Tick Pods are Uncommon items required for the Medical Lab Level 2 upgrade in ARC Raiders. Unlike most crafting materials, Tick Pods cannot be found in containers, lockers, or world loot. The only way to obtain them is to destroy Ticks and loot their remains. This guide covers where Ticks spawn, how many Tick Pods you need for progression, and whether to sell or recycle your extras.
Where Are Tick Pods Found
Tick Pods only drop from Ticks. You cannot find them in lockers, containers, bags, or any other searchable object. This makes them one of the few items in ARC Raiders that require defeating a specific enemy rather than looting the environment.

Each Tick you destroy is guaranteed to drop 1 Tick Pod. Unlike Leapers, which have multiple lootable parts, Ticks only have one body to search. However, Ticks spawn in much higher volumes, often appearing in groups of 2 to 5 in the same room.
Ticks also drop ARC Alloy directly when looted, making them a reliable source of both Tick Pods and crafting materials in a single kill.
Which Maps Have Tick Spawns
Ticks spawn on every map in ARC Raiders. They only appear indoors in buildings and facilities, typically in yellow or red high-risk zones. Before deploying, check the map for indoor areas with multiple rooms where Ticks typically hide on walls and ceilings. They make distinctive hydraulic sounds as they move around.
The DamThe DamSwampSwampVictory RidgeVictory RidgeWater TowersWater TowersElectrical SubstationElectrical SubstationA rocky basin full of old power generators.Loot: ElectricalRed LakesRed LakesScrap YardScrap YardLoot: Mechanical, IndustrialFormicai HillsFormicai HillsFormicai OutpostFormicai OutpostPrimary FacilityPrimary FacilityLoot: Mechanical, IndustrialBen Welder's SunroofBen Welder's SunroofRuby ResidenceRuby ResidenceWreckageWreckageHydroponic Dome ComplexHydroponic Dome ComplexA field scattered with glass domes that were once used for plant cultivation.High-threat area · Loot: Nature, Industrial, SecurityPale ApartmentsPale ApartmentsWest Broken BridgeWest Broken BridgeRaider Outpost EastRaider Outpost EastFloodgatesFloodgatesEast Broken BridgeEast Broken BridgePattern HousePattern HouseOld BattlegroundOld BattlegroundAn old First Wave battleground where lopsided forts and wrecked ARC parts still remain.Loot: ARCSmall CreekSmall CreekSouth Swamp OutpostSouth Swamp OutpostElectrical TowerElectrical TowerControl TowerControl TowerLocated above the Admin building. An excellent vantage point for looking out over the battlegrounds.High-threat area · Loot: Technological, SecurityPower Generation ComplexPower Generation ComplexA rusting relic of hydrogen infrastructure.Medium-threat area · Loot: Electrical, IndustrialTesting AnnexTesting AnnexA half-drowned testing center overlooking the red lakes.Medium-threat area · Loot: Medical, CommercialControlled Access ZoneControlled Access ZoneIvy and rusting ARC husks are all that’s seemingly left of this underground power stationHigh-threat area · Loot: ARC, MechanicalResearch & AdministrationResearch & AdministrationThe abandoned administrative building for the Enelica corporation.High-threat area · Loot: Commercial, TechnologicalRed Lakes BalconyRed Lakes BalconyPipeline TowerPipeline TowerThe BreachThe BreachWater Treatment ControlWater Treatment ControlA concrete monolith of pipes, tubes, and old water treatment equipment.Medium-threat area · Loot: Industrial, MechanicalGenerator HallGenerator Hall
Extraction point
Loading BayLoading BayMedium-threat area · Loot: IndustrialAtriumAtriumCultural ArchivesCultural ArchivesAn underground storage unit of humanity’s premier works of art and literature.High-threat area · Loot: Old WorldMedical ResearchMedical ResearchIt seems that advanced medical research was being conducted here, far beyond what Raiders have encountered in other old medical bays.High-threat area · Loot: Medical, TechnologicalAssemblyAssemblySome experimental technology was being explored on these high-tech assembly lines.CommunicationsCommunicationsLoot: Electrical, TechnologicalCentral CorridorCentral CorridorBusiness CenterBusiness CenterA large, hard to access viewing area where private meetings were likely hosted.Loot: Exodus, CommercialLobbyLobbyMedium-threat area · Loot: Security, TechnologicalCafeteriaCafeteriaFew traces of humanity are left in this strangely empty cafeteria.Assembly WorkshopsAssembly WorkshopsMedium-threat area · Loot: TechnologicalAuditoriumAuditoriumViewing DeckViewing DeckCargo Dock ACargo Dock ABusiness LoungeBusiness LoungeStorage RoomStorage RoomCargo Dock BCargo Dock BAssembly LineAssembly LineSecurity BridgeSecurity Bridge
