Hollow Knight Silksong walkthrough: Part 6 (Far Fields)
Learn to soar with our Far Fields walkthrough

Image credit:Rock Paper Shotgun/Team Cherry

Need some help finding a path through the Far Fields in Hollow Knight: Silksong? In the previous section of our Silksong walkthrough, we forged a path through the Deep Rocks, defeated a troublesome combatant in Lace, and ventured even further east into the brand new (and sprawling) region of Far Fields.
There’s a lot to discover in the Far Fields, and more than a few hidden compartments and secret areas containing lots of handy collectibles, from Fleas to Mask Shards. The Far Fields are also home to an important NPC and questline, which gives you access to one of Silksong’s most enjoyable movement abilities. Follow along with our Part 7 Silksong walkthrough to learn every step of the path through the Far Fields.
Want the walkthrough for a different area of the game? Check out our Hollow Knight: Silksong walkthrough hub!
Far Fields walkthrough steps:
- Find Shakra and buy the Far Fields map.
- Unlock the Bench and Bellway to the North.
- Rescue your fourth captive Flea.
- Make your way up to Pilgrim’s Rest.
- Explore south down the main shaft.
- Obtain the Warding Bell.
- Explore the secret passage back into Deep Docks.
- Head East and accept the Seamstress’ quest.
- Gather 25 Spine Cores from Hokers.
- Return to the Seamstress for the Drifter’s Cloak.
- Ride the wind upwards for a Mask Shard.
- Defeat the Fourth Chorus.
- Return to Pilgrim’s Rest.
- Ride the air vents up to Greymoor.

Image credit:Rock Paper Shotgun/Team Cherry
1. Find Shakra and buy the Far Fields map.
What you’ll immediately notice in the Far Fields is the unusual fauna. The black leafy creatures in this region aren’t aggressive; in fact, they generally try to avoid you. But when cornered, they have a habit of quickly turning and running into you, so exercise some caution when dealing with them.
The path to Shakra and the map of Far Fields is nice and simple. From the entrance, head right across the first room and into the next one. Halfway along the second room, take the lower path to avoid a potentially tricky fight against two ant enemies above.

Image credit:Rock Paper Shotgun/Team Cherry
Once you get to the ant corpse near the lava, jump onto the platform above so you can reach the ledge on your left for a Shell Shard statue. Then head to the end of the room on your right.

Image credit:Rock Paper Shotgun/Team Cherry
The next room is a tall vertical shaft filled with various wind vents. Jump over to the ledge on the other side of you and enter the small room beyond, where you’ll find Shakra busily drawing her next map. Speak with her and purchase the Far Fields map for 50x Rosaries.

Image credit:Rock Paper Shotgun/Team Cherry

Image credit:Rock Paper Shotgun/Team Cherry
2. Unlock the Bench and Bellway to the North.
Exit Shakra’s room, and jump back to the doorway you came from. Head through, and this time go up to the higher ledge with the two ant enemies that you avoided the first time. Kill or bypass them, and jump-dash over to the ledge on your right, then climb up to the ledge above you via the wooden platform.

Image credit:Rock Paper Shotgun/Team Cherry
Head right, minding the small black creature on your path as you go, and exit into the next room. This time you’re higher up the vertical shaft than before. Follow the signpost to the right to find a room containing a Bench and Bellway. If you have the Rosaries, go ahead and unlock both. If you have to choose, pick the Bench for now.
3. Rescue your fourth captive Flea.
Next comes a fair trek north to reach the top of the vertical shaft, but you can’t just scale the room; you have to find another route.

Image credit:Rock Paper Shotgun/Team Cherry
Head back into the previous room to the left of the shaft, and follow the upper path left until you find a way off-screen above you. Hit the wall at the far right side of the next room to unlock a new way forward.

Image credit:Rock Paper Shotgun/Team Cherry
Use the platforms to climb this new room, exploring every corner as you arrive at it. When you come to the first path to the right, be wary as there is a white pressure plate barely visible on the ground. If activated, it will snare you in a trap while an ant enemy unburrows and attacks you from behind.

Image credit:Rock Paper Shotgun/Team Cherry
Avoid the trap, dispatch the ant, and then free the Flea trapped in the cage at the end of the pathway.

Image credit:Rock Paper Shotgun/Team Cherry
4. Make your way up to Pilgrim’s Rest.
Keep climbing to the top of the room, and you’ll reach a new wider room above. Take the right-hand path, and then use the upper ledges to reach the far left side for some Rosary Beads. Be careful when you drop down to collect them if any fall, because an ant soldier is waiting at ground level to ambush you.

