Best Way To Get Blueprints in ARC Raiders — Efficient Farming
This guide is a complete, practical walkthrough for getting blueprints in ARC Raiders. It covers where blueprints spawn, what containers and activities are highest value, the best solo and squad strategies, recommended loadouts, route plans, and step-by-step routines you can copy into your play sessions. Read this to stop relying on luck and start farming blueprints with intent.
Core concepts you’ll master
Where blueprints spawn and how spawn rules work
How to prioritize containers, enemies, and activities for maximum yield
Best times and map states for blueprint farming
Loadouts, mods, and consumables that speed runs and increase survivability
Team roles and communication for safer, faster extractions
Example routes, tile-by-tile checklists, and repeatable routines
Troubleshooting common problems and optimizing long-term progression
Key terms used (brief)
Blueprint: the item used to unlock weapons, drones, or equipment blueprints in ARC Raiders.
Crate: destructible container that can hold blueprints; some crate types are higher-yield.
Security Locker: small, medium, or large locked container often containing higher rarity loot.
Extraction: the moment you call the shuttle/evacuate with scavenged loot; your haul is finalized only after successful extraction.
Night Raid: higher-difficulty spawn states or phase windows where loot can shift toward rarer items.
Three actionable goals for this guide
Give you a repeatable daily routine that guarantees steady blueprint income.
Build routes that scale with player level and team size.
Teach decision rules so you can improvise safely when situations deviate.
Blueprint spawn fundamentals
Understanding the rules that govern where and why blueprints appear is the difference between random luck and systematic farming. While ARC Raiders continuously evolves, the following fundamentals are stable patterns to design around.
Blueprint spawn sources
High-tier crates and security lockers are the most reliable containers to check for blueprints.
Mission objectives and side objectives sometimes reward blueprints directly or via post-mission rewards.
Rare enemy elites and bosses can drop blueprints or blueprint fragments on death.
Time-limited events, supply drops, and special objectives often include blueprint rewards at higher rates.
Why container type matters
Containers are not equal. Some crate models have built-in rarity tables that skew toward gear, while others skew to resources.
Security lockers—especially medium and large—often have a higher chance for blueprints than regular crates.
Locked containers may require a code, a hacking minigame, or an encounter to clear; weigh time vs reward.
Spawn density and area affinity
Certain map sectors are “hot” for blueprints: industrial zones, research labs, and high-tech facilities generally outperform open terrain.
Blueprint spawns often correlate with lore/setting: expect weapon or drone blueprints in tech labs, heavy turret blueprints in fortified outposts.
Learn each map’s high-density zones and focus routes there.
Blueprint rarity and fragments
Some blueprints come whole; others drop as fragments. You may need to collect multiple fragments to assemble a full blueprint.
Prioritize full blueprints when possible; fragments are useful but often slower progress per minute.
Loot tables and RNG mitigation
RNG determines specific drops, but you can mitigate it through volume, container prioritization, and event selection.
High-frequency, short loops that hit many high-probability containers beat long, high-risk runs in payout per hour for most players.
Containers, objectives, and enemies — What to open, clear, and ignore
Not every crate is worth your time. Use the following prioritization to maximize blueprint acquisition per minute.
Container priority (highest to lowest)
Large Security Lockers — high chance of blueprints and rarer items. Worth the time to bypass or clear guards.
Medium Security Lockers — second-best consistent source.
Weapon/Tech Crates — visual crates usually labeled or decorated differently; they often drop weapon-related blueprints.
Rare Supply Drops — timed or event-based containers with a higher tier table.
Small Lockers and Ammo Crates — quick to open; low individual value but add up in bulk.
Standard Scattered Crates — low priority unless they’re on-route.
Enemy-specific loot (elite mobs / bosses) — rarely consistent but can pay off; attempt only when safe or if included in a route.
Objective types to prioritize
Data node / Terminal hacks in labs (often yield tech blueprints).
Facility shutdowns or generator captures that grant access to locked storage.
Timed courier or data retrieval objectives with guaranteed reward pools.
Optional boss encounters that gate high-tier boxes (do them if you have a plan to finish quickly).
Enemies to clear vs skip
Clear if: they guard a high-priority container or objective, or if the encounter is short and safe.
Skip if: they consume disproportionate time/health without increased loot; avoid long patrols or time sink fights unless blueprint reward is confirmed.
Quick rule: time is your currency. One short high-probability container per minute beats one high-reward container that takes five minutes if it fails half the time.
Mapping high-value blueprint hotspots
Every map has repeatable hotspots where blueprints spawn more frequently. Below are archetypal hotspots and what to expect.