Extraction point
The SpaceportThe SpaceportLa ChiesaLa ChiesaEast PlainsEast PlainsAlberi HillsAlberi HillsFuel StorageFuel StorageService BuildingsService BuildingsEast Plains WarehousesEast Plains WarehousesStaff ParkingStaff ParkingFuel ProcessingFuel ProcessingCommunications TowerCommunications TowerFuel DepotFuel DepotMaintenance HangarMaintenance HangarSecurity CheckpointSecurity CheckpointJiangsu WarehouseJiangsu WarehouseWater TowersWater TowersElectrical SubstationElectrical SubstationFuel LinesFuel LinesRocket AssemblyRocket AssemblyA graveyard of rocket parts that never made it to space.Medium-threat area · Loot: Exodus, IndustrialThe TrenchThe TrenchArrival BuildingArrival BuildingThe ransacked reception building for aspiring space travelers.High-threat area · Loot: Commercial, TechnologicalShipping WarehouseShipping WarehouseLoot: Industrial, MechanicalDeparture BuildingDeparture BuildingThe former Avantale security gate for passengers headed to the Launch Towers.High-threat area · Loot: Commercial, TechnologicalCar ParkCar ParkFuel ControlFuel ControlLoot: Mechanical, ElectricalContainer StorageContainer StorageHigh-threat area · Loot: Industrial, MechanicalEast Container YardEast Container YardWest Container YardWest Container YardLittle HangarLittle HangarEast HangarEast HangarVehicle MaintenanceVehicle MaintenanceThe Spaceport’s many buses and cargo trucks used to come here for a tune-up.Medium-threat area · Loot: Mechanical, IndustrialLaunch TowersLaunch TowersAstraventuro’s premier rocket launch destination.High-threat area · Loot: Technological, SecurityNorth Trench TowerNorth Trench TowerMedium-threat area · Loot: TechnologicalSouth Trench TowerSouth Trench TowerMedium-threat area · Loot: TechnologicalWest HangarWest HangarControl Tower A6Control Tower A6Shorter than the Launch Towers, but still a decent view of the grounds.High-threat area · Loot: Technological, Commercial
Extraction point
New DistrictNew DistrictWest VillageWest VillageOld TownOld TownOutskirtsOutskirtsCorso da VinciCorso da VinciMarket RuinsMarket RuinsPiazza RomaPiazza RomaParking GarageParking GarageLoot: MechanicalSpace TravelSpace TravelThe satellite dishes of the old space travel building are frozen mid-tilt, still aimed at skies they no longer listen to.High-threat area · Loot: Commercial, TechnologicalChurch RuinsChurch RuinsThis home for devout parishioners has been abandoned for years.Grandioso ApartmentsGrandioso ApartmentsThe former residences of workers from the Alcantara Dam.Medium-threat area · Loot: ResidentialMarano StationMarano StationPlaza RosaPlaza RosaMedium-threat area · Loot: Medical, CommercialRed TowerRed TowerLoot: ResidentialPiazza ArbustoPiazza ArbustoMedium-threat area · Loot: Medical, CommercialHospitalHospitalThis run-down hospital once served as the only source of medical aid in the greater Marano area.High-threat area · Loot: MedicalResearchResearchAn abandoned research building in central Marano. The labs are empty, dusty equipment still lined up as if someone might return at any moment.Medium-threat area · Loot: Medical, TechnologicalSu Durante WarehousesSu Durante WarehousesBuried PropertiesBuried PropertiesGalleriaGalleriaEven after 200 years of disuse, the dilapidated Galleria still holds items of value.Loot: CommercialGas StationGas StationMain StreetMain StreetAbandoned Highway CampAbandoned Highway CampMarano ParkMarano ParkThe densely overgrown city park of Marano.Loot: NatureLibraryLibraryA dilapidated casket of books.Medium-threat area · Loot: Commercial, Old WorldWarehouseWarehouseDune's EndDune's EndMaintenance DepotMaintenance DepotTown HallTown HallThe seat of government in Marano, before the Collapse.High-threat area · Loot: Old WorldSanta Maria HousesSanta Maria HousesLoot: Residential, Old World
Extraction point