Then make your way to the upper-right section of the room, and exit off-screen. Drop to the lower ledge for a few more Rosaries, then climb up to the very top-right corner exit, with the Bench signpost.

Image credit:Rock Paper Shotgun/Team Cherry
Welcome to Pilgrim’s Rest. This area offers some respite, where you can speak first to the Weary Pilgrim outside, and then pay 30 Rosaries to enter the building for a Bench, and a chat with a new NPC trader: Mort. His wares are useful, but expensive, so best to leave them for now. If you’re really swimming in Rosary Beads, then you can take the Weighted Belt or a Memory Locket as you prefer, but it’s not required.
Before you leave Mort’s home, attack the mechanism above the door to break it . If you don’t do this, you’ll have to pay 30 Rosaries every single time you want to enter the home. But with the mechanism destroyed, you can enter for free for the rest of your playthrough - no strings attached! Mort doesn’t even mind!

Image credit:Rock Paper Shotgun/Team Cherry
Once you’ve finished socialising, you can explore the room a bit more, though there’s nothing to do here. There’s a door on the right-hand side which is being pummelled angrily by something on the other side, but you can’t interact with it for now.

Ominous… |Image credit:Rock Paper Shotgun/Team Cherry
Instead, use the platforms to reach the upper-left side exit, above where you came in. Hit the lever in the next room to open a passage back down through the top of the central shaft.

Image credit:Rock Paper Shotgun/Team Cherry
5. Explore south down the main shaft.
Drop down to the bottom of the shaft. There’s a passage to the right, which leads to a small training area for the ants. Two ants will attack you in there, but there’s nothing to collect except some Shards and Rosaries from their bodies. Back in the main room, hit the orange rock in the centre of the ground to explode it open and descend further down.

Image credit:Rock Paper Shotgun/Team Cherry
Make your way down to the very bottom of the shaft, hitting more orange rocks as you go - they open up wind vents that you’ll be using later on.

Image credit:Rock Paper Shotgun/Team Cherry
6. Obtain the Warding Bell.
Drop down to the very bottom of the shaft (but mind the lava). Exit through the doorway on your left, walk to the end of the path where the light rays are being cast, and jump upwards to reveal a secret area.

Climb to the top platform and loot the item on the ground to obtain the Warding Bell. This handy tool, once equipped, renders Hornet invulnerable while she Binds to heal herself. If you’re using the Wanderer Crest then you won’t have a blue slot for this tool, but if you prefer the longer-ranged attacks of Hornet’s default Hunter Crest, the Warding Bell is a great extra advantage.
7. Explore the secret passage back into Deep Docks.

Image credit:Rock Paper Shotgun/Team Cherry
Before you duck back down from the secret area with the Warding Bell, drop down and attack the breakable wall on your left. That’s right, it’s a secret area within a secret area . Those scamps.
Enter the new room and you’ll find yourself back in Deep Docks momentarily. Drop down to the bottom, past the slime-patrolled ledges, and you’ll see a currently locked door on your right. We’ll return later for that. For now, head left to find a new bomb-throwing bell enemy, and don’t underestimate the blast radius of those explosives.

Image credit:Rock Paper Shotgun/Team Cherry
Kill it, and then attack the wooden pillars on ground level to the left to open a passage further on. Be aware that another enemy spawns behind you as you do this. Then head to the very end, where you’ll find a chest - and another ambush of two enemies. Kill them, and loot the chest for some Craftmetal - a worthy prize for a relatively short detour.

Image credit:Rock Paper Shotgun/Team Cherry
8. Head East and accept the Seamstress’ quest.

Image credit:Rock Paper Shotgun/Team Cherry
Head back into the main shaft. Climb partway back up the shaft, and then drop down into the right-hand exit, just below the room where you found Shakra. Cross the next lava-filled room (nothing will attack you… yet), and exit into another much larger room filled with hanging platforms.
This room is dominated by a large balloon-like structure in the centre. Drop to ground level (mind the lava), head to the other side, and then use the platforms to reach the entrance to this balloon structure. Inside you will meet a new NPC: the Seamstress.

Exhaust the Seamstress’s dialogue and accept her quest to gather 25 Spine Cores. This quest is the whole reason you’re here, because the reward unlocks the ability to use those vertical air currents everywhere you find them in Silksong.
9. Gather 25 Spine Cores from Hokers.
Exit the Seamstress’s home and head down the ledges to your right. You can either just exit off-screen partway up, or dive down the air current and attack the wall on your right just above the lava to open a different passageway through on the ground level. Both lead to the same caves beyond.
These next two rooms are where you’ll find those 25 Spine Cores. The enemies you’re after are Hokers - the furry floating balls which throw spikes in all directions. You can either kill them, or just bait one into firing off its spines again and again. Attack the spines when they land to gather the Spine Cores!

