A First Foothold Arc Raiders Quest Guide (All Locations)

A First Foothold Arc Raiders Quest Guide (All Locations)

The A First Foothold Arc Raiders quest is one of the earliest moments where ARC Raiders quietly shifts expectations. On paper, the quest looks simple. There are no bosses to defeat, no items to extract, and no obvious combat challenges. Yet in practice, this mission consistently confuses players more than many later quests. The reason…

A First Foothold Arc Raiders quest guide showing all four objective locations on Blue Gate

The A First Foothold Arc Raiders quest is one of the earliest moments where ARC Raiders quietly shifts expectations. On paper, the quest looks simple. There are no bosses to defeat, no items to extract, and no obvious combat challenges. Yet in practice, this mission consistently confuses players more than many later quests.

The reason is simple: as a result, the game stops holding your hand.

Players often struggle because:

  • there are no map markers
  • objectives rely on environmental clues
  • multiple locations look “correct” but aren’t
  • progress feels unclear if you don’t understand the rules

As a result, many players assume the quest is bugged, broken, or inconsistent. In reality, A First Foothold is functioning exactly as designed.

This guide exists to remove all uncertainty. It explains:

  • every exact objective location
  • how the game tracks completion
  • safe and efficient routing
  • threat zones and enemy pressure
  • why extraction is optional
  • how to complete the quest calmly, even if you die

From the first paragraph to the final FAQ, this walkthrough maintains full depth and clarity, with no shortcuts.

What Is A First Foothold in ARC Raiders?

A First Foothold is a multi-objective quest in ARC Raiders, given by Apollo, and completed on The Blue Gate map. Instead of focusing on combat or loot extraction, the quest revolves around repairing and activating abandoned infrastructure left behind after engineers were forced out of the area.

Narratively, Apollo wants Raiders to secure operational footholds so long-term activity in Blue Gate becomes possible. Mechanically, the quest introduces players to:

  • large-scale map navigation
  • unmarked objectives
  • persistent progress across raids
  • low-risk, non-combat mission design

This makes A First Foothold a foundation quest. Later Blue Gate missions assume you already understand the concepts introduced here.

Quest Design Explained: What the Game Is Teaching You

Unlike earlier quests, A First Foothold deliberately avoids UI guidance. There are no icons telling you where to go. Instead, ARC Raiders communicates objectives through environmental storytelling.

Environmental Clues Over Map Markers

The game expects you to learn how to read the world by paying attention to:

  • unfinished structures
  • construction cones
  • scaffolding
  • exposed wiring or terminals
  • rooftops that look partially repaired

These visual elements are not decoration. They are instructions.

Why This Matters Later

Later quests reuse the same design language. Players who learn to identify:

  • “unfinished = interactable”
  • “scaffolding = climbable”
  • “exposed terminal = objective”

will find future content far less frustrating. A First Foothold exists specifically to teach this skill.

Core Quest Rules You Must Understand First

Before attempting the objectives, it’s critical to understand how the quest actually works:

  • Objectives persist across raids
  • Objectives can be completed in any order
  • Extraction is not required
  • Death does not reset progress
  • Free or low-risk loadouts are optimal

Once an interaction completes successfully, the game saves progress immediately. Survival afterward is optional, not mandatory.

All A First Foothold Objectives (Quick Overview)

There are four independent objectives, each tied to a different part of The Blue Gate:

  • Stabilize an observation deck near Ridgeline
  • Enable a communications terminal near Olive Grove
  • Nail down roof plates near Trapper’s Glade
  • Rotate satellite dishes on a church roof north of the Data Vault

The objectives are spread across the map:

  • Ridgeline → east
  • Olive Grove → south
  • Trapper’s Glade → west
  • Church / Data Vault → north

This spread is intentional and reinforces the multi-raid design.

Objective 1: Stabilize the Observation Deck (Ridgeline)

Location & Visual Cues

Ridgeline is located on the eastern side of The Blue Gate. The observation deck is a metal platform positioned on elevated terrain, overlooking lower sections of the map.

You can identify it by:

  • exposed metal flooring
  • an unfinished structural appearance
  • open edges and high visibility

How to Complete It

  • Move onto the observation deck
  • Stand within the interaction radius
  • Interact with the stabilization prompt

In some cases, two interactable points may appear. Only one successful interaction is required to complete the objective.