Gate ApproachGate ApproachThe MountainsThe MountainsThe ForestThe ForestRidgelineRidgelineCheckpointCheckpointPiles and piles of abandoned vehicles sit outside the gates, forever waiting to be let in.High-threat area · Loot: MechanicalPilgrim's PeakPilgrim's PeakAn antenna that has been seemingly transformed by traveling pilgrims.High-threat area · Loot: Technological, ElectricalOuter GatesOuter GatesHeadhouseHeadhouseFarmlandsFarmlandsRaider's RefugeRaider's RefugeRaiders are trying to make this outpost their own. The ARC are making that difficult.Medium-threat area · Loot: ResidentialVillageVillageA village from long before the sprawling astro-infrastructure took over the land.Medium-threat area · Loot: Commercial, ResidentialReinforced ReceptionReinforced ReceptionMysterious facility that’s strangely fortified.Loot: Security, TechnologicalWarehouse ComplexWarehouse ComplexRumor has it that there's more than just rats running through this old Supracosta warehouse.Medium-threat area · Loot: IndustrialBarren ClearingBarren ClearingLoot: ARCAdorned WreckageAdorned WreckageA graveyard of wreckage that was already here before any Speranzans arrived.Loot: Industrial, MechanicalHighway CollapseHighway CollapseData VaultData VaultMaintenance BunkerMaintenance BunkerTrapper's GladeTrapper's GladeLoot: NatureAbandoned Housing ProjectAbandoned Housing ProjectThis architectural project stands abandoned, unfinished and untouched.Olive GroveOlive GroveLoot: NatureBroken EarthBroken EarthRuined HomesteadRuined HomesteadLoot: Old World, ResidentialAncient FortAncient FortRuins of a fort from before the Collapse.Medium-threat area · Loot: Old World, TechnologicalGate Control RoomGate Control Room
Extraction point
SeabedSeabedMulatierra HillMulatierra HillHotel ComplexHotel ComplexHarborHarborWeighing CheckpointWeighing CheckpointWith scales embedded into the road's surface, this must've been about as elegant as a checkpoint gets.Loot: Industrial, MechanicalTransfer DepotTransfer DepotDried RiverbedDried RiverbedLoot: NatureWavebreakerWavebreakerCustoms HouseCustoms HouseSignage indicates that some of the Exodus' valuable goods once passed right through this complex.Medium-threat area · Loot: Industrial, ElectricalPoolsidePoolsideHotel Panorama AzzurroHotel Panorama AzzurroA particularly lavish harbor resort, said to have hosted all of the Exodus' most distinguished supporters and financiers.High-threat area · Loot: Commercial, ResidentialAzzurro BeachAzzurro BeachA secluded stretch of once-pristine beachfront.Loot: ResidentialWreckageWreckageAges of violent undercurrents and biting rust have taken a visible toll.Loot: ARCPort Authority BuildingPort Authority BuildingOnce the beating heart of all maritime operations, it allows for dilligent surveillance of the port in every direction.High-threat area · Loot: Technological, ExodusStacking YardStacking YardJust a glimpse of these sky-scraping containers makes one want to stack things very high.Medium-threat area · Loot: Industrial, ExodusWharfWharfTennis CourtTennis CourtQuayQuayMarano RoadMarano RoadSpecial Handling TunnelSpecial Handling TunnelBeach BarBeach BarRailyardRailyard
Extraction point
Northern TracksNorthern TracksFallen EmperorFallen EmperorStuck between snow and debris, this giant walker seems to attract ARC attention from far beyond the Rust Belt.Loot: ARCSouthern PassSouthern PassFreight TerminalFreight TerminalAlmatera VillageAlmatera VillageIsolated yet seemingly close-knit, most of the village of Almatera has been swallowed by an avalanche.Railroad JunctionRailroad JunctionCrossing these train tracks, one may picture hungry astronomers heading out for lunch.Loot: Mechanical, ElectricalCommissary SupermarketCommissary SupermarketWith surprisingly elaborate shelving, this supermarket must've provisioned locals and astronomers alike.Medium-threat area · Loot: Commercial, MedicalRailyardRailyardAn Exodus-era railyard, seemingly designed to handle delicate, uncommonly shaped freight.Medium-threat area · Loot: Industrial, MechanicalOld TownOld TownStrolling across these narrow streets, you can almost picture the days before astronomical and fallen behemoths.Medium-threat area · Loot: Residential, Old WorldLoading PlatformsLoading PlatformsThese platforms allow for the handling of particularly delicate goods.Loot: Industrial, ExodusElectrical SubstationElectrical SubstationA substation built to provide reliable power in the harshest weather conditions.Almatera StationAlmatera StationSaid to have once been a quaint local station, these tracks now seem to support high axle-load traffic.Medium-threat area · Loot: CommercialResearcher LodgingsResearcher LodgingsLoot: ResidentialTruck StopTruck StopA gasoline-stained refuge for the weary traveler.Frozen RiverFrozen RiverA long-frozen river that leaves prospective ice skaters dangerously exposed.Loot: NatureTransit TunnelTransit TunnelA sturdy concrete tunnel that has mostly withstood the test of time, providing shelter and safe passage.Dispatch TowerDispatch TowerWeather StationWeather StationA versatile meteorological instrument, long retired.Cielo Sereno ObservatoryCielo Sereno ObservatoryA marvel of astronomical ingenuity, even to those unable to fathom its one-time readings.Medium-threat area · Loot: Technological, ExodusOld HamletOld HamletStanding tall amongst the snows, this lodge straddles the line between rustic and chique.Loot: Old WorldDeep-Space TelescopeDeep-Space TelescopePerched atop a mountain summit, this marvel of astronomy puts all other antennas to shame.Loot: ExodusPiazza della RupePiazza della RupePorta BenvenutiPorta BenvenutiControlled Receiving FacilityControlled Receiving Facility
