Hollow Knight Silksong walkthrough: Part 34 (Starting Act 3)

What to do when you first begin Act 3 of Silksong

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 1

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What should you do first in Act 3 of Hollow Knight: Silksong? You’ve already achieved so much, ascending Pharloom and the Citadel and defeating the malevolent Grand Mother Silk in The Cradle above. But because Team Cherry just couldn’t leave it there, there’s a whole Act 3 of Silksong awaiting you after the end credits roll, and there’s no shortage of quests, content, and world-ending stakes.

In Part 34 of our ever-evolving Silksong walkthrough , I’ll explain the tasks you should prioritise the moment you start Act 3 of Silksong, from your initial steps descending The Cradle to enhancing your fast travel abilities and upgrading your weapon ready for some of the toughest bosses in the game.

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

Starting Act 3 walkthrough steps:

  1. Descend the Cradle to reach Songclave.
  2. Unlock the First Shrine Ventrica again.
  3. Defeat the Bell Eater to unlock Beastling Call.
  4. Save Pinmaster Plinney in Shellwood.
  5. Speak with Mooshka in Fleatopia.
  6. Get the highscore in all three Flea games.
  7. Speak with the Snail Shamans in Moss Grotto.
Part of the Hollow Knight: Silksong map of The Citadel, showing the path out of The Cradle according to our walkthrough. - 3

Image credit:Rock Paper Shotgun/Team Cherry

1. Descend the Cradle to reach Songclave.

When you first load your save after defeating Grand Mother Silk, Hornet will awaken from unconsciousness at the bottom of The Cradle. Bind to heal her, and then drop off the left-hand side. Walk along the ground here - a hole will open up beneath your feet for you to drop down.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 4

Image credit:Rock Paper Shotgun/Team Cherry

Make your way to the right in the tunnel, and drop down the hole at the end. At this point Hornet will have a bad turn for a few moments, like she did at the very start of the game in Moss Grotto. Drop down the hole in front of you - there’s no way to soften the landing here, due to Hornet’s weakened state she’ll collapse onto the ground rather than landing on her feet.

Walk to the left, and you’ll see that you’re now in the top of the Cogwork Core, where you completed the pillar puzzle to obtain the Architect’s Melody. Head to the far left side, drop down, and then follow the path right into the next room.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 5

Image credit:Rock Paper Shotgun/Team Cherry

Drop down the shaft carefully to avoid the spinning saws.Partway down you’ll see a ledge on the right with some breakable wooden struts. Break it open and then drop down the narrower adjoining shaft, timing your drop to avoid the steam vents below.

Follow the path down until the ground gives away beneath you, and you fall into an arena. This is a fairly quick arena fight, designed to introduce you to the new Void variants of enemies that you’ll find dotted throughout Act 3. These greyscale variants have higher health, and augment their regular attack patterns with a couple of far-reaching Void attacks, firing projectiles at you or creating a large area-of-effect attack around themselves.

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Image credit:Rock Paper Shotgun/Team Cherry

There are only two waves in this arena fight. Once you defeat both waves, drop down through the centre of the floor and follow the path down, floating as you fall to avoid the spikes. In the next room, you’ll have another nasty turn - keep walking forwards until the ground gives away beneath you, and Hornet collapses.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 7

Image credit:Rock Paper Shotgun/Team Cherry

When Hornet reawakens, she’s back in Songclave, speaking with Sherma - who has graduated to becoming the caretaker of the settlement. Exhaust her dialogue to find out where the original Caretaker has buggered off to, because you need to find him and his family to figure out how to undo the damage caused to Pharloom from the trap the Caretaker set.

2. Unlock the First Shrine Ventrica again.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 8

Image credit:Rock Paper Shotgun/Team Cherry

Rest at the Bench to the left of Songclave, and then (if you like) head up to the First Shrine Ventrica Station nearby. You won’t get far, because the Ventrica is walled off from you now by fallen rubble, and you can’t attack your way through it. This is the only Ventrica Station that’s blocked off in this way, so it’s worth unblocking it right now.

Head out the bottom-left exit from Songclave and drop down through the large rotating circle in the room past the corridor. From there, drop down to the very bottom of the main shaft in the Choral Chambers, and enter the Grand Bellway on your left. Skip over the Bellway itself for the moment, and use the Ventrica to travel to the First Shrine.

This will put you on the other side of that fallen rubble, and from this side, you can attack the wall to break it.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 9

Image credit:Rock Paper Shotgun/Team Cherry

3. Defeat the Bell Eater to unlock Beastling Call.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 10

Image credit:Rock Paper Shotgun/Team Cherry

Use the First Shrine Ventrica to fast travel back to the Grand Bellway, and interact with the Bellway itself this time. Unfortunately, it appears that the Bell Beast has been supplanted by a nightmarish new creature called the Bell Eater. It appears, roars, and then dives back underground, leaving a hole through which you can follow it.

