Hollow Knight Silksong walkthrough: Part 27 (The Slab)

How to acquire all three Slab keys and explore the entire prison

Hornet in Hollow Knight: Silksong dodges along the ground of a room in The Slab as two enemies, one large and one small, fly down from above to attack her. - 1

Image credit:Rock Paper Shotgun/Team Cherry

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Stuck finding your way through The Slab in Hollow Knight: Silksong? The Slab is designed to be a bit of a maze. A central shaft runs from top to bottom through the region, but otherwise the area is filled with locked doors and labyrinthine tunnels which make escape near-impossible. For anyone who isn’t Hornet, anyway.

In Part 27 of our ever-expanding Hollow Knight: Silksong walkthrough , I’ll talk you step by step through exactly where to go inside The Slab. With the Apostate Key you obtained from the top of Bilewater, you only have two more keys to collect (Indolent and Heretic); I’ll show you where you find both of them, and how to discover every last Lost Flea, Mask Shard, and climactic boss fight in The Slab.

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

The Slab walkthrough steps:

  1. Rescue the Flea above the Bellway Bench.
  2. Explore the lowest levels first.
  3. Meet the Old Penitent.
  4. Rescue the second Flea.
  5. Obtain The Slab map past the Bench.
  6. Retrieve the Indolent Key.
  7. Obtain the Mask Shard.
  8. Retrieve the Heretic Key.
  9. Defeat the First Sinner.
Part of the Hollow Knight: Silksong map of The Slab, showing the path forward according to our walkthrough. - 3

Image credit:Rock Paper Shotgun/Team Cherry

Note: This walkthrough assumes that you’ve entered The Slab during Act 2 by reaching it yourself, rather than by being captured by a Wardenfly. At a later time, I’ll revisit this page and address exactly what to do to escape The Slab if you’ve been captured.

1. Rescue the Flea above the Bellway Bench.

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Image credit:Rock Paper Shotgun/Team Cherry

First thing’s first: fast travel to The Slab Bellway, and head up to the right, to rest at the Bench. Before you move on, jump onto the left-hand wall above the Bench, and then double-jump up the hole in the ceiling to reach a platform with a Lost Flea. Attack the Flea to rescue it, then drop back down, filled with pride at your own altruism.

2. Explore the lowest levels first.

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Image credit:Rock Paper Shotgun/Team Cherry

From the Bench, climb up into the room above. On the right is the locked door you passed by before, because you didn’t have the right key. Well now you do! Use the Apostate Key to open the door, and pass through.

You’re now in the central shaft that runs all the way through The Slab. Head up it and hit the lever at the top to open the trapdoor above. This leads into the corridor that got you to the Bellway in the first place, but you can’t currently go any higher up.

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Image credit:Rock Paper Shotgun/Team Cherry

Drop back down to the very bottom of the shaft, and break the spiky wall on your right. Follow this path through a bunch more spiky walls, and you’ll find a lovely view at the end, along with a Weaver Effigy to hand in to Scrounge next time you’re in Bellhart.

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Image credit:Rock Paper Shotgun/Team Cherry

Now head back into the shaft and, if you like, take the left-hand route. There’s not much point to this room except to explore it, as there’s nothing here apart from a lot more of that spiky breakable stuff, and a couple of Snitchflies at the top waiting to pounce on you and part you with your Rosaries. Kill them both, then head out the right-hand passage and break the wall for a shortcut back into the main shaft.

3. Meet the Old Penitent.

Now it’s time to explore the higher levels, which we can access via a secret passageway. Climb up to the right-hand exit just below where you hit the lever. In this room there appears to be nothing but a couple of plaques for some lore, but double-jump up into the hole in the ceiling to the left of the large spirit-filled light, and follow the path for a secret passageway through a cave.

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Image credit:Rock Paper Shotgun/Team Cherry

Once you’re inside the cave, be prepared for falling boulders - but otherwise there are no enemies. Partway up the shaft you’ll see a fairly obvious section of breakable stone wall. Break through it to find a pilgrim’s body, which you can loot for a Memory Locket.

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Then head up to the top of the cave and exit it. In the next room, hop up and head to the right. Just before you reach the locked door (this time one that requires a different key to what you have), there’s a circular building entryway. Head into it, then stand towards the right-hand side of the room and play your Needolin. This will prompt the appearance of an NPC - the Old Penitent.

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Image credit:Rock Paper Shotgun/Team Cherry

Exhaust the Old Penitent’s dialogue for some lore about The Slab and the Citadel, and then head out of his cell and exit to the left.

4. Rescue the second Flea.

Now you’re on top of the trapdoor that previously stopped you getting higher. There’s a keyhole that obviously unlocks the trapdoor, but you can’t unlock it yet, so just head over to the room on your left.

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Image credit:Rock Paper Shotgun/Team Cherry

A short distance into this room is a Guardfly for you to kill. After that, head to the left, and watch out for the well-concealed pressure plate traps on the floor. Enter the cell at the end of the path, and you’ll find another Flea, trapped in a tiny cage. Break the cage to free the Flea, and then backtrack into the main shaft.

