Arc Raiders Backpack Survival Guide: Don’t Let Junk Get You Killed
Your Backpack Is a Lifeline, Not a Moving Van
Every time you drop into a new zone in Arc Raiders, you have one main goal: get in, grab useful loot, and get out alive. But between fighting Scythe robots, dodging Lurker drones, and running from explosions, you barely have time to check your inventory. Many new players pick up everything that shines. Then they realize they have no room for ammo or healing. That is when panic sets in.
Knowing which items should I keep in Arc Raiders before you start a mission is half the battle. The other half is knowing what to throw away without a second thought. This guide will give you a simple, memorable system. No long tables. No confusing rarity charts. Just rules you can learn in five minutes and use forever.
Let’s begin with the most important rule of all: If you cannot name a use for an item within three seconds, drop it.

1. The Three-Backpack Rule: Separate Your Storage
Small title: Divide Your Inventory Into Three Mental Zones
Most players see their backpack as one big pile of items. That is a mistake. Instead, imagine your backpack has three separate sections. You decide what goes into each section before you even land.
Zone One – Emergency Pocket (first 4 slots):
This is for instant-use items. Put Medi-Pen, Stimulant, Bandage, and Shield Battery here. You should be able to press the heal button without looking. Never let these slots become empty.
Zone Two – Mission Gear (next 6 slots):
This holds what you need for your current objective. If you are hunting a Marauder boss, keep EMP Grenades and Armor Repair Kit here. If you are doing a data retrieval quest, keep Data Drive and Hacking Tool here. When the mission changes, clear this zone and refill.
Zone Three – Loot Storage (all remaining slots):
This is for everything else – resources, extra ammo, junk to sell, rare finds. You can be messy here. But when this zone fills up, you must start making hard choices.
This mental trick makes answering which items should I keep in Arc Raiders much easier. If an item does not fit into one of these three zones, it is probably not worth carrying.
2. Ammo First, Healing Second, Everything Else Third
Small title: Without Bullets and Bandages, You Are Already Dead
In Arc Raiders, you will face machines that shoot back. You will take damage. You will run out of ammo at the worst possible moment. That is why ammo and healing items should always get priority over anything else.
Ammo rules:
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Always carry at least 4 magazines worth for your main weapon. For example, if your ARC-97 Rifle holds 30 rounds, keep 120 rounds total.
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Different weapons use different ammo types. Shock Repeater uses energy cells. Raildriver uses rail slugs. Do not mix them up.
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If you find ammo for a weapon you do not own, leave it. Do not pick it up “just in case”. That is wasted space.
Healing rules:
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Minimum 2 Medi-Pens or 4 Bandages. I recommend Medi-Pens because they work instantly.
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Stimulant is different – it gives a temporary speed boost and a small heal. Keep one for running away from Scythe patrols.
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If you have zero healing items, drop almost anything else to pick some up. A backpack full of rare ore is useless if you die before extracting.
The golden test: Before you loot any container, look at your ammo and healing counts. Are they full? Then you can loot freely. Are they low? Then ignore everything except ammo and meds until they are topped off.
3. Common Resources: Keep Small Amounts, Not Big Hoards
Small title: Two Stacks Max – You Are Not a Delivery Truck
New players love hoarding Scrap Metal, Circuit Boards, Carbon Fiber, and Conductive Alloy. Yes, you need them for crafting. But you do not need 200 pieces of Scrap Metal in one run. The game is designed so that you can find basic resources almost everywhere.
How much to keep:
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Keep one full stack of each common resource. A stack is usually 30 or 50 pieces, depending on the item.
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Keep two stacks maximum if you have spare room.
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Drop extra stacks immediately. Do not feel bad. You will find more.
When to break the rule:
If you are near a crafting station (found in safe zones and some bunkers), you can turn resources into useful items on the spot. For example, 10 Scrap Metal + 5 Circuit Boards = 1 Turret. Build it immediately. That frees up space and gives you a combat advantage.
