RSVSR Why Town Hall Key Room Pays Off in ARC Raiders
RSVSR Why Town Hall Key Room Pays Off in ARC Raiders
In ARC Raiders, the firefights are fun, sure, but you don't load in for fun—you load in to come out heavier than you went in. That's why I keep a mental checklist of what I'm hunting, and I'll usually glance at ARC Raiders Items before I queue so my run has a point. Key Rooms are the real shortcut here, but they're not freebies. They're loud, predictable, and they turn you into the most obvious player on the map the moment that lock clicks. Why Town Hall Still Pays Buried City is the map where Key Rooms feel like they were made to be farmed, and Town Hall is the one people keep circling back to. You'll notice it fast: even a "clean" run can stack serious credit value if you don't get greedy. The trick is timing. Night Raids hurt—visibility's rough and you'll second-guess every shadow—but the quality bump is real. You're not just scooping junk to sell; you've got a better shot at the kind of blueprints that don't seem to show up in regular crates. Just don't treat it like a sightseeing tour. Hit the best containers first, grab what matters, and keep your bag moving. Open The Door, Start The Fight That door opening is basically an announcement. So play it like one. Before anyone touches loot, set the room up: barriers, trip mines, whatever you've got, placed where people actually push. Choke points first, then angles. A lot of squads mess this up by throwing gear down randomly and then arguing over who "heard steps." Keep it simple. One person watches entrances and windows, one person loots, and the third (if you've got one) floats between covering and packing high-value items. If you're solo, you're still doing the same jobs—you're just doing them faster and leaving sooner. Keys, Routes, And Not Wasting Your Life Keys aren't universal, and the game doesn't care that you sprinted across the map with the wrong one. Match your key to your plan before you drop. Then pick a route that makes sense for extraction, not just for loot. Some rooms are easy money because they've got a single entrance; others have two or three lines of attack, and that's where campers live. Start with the safer rooms when you're building a stash, and only take the "big" rooms when you've got the kit and the patience to defend them. Getting Out With It The best haul is the one you actually extract, and that means leaving while you still feel a little unsatisfied. If your bag's full of high-ticket parts and a blueprint or two, stop poking around. Plot an exit that avoids the obvious lanes, listen for long fights you can skirt around, and don't be afraid to ditch a low-value item to keep stamina and movement clean. If you're gearing up for more aggressive runs, or you're trying to skip the early grind, it can also help to buy ARC Raiders Coins so your loadout matches the risk you're taking on the next key room push.