Labs and Research Wings
What to expect: tech, drone, and advanced weapon blueprints.
Why: dense container clusters, multiple security lockers, hackable terminals, and optional mini-boss rooms.
Tactics: run a loop through the wing that hits lockers, terminal nodes, and the central vault; use short-cooldown movement and area-clears to maintain pace.
Fortified Outposts
What to expect: heavy weapon blueprints, turret or defense schematics.
Why: more locked storage and occasional heavy drops.
Tactics: clear entrance patrols with stealth or range, breach the armory quickly, then sweep small rooms for lockers.
Industrial Yards / Shipping Depots
What to expect: mixed blueprints, resource crates, and supply drops.
Why: many destructible crates and supply containers spread across small areas.
Tactics: pick a linear route that passes all shipping lanes; prioritize stacked pallets and container clusters.
Open Ruins and Wastelands
What to expect: lower blueprint rates; fragments in caches and elite spawns.
Why: lower container density and more enemy encounters.
Tactics: avoid unless a mission objective forces you or you need fragments that spawn there.
Urban Centers
What to expect: balanced spawns with good terminal and locker coverage.
Why: verticality and building interiors create concentrated loot pockets.
Tactics: use vertical movement abilities; check rooftops and basements for hidden lockers.
How to build your personal hotspot map
Run five quick solo loops on each map, keeping notes on which containers/gates yielded any blueprint or fragment.
Mark the top five tiles per map that produced the most valuable drops.
Combine your notes into a 10–12 minute route that hits every hotspot reliably.
Update the route weekly — loot tables and spawn patterns change with patches and events.
Best times and match types for blueprint farming
Choosing the right match type and time of day in-game can change yield dramatically.
Recommended match types
Short PvE missions with dense interiors: great for consistent container volume.
Event missions that advertise blueprint or equipment drops: prioritize when available.
Escalation or higher-difficulty missions if your team can finish them fast; they increase drop rarity but only pay off with speed and safety.
Time-in-match considerations
Early-match windows: initial spawn areas and objectives often contain guaranteed lockers—sweep them immediately.
Mid-match: look for rotating supply drops or timed objectives to nab bonus crates.
Endgame/extraction window: know the map’s usual final chokepoints; avoid risky fights here unless extraction requires it.
Group size tradeoffs
Solo: prioritize speed, avoid risky objectives, and play routes that minimize combat.
Duo: split responsibilities—one clears ahead, the other secures containers or extracts hostiles.
Trio/Quartet: assign roles (scout, breaker, suppressor, evac) and take more aggressive objectives safely.
Practical scheduling
If a time-limited event raises blueprint drop rates, allocate at least 2–3 short farming sessions to leverage event windows.
Keep sessions to 20–30 minutes to avoid burnout and maintain consistent throughput.
Loadouts that maximize blueprint acquisition
Your loadout should be about speed, survivability, and the ability to open containers or bypass obstacles quickly.
Core loadout principles
Mobility > raw damage for farming loops.
A reliable crowd-control or wide-cone damage tool to clear rooms fast.
A single-target finisher for elites/bosses if you plan to take them.
Utility gear for bypassing locks/hacks or mitigating turret/laser damage.
Recommended weapon classes
SMG/Light rifles: excellent mobility, mag size, and TTK for clearing groups.
Shotgun with mobility augment: one-shots common mobs at close range for quick clears in tight interiors.
Marksman rifle: optional for picking off heavy snipers or turret cores from range without triggering alarms.
Key mods and equipment
Movement mods: sprint speed, reduced reload downtime, or dodge cooldown reduction.
Loot-finding mods: any augment that slightly raises rarity or crate chances.
Hacking tools or bypass modules: reduce time required to open locked containers.
Shield or armor regen mods: helps you push through fights during tight loops.
Consumables and deployables
Repair kits or portable shield generators for sustained loops.
Portable hack modules or codebreakers to avoid long minigames at every locker.
Temporary buffs that increase loot rarity or XP (use them in peak runs or during events).
Suggested loadouts by role
Scout (solo or duo runner): SMG, mobility mods, portable hack tool.
Breaker (team member who opens heavy lockers): Shotgun, high armor, hacking module.
Suppressor (holds aggro): Heavy weapon with area suppression and tank mods.
Extract/Runner (evac specialist): Light weapon, fastest mobility, extraction consumables.
Example loadout (solo, speed-run)
Weapon: Lightweight SMG with extended magazine and crit chance.
Armor: Mobility-focused set with minor shields.
Mods: sprint cooldown reduction; loot rarity +3%; hacking speed +2.
Consumables: 3 medkits, 1 portable hack module.