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What wanton cruelty is this! |Image credit:Rock Paper Shotgun/Team Cherry

Part of the Hollow Knight: Silksong map of The Slab, showing the path forward according to our walkthrough. - 16

Image credit:Rock Paper Shotgun/Team Cherry

5. Obtain The Slab map past the Bench.

Back in the shaft, climb up to the ledge with the Guardfly on it, and from there, take the door on your right (if you take the left doorway you’ll just find another locked door for now).

Inside this room, you’ll find another Bench. How nice!

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Image credit:Rock Paper Shotgun/Team Cherry

Head past the Bench after resting at it, and hop up into the right-hand wall to reveal a short secret passage. The only thing in this passage is right at the end - a dead husk you can inspect (which here, delightfully, means ripping off its tattooed scalp) to receive a map of The Slab.

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Yuck. |Image credit:Rock Paper Shotgun/Team Cherry

6. Retrieve the Indolent Key.

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Image credit:Rock Paper Shotgun/Team Cherry

Head back out into the shaft to the left of the Bench, and climb upwards to the top ledge. Break the planks at the top here for a path even higher up. Take the exit immediately on your left, and attack the ceiling above the locked door to reveal a path upwards.

Sprint along this path to evade the pressure plate traps along the way, and exit upwards into the room beyond. Here you should head left, out into the colds of Mount Fay.

Drop down to near the bottom of this cordoned off shaft on the edge of The Slab, and take the exit on your right. Inside you’ll find a few enemies to brawl with, which shouldn’t be too much trouble for you at this stage.

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Drop down the hole at the end, and then head to the end of the pathway on your left. The item hanging from the ceiling is the Indolent Key - the second of the three Slab keys you need. As you attack it, you’ll be ambushed by two more of the same kind of enemies as before.

With the Key Of Indolent now in hand, head to the right and unlock the door at the end to get back into the main shaft. You can also take this moment to climb up to the same path as before and unlock the other Indolent door, just below the ceiling you broke open.

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Image credit:Rock Paper Shotgun/Team Cherry

7. Obtain the Mask Shard.

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Image credit:Rock Paper Shotgun/Team Cherry

Back in the shaft, climb up to the very top-right exit, and unlock the door there using the Apostate Key. This leads into a large room with a unique mechanic. Stand on the pressure plate on the ground between the spikes, and a spiked ball will travel slowly along the metal runway, all the way up the room.

You need to stand on this pressure plate several times in quick succession, to release several spiked balls at various intervals. By choosing the right moment, you can then Pogo up from one to the next, all the way to the top.

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The way I find works best to solve this parkour puzzle is to hit the pressure plate once, then wait for the first ball to reach just above your head. Then press it again. Wait for the second ball to reach above your head, and then press a third time, and start climbing. At the very top, you’ll find a Mask Shard in a cage dangling from the ceiling.

8. Retrieve the Heretic Key.

Head back out into the main shaft, and retrace your steps back to where you found the Old Penitent’s cell. Unlock the door next to his cell with the Indolent Key, and follow the path into a room with more of those metal runways for the spiked balls. As you try to leave this room via the right exit, the gates will snap shut, locking you into an arena gauntlet fight.

This one’s quite fun actually. Just stand on the pressure plates, and let the spiked balls cut your enemies into shreds. Just remember that you need to dodge the balls as well.

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Image credit:Rock Paper Shotgun/Team Cherry

Once the enemies have been slain, exit to the right and climb up the eastern edge of The Slab. As you reach higher up, you may find some pressure plates on the walls - try to double-jump over these to avoid the traps they spring.

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Image credit:Rock Paper Shotgun/Team Cherry

Partway up, opposite a Shell Shard cache, you’ll see a breakable wall which opens up another temporary detour. In this next room, climb to the top first for more Shell Shards, and then follow the path all the way for a Frayed Rosary String on a corpse, and a breakable wall that leads back into the main shaft. It’s a handy shortcut, but we now want to backtrack outside and keep climbing to the very top.

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Image credit:Rock Paper Shotgun/Team Cherry

Once you’re out in the open, you just need to head all the way to the left. On the upper levels you’ll encounter a couple of Wardenflies - these ones can’t capture you, so feel free to enthusiastically destroy them.

Partway along, on the lower level, you’ll find the way forward barred by a gate, with a lever on the other side. Jump up to the higher ledge and keep going to the left to find your way to the other side. At the very top-left of this whole wide-open room, there’s a little platform where you can loot another Frayed Rosary String.

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Image credit:Rock Paper Shotgun/Team Cherry

Keep going until you’re on the very far-left side, and then drop down to ground level. Jump over the hole in the floor and hit the lever to unlock the gate; then turn around and drop down the hole.

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Drop down the next hole, and head left to find a Bench to rest at if you need. After that you can head to the right and drop down the next shaft. Follow the tunnel until you reach its end, and then you can interact with the trapdoor to descend into another arena fight against more Slab enemies.

The final enemy will drop an item - loot it to obtain the Key Of Heretic, and complete your Slab keys collection.

Then head to the right, rest at the Bench there, and unlock the door beyond to reach the main shaft once more.

