Map Guide: Spaceport#

Map Guide: Spaceport

Spaceport is the third unlocked map in ARC Raiders, and its cluster of giant launch facilities makes it the most open combat environment in the game. Long-range duels set the tone here, and it also hosts the Night Raids quest. This page breaks down the POIs and the essentials of surviving open ground.

Map Identity#

Attribute Details
Unlock order 3rd
Terrain traits Open ground + giant facilities
Playstyle tags Long-range engagements, large supply volume
Enemy composition Standard ARC units, with flying units a growing threat
Recommended loadout Mid-to-long-range weapons + medium shield

From this map onward, exposure time on the move grows noticeably: open ground offers no cover, and the risk of being spotted from range runs through the whole raid.

Core Points of Interest#

POI Type Loot value
Launch Towers Core facility High, the landmark structure
Departure/Arrival Building Transit hub High, large indoor supply volume
Container Storage Storage area High, a rich vein of materials
Control Tower A6 Command facility Medium, an observation point
Rocket Assembly Industrial facility High, concentrated mechanical materials
Vehicle Maintenance Logistics area Medium, industrial supplies
North/South Trench Tower Outer works Medium-low, observation and transition points

POI Breakdown#

Container Storage#

One of the densest material-producing areas on the map, where the lanes between container rows serve as both looting paths and fighting terrain. Key points:

  • Move container to container so your exposure time stays minimal;
  • High value here means the traffic will not be light, so spend half a minute observing before entering;
  • Design your looting path as a “comb” — clearing row by row beats running around at random.

Launch Towers#

The landmark and high ground of Spaceport. Key points:

  • The interior is vertical, so watch for threats above and below while looting;
  • The open ground around the towers is the most dangerous exposure zone on the map, so plan cover routes both in and out;
  • The view from the top covers more than half the map, so it is worth one climb when you pass by.

Departure/Arrival Building#

A transit hub building with a large and stable volume of indoor loot. Key points:

  • Inside big open buildings, listen for echoing footsteps; indoor combat rules apply;
  • There are several entrances, so keep one spare exit while looting;
  • Together with the Launch Towers it forms the central axis that most players follow by default — running it in reverse can be rewarding.

Rocket Assembly#

Industrial ground and the concentrated source of mechanical materials. Key points:

  • The gaps between heavy plant equipment suit holding angles, and heavy-armor ARC units show up here more often;
  • Anti-ARC specialized weapons prove their worth most fully in industrial POIs like this one;
  • Fill your bag and go; the depths of the plant are no place to linger.

Essentials of Open-Ground Survival#

The core problem at Spaceport is crossing open ground:

  1. Look before you move: check your intended route from behind cover or from high ground;
  2. Move in stages: cut long crossings into short cover-to-cover sprints;
  3. Weave: vary your lateral movement while you are on a firing line to lower the hit rate;
  4. Avoid saddles and tower bases: natural chokepoints are a sniper’s favorite, so go around them.

The Stage for the Night Raids Quest#

The blueprint for the Tempest weapon is tied to the Night Raids quest at Spaceport. Under night conditions:

  • Reduced visibility reshapes engagement distances, shrinking the ranged advantage;
  • Quest objectives outrank looting, so finish and leave;
  • Night Raids count as an officially defined high-pressure condition, and the October 2026 pure PvE test excluded it — see Pure PvE Mode Guide for details.
Route Nodes Traits
Storage main line Container Storage → Vehicle Maintenance → Rocket Assembly Maximum material output, the industrial line
Hub side line Departure/Arrival Building → Launch Towers Indoor supplies plus vision scouting

Both lines finish at a perimeter extraction point. The extraction principle at Spaceport: on material runs it is better to skip one POI than to cut your extraction margin — dying out in the open is never a surprise.

内容最后验证于 2026-07