Rare resources like Iridium Core or Plasma Battery:
These are different. They drop less often and are needed for high-end upgrades. Keep every single one you find, even if you have to drop common resources to make room. A single Iridium Core might be the key to upgrading your backpack to hold more slots.
So when you ask yourself which items should I keep in Arc Raiders, remember: common resources are replaceable. Rare resources are not.
4. Weapons: One Long, One Short, One Tool
Small title: Three Guns Maximum – Here Is the Best Combo
You will find many weapons in crates and on dead machines. Carrying four or five guns slows you down. More importantly, it takes slots away from resources and consumables.
The ideal three-gun setup:
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Long-range weapon – Example: Raildriver or ARC-97 Rifle with a scope. Use this to shoot machine weak spots from far away.
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Close-range weapon – Example: Shock Repeater or Plasma Cutter. Use this when robots get in your face.
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Tool weapon – Example: Demolition Tool (breaks doors) or Shield Breaker (strips robot armor). These are not for fighting. They solve environmental puzzles.
What to do with extra guns:
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If a gun is green quality or higher and has good durability (above 70%), keep it in your station stash for later missions. Do not carry it with you.
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If a gun is gray quality and you already have a better one, scrap it for parts.
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Never carry two guns that do the same job. Two rifles are pointless. Two shotguns are pointless.
Durability warning:
Weapons lose durability as you use them. Below 30%, they start jamming. A jammed Plasma Cutter in the middle of a fight will get you killed. If you find a fresh weapon, swap it for your broken one and drop the broken one.
5. Keys and Cards: Do Not Be a Keychain Hoarder
Small title: Only Keep Keys for the Zone You Are In Right Now
Arc Raiders has many locked doors and chests. They require Security Keycard, Access Dongle, Biometric Key, or area-specific items like Reactor Override Card. These keys are useless outside their zone.
Simple rule:
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When you enter a new map area, look at the zone name (top-left corner of your screen).
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Only keep keys that match that zone name.
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If you find a key for a different zone, drop it immediately. You will never go back there in the same run.
One exception:
Some special keys open “hidden caches” that appear in any zone. These are called Universal Access Key or Mystery Crate Key. They are rare but worth keeping because you can use them anywhere. Keep up to two of these.
Quest keys:
If a mission gives you a key item like Lab Entry Pass, you must keep it until you finish that mission. After you use it to open the required door, the key disappears from your inventory. Do not drop it before using it – that can fail the quest.
6. Armor: Wear the Best, Scrap the Rest
Small title: You Only Have One Body – Protect It Well
Armor pieces in Arc Raiders include Helmet, Vest, and Greaves. Each reduces damage from different attack types. Helmets reduce headshot damage from Sniper Turrets. Vests reduce body damage from Assault Drone bullets. Greaves reduce leg damage from floor explosions.
Which items should I keep in Arc Raiders for armor? Only the best piece you have for each slot. Compare the armor rating (number shown on the item). Higher is better.
Step-by-step armor management:
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Equip your highest-rated helmet, vest, and greaves.
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If you find a new armor piece with a higher rating, swap it in.
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Take the old piece and scrap it at a recycler (found in safe zones). Scrapping gives you back some resources.
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Do not carry extra armor pieces in your backpack. They are heavy.
Broken armor:
When armor reaches 0% durability, it stops protecting you. Repair it using Repair Kit (crafted from Scrap Metal and Circuit Boards) or replace it. Never carry broken armor around – it is dead weight.
Suit Modules (passive bonuses):
Items like Kinetic Capacitor (more sprint stamina) and Thermal Lining (fire resistance) are not armor. They are modules that install into your suit directly. Always pick them up and install them on the spot. They do not use backpack space once installed.
7. Grenades and Gadgets: Two Is Enough
Small title: Pick Two Types – Drop the Rest
You will find many throwable and placeable gadgets: Frag Grenade, EMP Grenade, Smoke Screen, Proximity Mine, Flash Drone, Decoy Beacon. Carrying one of each seems smart, but it just fills your bag.