Threat Analysis

Ridgeline is moderately dangerous due to:

  • ARC patrols passing through open terrain
  • long sightlines with little cover

The safest approach is to interact quickly and disengage immediately.

Objective 2: Enable the Comms Terminal (Olive Grove)

Location & Visual Cues

Olive Grove sits in the southern region of The Blue Gate and is commonly used for farming.

The communications terminal is easy to spot:

  • yellow or orange computer terminal
  • mounted on a small metal platform
  • positioned beside a road

How to Complete It

  • Approach the terminal
  • Interact once
  • Objective completes instantly

This is one of the fastest objectives in the quest.

Threat Analysis

Olive Grove carries:

  • high player traffic
  • frequent third-party encounters

Always observe the area before committing.

Bonus Tip

Nearby, you can collect:

  • lemons
  • apricots
  • olives

These are useful for Scrappy upgrades and make this objective efficient if the area is calm.

Objective 3: Nail Down Roof Plates (Trapper’s Glade)

Location & Visual Cues

Trapper’s Glade is located on the western side of The Blue Gate and features dense forest terrain.

Look for:

  • a ruined Raider structure
  • construction cones
  • loose metal roof plates

How to Complete It

  • Approach the structure
  • Find a climbable box on the east side
  • Climb onto the roof
  • Interact with the metal plates between the cones

Being on the wrong side or wrong elevation prevents the prompt from appearing.

Threat Analysis (High Risk)

This is the most dangerous objective because of:

  • Bombardier presence
  • ARC patrol density
  • low visibility from foliage

Many players complete this objective in a dedicated raid to reduce risk.

Objective 4: Rotate Satellite Dishes (Church Roof)

Location & Visual Cues

The church is located north of the Data Vault.

Key identifiers include:

  • a small destroyed church
  • satellite dishes on the roof
  • scaffolding and stacked boxes nearby

How to Complete It

  • Use boxes and scaffolding to climb
  • Reach the roof
  • Interact with the satellite dish to rotate it

The interaction completes immediately.

Threat Analysis

  • lower NPC density
  • risk primarily from players using elevation or sniping angles
    Clear your approach before climbing.

Best Order to Complete Objectives (Route Planning)

The most effective strategy is 1–2 objectives per raid, depending on spawn location.

Routing Logic

  • Prioritize nearby objectives
  • Avoid crossing the entire map unnecessarily
  • Save Trapper’s Glade for a calm or isolated run

Example Routing

  • East spawn → Ridgeline
  • South spawn → Olive Grove
  • North spawn → Church
  • Dedicated run → Trapper’s Glade

This minimizes exposure and unnecessary combat.

When Dying Is Actually the Smart Play

In A First Foothold, death does not equal failure.

Once an objective completes:

  • progress is locked
  • extraction offers no extra benefit
  • staying longer increases risk

If danger escalates after completion:

  • dying is faster than extracting
  • free loadouts mean no loss
  • redeploying saves time

Efficiency matters more than survival here.

Threat Breakdown Table

ObjectiveMain ThreatRisk LevelRecommended Approach
RidgelineARC patrolsMediumFast interaction
Olive GrovePlayersHighObserve first
Trapper’s GladeBombardier + ARCVery HighStealth run
Church RoofSnipersMediumClear angles

Why Players Think A First Foothold Is Bugged (But It Isn’t)

One of the most common reactions to A First Foothold Arc Raiders is confusion followed by the assumption that the quest is broken. This happens not because the quest is unclear, but because it deliberately removes systems players have already grown dependent on.

The most frequent causes of confusion include:

Missing Map Markers

Unlike earlier quests, A First Foothold provides no objective markers. Players who rely on icons instinctively search the map instead of the environment. When nothing appears, they assume progression failed.

In reality, this quest expects players to visually identify objectives using environmental storytelling rather than UI guidance.

Similar-Looking Structures

Blue Gate contains many buildings that look partially damaged or abandoned. Only a small number of them are valid quest targets. Players often interact with:

  • intact buildings
  • non-functional ruins
  • decorative structures

None of these trigger progress. The quest specifically requires unfinished infrastructure marked by construction elements.

Wrong Elevation or Side of the Structure

Many interaction prompts only appear:

  • on a specific side of a structure
  • at a specific height
  • after climbing scaffolding or boxes

Standing directly next to an objective does not guarantee a prompt. Being one level too low or on the wrong side is enough to prevent interaction.

