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Star Trek Fleet Command
Official ARC Raiders gameplay screenshot via the game's Steam store page.
Guide

ARC Raiders Beginner's Guide: 15 Tips You Need to Know

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Alex Duran
Oct 1, 2026 · 10 min read
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Star Trek Fleet Command

ARC Raiders doesn't ease you in so much as it hands you a bag, a gun, and a door to the surface and lets the stakes teach you. Embark Studios' third-person extraction shooter has you running raids out of Speranza, the underground refuge where humanity hides from a robotic uprising, and every trip out follows the same rule: whatever you're carrying when you die stays on the ground. That's true whether an ARC machine catches you in the open or another three-person squad sees you first. None of that is intuitive on raid one, and with the free Frozen Trail update landing October 8, 2026 — a new map, three new ARC types, and a grappling hook that changes how every map plays — there's no better moment to get the fundamentals locked in before the surface changes under you. Here are 15 things worth knowing before you load into your next raid.

1. Run the starter loadout until you've actually learned a map

Your free loadout — a basic primary, bandages, a shield recharger, and a bit of ammo — isn't a placeholder to abandon the second you can afford better. It's a loadout designed to cost you almost nothing if you lose it, which makes it the right gear to be wearing while you're still learning a map's layout, its extraction points, and where ARCs tend to cluster. Spend your first several raids proving you can find an extract and get there alive before you start investing real Coins into anything you'd be upset to lose.

2. Put a blueprint in your Safe Pocket, not materials

Equipping any Augment unlocks one Safe Pocket slot — an inventory space that auto-extracts with you even if you die and everything else is left behind. Weapons can't go in it, so the instinct to stash your best gun there doesn't work, and raw materials are replaceable. A blueprint isn't: it's a permanent, account-wide crafting unlock the moment you extract with it, which makes it worth more long-term than almost anything else you'll find in a raid. If you only remember one rule about Safe Pockets, make it this one.

3. Learn Blue Gate before you touch Spaceport or Buried City

All four current maps — Dam Battlegrounds, Blue Gate, Buried City, and Spaceport — reward map knowledge over gear, but they're not equally forgiving while you're building that knowledge. Blue Gate is the smallest of the four and has only two extraction points to memorize, compared to up to five on Spaceport. Fewer extracts means fewer routes to learn and fewer places a fight can suddenly appear from. Get comfortable rotating Blue Gate before you take a loadout you care about into the bigger maps.

4. ARCs are puzzles with a weak point, not bullet sponges

Every ARC type has a specific thing you're supposed to do to it, and dumping a full magazine into center mass is usually the slow way to die. Wasps lose control and crash the moment you destroy two of their thrusters. Bombardiers go down faster if you target the bomb launcher and leg joints instead of the hull. Ticks don't have a weak point at all — the answer is a quiet one-hit kill with your Raider Tool before they latch onto you and start draining your health. Leapers are the one to respect most; retreat indoors to take away their jump, then focus their legs and face. Learn these before you waste ammo you'll need for the raider who's also on the map.

5. Assume every gunshot you hear is about to be a problem

Other squads are the real threat on every map, and ARC Raiders is built around sound doing most of the work — footsteps carry, gunfire draws attention from ARCs and raiders alike, and winning a fight is rarely as valuable as avoiding one entirely. If you hear combat, that's information about where not to walk, not an invitation to go find out who's winning. The squads that survive to extraction are usually the ones who spent more time listening than shooting.

6. Watch your Encumbrance bar, not just your backpack slots

Going over your weight limit slows your movement, increases how much noise you make, and tanks your stamina regeneration — three things that get you killed independently of any fight. Before you keep hauling a pile of mid-value loot back to an extract, check whether you're over the line. Junk items can often be salvaged on the spot into stackable basics like Fabric and Metal Parts, which frees inventory space without making you leave value on the ground.

7. Spend early skill points on Conditioning and Survival, not Mobility flash

The skill tree splits across three branches — Conditioning, Survival, and Mobility — and it's tempting to chase the flashy mobility skills first. Early on, the better return is on the boring stuff: Broad Shoulders raises your carry weight before you get overencumbered, Loaded Arms reduces how much your equipped weapon adds to that total, and skills like A Little Extra and Used To The Weight increase shield capacity and cut the movement penalty from wearing one. These are the skills that keep you alive and looting longer, which matters more in your first twenty hours than a mobility capstone you can't survive long enough to use well.