Kill these furry balls for Spine Cores. |Image credit:Rock Paper Shotgun/Team Cherry
Continue exploring these rooms and gathering Spine Cores until you have 25 of them, which shouldn’t take long. Remember to hit the orange rocks when you see them; the lower-right one in the first room opens the passage to the next room.
Eventually the path wraps back around to the start of the cavern, so just exit when you’ve finished exploring and gathered all the Spine Cores you need.
10. Return to the Seamstress for the Drifter’s Cloak.
Return to the Seamstress inside her hot air balloon home, and she’ll fashion for you a fantastic reward: the Drifter’s Cloak.

Image credit:Rock Paper Shotgun/Team Cherry
Now, holding jump while in the air allows you to ride the wind currents. Even if there’s no wind current, you can also hold jump to float gracefully, slowing your descent and reaching otherwise inaccessible areas. It’s almost as revolutionary a movement mechanic as Swift Step.
11. Ride the wind upwards for a Mask Shard.
Before you go back into the rest of the Far Fields, ride the wind current down the steps to your right as you exit the Seamstress’s home. Ride the second current above the spikes into a hidden passageway. From here, you can hit the orange rock on the nearby floating platform to unlock another wind current taking you even higher.

Ride the current to the ceiling, and float to your left to find another couple of currents you can activate. Ride these to the very top-left exit. The next room is filled with red spikes, so step carefully. Hit the orange rock below, then ride the wind current above past the spikes.
Collect the webs on your left for some Silk if you need it, then drop down and activate the next two wind currents. Head back up to the higher ledge, and ride the wind current up to the ceiling. From here you can reach the large orange explosive ball. Attack it to drop it down to the ground, blasting open a secret compartment containing a Mask Shard.

That done, head back the way you came until you arrive back at the Seamstress’s home.

Image credit:Rock Paper Shotgun/Team Cherry
12. Defeat the Fourth Chorus.
Make your way back out the left exit that brought you to the Seamstress’s building in the first place. On your way back, ride the second wind current through the ceiling for a secret area with lots of webs to destroy for Silk.

Image credit:Rock Paper Shotgun/Team Cherry
Make your way left, across the lava. And prepare for a fight. As you pass by the giant background figure in the rock, it will awaken and attack. This is the Fourth Chorus.

Image credit:Rock Paper Shotgun/Team Cherry
Fighting the Fourth Chorus requires you to make good use of your new floating abilities. If it attacks with its upper limbs, it will be a slam that takes out some of the platform you’re standing on. If it attacks with its lower limbs, it’s a sweep you need to jump and float over.
All the while, jump up and attack its head as often as possible. In its second phase, the Fourth Chorus will augment its attacks with ceiling smashes that loosen magma boulders that you’ll need to avoid.

Image credit:Rock Paper Shotgun/Team Cherry
In its final phase, two wind currents will open up either side of the Fourth Chorus. Ride each wind current to destroy the orange rocks in the ceiling, bringing down a boulder that will crush the boss and win you the fight.

Image credit:Rock Paper Shotgun/Team Cherry

Image credit:Rock Paper Shotgun/Team Cherry
13. Return to Pilgrim’s Rest.
With the Fourth Chorus defeated, continue heading left until you re-enter the main vertical shaft of Far Fields. Ride the wind currents to the top where the ceiling gates are, and head right to return to Pilgrim’s Rest.

Image credit:Rock Paper Shotgun/Team Cherry
Nothing much has changed here, although you may find local-singing-lad Sherma trying to boost the resolve of the Weary Pilgrim in his own special way. You can also rest here and speak with Mort the trader again.
14. Ride the air vents up to Greymoor.
When you’re ready, the last thing to do in Far Fields is open up the path to Greymoor. We’re not actually going to explore Greymoor next, but it’s good to see it now. Exit Pilgrim’s Rest via the upper left doorway, and then ride the wind currents all the way up.

Image credit:Rock Paper Shotgun/Team Cherry
There are various rocks to destroy and levers to pull along the way to open up more wind currents, but it’s all fairly self-explanatory. Once you reach the top there’ll be a final orange rock which opens up a large central wind current. This current takes you far higher, all the way up into the outside world and the dreary region of Greymoor.

Image credit:Rock Paper Shotgun/Team Cherry
That’s all for the Far Fields section of our Silksong walkthrough! I know you’re itching to explore Greymoor, but I’d advise leaving it for now. Follow along with our Hollow Knight: Silksong Part 7 walkthrough to learn where we’d advise going next!

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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