Step-by-step blueprint farming routine (repeatable 20–25 minute loop)
This routine assumes a mid-tier map like an industrial lab or urban tech wing and is tuned for solo-to-duo play.
Preparation (2–3 minutes)
Choose the map/mission chamber with hotspot coverage.
Set consumables: 3 medkits, 1 hack module.
Equip mobility loadout and loot-finding mod.
Choose a short-route checklist (tiles 1–12) anchored by two large lockers.
Run loop (15–18 minutes)
Starting tile: clear entrance patrols quickly using a wide-angle weapon.
Tile 2–4: open small lockers and one medium locker; prioritize terminal hacks if close.
Tile 5: sweep the central lab — clear mobs then immediately hack the primary terminal for potential blueprint reward.
Tile 6–7: chest cluster — open all destructible crates; drop any low-value resources to free inventory.
Tile 8: security room — engage only if the large locker is accessible; use portable hack module if needed.
Tile 9: rooftop or ventilation node — check for hidden small lockers.
Tile 10: secondary terminal and two medium lockers.
Tile 11: optional elite spawn — kill only if you can avoid lengthy re-clears.
Tile 12: extraction staging — ensure you have the extraction consumable ready and move to evac point.
Loop repeat or extract
If you hit your time limit or fill inventory with high-value items, extract. Otherwise, repeat the loop immediately; repeatability compounds success.
Post-run checklist
Review any fragments found and log what container types gave blueprints.
If running as a team, share a quick debrief: what worked, what slowed you down, and whether you should switch roles.
Team strategies and roleplay for maximum efficiency
A coordinated squad multiplies your per-minute blueprint rate. Use clear roles and checklists.
Four-role structure (ideal)
Scout (fastest player): clears ahead, marks high-priority containers, and calls out enemy movement.
Hacker/Breaker (tech specialist): opens large lockers and handles terminals/hacking minigames.
Heavy/Clear (tank/damage): takes point on elite or turret clears and suppresses the area.
Runner/Extract (evac specialist): stays lightly equipped to carry loot out quickly and manage evac triggers.
Communication checklist
Call out container types: “Large locker, top-left lab” rather than vague terms.
Use timers for hacking/clear tasks: “Breaker — ETA 10s to finish hack.”
Share immediate drop info: “Got a blueprint in the armory; hold the line while I extract.”
Role rotation and fatigue management
Rotate heavy roles every 2–3 loops to avoid burnout.
Allow the Runner to extract early if the squad has multiple high-value drops and the extraction risk rises.
Keep medkits centralized; establish a “home” tile for resupply that’s quick to reach.
Shared strategies for risky objectives
Use bait tactics: Scout draws patrols away while Breaker opens the locker.
Chain extractions: stagger evac calls so one player extracts while others clear a fallback route.
Economy and inventory management
A cluttered inventory kills your efficiency. Treat inventory as a resource to manage.
Inventory rules
Drop non-legendary resources when inventory hits 80% to free up space for crates and lockers.
Keep one slot per blueprint type if possible; fragments take minimal room but track them separately.
Sell duplicates or low-value items at vendor hubs between runs.
Blueprint prioritization
Prioritize whole blueprints over fragments; fragments accumulate slowly and are second priority.
If you have too many duplicates, keep the best one and recycle extras unless duplicates are needed for specific recipes.
Trading and market notes
If the game allows trading, coordinate with your social circle to trade duplicates for missing blueprints.
Use marketplace or auction houses sparingly; crafting and vendor exchange often yield better long-term returns than trading for single high-tier blueprints.
Advanced tactics: RNG manipulation and mitigation
Although you cannot directly control RNG, you can stack factors in your favor.
Volume over value
The simplest approach is the highest-volume loop: hit many medium-to-large containers reliably rather than chasing single clutch opportunities.
Event stacking
Play during events that bump blueprint rates and combine with loot-finding mods.
Run multiple short sessions during event windows instead of one long grind.
Risk stacking (when justified)
If you and your team are capable, do a risk stack: take a high-difficulty mission repeatedly until you clear it quickly; the increased rarity will eventually pay off.
Smart abandonment
Abandon runs quickly when spawn or patrol patterns make a loop unprofitable. Cutting losses is a skill—don’t stubbornly chase a bad run.
Example routes (map-agnostic templates you can adapt)
Use these templates as patterns; replace tile numbers with the actual nodes on the map you’re farming.
Linear loop (for shipping yards)
Start > Container cluster A > Medium locker > Terminal > Container cluster B > Extraction staging.
Interior loop (for labs)
Entry corridor > Secondary security room > Central vault > Rooftops & vents > Side offices (small lockers) > Extraction.
