Hollow Knight Silksong walkthrough: Part 28 (Sands Of Karak)
Here’s how to reach and navigate the perilous Sands Of Karak

Image credit:Rock Paper Shotgun/Team Cherry

Not quite sure where to go in the Sands Of Karak region of Hollow Knight: Silksong? The Sands Of Karak have actually been traversable ever since Part 19 , when we got access to the Clawline harpoon. But it’s one of the trickier regions in Silksong, despite its relative lack of enemies - and there are a few reasons why it’s a good idea to leave it until Hornet is a little bit more experienced.
But now, it’s time to brave those Sands. In Part 28 of our Silksong walkthrough , I’ll show you how to reach the Sands Of Karak from the Blasted Steps, how to open up every secret passage and shortcut along the way, and how to defeat the two major bosses of this area.
Want the walkthrough for a different area of the game? Check out our Hollow Knight: Silksong walkthrough hub!
Sands Of Karak walkthrough steps:
- Enter Sands Of Karak via the Blasted Steps.
- Obtain the Memory Locket above.
- Meet Shakra and buy the Sands Of Karak map.
- Open the shortcut to the Blasted Steps Bellway.
- Obtain the Crustnut for the Gourmand.
- Rescue the Lost Flea.
- Obtain the final Simple Key.
- Open the shortcut beyond the parkour course.
- Defeat the Voltvyrm.
- Defeat the Raging Conchfly.
- Enter the Coral Tower for the Conchcutter.

Image credit:Rock Paper Shotgun/Team Cherry
1. Enter Sands Of Karak via the Blasted Steps.
The only way to reach the Sands Of Karak is via the Blasted Steps, so fast travel to the Blasted Steps Bellway when you’re ready to begin. Then head right, down the hole, and take the left-hand path that leads past the Great Conchflies arena and to the Pinstress’s balloon-house to the far west. Once you’re there, enter the Pinstress’s house and rest at the Bench there.
Outside the house, clawline onto the hook to your left, and from there follow the path of hooks to the pillar; then jump far to the right and you’ll reach an upper ledge above the Pinstress’s house.

Climb up the wall to your right and follow a continued path of clawline hooks up into the room above - the first room of the Sands Of Karak.
Climb the wall above the spikes on your left, and from there just keep climbing and bouncing between walls, minding the occasional Pharlid on the wall. At the very top there’s an upper ledge where you can read some lore. After that, take the exit on your right to reach the proper part of the Sands Of Karak for the first time.
2. Obtain the Memory Locket above.

Image credit:Rock Paper Shotgun/Team Cherry
The Sands Of Karak has a unique traversal mechanic. Whenever you see a yellow orb on a surface, you can break it to conjure a path of temporary floors, walls, and Pogo-able spiky objects. You can use these to get to the next proper platform, as long as you hurry - the temporary surfaces will crumble quickly.
Use the first orb to get across to the next platform, and kill the tortoise-like Coral Furm enemy there. Then use the second orb to get to the middle of the room.

Image credit:Rock Paper Shotgun/Team Cherry
Here, when you break the third orb, it will sprout two paths - one left and one right. Take the left-hand path, and it will take you up to the ceiling where you can break another orb to continue the path. At the end of the path, jump to the left-hand ledge to loot a Memory Locket from a pilgrim’s body.
Be aware that as you jump over to this ledge, a Driznarga (bigger and tougher than the Driznits of the Blasted Steps) will spawn and attack you. Kill it carefully, and then use the nearby orb to make your way back onto the main path.

Image credit:Rock Paper Shotgun/Team Cherry
3. Meet Shakra and buy the Sands Of Karak map.

Image credit:Rock Paper Shotgun/Team Cherry
Continue using the orbs to reach the far side of the room. When you see two rows of spikes to your right, clawline between them and climb up to reach another orb; then follow it back down and then up to the right to reach the next room.
In this room, climb up to the left-hand exit above you, and you’ll find some golden rings on the floor - evidence of Shakra’s proximity. Head through the room to your left and you’ll quickly find her beyond the pit of spikes. Exhaust her dialogue, and purchase the Sands Of Karak map from her for 90 Rosaries.

Image credit:Rock Paper Shotgun/Team Cherry
4. Open the shortcut to the Blasted Steps Bellway.
Head back into the previous room, and climb just a little higher. You’ll see a large red stalactite hanging down from a ledge of spikes. Attack the stalactite from the wall and it’ll drop all the way down to the bottom of the room, creating a hole in the floor.

Drop down to the floor and delve down the hole it made. Surprise, you’re back in the Blasted Steps! This is a really handy shortcut, because you can descend to the bottom-right exit to find the Blasted Steps Bellway and rest at the Bench there before you head back up. Far better than dying and respawning back at the Pinstress’s house!
5. Obtain the Crustnut for the Gourmand.
Climb back up to where you dislodged the stalactite, and then climb a little higher, to the two small ledges above. From the upper ledge, attack the spiky wall to the upper-left to reveal a secret room.

