The Departure building on the Spaceport map is one of the most confusing places to navigate in ARC Raiders when you are under pressure from ARC patrols and rival players. Both Lance’s “Medical Merchandise” and “Prescriptions of the Past” quests send you into the same part of this structure: the medical exam rooms on the upper floors.
Everything hinges on two things: getting into the building safely, then recognizing the right hallway and door once you are inside.
ARC Raiders exam room objectives that use the Departure building
| Quest | Giver | Map | What you must do in the exam room | Extra reward of note |
|---|---|---|---|---|
| Medical Merchandise | Lance | Spaceport | Reach the exam rooms in the Departure building and search any two containers. | Progress toward Lance’s clinic upgrades. |
| Prescriptions of the Past | Lance | Spaceport | Reach the same exam room area and pick up the Medical Records. | 25,000 XP and a Spaceport Container Storage Key. |
Both quests point to the same cluster of medical spaces in the Departure building, so once you know the layout, you can clear both objectives in different raids without relearning anything.
How to find the Departure building on Spaceport
On Spaceport, the Departure building is the massive multi-level terminal structure near the launch towers. It is marked as a high-value area and is prominent on the map, so you rarely have trouble spotting it visually.
| Reference | What to look for |
|---|---|
| Global position | A huge terminal structure close to the launch towers on Spaceport. |
| Exterior signposts | Multiple floors, broken skylights on the roof, and wide front approaches with little cover. |
| Risk profile | High-loot area with frequent ARC presence and strong interest from other raiders. |
Plan your approach with that risk in mind. Long open sightlines make you vulnerable to flying ARC units like Hornets, as well as other players watching the terminal from a distance.
Ways into the Departure building
There are several access routes into the Departure building that all put you within a short run of the exam rooms. Each has a different balance of speed and exposure.
| Entry method | How to use it | Pros | Cons |
|---|---|---|---|
| Main entrance and broken staircase | Enter from the front, climb the two-part broken staircase to the first floor. | Fast and obvious; easy to orient once inside. | More likely to be watched by players and ground ARC. |
| Top-end entrance near launch towers (ladder + roof) | Approach from the launch tower side, climb the ladder to the roof, drop through a broken skylight to a small staircase. | Lets you bypass some ground pressure; you enter closer to the higher floors. | Exposed while climbing and crossing the roof; noisy if enemies are nearby. |
| External lift | Use the visible lift on the launch tower side to reach an upper level; step into the building from the lift landing. | Direct, simple vertical access with no ladder climbing. | The lift area can be a focus point for ambushes. |
| South-side internal stairs | Enter at the south end and move up through internal stairwells toward the top floors. | More cover from flying ARC; straightforward path toward the exam floor. | Indoor enemies like ARC Fireballs and turrets can block choke points. |
Any of these entry points works for the quests. The important part is reaching the correct upper floor and then reading the hallway layout.
Reaching the exam room floor
Inside the Departure building, the exam rooms sit on an upper level rather than ground or basement floors. Different approaches bring you in at slightly different heights, but the navigation logic is similar.
- If you come from the main front entrance, use the broken, two-part staircase to reach the first floor, then keep moving upward using internal stairs until you reach a high corridor level that connects toward the medical wing.
- If you arrive from the roof via ladder or skylight, you land close to the top floors. Use the nearby stairs to move down one level to what is effectively the “second floor from the top,” where the medical corridor begins.
- If you ride the external lift on the launch tower side, exit at its upper stop, and follow the corridor network toward the interior until you connect with the same upper hallway system.
The floor you want is the one where a straight hallway terminates in a clearly marked medical room with a large green cross on the wall. Treat that green cross as the anchor for your mental map.