The best two to keep:
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EMP Grenade – Stuns all machines in an area for 5 seconds. This can save your life when a Scythe charges you.
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Smoke Screen – Blocks enemy vision. Use it to revive a teammate or run away.
Optional third (for squad players):
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Proximity Mine – Place it behind you when running from a chase. Machines will step on it and explode. Great for solo players too.
What to drop:
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Flash Drone – It flies around and distracts one robot. Not reliable.
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Decoy Beacon – Makes noise to lure machines. Useful maybe 5% of the time. Not worth a slot.
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Frag Grenade – Does damage but less than your gun. EMP is better for survival.
Gadget stacking:
You can carry up to 3 of the same grenade in one stack. So if you find three EMP Grenades, that is only one inventory slot. Keep that stack. If you find a fourth, drop it or use one early.
8. Junk and Vendor Trash: Only for Empty Slots
Small title: Fill Holes, Not Your Whole Bag
Arc Raiders has items with no use except selling: Rusty Gear, Broken Processor, Old Circuit, Tarnished Medal, Scrap Data Chip. They are not used in crafting. They do not heal you. They do not open doors. They only turn into Credits at the vendor.
Smart junk strategy:
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Do not pick up junk until your backpack is otherwise empty.
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On your way to extraction, if you have free slots, grab junk to fill them.
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A full stack of 10 Rusty Gears sells for much more than 10 individual Rusty Gears. So wait until you have a full stack before extracting.
When to drop junk:
If you find a rare resource (Iridium Core, Plasma Battery) or a useful consumable (Self-Revive Kit), drop your lowest-value junk immediately. Check the sell price by hovering over the item. Drop the cheapest one first.
Never pick up:
Items with no sell value, like “Scrap Note”, “Empty Canister”, or “Broken Wire”. These are just decoration. They do nothing.
9. The Solo Player vs. Squad Player Difference
Small title: What You Keep Changes When You Have Friends
Playing alone means you must carry everything yourself. Playing with a squad means you can share the load. This changes which items should I keep in Arc Raiders quite a bit.
Solo player must-keep list:
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4+ Medi-Pens (no one will heal you)
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6+ magazines of ammo
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2 EMP Grenades (you need to escape alone)
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1 Self-Revive Kit (if you find one – it is a second chance)
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1 Repair Kit (to fix your armor between fights)
Squad player can split items:
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One person carries extra ammo for the group.
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One person carries extra healing and the Reviver Drone.
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One person carries keys and utility gadgets (smoke, EMP).
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Each person still carries their own self-heal (2 Medi-Pens minimum).
Communication tip:
Before you extract, open your inventory and say out loud what you are carrying. Your teammate might be carrying the same thing. One of you can drop the duplicate and pick up something else.

10. The Two-Second Extraction Test
Small title: Ask Yourself Four Questions Before You Call the Shuttle
You have survived. The extraction shuttle is coming in 60 seconds. Open your backpack. Run this quick check:
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Do I have at least two healing items? If no, grab a Bandage from a nearby crate or dead machine.
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Is my main weapon loaded? Reload now. The shuttle ramp is a dangerous place.
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Do I have any gold-tier or purple-tier items? Those must come with you. Drop common resources to make room.
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Is my backpack completely full? If yes, drop the lowest-value junk. Empty space is fine.
The final rule:
If you are unsure whether to keep something, ask yourself: “Would I pay 100 Credits to keep this?” If the answer is no, drop it.
Final Words: Learn by Doing, Not by Memorizing
No guide can replace experience. The first few runs, you will make mistakes. You will keep too much junk. You will drop a rare Plasma Battery by accident. That is fine. Every extraction teaches you something new.
Start with the rules in this guide. After five or six successful extracts, you will not need to think about which items should I keep in Arc Raiders – it will become automatic. Your fingers will know what to pick up and what to leave behind.
Now gear up, raider. The machines are waiting. And remember: a light backpack is a fast raider. A fast raider is a living raider.