Dual-team split (for squads)
Team A: East wing lockers and shredder rooms.
Team B: West wing terminals and armory.
Rendezvous at central elevator; extract Runner departs with combined loot.
Vertical sweep (for urban centers)
Roofs > High-floor security lockers > Interior stairwell lockers > Basement armory > Extraction.
Troubleshooting common problems
Problem: Low blueprint drop despite hitting many crates
Solution: Re-evaluate container priority—are you hitting low-value crates? Switch to a loop with more medium/large lockers.
Problem: Frequent deaths in route
Solution: Slow down and assign a heavy to clear ambush points. Rebuild route to avoid known choke points.
Problem: Team coordination issues
Solution: Assign fixed roles and a pre-run checklist. Use short voice confirm phrases: “On me,” “Moving to locker,” “Hacking now (10s).”
Problem: Too many fragments, slow progress
Solution: Shift focus to missions that directly reward full blueprints or prioritize containers that historically paid full blueprints in your logs.
Long-term progression and farming schedules
Make your farming sustainable and effective over weeks and months.
Weekly schedule template
Day 1: Hotspot reconnaissance — run short loops on 2 new maps and log results.
Day 2–4: Focused farming on the best-performing map for 45–60 minutes total in three sessions.
Day 5: Event grind if active; otherwise, short mix-and-match farm for variety.
Day 6: Trading and inventory cleanup; sell junk and consolidate blueprints.
Day 7: Maintenance and route tweak — update maps and redistribute roles.
Seasonal planning
Save high-value boosts for big events or when you plan long, uninterrupted farming blocks.
Rotate your main maps so you don’t get stale and so the market (if present) doesn’t devalue your gains.
Scaling your loops
As your gear improves, shorten your loops and add riskier objectives that yield better blueprints.
Leverage better mobility and hacking tools to open higher-tier containers previously skipped.
Example run logs (use as template to track results)
Keep a short log after each session to refine routes.
Run log entry format
Date / Map / Duration / Containers opened: (Large x, Medium x, Small x) / Blueprints found: (type, count) / Fragments: (#) / Notes.
Sample
2025-11-18 / Tech Lab A / 25 min / L:2 M:5 S:12 / Blueprints: Drone Arm v2; Fragments: 3 / Notes: Large locker in security room yielded Drone blueprint; terminal hack took 14s without hack module.
Over time you’ll see which map types and container mixes produce the best per-hour yields.
Checklist: Quick reference for each run
Pre-run
Equip mobility loadout and loot-finding mods.
Pack medkits and one portable hack module.
Choose map with known locker clusters.
During-run
Prioritize Large > Medium > Weapon crates.
Use hack module on locked large containers.
Avoid long elite fights unless required.
Post-run
Extract when inventory is near capacity or time limit reached.
Log results, sell junk, reorganize inventory.
Adjust route based on recent yields.
FAQ
What container types are most likely to drop blueprints?
Large and medium security lockers and specialized weapon/tech crates are the most consistent container types to check for blueprints. Prioritize those over generic supply boxes.
Is solo or group play better for farming blueprints?
Both work. Solo runs favor speed and minimal downtime; groups allow you to safely take higher-difficulty objectives and larger lockers. A coordinated duo often hits the best compromise between safety and speed.
Do blueprints drop more often during events?
Yes. Time-limited events and mission-specific reward windows usually increase the chance of higher-tier drops. Stack any loot-boost consumables and run as many short loops as possible during these events.
Are fragments worth farming?
Fragments are useful but slower. If you want a single specific blueprint quickly, focus on whole-blueprint rewards; collect fragments in side runs or when fragment-rich zones are convenient.
How should I manage inventory when farming?
Drop low-value resources when inventory hits ~80%. Keep dedicated slots for blueprint types and use vendor hubs between sessions to clear duplicates.
Which loadouts give the best blueprint yield?
Mobility-focused loadouts with a reliable area-clear weapon, a single-target finisher, and hacking modules are optimal. Mods that speed movement, hacking, or slightly increase loot rarity are high-priority.
How often should I update my route?
Weekly or whenever you notice a persistent drop in yield. Patch changes and events can shift spawn patterns.
Any beginner-friendly route advice?
Start with interior loops through labs or urban centers where lockers and terminals cluster. Keep the loop to 10–12 tiles and practice speed and inventory discipline.
Closing notes
Follow the routines here for several weeks and track your run logs. Blueprint farming is a mix of discipline, efficient routing, and smart risk management. With the routes, loadouts, and checklist templates provided, you’ll have a steady, repeatable system that produces blueprints far more reliably than random grinding.
