Hollow Knight Silksong walkthrough: Part 34 (Starting Act 3)
What to do when you first begin Act 3 of Silksong

Image credit:Rock Paper Shotgun/Team Cherry

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:
- Descend the Cradle to reach Songclave.
- Unlock the First Shrine Ventrica again.
- Defeat the Bell Eater to unlock Beastling Call.
- Save Pinmaster Plinney in Shellwood.
- Speak with Mooshka in Fleatopia.
- Get the highscore in all three Flea games.
- Speak with the Snail Shamans in Moss Grotto.

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.

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.

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.

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.

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.

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.

Image credit:Rock Paper Shotgun/Team Cherry
3. Defeat the Bell Eater to unlock Beastling Call.

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.

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.

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.

Image credit:Rock Paper Shotgun/Team Cherry

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.

Image credit:Rock Paper Shotgun/Team Cherry

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.

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.

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.

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.

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!

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.

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.

Image credit:Rock Paper Shotgun/Team Cherry

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.

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.

Image credit:Rock Paper Shotgun/Team Cherry
7. Speak with the Snail Shamans in Moss Grotto.

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.

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.

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.

Hollow Knight: Silksong
PC , Nintendo Switch
Rock Paper Shotgun is better when you sign in
Sign in and join us on our journey to discover strange and compelling PC games.

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
Rock Paper Shotgun is better when you sign in
Sign in and join us on our journey to discover strange and compelling PC games.
