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:
- Look before you move: check your intended route from behind cover or from high ground;
- Move in stages: cut long crossings into short cover-to-cover sprints;
- Weave: vary your lateral movement while you are on a firing line to lower the hit rate;
- 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.
Recommended Looting Routes#
| 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.
Related Pages#
- Weapons and Attachments — choosing mid-to-long-range guns
- Blueprint Mechanics and Sources — Night Raids blueprint details
- ARC Machine Enemy Guide — counters for flying units
- Extraction Mechanics Explained — how high-pressure conditions work