Tech Lab Alpha — Tile-by-tile Blueprint Farming Route
Overview This route is tuned for a mid-tier map I run regularly: Tech Lab Alpha (interior-heavy, two main wings with a central vault and rooftop access). The loop is designed for a 12–15 minute repeat in a coordinated four-player squad or a fast duo. It prioritizes large and medium security lockers, weapon/tech crates, and hackable terminals while minimizing time-consuming elite fights.
Route assumptions
Squad comp: Scout, Breaker, Heavy, Runner (see squad role card below).
Consumables: 3 medkits each, 1 portable hack module (Breaker carries extra), 2 extraction boosters split between Runner and Scout.
Tempo target: 12–15 minute loop; aim to open 8–12 medium/large containers per loop.
Communication: short callouts (tile numbers + container type + status).
Legend
L = Large security locker
M = Medium security locker
S = Small locker
T = Terminal / Hack node
C = Crate cluster (weapon/tech crates)
E = Elite spawn (avoid unless called)
R = Rendezvous / extraction staging
Start / Spawn (Tile 0)
Action: Quick sweep of immediate corridor for patrols. Scout moves to Tile 1 to mark route; Heavy holds midline.
Callout example: “Tile 0 clear. Scout moving to 1.”
Tile 1 — Entry Vault Corridor
Points of interest: 1x Small locker (S), 1x Crate cluster (C) behind crate stacks.
Action: Scout clears fast with light weapon; Breaker opens small locker while Runner checks crates. Time budget: 30–40s.
Callout: “Tile 1 done — S opened; crates clear.”
Tile 2 — Lab Wing A, Storage Annex
Points of interest: 1x Medium locker (M), 1x Terminal (T) on back wall.
Action: Breaker begins hack on T (use portable module if contested). Heavy positions to cover south corridor. Runner stays near entrance. Time budget: 60–75s.
Callout: “Tile 2 — M opened, hacking T (10s).”
Tile 3 — Lab Wing A, Research Bay
Points of interest: 2x Crate clusters (C), potential elite spawn (E) in side alcove.
Action: Scout sweeps crates; Heavy holds choke to prevent elite flank. If E spawns, only engage if Heavy and Breaker agree. Time budget: 60s without elite, 120s with elite.
Callout: “Tile 3 — crates looted; E dormant.”
Tile 4 — Connector Hallway (to Central Vault)
Points of interest: 1x Small locker (S), environmental loot (breakable consoles).
Action: Quick smash-and-grab. Scout opens S, Runner collects; everyone maintains pace. Time budget: 30s.
Callout: “Tile 4 clear.”
Tile 5 — Central Vault Antechamber
Points of interest: 1x Large locker (L) guarded by light turret and 2-3 patrols; 1x Terminal (T) behind vaulted door.
Action: This is a priority stop. Breaker uses hack module on L; Heavy neutralizes turret; Scout bait-pulls patrols to side corridor. Runner stands ready to extract loot as soon as L opens. Time budget: 90–120s.
Callout: “Tile 5 — L hacking; Heavy on turret; Runner ready.”
Tile 6 — Central Vault Interior
Points of interest: 1x Medium locker (M) inside vault; high chance for tech blueprint here.
Action: Clear quick; one person hacks while others clear. Runner secures loot. Time budget: 45–60s.
Callout: “Tile 6 — M opened; blueprint check.”
Tile 7 — Vertical Shaft / Rooftop Access
Points of interest: 1x Small locker on rooftop, 1x crate cluster on high ledge.
Action: Use mobility to access ledge quickly. Scout or Runner takes rooftop check while Heavy covers elevator shaft. Time budget: 45s.
Callout: “Tile 7 clear — rooftop crates looted.”
Tile 8 — Lab Wing B, Armory Corridor
Points of interest: 1x Medium locker (M), 1x Weapon/Tech crate (C).
Action: Breaker focuses on M; Scout scans for patrols. If both M and C yield, consider immediate extraction if inventory is heavy. Time budget: 60s.
Callout: “Tile 8 — M opened; C cleared.”
Tile 9 — Side Office Cluster
Points of interest: 2x Small lockers (S), 1x hackable terminal (T) with moderate reward.
Action: Fast open of small lockers; Breaker handles T. If time is tight, deprioritize T. Time budget: 40–50s.
Callout: “Tile 9 — offices done.”
Tile 10 — Maintenance Tunnels
Points of interest: 1x Crate cluster (C), occasional elite patrol spawn (E).
Action: Use parkour/mobility to bypass long tunnel patrols; grab crates quickly and retreat. Time budget: 45–60s.