8. Decide your extraction route before you're being chased to it

ARC Raiders gives you a few ways out, and they're not interchangeable. Elevators and metro stations are reliable but loud, with a countdown that broadcasts your position to anyone nearby. Raider hatches, which need a key to open, pull you out instantly with no alarm and no wait — if you find one of those keys, hold onto it. Pick your extraction target as soon as you know what you're carrying, not after a fight has already started and you're improvising under pressure.

9. Carry a Defibrillator and use it the second someone goes down

Getting knocked down isn't the same as dying in ARC Raiders — a downed teammate can crawl and bleed out, but they can still be revived with a Defibrillator, and that revive is near-instant. Once a downed player fully dies, though, there's no bringing them back for that raid. Pick up a Defibrillator before you head out, and the moment a squadmate drops, revive them before you finish clearing whatever's shooting at you — a dead teammate is a permanently smaller squad for the rest of the raid.

10. Feed materials into your workbench instead of hoarding them

Every player starts with a basic workbench that covers fundamental weapons and ammo, and it can be upgraded up to level 3, unlocking better gear and crafting options at each tier. Materials sitting in your stash aren't doing anything for you; the same materials spent pushing your workbench to the next level open up better weapons and consumables for every raid after. Resist the urge to bank resources "just in case" and spend toward the next tier as soon as you can afford it.

11. Chase the five quests that hand you a blueprint directly

Blueprints usually drop from locked containers that need a breach or keycard, but five specific quests — Worth Your Salt, The Major's Footlocker, Sparks Fly, Industrial Espionage, and Greasing Her Palms — reward one outright on completion. That's a guaranteed permanent crafting unlock for finishing a quest, rather than hoping the right container spawns with the right loot. Check your quest log for these by name before you assume blueprint hunting means blind looting.

12. Equip any Augment immediately, even a cheap one

Your Safe Pocket slot doesn't exist until you're running an Augment, and a basic Mk1 Augment is affordable early and still unlocks that slot. There's no reason to run a raid without one once you can afford the cheapest option — you're leaving your one guaranteed death-proof inventory space unused for no real savings.

13. Hold off on cosmetic bundles for a few weeks

ARC Raiders is a $39.99 premium purchase with no pay-to-win in the cash shop — cosmetics don't touch loadout power, and the seasonal Decks work like free battle passes tied to quests rather than paywalled tracks. The catch is that some cosmetic bundles run close to half the cost of the base game. Play long enough to know whether you're sticking with the game before you spend on skins; nothing about them makes you better at it.

14. Keep your squad at three and actually talk

Squads cap out at three, which keeps coordination tight instead of turning raids into chaos, but that only works if your squad is using it. Call out gunfire direction, who's looting what, and when someone's over encumbered before you're already in a fight. A silent three-player squad plays worse than a solo raider half the time, because you've added noise and slower decision-making without adding communication to offset it.

15. Expect your map knowledge to get disrupted on October 8

The Frozen Trail update adds Pendola Pass, a new snow-covered map with a focus on verticality, plus three new ARC types (Bully, Skulker, and Hydra) and new gadgets including a grappling hook and tether launcher. If you're starting now, you'll likely hit this update within your first couple of weeks. Don't treat a sudden string of bad raids on the new map or against a new ARC type as you getting worse — it's new terrain and new weak points nobody has fully learned yet, including players with hundreds of hours on the existing four maps.

Bottom Line

Play cheap until you know a map, put a blueprint in your Safe Pocket every single raid, and treat ARCs as weak-point puzzles rather than DPS checks. Decide your extraction before you need it, carry a Defibrillator, and spend materials on your workbench instead of sitting on them. Everything else — skill points, Augments, quests — compounds from there, and you'll be ready for Frozen Trail instead of relearning the game the week it lands.

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#arc-raiders#beginner-guide#embark-studios#extraction-shooter#pvpve#tips
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Alex Duran
Guides writer

Alex writes practical, beginner-friendly guides for Gamingonix, turning confusing early-game decisions into clear next steps.

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