Part of the Hollow Knight: Silksong map of The Slab, showing the path forward according to our walkthrough. - 38

Image credit:Rock Paper Shotgun/Team Cherry

9. Defeat the First Sinner.

You’ve now explored every part of The Slab region, except for one little bit - which coincidentally contains by far the greatest challenge of the area.

Drop all the way down the main shaft until you reach those trapdoors separating the top half from the bottom half, and open them up using the Heretic Key. Then descend even further down and flick the lever on your left to open the other set of trapdoors (it actually wasn’t until this moment that I realised they were two separate trapdoors rather than the same one).

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Image credit:Rock Paper Shotgun/Team Cherry

At this point, it may be best to drop down to the lower-left exit that takes you back to the Bellway Bench. Rest there, and equip your choice of boss-fighting tools if you haven’t already.

Head back to the main shaft and drop down to the next exit on your right, which you can open with the Heretic Key. Inside is a chest filled with Rosaries, along with a number of Rosaries hanging from the ceiling. Pick them all up, and then cast your eyes upwards to the hole in the ceiling.

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Image credit:Rock Paper Shotgun/Team Cherry

You can reach this hole by standing on top of the left-hand edge of the opened chest, and then double-jumping to reach the wall of the hole. From there, follow the path down, right, and down into the main part of this long-forgotten room.

You can interact with the cell in the centre of the room for some foreboding lore; then, attack and destroy the anchor points of each of the chains linking to the cell door. Wait for the cell door to burst open, and then head inside.

Inside the cell you’ll find a monument, like the ones you Bind at to unlock new Silk skills. Interact with it and start to Bind - but doing so will simply summon the boss: the First Sinner.

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Image credit:Rock Paper Shotgun/Team Cherry

Hollow Knight Silksong walkthrough: Part 27 (The Slab) - 42

Here’s an extra tip from Ollie…

The First Sinner likes to combine her claw/charge attacks with telekinetic needle attacks. If you have to choose, it’s better to be hit by a needle than by the First Sinner herself. The former does 1 damage; the latter does 2.

What’s nice about this fight is that there’s no runback - if you die, you simply awaken outside of the First Sinner’s cell. Otherwise, this is a very tricky fight. The First Sinner moves fast, teleports constantly, and barrages the arena with endless telekinetic needle attacks.

Aggression is very important against the First Sinner, because otherwise you’re never going to land a hit on her. Usually the moment you land a hit she’ll teleport to the other side of the room, so you need to be dancing back and forth constantly while avoiding her needles.

Don’t give her a single second to relax, because she can and will heal up. You’ll know when she starts to heal, because she has a very similar animation to Hornet’s Bind. She’ll double over and wisps of light will surround her. If you see this, you need to attack her immediately to stun her - it’s worth taking a point of damage from a needle if it means preventing her from healing.

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Image credit:Rock Paper Shotgun/Team Cherry

Aside from her needle attacks, the First Sinner also has two charge attacks: one which goes across the ground from one side to the other; and one which she does from the air, heading diagonally downward. For the former, a simple jump over her head is enough to evade it. For the latter, just run along the ground past her.

Of course, she makes it tricky at times by using needle attacks while she charges at you, giving you very little room to manoeuvre. It’s likely you’ll get hit, but just try to stay aggressive and land enough hits on her to keep your Silk stock high for healing up.

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Image credit:Rock Paper Shotgun/Team Cherry

Once you deal what looks like a final blow, that’s actually the start of the second phase. The First Sinner will disappear for a moment, then come back even stronger. She lets loose her aggression even more in this phase by throwing more needles at once; and she also has a new attack which generates lots of large orbs across the room that you must avoid to escape damage.

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Image credit:Rock Paper Shotgun/Team Cherry

In terms of tools, despite her constant teleporting, Tacks are very useful against the First Sinner. Save them for her second phase, and then litter the floor with them. I also highly encourage the use of the Flintslate for dealing massive weapon damage at key moments (such as while she’s stunned). Remember these tips, and ensure that she has no time to heal, and you’ll finish her off before long.

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Image credit:Rock Paper Shotgun/Team Cherry

After the fight, she’ll reappear momentarily - but don’t panic. Interact with her to “Accept” - and you’ll appear inside another dreamlike world of silk. Parkour up to the very end of the path, and interact with the item on the floor to bind a new Silk skill: Rune Rage.

This skill takes a moment to use, but it fills the room with those same large orbs that the First Sinner used against you. It’s not my favourite against bosses (although it can be used to decent effect against really hard-to-hit bosses), but for clearing out groups of smaller enemies, there’s not much better.

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Image credit:Rock Paper Shotgun/Team Cherry

That’s all there is to The Slab! Your next stop isn’t too far away: follow along with Part 28 to find your way to (and through) the Sands Of Karak in 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

An establishing shot of the Blue Gate map in Arc Raiders, with a blueprint grid and a Vulcano shotgun superimposed over the centre of the screenshot. - 51

Image credit:Rock Paper Shotgun/Embark Studios

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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. - 54

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. - 55

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. - 56

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. - 57

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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