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RSVSR Tips ARC Raiders Buried City Town Hall Key Room Loot

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Most people get hooked on ARC Raiders because the fights feel crisp, but you stay because one good key can change your whole night. I started tracking my runs once I learned what I was actually carrying, and it made a difference fast. If you're trying to stop living off junk-tier scraps, it helps to think in routes and doors, not random crates. I keep a simple checklist in my head, and I'll usually glance at my stash of ARC Raiders Items before I queue so I'm not improvising under pressure.

Why Town Hall Is Worth the Detour

On Buried City, Town Hall is the room that keeps paying out. It's not just "more loot," it's better loot, the kind that stacks your credit total and actually upgrades your crafting plans. On a clean run, it's realistic to pull 40k to 70k credits if you don't get greedy or distracted. The real spice is blueprint odds—stuff you almost never see in open-world boxes. And if you can handle it, do it during a Night Raid. Yeah, visibility is awful and the AI feels meaner, but the container quality jumps enough that it's hard to ignore.

Open the Door and You've Announced Yourself

Keys don't just unlock loot, they broadcast intent. The moment that door swings, you're basically telling the whole map where you are. My squad treats it like a mini-extraction: set up first, loot second. 1) Block the easiest push with barriers or a quick trip mine. 2) Call angles—windows, stairs, any balcony that looks "too perfect." 3) Hit the high-value containers first, then scoop the smaller stuff if the room stays quiet. People die because they're rummaging while their teammate's saying, "Footsteps," and nobody's listening.

Keys, Routes, and Not Wasting Your Own Time

It still surprises me how many players sprint across the map with the wrong key. Keys aren't universal, and a Dam key isn't doing anything for you at Spaceport or Blue Gate. So plan backwards: what key's in your pocket, what room it fits, and what exit you can reach without crossing every loud, open street. Also, some rooms are just bait. Multiple entrances mean you can't lock it down, and campers love rooms with long sightlines because you're busy looting, not watching the lane.

Getting Out With the Good Stuff

When the loot's hot, discipline matters more than aim. Don't double up on the same box, don't argue mid-run, and don't pretend you can "just fight it out" if a third party rolls up. One person loots, one watches, and you rotate if you need to. The only loot that counts is what you extract with, so pick a clean exit early and move like you mean it. If you're still building your kit, it's not a bad idea to have a plan for restocking ARC Raiders Items for sale before you queue into the next risky run.

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