How to navigate to the medical exam rooms
Once you are on the correct upper corridor, the last stretch is short but easy to misread if you are sprinting under fire. The sequence differs slightly by entry, but the key landmarks are consistent.
| Starting point inside | Path to the exam rooms | Key landmarks |
|---|---|---|
| Main entrance staircase landing (first floor) | From the top of the broken stairs, turn around so your back faces the entrance. Walk straight down the hallway, then turn right into another corridor section. Continue until the roof closes overhead and the light level drops slightly; an open room is ahead, with the exam room just off that space. | Darker covered hallway, open room ahead, exam room on the left, next to a hospital room. |
| Upper stairwell from the south side | Climb to the high corridor level, exit the staircase, then turn left. Follow the hallway until you see a medical room at the end with a visible green cross. The exam room is in the same medical cluster. | Green cross at hallway’s end, medical spaces grouped together. |
| Lift-side entrance on an upper floor | From the lift, move inward until you find a perpendicular hallway; the exam rooms are along that line. If you overshoot, use the presence of the green-cross medical room and the adjacent hospital room to reorient. | Lift visible from one side of the corridor, clustered medical rooms from the other. |
Exam rooms here do not look like stereotypical individual clinics at first glance. Instead, you are looking for compact lab-like spaces connected to a small hospital room, with white chemical bottles and experiment benches in the middle of the exam area.
What to do inside the exam rooms for Medical Merchandise
For Lance’s Medical Merchandise objective on Spaceport, the requirement is simple once you are in the right place: interact with containers in the exam rooms.
- Enter any of the exam rooms in the medical cluster beside the hospital room.
- Search two separate loot containers inside these rooms.
The quest does not care which specific containers you open, only that they are inside the designated exam rooms. As soon as two have been searched, the Spaceport portion of Medical Merchandise is counted as complete, and you can focus on safely extracting from the map.
How to find Medical Records for Prescriptions of the Past
Prescriptions of the Past uses the same area but narrows your focus to a single quest item: the Medical Records.
Once you have reached the upper medical floor and identified the exam room cluster:
- Head into the main medical room at the end of the hall with the large green cross.
- Check the flat surfaces, such as desks and tables, toward the back of the room. The Medical Records can spawn in a few different spots there, but always on obvious tabletop surfaces.
Pick up the Medical Records to satisfy Lance’s request. You still need to survive long enough to extract, but there are no extra conditions attached to the item beyond grabbing it and making it out alive.
Completing this quest grants a significant XP payout and a Spaceport Container Storage Key, which opens a locked room with valuable loot on the top floor of the Container Storage building later on.
Common threats around the Departure building
The Spaceport Departure building concentrates multiple threat types in a relatively small area. Expect pressure from both AI and players.
| Threat | Where it appears | Impact on reaching the exam rooms |
|---|---|---|
| Hornets | Patrolling around the front of the building and climbing up to open higher areas if provoked. | Can punish you in long exposed approaches, especially if you linger in open plazas or on the roof. |
| Flying ARC (other types) | Occasionally visible around high-value zones, though they rarely track you once inside enclosed parts of the building. | Mostly a concern while crossing to the terminal; a smaller risk in the internal corridors. |
| ARC Fireballs and other indoor enemies | Inside the hallways and stairwells of the Departure building itself. | Can block corridors you need to traverse and turn a quiet entry into a loud firefight that alerts players. |
| Turrets | Guarding some interior paths and choke points in high-value buildings. | Force you to slow down or detour, which can be dangerous on timed runs to the exam rooms. |
| Other raiders | Drawn by the high loot rating of Departure and nearby structures. | Unpredictable routes; they may camp obvious entries like the main staircases or the lift landing. |
Noise discipline matters. A loud fight with Fireballs or turrets inside the building can quickly turn your medical run into a full engagement with multiple squads converging on your floor.

Simple gear choices that help you reach the exam rooms
Because Spaceport exposes you to so many sightlines on the way to Departure, a few low-cost tools make a disproportionate difference to your survival on exam-room runs.
- Smoke Grenades help you cross the open spaces leading up to the terminal and break the line of sight with Hornets and distant snipers. Dropping smoke between you and the most obvious angles buys you the seconds you need to reach cover.
- Lure Grenades let you redirect tough ARC patrols away from your planned entry. Tossing a lure to one side of the building can pull Fireballs and other units off your intended stairwell.
- Free loadouts remove gear-risk when practicing the route. You still need to survive to extract with quest items, but you are not gambling high-value weapons just to learn the internal pathing.
Once you have internalized the landmarks—the launch towers, the external lift, the broken skylights, and the green-cross medical room at the end of the upper hall—the Departure building’s exam rooms stop feeling like a maze. From there, Medical Merchandise and Prescriptions of the Past turn from frustrating fetch quests into quick, controlled raids that slot neatly into your overall ARC Raiders progression.