Image credit:Rock Paper Shotgun/Team Cherry
This room isn’t very dangerous, but it is very irritating. It’s essentially a winding maze-like path filled with more spiky breakable walls, floors, and ceilings obfuscating the path. Take your time to avoid silly damage, and make your way to the far-left end of the room.

Image credit:Rock Paper Shotgun/Team Cherry
Along the way, there are several sets of red spikes, both above and below you, which you’ll need to clawline your way past. After the third one, don’t bother going downwards - it leads to nothing. Just head straight across to the left, and below the fourth set of red spikes you can break through more walls to finally reach the reward at the end of this room: the Crustnut.

Image credit:Rock Paper Shotgun/Team Cherry
In case you weren’t aware, the Crustnut is one of the four items that you need in order to complete the Great Taste Of Pharloom sidequest, and receive the next supply of Pale Oil from Loyal Mergwin’s stash in the Choral Chambers. Pale Oil is what you need to improve your weapon damage, so this reward is well worth the hassle of getting through this room.
Backtrack out into the previous room once you have the Crustnut.
6. Rescue the Lost Flea.
Back in the main shaft (with the stalactite), you’ll find if you go upwards that the way up is blocked. Therefore, drop down to the very bottom (though don’t overshoot and land in the Blasted Steps!). On the right is a breakable wall, through which is the path to follow next.
Hit the first yellow orb to find your way across to the next platform, where you’ll need to carefully kill another Driznarga. Then hit the second orb, and follow the right-hand path across and kill the Coral Furm there.

Image credit:Rock Paper Shotgun/Team Cherry
A little further across the platforms to your right, you’ll see an upper ledge with a breakable wall. Break through it to the far end of the ledge, and leap over to the piece of rock jutting out from the ceiling. Hit the orb next to you while still clinging onto the rock.
This next movement is slightly tricky. Wait on the wall until the orb’s path reveals its first spiky orb to the lower-left of the rock you’re clinging onto. The moment it appears, slide off the bottom of the rock and immediately clawline to the spiky orb, and follow the path left from there.

Image credit:Rock Paper Shotgun/Team Cherry
At the end of the path you’ll reach the left-hand wall, just below some spikes. Climb upwards from there and at the top you’ll find one of the few remaining Fleas in Silksong, stuck in some more spiky breakable wall. Attack to free the Flea, and then drop down back onto the main path and continue right until you reach the next room.

Image credit:Rock Paper Shotgun/Team Cherry
7. Obtain the final Simple Key.
In this next room, jump over to the ledge on your right, break the wall there, and exit through the doorway. Immediately in front of you, you’ll find an elevator cage like the ones you saw way back in Shellwood. Press the pressure plate to activate it, and ride it down to the bottom.

Image credit:Rock Paper Shotgun/Team Cherry

Image credit:Rock Paper Shotgun/Team Cherry
At the bottom, attack the breakable spikes in the ceiling ahead of you and it’ll drop a Coral Furm on your head that you’ll need to deal with. After that, drop down the hole to the lower room and break the wall there for another shortcut into Blasted Steps - this time just above the Last Judge room.
Now go back to the elevator, jump onto the top of it, and climb partway up the wall until you find the ledge on your right. You can break the wall here for a little cave section with a bunch of Shell Shard rocks. One of the rocks, however, is a Shardillard which awakens when attacked, so be a little careful here.

Image credit:Rock Paper Shotgun/Team Cherry
Now take the elevator back up to the top, and head to the right. A little further on you’ll be ambushed by two Conchflies - mini versions of the Great Conchflies you faced off against in the Blasted Steps. A well-placed couple of Sharpdarts will make quick work of them, but you can also just run right past them.
At the end of the path, hit the breakable wall and you’ll find the room at the far eastern edge of the Sands Of Karak. There’s a Bench here you can rest at, and you can also loot the poor pilgrim sitting on the Bench for the fourth and final Simple Key in Silksong. We’ll use it in the next part of the walkthrough!

Image credit:Rock Paper Shotgun/Team Cherry
8. Open the shortcut beyond the parkour course.

Head back to the left, past the elevator, and exit into the previous room. You need to go upwards, but to do that, you first need to drop to the very bottom of this shaft. Drop carefully; the way is guarded by a couple of flying Pokenabbins (great name), and near the bottom you need to veer to the right to avoid the spikes.
At the bottom, hit the orb to create a path which leads all the way to the top of the shaft. You’ll need to climb quickly, because it will crumble fast. Once you’re at the top, exit into the corridor to your left.

