Gaming Guide

Arc Raiders Frigate Guide (Loadout, Coils and Drop Pod Escape)

What to bring, how the coil and button mechanics work, and the full route from the boarding platform to the cargo pod.

What to bring, how the coil and button mechanics work, and the full route from the boarding platform to the cargo pod.

Image: Embark Studios

The Frigate is an ARC warship that hangs over the map in Arc Raiders, and a full clear takes most of a raid. The run has three parts. You ride a platform up to it, break every glowing orange coil on board, and then release the cargo pod and ride it down to the ground. The pod is lined with loot containers. Two mechanics drive the whole ship, which are shooting coils and shooting yellow buttons. The difficulty comes from doing both while Hydras, Rocketeers and Vaporizers shoot at you.

Quick answer: Queue a map showing the ARC Frigate condition with a three-person squad. Board from the rear platforms using Disrupt, destroy every coil, breach the four corner latches, then crank the two drums until the pod drops.


Frigate requirements: Map condition, squad and raid rules

The Frigate is a map condition rather than a fixed map. It rotates across several maps, so check the Map Selection screen before you deploy and pick one that lists ARC Frigate under the map name. Once you load in, the ship is visible over the map and holds one position for the whole raid. Weapons fired from the ground won’t destroy it. You have to board it.

Brown topographic map of Dam Battlegrounds with an ARC Frigate marker and a side card describing the condition and its effects.
The Destinations map shows the ARC Frigate condition card for Dam Battlegrounds, marked ARC Operation and No Free Loadout, with Inspect and Select Destination buttons.

The condition also changes the raid underneath the ship.

  • Free loadouts are disabled, so you have to bring your own kit.
  • Raider Hatches are disabled, so plan to leave through normal extraction points.
  • Locked key-room doors are inactive.
  • Overall loot value across the map is lower.
  • Several consoles need three Raiders pressing at the same time. Solo and duo players have to team up with strangers on board.

The route eats most of the raid timer. Head for the ship as soon as you land instead of looting the far side of the map first.


Best Frigate loadout: Weapons and ammo

WeaponRarity / typeAmmo · magazineWeight
HullcrackerEpic SpecialLauncher Ammo7
JupiterLegendary Sniper RifleHeavy Ammo · 59
VenatorRare PistolMedium Ammo · 105
BettinaEpic Assault RifleHeavy Ammo · 2211
AnvilRare Hand CannonHeavy Ammo · 65

Every weapon above can be upgraded from level I to IV. The Hullcracker, Jupiter, Bettina and Anvil can also be amplified. The Jupiter sells for 27,500 and has Very Strong ARC armor penetration.

Primary: Hullcracker or Jupiter

Hullcracker is the damage pick. Its explosive rounds only go off when they hit ARC, which suits a ship full of machines. It clears Hydras and coil clusters faster than anything else in the kit, but it burns through ammo quickly.

Hullcracker
Hullcracker. Image: Embark Studios
Recommended Loadout: Primary Weapons01:00Recommended Loadout: Primary Weapons
An upgraded Hullcracker is the fastest way to melt Hydras and coils, at a steep ammo cost. Shown at 01:00 in Fallout Plays’s video. Image: Embark Studios

Jupiter is the economy pick. It is a bolt-action rifle that fires projectiles fast enough to pass through more than one target. It does less damage per second than the Hullcracker, but your reserves last much longer, which matters on a run this long.

Secondary: Venator over Anvil

Venator fires two shots per trigger pull, and you can upgrade its magazine. That makes it the right tool for exposed coils and yellow buttons, which reward fast, accurate hits and short reload pauses. The Anvil hits hard, but it handles slowly and holds fewer rounds, so you spend more time reloading in the middle of a fight. If you expect Raider fights, the Bettina is the heavy-ammo alternative.

Venator
Venator. Image: Embark Studios

Ammo reserves

AmmoMax stackWeightSold by
Launcher Ammo240.1Tian Wen, 4,500 Coins
Heavy Ammo600.05Tian Wen, 900 Coins

Bring at least 100 Launcher Ammo rounds if you run the Hullcracker. That is five full stacks, and runs that start with around 130 still come close to running dry. One trio that cleared the ship in a PvP lobby used more than 150 rounds each. Pack 200 or more pistol rounds for the Venator as well.