Extraction point
Storm Hut (approx., opens in a Flash Freeze)Dam Battlegrounds
The DamThe DamSwampSwampVictory RidgeVictory RidgeWater TowersWater TowersElectrical SubstationElectrical SubstationA rocky basin full of old power generators.Loot: ElectricalRed LakesRed LakesScrap YardScrap YardLoot: Mechanical, IndustrialFormicai HillsFormicai HillsFormicai OutpostFormicai OutpostPrimary FacilityPrimary FacilityLoot: Mechanical, IndustrialBen Welder's SunroofBen Welder's SunroofRuby ResidenceRuby ResidenceWreckageWreckageHydroponic Dome ComplexHydroponic Dome ComplexA field scattered with glass domes that were once used for plant cultivation.High-threat area · Loot: Nature, Industrial, SecurityPale ApartmentsPale ApartmentsWest Broken BridgeWest Broken BridgeRaider Outpost EastRaider Outpost EastFloodgatesFloodgatesEast Broken BridgeEast Broken BridgePattern HousePattern HouseOld BattlegroundOld BattlegroundAn old First Wave battleground where lopsided forts and wrecked ARC parts still remain.Loot: ARCSmall CreekSmall CreekSouth Swamp OutpostSouth Swamp OutpostElectrical TowerElectrical TowerControl TowerControl TowerLocated above the Admin building. An excellent vantage point for looking out over the battlegrounds.High-threat area · Loot: Technological, SecurityPower Generation ComplexPower Generation ComplexA rusting relic of hydrogen infrastructure.Medium-threat area · Loot: Electrical, IndustrialTesting AnnexTesting AnnexA half-drowned testing center overlooking the red lakes.Medium-threat area · Loot: Medical, CommercialControlled Access ZoneControlled Access ZoneIvy and rusting ARC husks are all that’s seemingly left of this underground power stationHigh-threat area · Loot: ARC, MechanicalResearch & AdministrationResearch & AdministrationThe abandoned administrative building for the Enelica corporation.High-threat area · Loot: Commercial, TechnologicalRed Lakes BalconyRed Lakes BalconyPipeline TowerPipeline TowerThe BreachThe BreachWater Treatment ControlWater Treatment ControlA concrete monolith of pipes, tubes, and old water treatment equipment.Medium-threat area · Loot: Industrial, MechanicalGenerator HallGenerator Hall
Extraction pointDam Battlegrounds has the highest concentration of Tick spawns across approximately 20 indoor locations. The best spots include Control Tower, Water Treatment Control, and the various research buildings scattered throughout the map. The flat terrain and numerous industrial facilities make this map ideal for Tick farming.
Stella Montis
Loading BayLoading BayMedium-threat area · Loot: IndustrialAtriumAtriumCultural ArchivesCultural ArchivesAn underground storage unit of humanity’s premier works of art and literature.High-threat area · Loot: Old WorldMedical ResearchMedical ResearchIt seems that advanced medical research was being conducted here, far beyond what Raiders have encountered in other old medical bays.High-threat area · Loot: Medical, TechnologicalAssemblyAssemblySome experimental technology was being explored on these high-tech assembly lines.CommunicationsCommunicationsLoot: Electrical, TechnologicalCentral CorridorCentral CorridorBusiness CenterBusiness CenterA large, hard to access viewing area where private meetings were likely hosted.Loot: Exodus, CommercialLobbyLobbyMedium-threat area · Loot: Security, TechnologicalCafeteriaCafeteriaFew traces of humanity are left in this strangely empty cafeteria.Assembly WorkshopsAssembly WorkshopsMedium-threat area · Loot: TechnologicalAuditoriumAuditoriumViewing DeckViewing DeckCargo Dock ACargo Dock ABusiness LoungeBusiness LoungeStorage RoomStorage RoomCargo Dock BCargo Dock BAssembly LineAssembly LineSecurity BridgeSecurity Bridge
Extraction pointStella Montis offers the most efficient Tick farming route thanks to two connected high-volume areas: the Cultural Archives and the Seed Vault. The Cultural Archives features Ticks on walls and ceilings around large entrances and side rooms. The Seed Vault contains 10 to 15 Ticks that respawn within 3 to 5 minutes, allowing for continuous farming rotations.
