the different Field Depot locations on every map.

ARC Raiders
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