In this next room, you can immediately jump onto the wall in front of you and keep climbing upwards through the ceiling. This reveals a tiny secret room with a couple of cobwebs you can destroy for Silk. Then drop down to the bottom.
The next section is a long and fiddly parkour course, where you often need to hit the yellow orbs while already navigating the path set by a previous orb. Once you get to the large section of rock protruding from the ceiling, you need to employ that same trick as before, where you wait for the path beyond to reveal itself, then slide off the bottom and clawline onto the path to continue.

Image credit:Rock Paper Shotgun/Team Cherry
Once you reach the next room, climb up the right-hand wall and you’ll find another giant red stalactite to knock down. Make sure you do this - we want to unlock a shortcut up here so you don’t have to do that parkour course again.
Once you knock down the stalactite, drop down through the hole it makes in the floor, and head to the very bottom - then drop further down into Blasted Steps and rest once again at the Bellway. This is by far the best respawn point for the boss fights that follow.
9. Defeat the Voltvyrm.

Image credit:Rock Paper Shotgun/Team Cherry

Image credit:Rock Paper Shotgun/Team Cherry
Climb all the way back up to the second stalactite just beyond the parkour course. Climb up the wall again, and then jump and clawline over to the top-most part of the right-hand wall opposite. Then keep climbing up through the ceiling to reveal a secret passageway which leads to an ominously glowing purple cave called the Voltnest.
This cave is one of just two places in all of Silksong where you’ll find electricity-based flora and fauna. Head to the right, and you’ll soon start to see the periodic electricity traps that go off, forcing you to time your dashes and climbs.

Keep following the path until you have to drop downwards, and then take the left-hand path. You’ll soon reach an arena where you must face off against the cave’s boss: the Voltvyrm.
The Voltvyrm is actually a very easy fight. You’re only ever having to attack upwards to hit the Voltvyrm peering out at you from the ceiling, which simplifies things greatly. It only has two attack types - one where it fills the room with electricity orbs, and another where it fills the room with electricity columns
There’s really not much to master here except quickly dashing out of the way of attacks, and otherwise being as aggressive as possible. With the Flintslate, it will take you very little time to kill the Voltvyrm.

Image credit:Rock Paper Shotgun/Team Cherry
Once the Voltvyrm is dead, it will drop an item floating down to the ground; loot it for Volt Filament - a powerful tool which enhances all your Silk skills with electricity, increasing its damage and adding a stun effect.
To get out of the Voltnest, head to the right. At the end of the path you can inspect an outcrop of Voltridian - it has no value except for adding the resource to your Materium - a completionist encyclopaedia you’ll unlock a little later on.

Image credit:Rock Paper Shotgun/Team Cherry
10. Defeat the Raging Conchfly.

Image credit:Rock Paper Shotgun/Team Cherry
Make your way back to the top of the shaft just below the entrance to the Voltnest, and exit into the room to the left. Hop across the platforms in the next room, defeating or ignoring the Driznarga on the way. At the end of the path is another arena.
This time, you’ll be blocked by the reappearance of a very aggressive old foe: the one remaining Great Conchfly - now crazed and extra-aggressive at the loss of its partner.

Image credit:Rock Paper Shotgun/Team Cherry
The Raging Conchfly is considerably faster than it was before, and likes to shoot horizontally across the room, as well as conjuring smaller Conchflies to shoot across the room at different intervals. When this happens, you need to watch to see which of the three Conchflies passes you by first, and then jump into the same height level as that first Conchflies to avoid the other two.

Image credit:Rock Paper Shotgun/Team Cherry
The real difficulty of this fight is quite simply the tempo. The Raging Conchfly moves so quickly that it can at times be hard to avoiding its repeated attacks from different directions, because Hornet is still in the recovery animation of her previous dodge.
Tacks are fairly useless in this fight, so I like to take the Sting Shard and litter the arena with it for extra damage. I’d also encourage you to make liberal use of your Flintslate, and don’t worry about wasting it - just get in any hits you can while it’s active. The good thing is that the Raging Conchfly doesn’t have a tonne of health, so you should be able to burst it down fairly quickly after you get into the rhythm of dodging and weaving past every attack.
11. Enter the Coral Tower for the Conchcutter.

Once the Raging Conchfly is finally defeated, exit to the left and you’ll find the entrance to the Coral Tower, the very top-left-most point of the Sands Of Karak.
This area becomes more important in Act 3, but for now you can just head into it for some lore, the item on the floor (the Conchcutter), and a hidden Bench at the very end of the path.
And with that, you’ve conquered the entirety of the Sands Of Karak. Near enough. We’ll get to those last little bits later on in Act 3.
Congratulations on braving the winds and wildness of the Sands Of Karak; there are few environments harsher in Silksong. Join us in Part 29 of our Hollow Knight: Silksong walkthrough , as we return to Hornet’s main quest for the final part of the Threefold Song.

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

Image credit:Rock Paper Shotgun/Embark Studios

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

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

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

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

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

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

ARC Raiders
PS5 , Xbox Series X/S , PC
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