To access the Seed Vault, you need to find a battery nearby and insert it into the locked door. Once inside, clear out all three corridors, then rotate back to the Cultural Archives. By the time you finish, the Seed Vault Ticks will have respawned.
The Spaceport
The SpaceportThe SpaceportLa ChiesaLa ChiesaEast PlainsEast PlainsAlberi HillsAlberi HillsFuel StorageFuel StorageService BuildingsService BuildingsEast Plains WarehousesEast Plains WarehousesStaff ParkingStaff ParkingFuel ProcessingFuel ProcessingCommunications TowerCommunications TowerFuel DepotFuel DepotMaintenance HangarMaintenance HangarSecurity CheckpointSecurity CheckpointJiangsu WarehouseJiangsu WarehouseWater TowersWater TowersElectrical SubstationElectrical SubstationFuel LinesFuel LinesRocket AssemblyRocket AssemblyA graveyard of rocket parts that never made it to space.Medium-threat area · Loot: Exodus, IndustrialThe TrenchThe TrenchArrival BuildingArrival BuildingThe ransacked reception building for aspiring space travelers.High-threat area · Loot: Commercial, TechnologicalShipping WarehouseShipping WarehouseLoot: Industrial, MechanicalDeparture BuildingDeparture BuildingThe former Avantale security gate for passengers headed to the Launch Towers.High-threat area · Loot: Commercial, TechnologicalCar ParkCar ParkFuel ControlFuel ControlLoot: Mechanical, ElectricalContainer StorageContainer StorageHigh-threat area · Loot: Industrial, MechanicalEast Container YardEast Container YardWest Container YardWest Container YardLittle HangarLittle HangarEast HangarEast HangarVehicle MaintenanceVehicle MaintenanceThe Spaceport’s many buses and cargo trucks used to come here for a tune-up.Medium-threat area · Loot: Mechanical, IndustrialLaunch TowersLaunch TowersAstraventuro’s premier rocket launch destination.High-threat area · Loot: Technological, SecurityNorth Trench TowerNorth Trench TowerMedium-threat area · Loot: TechnologicalSouth Trench TowerSouth Trench TowerMedium-threat area · Loot: TechnologicalWest HangarWest HangarControl Tower A6Control Tower A6Shorter than the Launch Towers, but still a decent view of the grounds.High-threat area · Loot: Technological, Commercial
Extraction pointThe Spaceport has around 9 Tick spawn locations concentrated in the central facilities and surrounding buildings. This map offers a good balance of Tick density and accessibility, with plenty of cover options nearby for dealing with other ARC threats.
Buried City
New DistrictNew DistrictWest VillageWest VillageOld TownOld TownOutskirtsOutskirtsCorso da VinciCorso da VinciMarket RuinsMarket RuinsPiazza RomaPiazza RomaParking GarageParking GarageLoot: MechanicalSpace TravelSpace TravelThe satellite dishes of the old space travel building are frozen mid-tilt, still aimed at skies they no longer listen to.High-threat area · Loot: Commercial, TechnologicalChurch RuinsChurch RuinsThis home for devout parishioners has been abandoned for years.Grandioso ApartmentsGrandioso ApartmentsThe former residences of workers from the Alcantara Dam.Medium-threat area · Loot: ResidentialMarano StationMarano StationPlaza RosaPlaza RosaMedium-threat area · Loot: Medical, CommercialRed TowerRed TowerLoot: ResidentialPiazza ArbustoPiazza ArbustoMedium-threat area · Loot: Medical, CommercialHospitalHospitalThis run-down hospital once served as the only source of medical aid in the greater Marano area.High-threat area · Loot: MedicalResearchResearchAn abandoned research building in central Marano. The labs are empty, dusty equipment still lined up as if someone might return at any moment.Medium-threat area · Loot: Medical, TechnologicalSu Durante WarehousesSu Durante WarehousesBuried PropertiesBuried PropertiesGalleriaGalleriaEven after 200 years of disuse, the dilapidated Galleria still holds items of value.Loot: CommercialGas StationGas StationMain StreetMain StreetAbandoned Highway CampAbandoned Highway CampMarano ParkMarano ParkThe densely overgrown city park of Marano.Loot: NatureLibraryLibraryA dilapidated casket of books.Medium-threat area · Loot: Commercial, Old WorldWarehouseWarehouseDune's EndDune's EndMaintenance DepotMaintenance DepotTown HallTown HallThe seat of government in Marano, before the Collapse.High-threat area · Loot: Old WorldSanta Maria HousesSanta Maria HousesLoot: Residential, Old World
Extraction pointBuried City features approximately 10 Tick spawn locations, primarily in residential buildings and attics in the map’s southeast. Multiple Ticks can spawn per building, making the attic runs particularly efficient for farming.
