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Beneath layers of sand and debris lies what remains of a once-thriving metropolis, partially swallowed by the earth during the ARC invasion. The Buried City is a vertical nightmare of collapsed skyscrapers, exposed subway tunnels, and sand-choked plazas where visibility shifts from block to block. Dense urban geometry creates an environment where every corner could hide a squad of players or a nest of ARC machines, making spatial awareness and audio cues critical to survival.
The loot density in Buried City is among the highest of any ARC Raiders map. Rare weapon crates, valuable salvage, and crafting materials are scattered generously across multi-story buildings and underground parking structures. However, the reward comes at a steep cost: the map's labyrinthine layout means engagements happen at unpredictable ranges, and third-party attacks are extremely common. Leapers cling to walls in darkened interiors, while Sentinels patrol the wider streets with deadly precision.
Buried City rewards players who study its layout and develop reliable routes through the urban maze. The underground metro tunnels provide fast, hidden rotations between major POIs but are frequented by ARC machines and opportunistic rats waiting in the darkness. Experienced squads often split the map into quadrants, systematically clearing buildings while maintaining a line of retreat to their chosen extraction point.
Subway platform extraction deep underground. The long stairwell approach funnels players into a killzone, but the extract itself activates quickly.
Extraction point atop a partially collapsed high-rise on the eastern edge. Requires climbing through several floors of the building, but offers strong defensive positions.
Open extraction at the northern boundary where sand dunes meet the city edge. Minimal cover but clear sightlines let you spot threats early.
Vehicle ramp exit in the underground parking structure beneath the central plaza. Tight corners and low ceilings make this extract feel claustrophobic but defensible.
Western extraction across a partially collapsed highway overpass. The bridge itself provides decent cover, but the approach from the city side is exposed.
The main open area at the heart of the buried city. Sand-filled and surrounded by multi-story buildings that provide overwatch positions. High-traffic PvP zone.
A partially underground shopping complex with dense loot spawns across multiple levels. Dark interiors and tight corridors make CQB encounters frequent.
A leaning high-rise with intact upper floors. Rare loot spawns in the penthouse suites, but Leapers infest the stairwells and elevator shafts.
Underground intersection where three metro lines converge. A crucial rotation hub that connects the north, east, and south sectors of the map.
Locked vault beneath the old city hall. Requires the Municipal Keycard. Contains top-tier loot including rare crafting blueprints and epic-rarity gear.
An active dig site on the western edge where layers of the old city are exposed. Material crates and salvage spawn abundantly among the rubble.
The remains of a clock tower that still partially stands above the sand line. Popular sniper perch with views of the Central Plaza and Sand Dune Pass extract.
Hidden workbench in a basement workshop accessible through the Subway Junction. Relatively safe crafting spot since most players pass through without checking.
Tiny spider-like ARC machines that cling to walls and ceilings, waiting to ambush unsuspecting players. When a target passes below, they leap onto the head and detonate. Individually fragile but terrifying in dark interiors where they hide in clusters.
Small rolling explosive ARC balls that rush toward detected players and detonate on contact. Their spherical design allows them to roll at surprising speed across flat terrain. The explosion radius is larger than their tiny size would suggest.
The most common ARC enemy in the game. Wasps are basic flying drones armed with a rapid-fire gun that deals steady chip damage. They appear in nearly every encounter and are often the first ARC a new player faces.
Rolling flamethrower bots that patrol in groups and spray fire at close range. Fireballs are squat, ball-shaped machines with an extending flame nozzle. Their white-hot core is normally shielded but becomes exposed when they attack.
Scout drones (also known as Spotters) that fly at high altitude scanning for players. Snitches are not directly dangerous but their true threat is revealing your position to every other ARC in the area. Letting one live can turn a quiet looting run into a swarm fight.
A flying ARC drone that spews fire from above, adding aerial pressure and forcing vertical awareness. The Firefly is very aggressive and hard to shake once it locks on. It typically patrols alongside Wasps or Hornets, though it sometimes appears alone. Added in the Shrouded Sky update, it thrives during Hurricane conditions where low visibility makes its flame attacks even more dangerous.
A heavily armored ground-based ARC that rolls at high speed like a Fireball, but far more dangerous. When a Comet spots a Raider, it locks on and charges at them, splitting open its armor to reveal an explosive core before detonating with a devastating seismic boom. It breaks defensive setups and punishes static play. Added in the Shrouded Sky update.
Flying ARC drones with electric shock attacks that stun players on hit. Hornets are semi-plated aerial units that hover aggressively and close distance to deliver debilitating electric discharges. Getting stunned by a Hornet in a firefight is often a death sentence.
Stationary gun emplacements found inside buildings and fortified positions. Turrets are unarmored and relatively fragile, but their rapid-fire output and placement at chokepoints make them surprisingly lethal to players who rush in without checking corners.
Large spherical rolling ARC machines that patrol zones with a powerful laser weapon. Surveyors are heavily built balls of metal that roll along routes, stopping to fire a precision laser beam at detected players. Their armor is formidable except when they open up to fire.
Fully plated ball-shaped ARC machines that roll at high speed to crush players. Rollbots are heavily armored from all angles while in ball form, making them resistant to sustained fire. Their primary attack is simply rolling over you with tremendous force.
A terrifying aerial ARC machine introduced in the Flashpoint update. The Vaporizer combines the speed of a Rocketeer with a Matriarch-grade energy shield and precision laser attacks that will obliterate your shield and set you on fire in under two seconds. It patrols the airspace around ARC Operations and Close Scrutiny events. Killing it drops the Vaporizer Regulator required to craft the Dolabra energy shotgun.
An unarmed ARC machine with a powerful thruster system that regularly descends from orbit to collect air and soil samples. The Assessor is a large stationary ARC unit that lands during the Close Scrutiny ARC Operation. It does not roam — it holds a fixed position, surrounded by heavy ARC patrols including Vaporizers. While unarmed, breaching its 3 sections triggers deadly ARC reinforcement waves. Contains high-tier loot including ARC Powercells, ARC Alloy, ARC Circuitry, and the coveted Assessor Matrix.
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