Rushing Instead of Observing

Players who sprint through areas and spam the interact key often miss the correct interaction window. This quest is intentionally designed to reward:

  • slower movement
  • deliberate positioning
  • awareness of construction cues

A First Foothold is not bugged.
It is a test of observation, patience, and environmental reading, skills that are required repeatedly in later Blue Gate content.

For players who understand how the quest works but still don’t want to repeat risky runs, completing the quest through assisted progression is sometimes used as a time-saving alternative.

Rewards Explained: Are They Worth It?

At first glance, the rewards for A First Foothold may not look impressive compared to later missions. However, when placed in the context of early Blue Gate progression, they are extremely useful.

Granted Items: Noisemakers

During the quest, players receive Noisemakers, and these are not random filler items.

Noisemakers are specifically aligned with this quest’s intended playstyle:

  • they allow enemy distraction without combat
  • they enable safer disengagement after interactions
  • they create openings to move through high-risk zones

For players completing objectives solo or without combat, Noisemakers provide control over positioning, which is more valuable than raw damage at this stage.

Completion Rewards: Grenades

Upon completion, players receive:

  • Shrapnel Grenades
  • Snap Blast Grenades
  • Heavy Fuze Grenades

These rewards matter because:

  • grenades offer reliable damage against ARC units
  • Heavy Fuze grenades are effective against armored targets
  • grenades provide emergency escape options when cornered

At this point in progression, access to multiple grenade types significantly improves both offensive and defensive flexibility.

Turn-In Rules & What Happens After Completion

Understanding completion behavior prevents unnecessary risk.

Once the final objective interaction is completed:

  • the quest is immediately marked as complete internally
  • progress is permanently saved
  • extraction is no longer required

If the player:

  • dies after completing the last objective
  • fails an extraction
  • disconnects shortly afterward

the quest remains complete.

The only remaining step is to return to Speranza, where the turn-in becomes available. There is no penalty for dying after completion, and no additional rewards tied to successful extraction.

This design reinforces that A First Foothold is about completion, not survival.

Why This Quest Matters for Future Blue Gate Quests

A First Foothold is not an isolated mission. It introduces systems that future quests assume you already understand.

Later Blue Gate quests expect players to:

  • navigate without explicit markers
  • identify objectives through environmental clues
  • complete objectives across multiple raids
  • disengage instead of forcing combat

Players who rush through A First Foothold without understanding its mechanics often struggle later, not because later quests are harder, but because the lesson was skipped.

This quest teaches the “language” of Blue Gate. Learning it early makes future progression significantly smoother.

Accessibility & Playstyle Options

One of the most important strengths of A First Foothold Arc Raiders is how flexible it is.

The quest fully supports:

  • solo players
  • cautious players
  • pacifist or stealth-focused playstyles
  • low-gear or free-loadout runs

It is entirely possible to:

  • complete every objective without firing a shot
  • avoid all major combat encounters
  • finish the quest with zero gear loss

This makes A First Foothold one of the most accessible quests in ARC Raiders, regardless of skill level.

Zero-Stress Completion Plan

If the quest feels overwhelming, simplify it into a repeatable mindset:

  1. Observe the area before moving
    Look for unfinished structures, scaffolding, and cones.
  2. Confirm you are at the correct structure
    Don’t interact until the environment clearly matches the objective.
  3. Complete the interaction deliberately
    Wait for the animation or confirmation before moving.
  4. Disengage immediately
    Do not linger. Progress is already saved.

This approach removes pressure and reduces mistakes.

Final Tips for a Smooth A First Foothold Run

  • Leave the area immediately after completing an objective
  • Do not attempt to chain all objectives in one raid
  • Trust construction cues over intuition
  • Treat death as neutral, not failure
  • Save Trapper’s Glade for a focused, calm run

Approaching the quest methodically prevents frustration.

Quick FAQ (Expanded)

Do I need to extract to finish the quest?

No. Extraction is optional once the final objective is completed.

Can I complete objectives across multiple raids?

Yes. Progress persists between raids.

Why doesn’t the interaction prompt appear?

You are likely on the wrong structure, wrong side, or incorrect elevation.

Can I finish A First Foothold without fighting?

Yes. The quest fully supports non-combat completion.

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