Blue Gate
Gate ApproachGate ApproachThe MountainsThe MountainsThe ForestThe ForestRidgelineRidgelineCheckpointCheckpointPiles and piles of abandoned vehicles sit outside the gates, forever waiting to be let in.High-threat area · Loot: MechanicalPilgrim's PeakPilgrim's PeakAn antenna that has been seemingly transformed by traveling pilgrims.High-threat area · Loot: Technological, ElectricalOuter GatesOuter GatesHeadhouseHeadhouseFarmlandsFarmlandsRaider's RefugeRaider's RefugeRaiders are trying to make this outpost their own. The ARC are making that difficult.Medium-threat area · Loot: ResidentialVillageVillageA village from long before the sprawling astro-infrastructure took over the land.Medium-threat area · Loot: Commercial, ResidentialReinforced ReceptionReinforced ReceptionMysterious facility that’s strangely fortified.Loot: Security, TechnologicalWarehouse ComplexWarehouse ComplexRumor has it that there's more than just rats running through this old Supracosta warehouse.Medium-threat area · Loot: IndustrialBarren ClearingBarren ClearingLoot: ARCAdorned WreckageAdorned WreckageA graveyard of wreckage that was already here before any Speranzans arrived.Loot: Industrial, MechanicalHighway CollapseHighway CollapseData VaultData VaultMaintenance BunkerMaintenance BunkerTrapper's GladeTrapper's GladeLoot: NatureAbandoned Housing ProjectAbandoned Housing ProjectThis architectural project stands abandoned, unfinished and untouched.Olive GroveOlive GroveLoot: NatureBroken EarthBroken EarthRuined HomesteadRuined HomesteadLoot: Old World, ResidentialAncient FortAncient FortRuins of a fort from before the Collapse.Medium-threat area · Loot: Old World, TechnologicalGate Control RoomGate Control Room
Extraction pointBlue Gate has the fewest Tick spawns, with only about 4 locations. While Ticks can still be found in the facility buildings, this map is not recommended for dedicated Tick farming due to the lower spawn count.
Night raids work just as well as day raids for Tick hunting and provide double loot value, making them the preferred choice for efficient farming.
- Fewer active Return Points
- No active Raider Hatches
- Increased loot value
Riven Tides
There isn’t much community data for Tick Pod on Riven Tides yet. Ticks have 1 reported spawn point on Riven Tides, and ARC Couriers and husks here can hold them too. This area is on the quieter side, which makes for a calmer run.
SeabedSeabedMulatierra HillMulatierra HillHotel ComplexHotel ComplexHarborHarborWeighing CheckpointWeighing CheckpointWith scales embedded into the road's surface, this must've been about as elegant as a checkpoint gets.Loot: Industrial, MechanicalTransfer DepotTransfer DepotDried RiverbedDried RiverbedLoot: NatureWavebreakerWavebreakerCustoms HouseCustoms HouseSignage indicates that some of the Exodus' valuable goods once passed right through this complex.Medium-threat area · Loot: Industrial, ElectricalPoolsidePoolsideHotel Panorama AzzurroHotel Panorama AzzurroA particularly lavish harbor resort, said to have hosted all of the Exodus' most distinguished supporters and financiers.High-threat area · Loot: Commercial, ResidentialAzzurro BeachAzzurro BeachA secluded stretch of once-pristine beachfront.Loot: ResidentialWreckageWreckageAges of violent undercurrents and biting rust have taken a visible toll.Loot: ARCPort Authority BuildingPort Authority BuildingOnce the beating heart of all maritime operations, it allows for dilligent surveillance of the port in every direction.High-threat area · Loot: Technological, ExodusStacking YardStacking YardJust a glimpse of these sky-scraping containers makes one want to stack things very high.Medium-threat area · Loot: Industrial, ExodusWharfWharfTennis CourtTennis CourtQuayQuayMarano RoadMarano RoadSpecial Handling TunnelSpecial Handling TunnelBeach BarBeach BarRailyardRailyard
Extraction pointPendola Pass
Pendola Pass is the newest map, so there aren’t many reports yet and this leans on the game’s own loot data. The ARC loot on Pendola Pass sits in Fallen Emperor. Reported finds come from Wasp husks. This area is on the quieter side, which makes for a calmer run.
