Quote from
Alam560 on December 20, 2025, 12:43 am
Once you've put a few proper hours into Speranza after Arc Raiders landed, you'll bump into the same problem everyone hits: you're ready to craft the good stuff, but you're missing Exodus Modules, and nothing else matters until you find them. If you're still learning what's worth grabbing and what's just dead weight, it helps to skim a quick list like ARC Raiders Items before you start filling your bag with junk you'll regret carrying.
Why They Feel So Scarce
Exodus Modules are Epic, they're heavy at 1kg, and the stack cap is only three. That combo is brutal. You get one, you feel lucky. You get two, you start playing like a rat because you don't want to lose them. Then you find a fourth and you're doing inventory maths in the open while someone's lining up a shot. Yeah, you can sell them for a decent chunk of Raider Coins, but most of the time that's a trap. They're a hard gate for blueprints, and the moment you decide to build something serious—Tempest SMG, Vulcano LMG, Hullcracker I—you'll wish you'd kept every purple module you ever saw.
The Run That Actually Pays Off
If you want consistency, stop wandering. The best route I've had, over and over, is the Rocket Assembly at Acerra Spaceport. It's that big hangar tucked into the launchpad area, and getting there can take 5–10 minutes depending on where you drop. Don't stroll in like it's a museum. Clear the little threats fast—those Pops that rush you and the Fireballs that love to explode at the worst time—because noise brings people. Once it's calm, push to the back, up in the northern corner, and look for the cluster of red lockers. That's the money. In a lot of solo runs, one locker has basically meant one module, and sometimes you'll snag Magnetic Accelerators nearby too.
Safer Options and Backup Plans
Spaceport can be a meat grinder. It's open, it's long sightlines, and there's always some squad posted up thinking they're in a highlight reel. If it's getting sweaty, check your map for those half-moon circle icons and rotate to places like Stella Montis or the Buried City. The drop rate feels more RNG, but you'll live more often, and living is kind of the point. Also, don't ignore recycling. Geiger Counters, Spectrum Analyzers, Ion Sputters—grab them if you've got room, then break them down later. It's not glamorous, but it keeps your crafting plans moving when the lockers don't play nice.
Small Habits That Save Your Runs
The smartest thing you can do is treat your Safe Pocket like it's sacred. The second you find an Exodus Module, stash one. Not later. Not after "one more room." Right then, because extraction goes sideways all the time. You'll get third-partied, you'll misjudge a storm line, you'll take a bad fight you didn't need to take. Keeping one module protected means every run moves you forward, even on the ones that end in disaster, and if you're trying to shortcut the grind, checking out cheap ARC Raiders Items can be a useful option when you're stuck waiting on that last piece you just can't seem to pull.
Once you've put a few proper hours into Speranza after Arc Raiders landed, you'll bump into the same problem everyone hits: you're ready to craft the good stuff, but you're missing Exodus Modules, and nothing else matters until you find them. If you're still learning what's worth grabbing and what's just dead weight, it helps to skim a quick list like ARC Raiders Items before you start filling your bag with junk you'll regret carrying.
Why They Feel So Scarce
Exodus Modules are Epic, they're heavy at 1kg, and the stack cap is only three. That combo is brutal. You get one, you feel lucky. You get two, you start playing like a rat because you don't want to lose them. Then you find a fourth and you're doing inventory maths in the open while someone's lining up a shot. Yeah, you can sell them for a decent chunk of Raider Coins, but most of the time that's a trap. They're a hard gate for blueprints, and the moment you decide to build something serious—Tempest SMG, Vulcano LMG, Hullcracker I—you'll wish you'd kept every purple module you ever saw.
The Run That Actually Pays Off
If you want consistency, stop wandering. The best route I've had, over and over, is the Rocket Assembly at Acerra Spaceport. It's that big hangar tucked into the launchpad area, and getting there can take 5–10 minutes depending on where you drop. Don't stroll in like it's a museum. Clear the little threats fast—those Pops that rush you and the Fireballs that love to explode at the worst time—because noise brings people. Once it's calm, push to the back, up in the northern corner, and look for the cluster of red lockers. That's the money. In a lot of solo runs, one locker has basically meant one module, and sometimes you'll snag Magnetic Accelerators nearby too.
Safer Options and Backup Plans
Spaceport can be a meat grinder. It's open, it's long sightlines, and there's always some squad posted up thinking they're in a highlight reel. If it's getting sweaty, check your map for those half-moon circle icons and rotate to places like Stella Montis or the Buried City. The drop rate feels more RNG, but you'll live more often, and living is kind of the point. Also, don't ignore recycling. Geiger Counters, Spectrum Analyzers, Ion Sputters—grab them if you've got room, then break them down later. It's not glamorous, but it keeps your crafting plans moving when the lockers don't play nice.
Small Habits That Save Your Runs
The smartest thing you can do is treat your Safe Pocket like it's sacred. The second you find an Exodus Module, stash one. Not later. Not after "one more room." Right then, because extraction goes sideways all the time. You'll get third-partied, you'll misjudge a storm line, you'll take a bad fight you didn't need to take. Keeping one module protected means every run moves you forward, even on the ones that end in disaster, and if you're trying to shortcut the grind, checking out cheap ARC Raiders Items can be a useful option when you're stuck waiting on that last piece you just can't seem to pull.