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To clear the ARC Raiders Frigate, find the Frigate map condition, board the descending circular Reclaimer platform, use Disrupt to send it upward, and transfer to the ship’s hull. Inside, activate the lift controls, shoot yellow wall targets, raise and destroy the exposed Power Cores, disable fire and wind hazards with room cores, then reach the bottom core behind a red-lit hatch. The reported full-clear route ends by opening cargo through opposite-side panels, riding the released cargo to the ground, and looting it.
What the Frigate encounter is
The ARC Frigate is a temporary map condition rather than a permanent mission location. When the condition is active, the ship appears overhead and a circular Reclaimer platform travels between the surface and the vessel. That platform is the practical entrance: you do not simply climb the ship from ground level.
The encounter combines traversal, synchronized interactions, combat, and environmental hazards. The clues are physical mechanisms rather than written riddles. Look for panels labelled Move Up, yellow targets mounted on walls, exposed Power Cores, painted arrows, vents, red-lit hatches, and paired cargo panels. Each clue tells you which part of the room must be activated, shot, or searched next.
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Prepare before you board
Confirm the map condition
Open the map and wait for the ARC Frigate condition to appear. Check the sky for the ship and identify the circular Reclaimer platform as it descends. The platform must be low enough to reach safely; jumping early can leave you below the deck with no practical way to recover.
Bring a loadout for exposure and traversal
You may be attacked by ARC units while waiting for the platform and while standing on the hull. Bring weapons and protection suitable for a fight in an exposed area, plus enough ammunition for several Power Cores and hostile machines. A Grappling Hook or Snap Hook can shorten some climbs and may help with the first lift, but the guides do not establish that a hook bypasses required core objectives.
Coordinate the group
Voice communication is valuable because several mechanisms require players to act at the same time. The first lift was reported as requiring three players in two runs and two players in another. Treat that as run-dependent evidence, not a fixed party-size rule. The central reactor mechanism is consistently described as having three Move Up panels around its ring, so plan to cover all three positions when you reach it.
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Board the Reclaimer and reach the hull
- Wait for the descending platform. Track the circular Reclaimer as it comes down. Move underneath a reachable edge rather than trying to jump from maximum distance.
- Climb or grapple onto the platform. Use normal climbing or a hook when the gap is safe. Keep moving once you are aboard; the area near the ship can attract ARC attacks.
- Select Disrupt. Interact with the platform’s Disrupt control. This sends the Reclaimer back upward toward the Frigate.
- Transfer at the top. As the platform reaches the ship, step or grapple from it onto the hull. Do not remain on the platform expecting it to carry you through the interior; the route begins when you move onto the vessel.
- Regroup on the deck. Heal, reload, and identify nearby cover before entering. Boarding is an exposed transition, and no particular cloak or defensive item is established as guaranteeing a safe approach.
Solve the first lift and central reactor
Use the lift controls together
The opening lift has multiple controls that must be activated together in the reported route. Spread players around the mechanism and call out when everyone is in position. If the lift refuses to move, check that every panel is being held or triggered within the interaction window rather than activated one at a time.
A Snap Hook may provide a traversal shortcut around part of this setup. That shortcut changes how you reach the next platform; it does not prove that the lift’s objective or the ship’s Power Cores can be skipped. If your group has fewer players, test the hook and nearby ledges instead of assuming the encounter is impossible.
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Raise the central core
At the large central reactor, locate the three Move Up panels positioned around the ring. Activate all three so the core rises into an exposed position. The useful mechanic count reported by Arc Raiders Hub is three Move Up panels; it is a room interaction count, not a claim about the number of players required for the whole Frigate.
When the core is fully raised, concentrate fire on it. Wait for the destruction state to register before leaving the room. If only one or two panels were triggered, the core may remain recessed and appear immune to damage.
Read the yellow wall targets as traversal clues
Yellow targets mounted on the walls are not decorative markers. Shoot them to make sections of the surrounding structure fold out into steps or climbable surfaces. Watch the geometry after each target is destroyed: a panel may extend, hinge downward, or reveal a ledge that was previously hidden.
Use the new steps to climb toward the next deck. A Grappling Hook can skip some of these platform interactions according to PC Gamer, which is useful when a ledge is awkward or a teammate falls behind. Keep checking for required cores and control panels, however. The available guides describe hook-assisted traversal, not a complete hook-only solution that removes the encounter’s objectives.
If a yellow target appears ineffective
- Move close enough for the shot to register; distant hits can strike surrounding metal.
- Look for another yellow target at the same height or on the opposite wall. Some sections open in stages.
- After the panel folds out, search above and below it for a new ledge rather than continuing to shoot the old position.
- If a hook reaches the next platform, use it only after checking that the current room’s core has been destroyed.
Handle the upper-deck wind and fire rooms
Identify the hazards
Upper rooms can combine strong engine wind with timed fire. Wind can push or knock a Raider from a platform, while the fire cycle can force you to stop moving or take damage during a climb. Arc Raiders Hub reports that these effects are tied to small room cores.
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Disable each room’s core
On the reported route, rooms to either side contain loot and a small core near the middle. Enter when the hazard cycle gives you a safe opening, locate the core, and destroy it. Doing so switches off the room’s fire and wind, making the remaining climb substantially safer.
Follow painted arrows and inspect vents for the upward route. The arrows and vent paths are guide-reported landmarks, not a guarantee that every Frigate instance places rooms identically. If an arrow appears to point into a dead end, check the adjoining wall for a folded section or a yellow target before backtracking all the way to the previous deck.
