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ARC Raiders Spaceport Open Containers Guide: 19K+ Solo Trial Route

Spaceport is brutal for open-container trials. The map is too wide, containers spawn with heavy RNG, and solos lose hard if they waste time full-clearing weak buildings.

 

The winning rule is simple: open the most containers per minute. Not every container. Not every room. Just the dense stuff.

 

This route hit 19K+ solo on Hidden Bunker using five keys, movement tools, and a late bunker finish.

 

ARC Raiders Spaceport Open Containers Guide: 19K+ Solo Trial Route



ARC Raiders Spaceport Trial Basics

Each searched container gives 75 trial points.

 

That means every delay has a real cost.

Containers OpenedTrial Score
100 7,500
150 11,250
200 15,000
250 18,750
260 19,500

 

To break 19K, we need roughly 254 containers.

 

That is the whole run. Every fight, bad rotation, missed jump, or useless breach is stealing containers from that number.

 

 

Best Setup for Spaceport Open Containers

Run this on Hidden Bunker.

 

It gives the full 40-minute timer, which Spaceport badly needs. Standard raids feel too tight for a serious solo score unless the spawn is perfect.

 

Recommended Loadout

ItemAmountUse
Adrenaline Shots 6–10 Sprint uptime, emergency rotations
Zip Lines 2–4 Faster tower access and map crossing
Snap Hook 1 Safe vertical movement
Seeker Grenades 3–5 Clear ARC without long fights
Photoelectric Cloak 1 Safer final extract
Keys 3–5 Access dense loot rooms

 

Do not bring a fight kit. This is not a PvP run.

 

Bring tools that save time.

 

Best Keys for Spaceport Container Trials

Keys matter, but only if the room is dense. A bad key room is just a fancy way to waste your match.

KeyPriorityVerdict
Shipping Warehouse Key High Best early value. Dense and fast.
North Trench Tower Key High Strong locker/container density.
South Trench Tower Key Medium Worth using if route allows.
Container Storage Key Medium Good room, bad if far away.
Control Tower Key Low Situational. Often not worth forcing.

 

Put rare keys in your safe pocket. Bring duplicates only if you can afford to lose them.

 

One warning: if a room is already open, avoid blindly using the key prompt. It can still burn the key.

 

19K+ Solo Spaceport Route

The route is a big zigzag across the map:

 

1. Spawn area

2. Shipping Warehouse

3. Trench Towers

4. Arrivals

5. Launch Towers

6. Container Storage

7. Control Tower

8. Departures

9. Hidden Bunker

10. Final extraction

 

Do not force this exact order every raid. Your spawn decides the opening. The principle stays the same: hit dense zones, skip dead space.

 

Route Priority Table

PriorityLocationWhy It Matters
1Shipping Warehouse Fast key-room points
2Launch Towers One of the best container zones
3Departures Huge volume of suitcases/lockers
4Trench Towers Good with keys, usable without
5Arrivals Solid, but easy to overstay
6Hidden Bunker Great late if already open
7Container Storage Worth it only if nearby
8Control Tower Quick sweep only

 

Early Game: Loot Spawn, Then Move

Loot your spawn area fast.

 

Grab:

 

  • Car hoods
  • Lockers
  • Supply boxes
  • Husk probes
  • Husk bodies
  • Easy wall containers

 

Then leave.

 

If you go 30–45 seconds without opening containers, you are losing the run. Rotate to a real building.

 

Shipping Warehouse: Best Early Key Room

Use Shipping Warehouse Key early if the route makes sense.

 

This room is strong because it is compact. You open the door, sweep containers, and leave. No maze. No long setup.

 

When to Hit Shipping Warehouse

SituationAction
Spawn nearby Go immediately
Have the key High-value stop
No key Loot outside only
Heavy ARC pressure Grenade, move, do not fight
Already open Loot it, but protect your key

 

This is one of the few key rooms that feels clearly worth the time.

 

Trench Towers: Good With Keys, Still Useful Without

Both Trench Towers can pay off.

 

The North Trench Tower felt stronger in this run, but container RNG can flip that. If we only have one key, north is the safer first pick.

 

What to Loot

AreaValue
Locked tower rooms High
Locker clusters High
Upper access rooms Medium
Exterior reachable lockers Medium
Random scattered containers Low

 

No key? Use Zip Line or Snap Hook to reach upper sections and grab the accessible lockers.

 

Do not spend time hunting every corner. Towers are good because they are quick, not because they are worth a full inspection.

 

Arrivals: Good Building, Easy Time Trap

Arrivals has plenty of containers, but it is messy.

 

Sweep the obvious areas:

 

  • Suitcases
  • Lockers
  • Main rooms
  • Fast side rooms
  • Wall panels on your path

 

Leave when density drops.

 

If you are halfway through the timer and still have Launch Towers, Departures, and Bunker left, stop poking around.

 

Launch Towers: Must-Hit Container Zone

The Launch Towers are one of the best places on Spaceport for this trial.

 

You want:

 

  • Bottom lockers
  • Top tower containers
  • Weapon cases
  • Grenade cases
  • Any dense case cluster

 

Use movement tools cleanly. A bad fall costs more than health. It costs score.