Callout: “Tile 10 — crates taken; tunnel clear.”
Tile 11 — Sub-Basement Armory (Optional High-Risk)
Points of interest: 1x Large locker (L) behind secured door, 1x medium locker (M). Guarded by elite if map triggers.
Action: Team decision node. If squad is fresh and coordinated, breach and clear. If low on health or time, skip and mark for next loop. Time budget: 90–150s if attempted.
Callout: “Tile 11 — breach decision: go/no-go?”
Tile 12 — Extraction Prep / Rendezvous (R)
Points of interest: Extraction terminal; small supply cache for last-minute consumables.
Action: If inventory limit reached or time cap hit, call extract. Runner confirms evac point clear while Heavy suppresses incoming mobs. If continuing loop, Runner drops a beacon and everyone moves to Tile 1 to start again. Time budget: 30–60s.
Callout: “Tile 12 — extracting” or “Tile 12 — loop again.”
Loop notes and variants
If Tile 11 is skipped, shorten loop by ~2–3 minutes and increase frequency of repetitions.
If two large lockers drop no blueprint, immediately swap one run for a high-difficulty quick mission to reset RNG weighting across sessions.
If an elite spawns persistently in Tile 3 or 10, reroute to avoid that node and substitute an alternate high-locker tile (recorded in your personal hotspot map).
Quick tile-timing targets (team rhythm)
Tiles 1–4: 3–4 minutes total (fast sweep)
Tiles 5–7: 3–4 minutes (priority vault area)
Tiles 8–11: 4–6 minutes (armory, office, optional breach)
Tile 12: 30–60 seconds (extract or re-loop)
Squad Role Card — Four-Player Compact Checklist
Header: Squad Role Card — Tech Lab Alpha (4-player)
Scout (fast runner)
Primary: Lead route, mark containers, bait patrols.
Loadout highlights: SMG/light rifle; mobility mods; 1 extraction booster.
Tasks: Clear small lockers, rooftop checks, maintain %time buffer for Runner.
Short callouts: “Tile X clear,” “Elite spotted at Y,” “Crate cluster done.”
Breaker (tech specialist)
Primary: Open medium/large lockers and hack terminals.
Loadout highlights: Shotgun/medium weapon; hacking module; spare portable hack.
Tasks: Prioritize L and M; begin hacks with 10s on clock; carry extra med if possible.
Short callouts: “Hacking L (10s),” “T complete — check loot.”
Heavy (area control)
Primary: Suppress turrets, clear elites, hold chokepoints.
Loadout highlights: LMG/heavy weapon; armor regen mod; suppression grenades.
Tasks: Keep routes safe; neutralize turret at Tile 5; kite elites to favorable tiles.
Short callouts: “Turret down,” “Holding choke,” “Need backup at Tile X.”
Runner (extract specialist)
Primary: Light loadout to evacuate quickly, manage evac terminal.
Loadout highlights: Light rifle; highest mobility; extraction consumable.
Tasks: Carry loot to extraction; confirm safe evac; maintain open inventory slots.
Short callouts: “Extraction set,” “Leaving with loot,” “Beacon down.”
Shared squad checklist (before spawn)
Roles assigned and loadouts confirmed.
Consumables distributed (medkits, hack modules).
Route pinned (Tiles 1–12) and start tile confirmed.
Communication phrases agreed (short-two-word calls).
Extraction threshold agreed (time or inventory).
Shared squad checklist (during run)
Breaker calls hack start and ETA.
Scout calls container types and marks high-value findings.
Heavy reports enemy pressure and proposes hold/advance.
Runner calls extraction status and confirms when beacon planted.
All confirm “Loop again” or “Extract now” at Tile 12.
Emergency protocol (one-line)
If downed, call “Med drop” and Heavy secures area; Runner extracts if evacuation becomes priority.
Printable micro-card (compact 3x5)
Front: Role name, 3 bullet tasks, 2 callouts.
Back: Route summary (Tiles to prioritize: 5(L), 6(M), 8(M), 11(L)) and emergency protocol.
After-action micro-template (one-line log for each loop)
Format: Date / Map / Loop time / Tiles hit / L:M:S counts / Blueprints found / Fragments / Notes
Example: 2025-11-19 / Tech Lab Alpha / 14m / 1–12 / L:2 M:3 S:6 / Blueprints: 1 (Drone Arm v2) / Fragments: 2 / Notes: Tile 5 L best yield.
