Going solo in Arc Raiders changes the way you approach every map. You are not there to rack up kills, you’re there to get in, fill your pack, and walk out richer than when you came. On Dam Battlegrounds, most folks get sucked into the middle firefight, but that’s a quick way to end an early run. Instead, you’ll want to slip off to the Hydroponic Dome Complex in the northwest. It’s quiet, stuffed with loot, and if you sneak through the side vents you can dodge ARC patrols entirely. Components, stims, the odd rare trinket – it’s all there. Think of it as a warm-up run that pays off. If you’re up for more risk, the Control Tower’s top floor hides epic weapon crates, but the ladders outside leave you exposed, so grab the loot and get ready to bail. You can almost picture someone else heading into the chaos while you walk away with a bag of ARC Raiders Items.
In the Buried City, height is your best friend. These rooftops aren’t just for sightseeing – they keep you out of trouble and moving fast. Sure, the Space Travel Hub in the middle looks like a jackpot with armor shards and keycards lying around, but it’s crawling with PvP and ARC units. Safer bet? Head north to the Hospital. The second-floor operating rooms nearly always have stim packs and rare implants, and you can loot the place before most players know you’re there. If you’re in a hurry, the Research Facility in the east has data drives and circuit boards that stack small but sell big. It’s a calm run, and you can be gone before your footsteps echo down the hall.
The Spaceport feels risky because of all those open stretches, but stick to the edges and you’ll see it’s manageable. The Departure Building in the southwest will treat you well – conveyor belts piled with abandoned luggage often hide encrypted drives, and there’s a little fountain puzzle that opens a door to a tucked-away armory. It’s methodical, it’s quiet. If you’ve got a bit more nerve, check the lower floors of the Launch Towers. Cargo bays are littered with weapon mods and fuel cells, and the Trench Tunnels nearby give you a clean exit. Just avoid going high unless you’re geared and hunting for trouble.
In Stella Montis, sound will save you. These tight corridors carry every footstep, so listening pays off. On the first layer, the Seed Vault can make your whole run, but you need to hack a fan first to clear the fungal traps. Once inside, the silos are stacked with bio-upgrades. If you like less stress, the Sandbox next door works just fine. Outer testing chambers hold experimental gadgets and solid components, plus there’s easy access to the rail cart extract. On layer two, the Cultural Archives have artifact crates worth more than you’d think, but ARC patrols can be heavy. Hug the upper shelves for cover and line of sight. Stick with these routes and you’ll find solo loot runs become second nature – it’s all about keeping one step ahead, knowing when to grab-and-go, and walking away with the kind of haul that makes ARC Raiders BluePrint feel like part of your everyday kit.

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