Interact with the hole to enter the tunnel. You won’t have to travel far at all before a boss fight begins, pitting you against the Bell Eater.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 11

Image credit:Rock Paper Shotgun/Team Cherry

The Bell Eater utilises the same style as the Bell Beast, dislodging large circular bells to bounce around the arena for you to avoid; but physiologically it’s very different from your old friend. The Bell Eater uses both its “ends” to fight. The front end either spins saws around it or spews red gobbets of goo at you, while the back end is more dangerous, firing out bouncing explosive balls of goo which are harder to avoid.

Because of the way the Bell Eater cordons off the sides of the arena with its lengthy body, you can’t wall climb to avoid attacks. You have to use double jumps and mid-air dashes to evade attacks in a confined space, and keep up the pressure against whichever end of the creature shows itself next. You don’t need to focus on one or the other - they’re both the same creature, with the same health pool.

I found it to be worthwhile setting the Volt Vessels tool to its stake variant, and plunging it into the ground whenever I saw dust on the floor or ceiling to indicate the Bell Eater was about to emerge. Feel free to make this a tool-heavy fight, because the Bell Eater doesn’t give you any real extended periods of time to attack it with your needle.

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Once you’ve struck the final blow against the Bell Eater, it will disappear and then reemerge, before your friend the Bell Beast reappears and drives it back into the ground. The Bell Beast will emerge again and trill to you. Follow the prompt to play your Needolin while holding the upwards movement key, and you’ll discover a brand new ability thanks to the Bell Beast’s new babies: Beastling Call.

I highly, highly encourage you to make constant use of Beastling Call throughout Act 3. As long as you’re standing on solid enough ground, you can play your Needolin (while holding up) anywhere in Pharloom, and the Bell Beast’s children will appear and whisk you away to the last Bellway you used. It’s a phenomenal time-saver, and adorable to boot.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 16

Image credit:Rock Paper Shotgun/Team Cherry

Part of the Hollow Knight: Silksong map of Shellwood, showing the path to Pinmaster Plinney according to our walkthrough. - 17

Image credit:Rock Paper Shotgun/Team Cherry

4. Save Pinmaster Plinney in Shellwood.

Now that the Bell Beast is able to travel the Bellways again, use it to travel to Greymoor, and exit via the top ledge. A short walk to the left in the next room will take you to Garmond and Zaza, busily fighting some Void-soaked Greymoor enemies. Once they’re dead, exhaust Garmond’s dialogue to learn a little more about what’s been going on since the Grand Mother was defeated.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 18

Image credit:Rock Paper Shotgun/Team Cherry

Hollow Knight Silksong walkthrough: Part 34 (Starting Act 3) - 19

Here’s an extra tip from Ollie…

Now’s a good moment to check the Bellhart Wishwall, and in particular accept the “Dark Hearts” Wish to kill Void Masses. You’ll encounter these Void Masses during your travels so accepting this Wish early is a wise choice.

Then continue to the west, and take the path that leads you towards Bellhart. Once you get to the flat area at the edge of Greymoor where you duelled Shakra, you’ll see that she’s there again. Exhaust her dialogue to hear more about her role in defending Bellhart.

Now enter Bellhart itself. Feel free to speak with all the NPCs here, but in particular, go up to Pinmaster Plinney’s Bellhome. You won’t be able to enter it; on the door outside is a note you can read which says that Plinney has gone off to pay his respects in Shellwood.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 20

Image credit:Rock Paper Shotgun/Team Cherry

Exit to the left, into Shellwood. Head across the ground for the first four rooms, and then take the upper ledges to reach the small offshoot room where you once found a Covetous Pilgrim enemy.

In this area you’ll find Plinney cowering while under attack by several Void-tainted Pilgrim enemies. Carefully and methodically dispatch these pilgrims, and the ones that follow. Don’t underestimate them in this new Void state - they’re pretty powerful. Take your time and use tools to make the job easier.

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Once they’re all defeated, exhaust Plinney’s dialogue and get him to return to Bellhart post-haste. You’ll be needing his Pinmaster skills for another weapon upgrade soon enough!

5. Speak with Mooshka in Fleatopia.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 25

Image credit:Rock Paper Shotgun/Team Cherry

Now take the nearest Bellway to (I’m sorry about this) the Putrified Ducts. Exit left, and drop down to the next exit on your right - the shortcut you opened. From here you can take the easier path across, down, and then all the way to the end of the bottom corridor to reach Fleatopia.

Once in Fleatopia, speak with Fleamaster Mooshka. He’ll be there looking and sounding rather glum and the prospect of a world that seems about to end. Exhaust his dialogue and promise the Ecstasy Of The End Wish.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 26

Image credit:Rock Paper Shotgun/Team Cherry

Things will now take a rather unexpectedly wholesome turn. The Fleas have decided to celebrate the end of the world by putting on a grand festival here in Fleatopia, with three different minigames for Hornet to try her hand at. They’re just too sweet, these Fleas.