Northern TracksNorthern TracksFallen EmperorFallen EmperorStuck between snow and debris, this giant walker seems to attract ARC attention from far beyond the Rust Belt.Loot: ARCSouthern PassSouthern PassFreight TerminalFreight TerminalAlmatera VillageAlmatera VillageIsolated yet seemingly close-knit, most of the village of Almatera has been swallowed by an avalanche.Railroad JunctionRailroad JunctionCrossing these train tracks, one may picture hungry astronomers heading out for lunch.Loot: Mechanical, ElectricalCommissary SupermarketCommissary SupermarketWith surprisingly elaborate shelving, this supermarket must've provisioned locals and astronomers alike.Medium-threat area · Loot: Commercial, MedicalRailyardRailyardAn Exodus-era railyard, seemingly designed to handle delicate, uncommonly shaped freight.Medium-threat area · Loot: Industrial, MechanicalOld TownOld TownStrolling across these narrow streets, you can almost picture the days before astronomical and fallen behemoths.Medium-threat area · Loot: Residential, Old WorldLoading PlatformsLoading PlatformsThese platforms allow for the handling of particularly delicate goods.Loot: Industrial, ExodusElectrical SubstationElectrical SubstationA substation built to provide reliable power in the harshest weather conditions.Almatera StationAlmatera StationSaid to have once been a quaint local station, these tracks now seem to support high axle-load traffic.Medium-threat area · Loot: CommercialResearcher LodgingsResearcher LodgingsLoot: ResidentialTruck StopTruck StopA gasoline-stained refuge for the weary traveler.Frozen RiverFrozen RiverA long-frozen river that leaves prospective ice skaters dangerously exposed.Loot: NatureTransit TunnelTransit TunnelA sturdy concrete tunnel that has mostly withstood the test of time, providing shelter and safe passage.Dispatch TowerDispatch TowerWeather StationWeather StationA versatile meteorological instrument, long retired.Cielo Sereno ObservatoryCielo Sereno ObservatoryA marvel of astronomical ingenuity, even to those unable to fathom its one-time readings.Medium-threat area · Loot: Technological, ExodusOld HamletOld HamletStanding tall amongst the snows, this lodge straddles the line between rustic and chique.Loot: Old WorldDeep-Space TelescopeDeep-Space TelescopePerched atop a mountain summit, this marvel of astronomy puts all other antennas to shame.Loot: ExodusPiazza della RupePiazza della RupePorta BenvenutiPorta BenvenutiControlled Receiving FacilityControlled Receiving Facility
Extraction point
Storm Hut (approx., opens in a Flash Freeze)Also Found Here
Open those spots and you’ll usually walk out with more than just Tick Pod. These are the ones worth keeping.
The ARC Couriers and Wasp husks that hold Tick Pod, most often on the Spaceport and Riven Tides, also roll:
Leaper Pulse Unit

10 needed for Trophy Display phase 3, 4 for Utility Station Level 3. Where to find it
Sentinel Firing Core

2 needed for Ascending The Mountain phase 2, 4 for Gunsmith Level 3. Where to find it
Surveyor Vault

5 needed for Trophy Display phase 1, 5 for Medical Lab Level 3. Where to find it
Wasp Driver

20 needed for Trophy Display phase 2, 8 for Gunsmith Level 2. Where to find it
What is a Tick Pod
Tick Pods are classified as Uncommon Recyclable items. Each pod weighs 0.5 kg and sells for 640 Raider Coins, making them a lightweight and valuable item to stack during farming runs.

The in-game description reads: “The explosive pod from a Tick. Can be recycled into ARC Alloy.” Tick Pods stack up to 3, so plan your inventory accordingly when farming large quantities.
Due to their common spawn rate and guaranteed drop, Tick Pods are an excellent source of passive income. Players often collect extras beyond their progression needs to sell or recycle for additional resources.
How Many Tick Pods Do You Need
You need a total of 8 Tick Pods to complete the primary progression requirement in ARC Raiders. Missing these will block your Medical Lab advancement.
Medical Lab Level 2
The Medical Lab Level 2 upgrade requires 8 Tick Pods, 2 Cracked Bioscanners, and 5 Durable Cloth. This upgrade unlocks improved medical crafting at your Workshop, including better healing items and medical supplies. Without this upgrade, your healing options remain limited to basic items.