Duo Route Summary — Tech Lab Alpha (Scout + Breaker)
This adaptation pares the four-player loop down to two players: Scout (speed, mobility, scouting) and Breaker (hacks, high-value containers, midline combat). The goal is a tight 10–12 minute repeatable loop that maximizes hits on Large and Medium security lockers and high-yield weapon/tech crates while minimizing time lost to long elite engagements.
Tempo target: 10–12 minutes per loop Primary focus: Large lockers > Medium lockers > crate clusters Core principle: split tasks so each player spends more time opening containers and less on extended fights
Duo Loadouts and Consumables
Scout
Role focus: mobility, quick clears, rooftop & vent checks, bag carrier on short hauls
Weapon: SMG / lightweight rifle (high movement speed)
Armor/mods: sprint cooldown reduction; minor shield regeneration
Utility: 1 extraction booster; 1 medkit; mobility gadget (grappler/boost)
Optional: small loot-finding augment
Breaker
Role focus: hack and open all M / L lockers, handle terminals, carry extra consumables
Weapon: Shotgun or mid-range rifle (reliable single-target)
Armor/mods: armor regen; reload speed for quick finishes
Utility: 2 portable hack modules; 2 medkits; spare extraction consumable (if available)
Optional: a single suppression device for short elite control
Shared inventory rule: Breaker holds the bulk of loot; Scout keeps one high-value slot for immediate extraction if needed.
Duo Communication Phrases (short and direct)
“Tile X clear” — area finished
“Locker L/M on me” — who will open
“Hack start — ETA 10” — breaker announces hack
“Elite at X — skip or clear?” — decision call
“Loop or extract?” — decision at extraction tile
Tile-by-tile Duo Route (10–12 minute loop)
Start / Spawn (Tile 0)
Action: Scout immediately scouts forward to Tile 1; Breaker secures spawn area and chest-checks.
Time: 10–15s.
Callout: “Tile 0 clear — Scout moving.”
Tile 1 — Entry Corridor
POI: 1x Small locker (S), 1x crate cluster (C)
Action: Scout speeds in, opens S and crates quickly while Breaker watches flank and picks up any flagged items.
Time: 30–40s.
Callout: “Tile 1 done.”
Tile 2 — Storage Annex
POI: 1x Medium locker (M), 1x Terminal (T)
Action: Breaker starts M; Scout clears nearby crates and interception paths. Breaker decides whether to hack T based on time; use portable hack if contested.
Time: 60–70s.
Callout: “Tile 2 — M opened; hacking T (10s).”
Tile 3 — Research Bay (Crate Cluster)
POI: 2x Crate clusters (C), possible short patrol
Action: Scout sweeps crates fast; Breaker focuses on keeping patrols from flanking. Avoid prolonged fights; sprint away if patrols re-route.
Time: 45–60s.
Callout: “Tile 3 — crates clear.”
Tile 4 — Connector Hallway
POI: 1x Small locker (S), breakables
Action: Quick smash-and-grab by Scout. Breaker reloads / prepares hack module if Tile 5 requires it.
Time: 25–35s.
Callout: “Tile 4 clear.”
Tile 5 — Central Antechamber (Priority)
POI: 1x Large locker (L) guarded by turret/patrols; 1x Terminal (T) behind door
Action: This is the prime stop. Breaker calls for a coordinated bait: Scout draws patrols to side corridor while Breaker uses portable hack on Large locker. Breaker neutralizes turret (or uses suppression device); Scout immediately clears nearby stray mobs and carries loot to safe point.
Time: 90–110s (aim for fastest possible).
Callout: “Tile 5 — L hacking; turret down.”
Tile 6 — Central Vault Interior
POI: 1x Medium locker (M) inside vault, high blueprint chance
Action: Quick clear; Breaker opens M while Scout watches for spawns. If both L and M are productive, consider early extraction.
Time: 40–55s.
Callout: “Tile 6 — M opened; check blueprint.”
Tile 7 — Rooftop / Vent Node
POI: 1x Small locker, 1x rooftop crate (C)
Action: Scout uses mobility gadget to reach rooftop, quickly checks small locker and crate. Breaker secures access route.
Time: 35–45s.
Callout: “Tile 7 clear.”
Tile 8 — Armory Corridor
POI: 1x Medium locker (M), 1x Weapon/Tech crate (C)
Action: Breaker opens M while Scout clears approach and flags any elites. If both give nothing and inventory is light, continue; if both give high-value items, weigh extraction.
Time: 55–70s.
Callout: “Tile 8 — M opened; C cleared.”
Tile 9 — Side Offices
POI: 2x Small lockers (S), 1x Terminal (T) low-medium reward
Action: Fast opens; prioritize small lockers. Skip terminal unless 30+ seconds available or if event increases drop rates.
Time: 35–45s.
