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ARC Raiders · Guides
ARC Raiders Spaceport guide — Acerra Spaceport POIs, where Vaporizers spawn on the towers, open-terrain extractions, and loadouts that survive sightlines.

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ARC Raiders
This ARC Raiders Spaceport guide is built around the four things that catch most players off guard at Acerra Spaceport: what makes the terrain mechanically different from every other mid-tier zone, where Vaporizers actually spawn, which extraction points are worth the broadcast risk, and the loadout pattern that survives the open-ground sightlines.
TL;DR: Acerra Spaceport is a mid-tier zone built around open terrain and the iconic launch towers. Vaporizers spawn on top of the towers during Close Scrutiny mode. Best loadouts use mid-to-long range weapons, a Light or Medium shield, and audio-discipline movement. Raider Hatches are the safest extraction option when available. Cargo elevators give your position away across the entire map.
After Blue Gate's mountain pass and the Dam's interior catwalks, the Spaceport is a posture reset. The clearings between hangars are long enough that an ARC unit can lock onto you from cover you can't see. The launch tower silhouette on the skyline hides at least one enemy type that does not announce itself.
Acerra Spaceport is a mid-sized zone, larger than Blue Gate and smaller than Buried City's full district network. It's designed for Level 10–20 Raiders. The terrain is the actual gate, not the level requirement: the open clearings between hangar complexes and launch infrastructure expose you in ways the Dam interiors never do. A Level 8 Raider with Dam experience will still get punished by a Level 15 Raider with Spaceport map knowledge.
The zone wraps around Exodus shuttle infrastructure: launch pads, the iconic Spaceport Towers, hangar buildings used for shuttle staging, and control buildings spread across the perimeter. Loot quality steps up here compared to entry-level zones, which is the first point in the progression where risk-to-reward starts to mean something.
These are the major points of interest in the order most ARC Raiders Spaceport guide veterans recommend approaching them on a fresh run. Movement between them is where most kits die. Assume any clearing has at least one angle you can't see.
A clean run on Acerra Spaceport follows roughly this sequence:
The towers are the dominant landmark and the most contested POI on the map. The launch tower silhouette is visible from across the zone, which means anyone climbing the towers is broadcasting that intent to other Raiders the moment they start the approach.
The upper platforms hold the highest-density loot on the map, but climbing comes with a cost. There are three ways up:
The zipline grab became a community-celebrated movement tech because it shortcuts a long climb and puts you on a platform faster than anyone tracking your approach can react. You don't need it. But if you can land it consistently, it changes how the tower fights play out.
The hangars cluster in the central-southern section of the map. They're the highest-value loot location outside the towers, and the only part of Acerra Spaceport where close-range weapons earn their slot in your kit. Inside a hangar, an SMG or shotgun is genuinely useful. Outside, it isn't.
Hangar interiors are also where ARC ground units patrol in higher concentrations, so the loot-to-time-spent ratio is good only if you can clear or avoid the patrols efficiently. Pushing two hangars per run is realistic; trying to clear three usually means burning your medical supplies on the third.
Smaller structures scattered around the perimeter and along the routes between hangars. Lower individual loot value than the towers or hangars, but they offer cover positions for crossing the open ground between major POIs. A Raider who treats control buildings as movement nodes rather than loot stops will survive more runs than one who tries to fully clear them.
The outer edges of the map are the lowest loot density but the safest movement routes. New Raiders should pattern their first three or four runs along the perimeter. Learn which control buildings break sightlines toward the towers, and which clearings have no cover at all. That map literacy is the real prerequisite for ever pushing the towers.
Pre-scanning open ground from elevated cover before committing. On Spaceport, holding a sightline from any rooftop or upper structure is the difference between a kit-saving fight and an expensive one.
GODEEPER: Read the full breakdown of how each extraction type works — what alarm radius each one has, what happens if you miss a Raider Hatch window, and how Electromagnetic Storms change the rules. ARC Raiders Extractions Guide →
Vaporizers are one of the more dangerous ARC enemy types, and the Spaceport is where you're most likely to meet them in a position you didn't pick. They spawn on top of the Spaceport Towers during the Close Scrutiny game mode. Not every run; only when that mode is active on the rotation.
When Close Scrutiny is live, expect two Vaporizers patrolling the upper tower platforms. The community clip that put this on most players' radar showed a Raider clearing both Vaporizers from the tower top, which confirms the pattern: two units, upper platform, predictable patrol routes once you've watched them for a cycle.
Tactical reads:
For the full enemy type breakdown (Leapers, Bastions, Ticks, Surveyors, Husks, and the rest), the ARC Raiders enemy types guide covers what each one does and how to fight it efficiently.
Direct engagement with an ARC unit in an open zone. Vaporizers spawned on tower tops are a worse version of this scenario because elevation removes most of your usable cover.
Acerra Spaceport's extraction layout is the most position-sensitive on the map because the open terrain makes the cargo elevator broadcast more dangerous than it is in close-quarters zones. Three extraction types exist here in normal rotations:
The Hatch is the highest-priority extraction on this map, and the reason is geometry. On the Dam, you can shoot it out with anyone who comes for you at the elevator because the corridors compress engagements. On the Spaceport, anyone with a DMR and a clear sightline to the elevator platform has a free shot at you while you wait the full 90 seconds. The math is brutal: a 30-second elevator timer feels survivable on most maps. A 90-second one on Spaceport is a gamble.
If you don't have a Hatch Key, route to an airshaft first and only use a cargo elevator if both other options are unavailable or contested.
Every ARC Raiders Spaceport guide eventually comes back to this question, because the map's terrain logic dictates loadout choices more strictly here than anywhere else mid-tier:
Primary: Mid-range rifle or DMR. The Osprey, the Ferro, and any DMR-class weapon all earn their slot. SMGs and shotguns belong in your kit only if you specifically plan to push hangar interiors.
Secondary: A close-range option for hangar pushes — a Canto SMG or shotgun is fine. If you're skipping hangars entirely, drop the secondary for more ammo or a Snaphook.
Shield: Light or Medium. Heavy shields slow you down enough that crossing clearings becomes more dangerous, not safer. Mobility is the trade-off that matters on this map.
Utility:
GODEEPER: A full breakdown of weapon performance, including which rifles outperform DMRs at specific Spaceport ranges and which ones have been nerfed in recent patches. ARC Raiders Weapons Tier List →
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About the author

Critical game theorist with a background in film criticism. Writing for print and digital outlets since 2015. Specialises in genre analysis and design heritage.