6. Get the highscore in all three Flea games.

While you can now head off and return to Fleatopia whenever you like, I very strongly encourage you to stay here until you fully complete the Ecstasy Of The End Wish. You can do this by getting the highscore in all three of the Fleas’ minigames. Speak with Mooshka to compete in Flea Juggle; speak with Vog to try Flea Dodge; and speak with Kratt to play Flea Bounce.

You can view the highscores at any time by inspecting the board to the right of Vog. It’s not trivial to get the highscore - these minigames are pretty tough!

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 27

Image credit:Rock Paper Shotgun/Team Cherry

Flea Bounce is probably the easiest of the three games. You simply need to keep Hornet in the air as long as possible by Pogo-ing off the heads of the various Fleas who fly by. A couple of tricks to keep in your back pocket: use Clawline to move yourself far to the left or right when you need to; and also bear in mind that some Crests make Pogo-ing easier than others, so if you’re struggling with one then feel free to switch it up.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 28

Image credit:Rock Paper Shotgun/Team Cherry

Flea Dodge is Vog’s game. The aim is to stay on the platforms or in the air for as long as possible without dropping down to the ground, while tonnes of Fleas fly at you and attempt to knock you down. The key to this game is not panicking. Try to stay still until you need to move. The platforms will break from time to time, and others will be created, so you’ll need to buy time floating. It’s also not the end of the world if you get hit by a Flea - more often than not, you can save yourself with a quick clawline or dash.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 29

Image credit:Rock Paper Shotgun/Team Cherry

Hollow Knight Silksong walkthrough: Part 34 (Starting Act 3) - 30

Here’s an extra tip from Ollie…

If you’re really having loads of trouble with the Flea Juggle minigame, then you can leave it until you get the final Crest, which becomes available after you’ve returned from The Abyss. This Crest’s attacks have the longest range of all, and will make the minigame a fair bit easier.

Flea Juggle is the hardest of the three games. You must attack upwards to “juggle” all the Fleas that appear in waves. The key to this one is to never jump, because doing so will mess up your timing. Things start easy, but once there are three Fleas being juggled at once you may need to immediately dash to the side after attacking one Flea, in order to reposition yourself to attack the next.

If you can’t quite reach a Flea in time, you can attack to the side - this will send the Flea upwards just the same as attacking upwards. Try to avoid sprint-attacks, because the animations are slower. If you need to attack sideways, dash, then stop moving and attack.

Keep at it, and before long you’ll have all three highscores. It’s all very much worth the effort, because afterwards you can speak with Mooshka to end the Festival, and he’ll allow you to burst open a big Flea piñata filled with tonnes of Rosaries, and the last Pale Oil you can acquire in Silksong.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 31

Image credit:Rock Paper Shotgun/Team Cherry

You know what to do now! Beastling Call your way back to the Bellway, travel to Bellhart, and get that final weapon upgrade. It costs 680 Rosaries, but you’ll likely have enough after that piñata. Even if you need to do a bit of Rosary farming, it’s worth it. That final weapon upgrade makes Act 3 so much easier.

Part of the Hollow Knight: Silksong map of Moss Grotto, showing the path to the Ruined Chapel according to our walkthrough. - 32

Image credit:Rock Paper Shotgun/Team Cherry

7. Speak with the Snail Shamans in Moss Grotto.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 33

Image credit:Rock Paper Shotgun/Team Cherry

Now it’s time to get back to the main task. Fast Travel all the way back to Bone Bottom. Mind the Snitchbugs pilfering around the village - they’ll steal your Rosaries if they land a charge on you.

Head to the left, and enter the area where you first found the Chapel Maid. Drop down the hole here, and then go through the door on your left to enter the Ruined Chapel - finally open, after all this time.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 34

Image credit:Rock Paper Shotgun/Team Cherry

Inside, you’ll find the Caretaker, the Bell Hermit, and the Chapel Maid - finally revealed as their true selves: the Snail Shamans. Speak with them, and your next quest will become clear. You’ll need to use that big old diving bell you found at the deepest point of the Deep Docks, and descend as far into the earth as possible to find the cause of the Void seeping into Pharloom.

A screenshot of Hollow Knight: Silksong showing the path through the beginning of Act 3. - 35

Image credit:Rock Paper Shotgun/Team Cherry

Hopefully this all helped you to get your bearings as you step into Act 3! I’ll talk you through this next major task and how to go about completing it in Part 35 of our Silksong walkthrough , where we’ll tackle the menacing Abyss at the bottom of Pharloom.

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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. - 39

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. - 42

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. - 43

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. - 44

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. - 45

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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