Callout: “Tile 9 done.”
Tile 10 — Maintenance Tunnel (Bypass node)
POI: crate cluster (C), occasional patrols
Action: Scout sprint-pass crates; Breaker hangs back to reduce chance of being isolated. If heavy patrols present, detour rooftop/vent shortcut to avoid the tunnel choke.
Time: 40–55s.
Callout: “Tile 10 clear / detour.”
Tile 11 — Optional Sub-Basement Armory (Go/no-go)
POI: 1x Large locker (L) behind door; guarded by stronger forces
Action: Duo decision node. Attempt only if both are at high health and both hack modules available; otherwise skip. If attempting, Breaker leads the hack while Scout kites patrols and uses mobility to peel.
Time: 90–140s if attempted; skip = 0s (save time).
Callout: “Tile 11 — go/no-go?” then “Breaching” or “Skipping.”
Tile 12 — Extraction Point / Loop Decision
POI: extraction terminal; final small cache
Action: If inventory is near capacity or time cap reached, extract. If both have room and are healthy, re-loop by returning to Tile 1. Runner role is effectively shared: Breaker nominates who carries important loot to the extraction point (Scout usually runs it when speed is needed).
Time: 20–45s.
Callout: “Loop again” or “Extract now.”
Duo Rhythm and Timing Targets
Tiles 1–4: 2.5–3.5 minutes total
Tiles 5–7: 3–4 minutes (priority area)
Tiles 8–10: 3–4 minutes
Tile 11: optional +1.5–2.5 minutes
Tile 12: 0.5 minute (decision)
If attempting Tile 11, accept about +2 minutes; that usually reduces loop frequency but raises chance at a high-tier blueprint.
Duo Decision Rules (quick reference)
If both L and M drop high-value items at Tile 5–6 and inventory is near full → extract immediately.
If an elite spawns and costs >60s to clear → skip and reroute; don’t trade loop frequency for a single low-probability payoff.
If Breaker is out of hack modules and another L appears → skip or attempt with terminal (lower chance) and plan to re-equip at vendor.
If you get60s to clear → skip and reroute; don’t trade loop frequency for a single low-probability payoff.
If Breaker is out of hack modules and another L appears → skip or attempt with terminal (lower chance) and plan to re-equip at vendor.
If you get 0 blueprints after 2 consecutive loops but opened ≥8 high 0 blueprints after 2 consecutive loops but opened ≥8 high-priority containers each loop → switch-priority containers each loop → switch map or take a high-difficulty mission to “reset” chances.
Emergency map or take a high-difficulty mission to “reset” chances.
Emergency / Down Protocol / Down Protocol (Duo)
If one player is downed in a contested node (Duo)
If one player is downed in a contested node: the other must either secure a nearby safe tile and revive with medkit (if safe: the other must either secure a nearby safe tile and revive with medkit (if safe), or extract immediately calling “extract solo” if carrying high-value items), or extract immediately calling “extract solo” if carrying high-value items.
If both get overwhelmed, abandon loot and extract; losing a single run is better than repeated wipes..
If both get overwhelmed, abandon loot and extract; losing a single run is better than repeated wipes.
Always have at least one extraction consumable available
Always have at least one extraction consumable available per loop.
Quick Duo After-Run Log Template per loop.
Quick Duo After-Run Log Template (single line)
Date / Map / Loop time / Tiles hit / L (single line) Date / Map / Loop time / Tiles hit / L:M:S counts / Blueprints / Fragments / Notes Example:M:S counts / Blueprints / Fragments / Notes Example: 2025-11-19 / Tech: 2025-11-19 / Tech Lab Alpha / 11m Lab Alpha / 11m / 1–12 / L:1 M:3 S:5 / Blueprints: 1 (Arm v2) / Fragments: 0 / Notes: Tile 5 L paid off; skipped Tile 11.
Final Tips for Duo Play
Practice the / 1–12 / L:1 M:3 S:5 / Blueprints: 1 (Arm v2) / Fragments: 0 / Notes: Tile 5 L paid off; skipped Tile 11.
Final Tips for Duo Play
Practice the bait-and-hack on Tile 5 until your coordination becomes bait-and-hack on Tile 5 until your coordination becomes second nature; it’s the loop’s payout engine.
Respect inventory discipline: break loot only at vendor hubs between sessions.
Rotate second nature; it’s the loop’s payout engine.
Respect inventory discipline: break loot only at vendor hubs between sessions.
Rotate who carries the extraction beacon each loop to keep who carries the extraction beacon each loop to keep both players practiced in the evac sprint.
If you want both players practiced in the evac sprint.
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