Keep combat separate from traversal
Clear nearby ARC threats before attempting a synchronized mechanism when possible. A player knocked down by wind or fire can miss the interaction window, forcing the group to repeat it. Assign one player to watch the approach while the others work the core or panel; this reduces interruptions without implying that any specific defensive item makes the room safe.
Find the remaining Power Cores
Power Cores are distributed around the ship. Destroy every core you encounter, but do not rely on a universal numbered order. Beebom and Arc Raiders Hub place some locations differently, and the guides do not establish a fixed total that applies to every run.
Search side rooms before moving on
When a deck opens, check both side rooms for a central small core and loot. A core may be partly hidden by machinery, so scan the room after the first hazard has stopped. Leaving a live core behind can keep an environmental effect active and make a later return more dangerous.
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Use the red-lit hatch at the bottom
The detailed full-clear account reports a final small core behind a hatch marked by red lighting at the bottom of the Frigate. If the upper route appears complete but the event has not advanced, return to lower decks and inspect red-lit doors and breachable panels. Open the hatch, destroy the core inside, and confirm that its destruction registers before searching for the cargo mechanism.
Release the cargo and complete the Frigate
Locate the breachable cargo panels
After the remaining cores are destroyed, find the cargo section attached to the Frigate. The reported route uses breachable panels on opposite sides of the cargo. One player cannot reliably finish this interaction alone because the panels must be operated in coordination.
Interact with opposite sides repeatedly
- Split the group so players can reach the two opposing panels without crossing the cargo bay.
- Call out when both sides are ready.
- Interact with the panels at the same time or within the mechanism’s short timing window.
- Repeat the paired interaction whenever the cargo mechanism resets or presents another prompt.
- Watch for the cargo to detach and drop away from the Frigate before stepping onto it.
The exact number of repetitions is not established as a universal value in the available accounts. Continue until the breach or release animation completes rather than stopping after the first successful interaction.
Ride the released cargo
When the cargo drops, board it and ride it toward the ground. Stay on until it reaches a stable landing area; jumping early can separate you from the containers. Once it lands, search the cargo containers to collect the encounter’s loot. Arc Raiders Hub’s account treats this ride-and-loot sequence as the end of its reported full clear.
Traversal options and what they actually change
| Approach | What it helps with | Coordination | What is not established |
|---|---|---|---|
| Normal climbing and folded steps | Uses yellow wall targets to create the intended route. | Works with a group moving one platform at a time. | It does not guarantee that room order is identical in every run. |
| Grappling Hook | Can skip some platform interactions and shorten climbs, according to PC Gamer. | Usually reduces traversal time for the hook user. | It is not shown to bypass required Power Cores or the cargo release. |
| Snap Hook at the first lift | May provide a shortcut around part of the opening lift, according to Arc Raiders Hub. | Can help groups with fewer players test an alternate route. | The guides do not establish a fixed minimum party size or a complete hook route. |
| Synchronized panel activation | Moves the first lift and raises the central core through the Move Up controls. | Requires players to occupy separate positions at the same time. | Different runs reported different numbers of players for the first lift. |
Troubleshoot common stalls
You cannot reach the Frigate
Wait for the Reclaimer to descend farther, then board it and use Disrupt. If you are already on the platform but it is not rising, verify that the interaction completed rather than merely opening the prompt. The platform is the boarding device; searching for a conventional ladder from the ground wastes time.
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The first lift does not move
Check every control position and activate them within the same timing window. Try assigning one player to each panel. If your party is smaller, inspect nearby ledges for the reported hook shortcut, but do not assume that reaching the next deck means the lift objective has been permanently cleared.
The central core remains covered
Look around the reactor ring for all three Move Up panels. A missed panel leaves the core recessed. Once all three have been used, wait for the lift animation to finish before firing.
You cannot find the next platform
Shoot visible yellow wall targets and watch for sections that fold out. Search the newly opened structure vertically; the next route may be above the target rather than directly behind it. A hook can bridge a gap, but verify nearby core rooms before moving on.
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Fire or wind keeps returning
Search the affected room for its small central core and destroy it. The reported room mechanic ties both hazards to that core. If the effect persists, check the adjacent room for a second core instead of assuming the first room was bugged.
The cargo will not release
Confirm that the remaining cores, including the one behind the red-lit hatch, are destroyed. Then place players on opposite cargo panels and repeat the interactions together. The release is a multi-step sequence; one completed prompt may not be the final state.
What is known and what can change
The boarding interaction, the Disrupt control, yellow traversal targets, the three-panel central reactor, hazard-stopping room cores, and the paired cargo-panel sequence are supported by multiple guide accounts. The exact route through every deck is less certain. Games.gg described the full sequence as still being mapped on October 8, 2026, while Arc Raiders Hub published a successful full-clear account on October 9.
That difference matters when a room, landing location, loot position, or event timing does not match the path above. Treat the mechanisms as the reliable clues and the room order as a guide-reported route. If a game update changes the encounter, the visual language—Move Up panels, yellow targets, Power Cores, red-lit hatch, and opposite cargo panels—should remain more useful than memorizing a numbered map.
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Frigate clear checklist
- Confirm the ARC Frigate map condition and locate the descending Reclaimer.
- Board the platform, select Disrupt, and transfer to the hull.
- Activate the first lift controls together; test a hook shortcut only if necessary.
- Use all three Move Up panels to raise the central core and destroy it.
- Shoot yellow wall targets to unfold steps and climbable sections.
- Destroy small room cores to stop timed fire and engine wind.
- Follow arrows and vents while checking side rooms for additional cores and loot.
- Search the lower decks for the red-lit hatch and destroy the core behind it.
- Operate opposite cargo panels repeatedly and together until the cargo releases.
- Ride the cargo to the ground and loot its containers.
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