Frigate gear: Shields, mobility and gadgets

ItemRarityWeightKey stats
Light ShieldUncommon5Charge 40, 40% reduction
Medium ShieldRare7Charge 70, 42.5% reduction, −5% speed
Heavy ShieldEpic9Charge 80, 52.5% reduction, −10% speed
Snap HookLegendary5Range 20m
Photoelectric CloakEpic3Hides you from ARC
Sterilized BandageRare0.25/s for 10s, stack of 3
Lure GrenadeUncommon0.4Stack of 3

Lance sells the Light Shield for 1,920 Coins, the Medium Shield for 6,000 and the Heavy Shield for 16,500. He also sells the Sterilized Bandage for 6,000 Coins.

Medium Shield gives the best balance for a ship where you need to move fast. Carry two of them, one equipped and one in your backpack. Shields break during the long fights on the top deck, and a spare keeps you in the run instead of forcing you to fall back.

Defibrillators are essential. Fire jets, Hydra volleys, and deep falls through Frigate shafts can knock Raiders down; the run ends if your squad has fewer than three players. The Integrated Defibrillator can be used repeatedly after its cooldown, but stays bound to its slot and cannot be dropped.

Recommended Loadout: Support Equipment & Shields03:46Recommended Loadout: Support Equipment & Shields
Support items can go on yourself or a downed teammate, and you will use both options on the Frigate. Shown at 03:46 in Fallout Plays’s video. Image: Embark Studios

Snap Hook lets you skip the climbs between decks and gets you out of trouble when the ARC pin your squad. It also replaces the first three-person lift if your squad is short a player. A broken Snap Hook will slow your Raider badly for the rest of the run.

Lure Grenades carry more of the run than any other gadget. They stick to surfaces and make noise, which pulls nearby ARC fire away from whoever is breaching or shooting a coil. Barricade Kits give you portable cover against Vaporizers and Rocketeers. Wolfpacks split into homing missiles that target ARC, so they handle the airborne Rocketeers.

Recommended Loadout: Gadgets & Consumables05:06Recommended Loadout: Gadgets & Consumables
Craft a full stack of Lure Grenades before you queue, because they buy the time you need on every coil. Shown at 05:06 in Fallout Plays’s video. Image: Embark Studios

How Frigate coils and yellow buttons work

Every stage on the ship uses one of two mechanics. Once you can read them, the route becomes a sequence of targets instead of a maze.

Orange coils are the Frigate’s power cores. The game pings them as “Power Core.” They are glowing cylinders, some small and some built into large multi-ring towers, and they get darker as they take damage until they shatter. Some are exposed. Others sit behind armored panels, and a Raider has to hold the E BREACH POWER CORE prompt with a pickaxe before anyone can shoot them. Each coil you start on spawns more ARC, so line up the squad and shoot together.

Core Mechanics: Destroying ARC Coils06:04Core Mechanics: Destroying ARC Coils
Keep shooting a coil until it goes dark and breaks apart. A coil that is still glowing still counts. Shown at 06:04 in Fallout Plays’s video. Image: Embark Studios

Yellow buttons are small round glowing targets set into walls. Shooting them runs machinery. They fold wall sections out into climbable steps, stop the reactor turbines, and unlock security doors. When a set extends into steps, the compartments that open often hold loot too.

Core Mechanics: Yellow Buttons06:59Core Mechanics: Yellow Buttons
Hit every yellow button in a set, and the panel next to them moves or the door ahead unlocks. Shown at 06:59 in Fallout Plays’s video. Image: Embark Studios

Frigate walkthrough: From boarding platform to drop pod

Boarding at the stern

Go to the rear of the Frigate, where round saucer-like platforms ride between the ground and the ship’s underside. They are ARC machines, but they don’t attack you. Climb onto one while it is hovering low.
Stand in the middle of the disc and press E DISRUPT. A spherical ARC energy shield forms around you, and the platform starts climbing toward the ship.
Walkthrough: Infiltration & Boarding08:10Walkthrough: Infiltration & Boarding
Once Disrupt triggers, the shield wraps the platform and protects you during the ride up. Shown at 08:10 in Fallout Plays’s video. Image: Embark Studios
Step off onto the rear ledge at the top. The objective changes to “Find a way on top of the Frigate,” which confirms that you made it aboard.

