In Arc Raiders, “fuel cells” usually refers to the family of power-related loot that feeds crafting projects and some objectives. Two items matter most in day‑to‑day runs: ARC Powercells, which are common pickups you’ll see across the Rust Belt, and the rarer Advanced ARC Powercells that break down into basics. There’s also an in‑world activity at Old Fort in Blue Gate that asks you to locate three scattered fuel cells on the point of interest. This explainer covers what each cell does, how they recycle, and the practical route to secure the Old Fort set without wasting time or putting your stash at risk.


ARC Powercells are foundational: keep them for workshop needs rather than dumping them for quick cash. Advanced ARC Powercells compress multiple basics into a single slot and can be broken down when you’re short on the common stuff. A few other items sit adjacent to this system—Synthesized Fuel, Explosive Compound, and Bastion Cell—either as inputs for benches or as high‑value components that trade well and recycle into other materials.

Item Rarity Recycles into Sell price Notes
ARC Powercell Common Cannot be recycled 640 Frequently needed for workshop projects; stash instead of selling when possible.
Advanced ARC Powercell Rare 2× ARC Powercell 640 Handy for converting into basics if you’re short on ARC Powercells.
Damaged ARC Powercell Uncommon 1× ARC Alloy 293 Salvage for alloys when crafting paths call for metal rather than power items.
Synthesized Fuel Rare 1× Oil, 1× Chemicals 700 Used at the explosives bench; recycles back into base chemicals and oil.
Explosive Compound Rare 2× Crude Explosives 1,000 Bridges into explosive crafting paths; decent sell value if you’re flush on explosives.
ARC Coolant Rare 16× Chemicals 1,000 Chemical‑dense; break down if chemicals are the bottleneck in your recipes.
Bastion Cell Epic 2× ARC Motion Core, 2× Advanced Mechanical Components 5,000 High‑tier cell with strong recycle return or sell value; stash for late‑game projects.

Sell prices and recycle outputs are consistent motivators: when you need volume, recycle; when you need money fast, sell. But powercells in particular tend to be more valuable kept than cashed out, since workshop steps regularly call for them.


Where to find the Old Fort fuel cells (Blue Gate)

The Old Fort activity in Blue Gate asks you to locate three fuel cells scattered on and around the ruins. The placements are clustered on the POI itself rather than deep inside the main structure. Expect one near the northern edge by the road, another toward the southern side close to a lever, and a third up high at the fort’s highest point. If you sweep the perimeter first—north road to south lever—then climb, you can clear the set efficiently without backtracking.

  • North placement: in the ruins near the road that skirts the fort’s northern boundary.
  • South placement: near one of the interactive levers on the southern side of the site.
  • High placement: at or near the highest accessible point on the fort.

These spots can be contested. Plan your path so the climb comes last—grabbing the exposed ground‑level cells quickly keeps you moving and minimizes time stuck in open angles.


Movement and stealth that help you extract with cells

You move faster when you stow your guns. If there’s pressure after a pickup, holster to sprint between cover, then bring your weapon back up only when you need to fight. A few other movement rules help you thread the needle at Old Fort and during exfil:

  • Slide to regain stamina while keeping momentum. String slides on gentle slopes to stay mobile without draining your bar.
  • Roll at the edge of high ledges to carry horizontal speed and reduce fall exposure; time a roll just before impact on moderate drops to avoid damage.
  • Ziplines cannot be destroyed. A downward line is the fastest exit; an uphill line is slower and can be bait for pursuers.
  • Smoke grenades break line of sight and reduce ARC aggro; they also give you a window to reposition from other players.
  • Birds flushing from the ground usually means someone’s nearby—use that as free early warning before you crest a ridge.
Tip: carry a Raider Hatch key in your safe pocket. If the Fort turns into a third‑party magnet, sprint to the nearest hatch and get out with what you’ve already secured.

Managing shields and inventory while hunting fuel cells

Shields are the first thing that evaporate if a patrol or player catches you in the open during a cell pickup. If you’re out of armor regeneration, ARC canisters from ARC drops can top your shields back up in a pinch—use them before you start the climb so you’re not forced to heal on the exposed high ground.

On inventory: stash space fills fast when you’re holding cells and other crafting items. You can expand your stash from the main menu inventory; early upgrades use coins, later tiers cost Raider Tokens. If you routinely run out of room after a successful extract, buy the next upgrade before your next raid rather than sorting under pressure.


Workshop and bench implications

Powercells and adjacent fuel items tie directly into benches. ARC Powercells are common asks in workshop steps, and Synthesized Fuel appears in explosives paths. Advanced ARC Powercells are a flexible backstop—break them into basics when a recipe stalls. When a project needs chemicals more than cash, consider recycling ARC Coolant or Synthesized Fuel rather than selling them; when you’re sitting on excess, Explosive Compound’s sell price is a simple credits injection.

Note: Damaged variants (like Damaged ARC Powercell) aren’t dead weight. They convert into useful materials—often alloys—that unstick mechanical or metal‑heavy recipes.

Fuel cells in Arc Raiders aren’t just flavor—they’re a quiet backbone for crafting and a practical test of route planning at Old Fort. Treat ARC Powercells as keepers, use Advanced cells as a pressure valve for basics, and approach the Fort’s three placements with a quick perimeter sweep before you climb. If the site heats up, holster and slide, pop smoke when you need to, and don’t hesitate to bail through a Raider Hatch with what you’ve already banked.