 

Launch Tower Value

Loot TypePriority
Top containers High
Lockers High
Weapon/Grenade cases High
Breachable containers Low-medium
Scattered single containers Low

 

Do not over-breach. If a breach takes several seconds for one container, that is usually bad value.

 

Container Storage: Good Room, Bad Detour

Container Storage is worth it only if the route is efficient.

 

The key room has decent density. The nearby non-key room is also okay. But the travel time can kill the value.

ConditionDecision
Spawn nearby Loot it
Passing through with key Worth it
Far away with low timer Skip
No key Only if nearby
Heavy ARC presence Grab fast loot and leave

 

In a 19K+ run, this is the first location we cut if timing is bad.

 

Control Tower: Quick Sweep Only

Control Tower is not a priority unless it is already open or directly on the route.

 

Loot:

 

  • Lockers
  • Easy containers
  • Main interior rooms

 

Skip:

 

  • Long roof checks
  • Slow side searches
  • Any area with poor density

 

If it feels empty, trust that read and leave.

 

Departures: Major Score Push

Departures is one of the best late-game buildings.

 

It has the volume needed to push the score from decent to competitive.

 

Departures Loot Priority

Container TypePriority
Suitcases High
Lockers High
Office containers Medium-high
Side rooms Medium
Single scattered containers Low

 

Move floor by floor. Clear clusters. Skip lonely containers unless they are directly on your path.

 

If you have under 6 minutes, start planning your bunker or extraction decision.

 

Hidden Bunker: Only Good If It Opens for Free

The bunker is strong, but opening it yourself is usually bad for this trial.

 

Let other players handle antennas if possible. If an antenna is directly on your route, activate it. Otherwise, keep looting.

 

There is also a delay after antenna activation before the bunker opens, so do not plan around instant access.

 

Bunker Decision Table

SituationAction
Bunker already open Loot it late
Final extract nearby Strong value
One antenna on your path Activate it
Need to open it yourself Usually skip
Under 3 minutes Enter only if extract is very close

 

Inside the bunker, loot fast and keep your exit in mind. It is easy to lose time getting turned around.

 

At 2 minutes, leave.

 

No debate.

 

Final Extraction Rules

Greed kills good runs.

 

The last minute is not for hero looting unless the container is beside the extract.

Time LeftRule
5:00 Finish current major area
3:00 Start moving toward extract
2:00 Leave bunker/deep interiors
1:00 Be at extract or next to it
0:45 Stop looting unless it is free

 

Watch for Bastions and Bombardiers near extraction. They can erase a run faster than bad RNG.

 

Use Photoelectric Cloak if the final approach is exposed.

 

RNG Matters More Than Players Admit

Container spawns vary hard.

 

The same room can have fewer lockers from one raid to the next. That sounds small until you apply it across Spaceport.

Missing ContainersLost Score
10 750
25 1,875
50 3,750
100 7,500

 

This is why two clean runs can end thousands of points apart.

 

A 19K run with bad container RNG may actually be cleaner than a 21K run with perfect spawns. Judge the route by pace, not just the final number.

 

Practical Rules for Better Solo Scores

Use these rules during the run.

 

  • If you go 30–45 seconds without opening containers, rotate.
  • If a room has 3+ containers, clear it.
  • If a container requires a long detour, skip it.
  • If ARC aggro gets messy, use Seeker Grenades and move.
  • If a player is friendly, keep looting. Do not turn the run into PvP.
  • If the bunker is not open naturally, do not force it.
  • If the timer hits 2 minutes, extract path comes first.

 

Also watch the XP feed. A fresh container gives scavenging XP. If no XP appears, you already searched it.

 

That prevents accidental backtracking.

 

FAQ

What score should we aim for in the Spaceport open containers trial?

A strong solo target is 18K–20K+. Breaking 19K means opening around 254 containers, since each container gives 75 points.

 

What is the best event for this ARC Raiders trial?

Hidden Bunker is best because it gives the full 40-minute timer. Spaceport is too large to route comfortably with a shorter timer.

 

Which Spaceport keys are worth using?

The best keys are Shipping Warehouse Key, North Trench Tower Key, and South Trench Tower Key. Container Storage Key is good only if nearby. Control Tower Key is optional.

 

Should we loot the Hidden Bunker?

Yes, but only if it is already open and near the final extract. Do not waste the run opening it yourself unless an antenna is directly on your path.

 

Why do Spaceport container scores vary so much?

Container RNG. Some raids simply spawn fewer searchable containers. Losing 50 containers means losing 3,750 points, which explains huge score differences between similar routes.

 

Summary

For a 19K+ solo Spaceport open containers run, play Hidden Bunker, bring movement tools, protect your best keys, and route through dense container zones.

 

Best priority order:

 

1. Shipping Warehouse

2. Launch Towers

3. Departures

4. Trench Towers

5. Arrivals

6. Bunker if already open

7. Container Storage if nearby

8. Control Tower quick sweep

 

Do not full-clear weak areas. Do not take long fights. Do not gamble the extract for one more container.

 

The run is won by pace: dense rooms, clean rotations, fast exits, safe extraction.

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