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Arc Raiders
ARC Raiders is a multiplayer extraction adventure, set in a lethal future earth, ravaged by a mysterious mechanized threat known as ARC. Enlist as a Raider and…
Both the Canto SMG and the Surge Coil trap are still farmable in ARC Raiders, and neither one requires Flashpoint to be running. Canto’s blueprint drops from First Wave Raider caches during the Hurricane map condition. Surge Coil’s blueprint drops from any container during an Electromagnetic Storm, with Dam Battlegrounds the best map to hunt it on. Flashpoint (patch 1.22.0) is where they were introduced, not a window you missed — the conditions they key off are part of the normal rotation.
This guide covers where each blueprint actually drops on the current build (Hotfix 1.36.1, July 9, 2026, inside the Riven Tides period), the exact crafting recipes and stations, and an honest read on how they perform now that the roster has moved on.
Both blueprints are gated on world modifiers, so the first habit to build is reading the mission select screen before you drop.
Focus one blueprint at a time. Swapping between Hurricanes and Storms makes it impossible to tell whether your route is working or your luck is bad.
Hurricane maps are loud and messy — heavy wind, cut visibility, faster shield drain. The payoff is that they spawn First Wave Raider caches, which are the only confirmed source of the Canto blueprint. No current guide has established a normal-container drop path for it.
The mistake almost everyone makes first is looting every generic crate and assuming it is a random world drop. It is not. Until you are deliberately hunting caches, you can run a lot of Hurricanes for nothing.
Exact spawns vary per map, but cache behaviour is consistent enough to build a loose loop:
In a trio, split sectors: one on high ground, one circling vehicles and cover, one on power and comms equipment. That is meaningfully faster than fanning out at random.
The blueprint drops straight into your inventory, but it is not permanently learned until you extract back to Speranza. Die on the way out and the run is gone. If a squadmate loots it, they need their own successful extraction for it to count for them. When it drops, stop looting and leave — Hurricane snowballs fast when you overstay with a draining shield.
Back in Speranza, the Canto appears under SMGs at Gunsmith Station level 3.
| Material | Quantity | Where to get it |
|---|---|---|
| Advanced Mechanical Components | 2 | Dismantle higher-tier weapons you are not using; loot machinery- and vehicle-heavy sites |
| Magnet | 5 | Very common — toolboxes, industrial containers, storage near power equipment |
| Medium Gun Parts | 3 | Break down medium weapons you have outgrown instead of selling duplicates |
Once it is learned you can build as many copies as materials allow, so you are never risking your only one on a bad raid.
Surge Coil is tied to the Electromagnetic Storm condition — constant lightning, HUD interference, unstable electronics. Here is the part a lot of older write-ups get wrong, this site’s previous version included: the blueprint is not restricted to locked or high-value rooms. It can drop from essentially any searchable container while the storm is active — lockers, desk drawers, cupboards, industrial crates, explosive containers, residential boxes, even trash cans. Locked rooms are worth doing because their overall loot density is higher, not because they are the only place the blueprint spawns.
Practically, that means the winning strategy is volume: loot everything, everywhere, for the whole storm.
Dam Battlegrounds is the map that shows up in every credible guide and player report. The spots that come up repeatedly:
Spaceport and The Blue Gate also run EM Storm and are valid, but Dam is where the documented finds cluster. As with Canto, the unlock only sticks once you extract.
Once learned, it sits at Explosives Station level 3 under deployables.
| Material | Quantity | Where to get it |
|---|---|---|
| Electrical Component | 1 | Scavenged, craftable at Refiner 1 from Plastic Parts + Rubber Parts, or bought from Celeste for Seeds |
| Sensor | 1 | Technological-tagged areas; drops from Snitches and Surveyors, sometimes Androids and server racks; also sold by Celeste |
| Hornet Driver | 1 | Looted from Hornet ARC remains — common on every map |
Hornet Drivers are the usual bottleneck, purely because people sprint away from Hornet wrecks instead of looting them. Slow down for two seconds after the kill, especially in storms when you are already itching to leave.
Worth knowing: the Surge Coil is also a turn-in item, with 1x Surge Coil required for the Safe Harbor quest, so it is not purely a combat gadget.
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Canto is a rare SMG that uses medium ammo, and the fairest current read is that it is a solid alternative to the Bobcat rather than a new best-in-slot. Community consensus lands on “worth chasing, not meta-defining.” It is a close-quarters tool: controllable recoil, strong hip-fire, excellent inside buildings and around cover, and a sharp falloff at range.
It pairs naturally with lightweight armour and mobility builds, which is exactly what Hurricane maps reward when wind and shield drain are already working against you.
Surge Coil is a rare deployable trap that pulses electrically when an enemy enters its radius, stunning them briefly. It is consumed on use. Embark has not published damage, radius or stun-duration numbers for it, and no reliable third-party source has measured them — if you see exact figures quoted somewhere, treat them as unverified. What is consistent across every account is that the value is in the stun window, not the damage. It is crowd control you can place.
The catch is that the pulse does not care whose side you are on. Standing on top of your own coil when someone rushes you means you both eat the stun. Place them slightly ahead of the angle you expect contact from, space multiple coils out so they chain along a route rather than overlapping on your own squad, and call your placements in co-op.
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No. Flashpoint (patch 1.22.0) introduced them, but acquisition keys off the Hurricane and Electromagnetic Storm map conditions, which still rotate normally. Item databases still list both blueprints as valid on the current build.
Canto, if you want something you will use every raid. Surge Coil, if you are running objectives or co-op where a placed stun changes fights — and it doubles as the Safe Harbor turn-in.
It is a sidegrade with a different feel rather than a clear upgrade. Guides treat it as a rare-quality alternative worth farming, not as a weapon that reshapes the meta.
Not published. The wiki and item databases list the recipe and quest use but no damage, radius or stun numbers, so any specific figures circulating are unsourced.
Commit to one condition, learn its container type, and extract the moment the blueprint lands. Hurricane plus First Wave caches gets you a genuinely good close-range SMG; Electromagnetic Storm plus indiscriminate looting on Dam gets you the best placeable crowd control in the kit. For what is live right now across the game, start at the ARC Raiders guide hub. If you need the Surge Coil for its turn-in, our Safe Harbor walkthrough covers that quest, and the Forgotten Relics event guide is the current merit farm worth pairing these raids with.