The ride up is slow and exposed, and a large gun under the hull targets Raiders on approach. A Photoelectric Cloak hides you from ARC during that stretch. In a hostile lobby, clear the area around the platforms before you ride.

Bottom floor: The giant coil tower and side room

Slide down either the left or right metal chute from the rear ledge to reach the lower deck. Either side gets you to the same place.
Take out the two Hydras guarding this deck; more may emerge from the floor once the pair is gone. Each defeated Hydra stays dead and yields only light ammo, so there’s no need to stop and loot it.
Put one Raider on each of the three control pedestals around the circular pit in the middle of the floor. All three hold E MOVE UP at the same time until the multi-tier coil tower has fully risen.
A raider in a red jumpsuit and goggles sits on a cot in a dim, worn room with menu tabs above and icons below.
The Raider tab shows a raider sitting on a cot in a dim room, with shortcut icons along the bottom and the Play, Workshop, Outpost, Traders, Reward Pass and Store tabs on top.
Destroy every coil on the tower. Look up to the left and right as well, because two smaller coils sit above the tower area.
Follow the exterior walkway along the lower level to a small side chamber. Breach into it and destroy the recessed coil cluster inside.

Top floor: Six coil clusters and the fire rooms

Climb to the top exterior deck using the tiered stairs, the exterior spines, the walls that the yellow buttons fold out, or a Snap Hook. Painted arrows and vents mark the way up.
Destroy the six coil clusters on the top deck. They are laid out symmetrically, with three on the left side and three on the right. Use Lure Grenades and Barricade Kits to handle the Hydras, Rocketeers and Vaporizers that defend them.
Enter the side fire compartments between bursts. The flames sweep through on a timer of roughly every 15 seconds. Breach the recessed wall power cores inside, then get out before the next burst. Shooting the small core in the middle of a fire room shuts off its flames and the engine wind, which gives you time to search its loot containers.

After the first top-deck Hydra dies, a jet blast pushes Raiders toward the edge of the ship. Move into the wind instead of away from it, and it won’t throw you overboard.

Front section: Yellow buttons, turbines and reactor coils

Move forward to the pit at the bow. Kill its two Hydras from range before you drop in.
Shoot all 6 yellow buttons on the pit walls. When the last one breaks, the red-lit blast doors to the reactor corridors unlock.
Drop into the turbine duct, then shoot both yellow buttons on the reactor wall. The fan blades halt, and the toxic fumes dissipate.
Push into the reactor chamber and destroy the oversized central coils.

If every coil looks destroyed and nothing opens, look for a red-lit hatch below deck. It drops you into a chamber with a small core, and destroying that core opens the bottom of the ship.

Releasing and riding the cargo pod

Enter the final chamber and clear any remaining ARC. Two Raiders breach each of the four release latches in the corners together. These red panels won’t open for a single player.
Send two players to the two cylindrical drums on the lower level, one on each side. Activate them at the same time, again and again. Each cycle lowers the cargo pod further, and after several rounds it detaches from the Frigate.
Get on top of the pod as it lets go and ride it to the ground. It lands somewhere on the map. When it touches down, dismount and breach and search every round container on it. That is your confirmation that the clear is complete.

Frigate loot and when to abort a run

The Frigate is one of two sources of Amplification Modules. The fallen Emperor is the other. The modules don’t only come from the pod. The hull has 64 recessed hatch containers, 56 large and 8 small, and any of them can roll a module. The pod itself holds 12 more. Modules come in Marks from Mk. I to Mk. V, matched to weapon rarity from Common to Legendary. Move any module to your safe pocket the moment you loot it, because a knockdown on deck costs you everything else.

ARC Raiders inventory screen with stash grid and a tooltip for Tick Pod, an uncommon recyclable item.
The Inventory screen shows the Stash with a Tick Pod tooltip, a Recyclable item of Uncommon rarity found in ARC that recycles into crafting materials.

Not every run ends at the pod. If your squad is down a player, short on ammo, or can’t coordinate the three-person consoles, ride a platform back down early and take a normal extraction. That keeps your expensive loadout intact. Keep an eye on the timer as well. When the radio warns that an ARC orbiter is ten minutes out, the safe window is closing whether or not the pod is free.