Given how commonly Ticks spawn and their guaranteed drop rate, collecting 8 Tick Pods should only take 2 to 3 focused farming runs on maps like Dam Battlegrounds or Stella Montis. Farm Tick Pods separately from the other materials since Ticks spawn indoors across all maps, while Cracked Bioscanners and Durable Cloth spawn specifically in Medical areas.
Recycle vs Sell Tick Pods
Once you have collected your 8 required Tick Pods, you have two options for extras: sell them for coins or recycle them for crafting materials.
Selling
Tick Pods sell for 640 Raider Coins each at vendors. At only 0.5 kg per pod, this represents excellent value for the space required in inventory. Stacking Tick Pods during farming runs is an efficient way to boost your extraction value.
Recycling
Recycling a Tick Pod at your Workshop yields 2 ARC Alloy and 2 Chemicals. The total recycling value is approximately 500 coins worth of materials. Salvaging topside only produces 1 ARC Alloy, making Workshop recycling significantly better.
Since selling provides 140 more coins than recycling, selling is generally the better option unless you specifically need ARC Alloy or Chemicals for other crafting recipes. However, if you need these materials urgently, recycling saves you the trouble of farming them separately.
How To Kill Ticks
Ticks are the smallest and weakest ARC units in the game. They have no armor, allowing you to destroy them in 1 to 2 shots from any weapon or with a single melee hit. However, their small size and erratic movement can make them tricky to hit once they start moving.
The best approach is to use your pickaxe to defeat Ticks. This saves ammunition, is completely silent to avoid attracting other enemies or players, and kills them in one hit. Shooting Ticks wastes bullets and creates noise that can draw unwanted attention.

Ticks hide on walls and ceilings without moving but make an insect-like clicking noise that gives away their position. When they detect a Raider, they start moving rapidly before jumping toward your face. If a Tick latches on, it drains both your health and shields simultaneously with small but constant damage per second.
The real danger is that an attached Tick disables your ability to shoot. You cannot fire your weapon while a Tick is grappled to your head, leaving you completely vulnerable. If you are fighting other ARC units like Shredders or Pops, or if another player engages you while a Tick is attached, you will lose that fight. Always clear Ticks from a room before engaging larger threats, and prioritize removing an attached Tick immediately over everything else.

To remove an attached Tick, hold your interact key for about 1 second. The Tick will detach and run away, giving you a chance to finish it off. Teammates can also shoot or melee the Tick off your head without dealing friendly fire damage.
The Looting MK2 augment (available from Lance) automatically throws off attached Ticks after 1 second. This perk is highly recommended when farming Ticks, especially in areas with Shredders where you cannot afford to be distracted.
Dodge Roll Window
Since the recent update, players now have a brief window to roll after being grabbed by a Tick. This change removes the grapple almost instantly, making Ticks much easier to manage. Players can negate damage from the first few ticks while engaging with other ARC enemies, instead of being forced to hold the interact key (E) for a period before being able to respond to other threats.
Tips For Collecting Tick Pods
Always check walls and ceilings thoroughly when entering indoor areas. Ticks remain motionless until you get close, and their small size makes them easy to miss. Listen for their distinctive clicking sound to locate hidden Ticks.
Use your Safe Pocket for Tick Pods whenever possible. If you die during extraction, items in your Safe Pocket are preserved. While Tick Pods are common, losing a full stack still hurts when you are farming for progression or profit.
For dedicated Tick farming, run the Stella Montis rotation between the Cultural Archives and Seed Vault. The respawn timer of 3 to 5 minutes allows for continuous farming throughout a full 30-minute raid. Night raids provide double loot value, making them ideal for maximizing your Tick Pod haul.
Bring the Looting MK2 augment to automatically remove Ticks that latch onto you. This is especially important when dealing with Shredders in the same area, as a Tick draining your health during a Shredder fight can be fatal.
Clear rooms thoroughly before moving on. Ticks often spawn in groups of 2 to 5, and leaving even one behind means missing a guaranteed Tick Pod drop. If you find a Tick, there are usually more nearby.
While farming Tick Pods, remember you also need Cracked Bioscanners and Durable Cloth for the same Medical Lab Level 2 upgrade. Since those items spawn in Medical areas while Ticks spawn in indoor facilities across all maps, plan separate farming runs for maximum efficiency.
Frequently Asked Questions
No. Tick Pods only drop from Ticks. You cannot find them in containers, lockers, bags, or any other searchable objects in the game world. The only way to obtain them is by defeating Ticks and looting their remains.
Each Tick is guaranteed to drop exactly 1 Tick Pod when destroyed. Unlike Leapers which can drop multiple items from different body parts, Ticks only have one lootable body. However, Ticks also drop ARC Alloy directly, giving you two valuable items per kill.
You need 8 Tick Pods for the Medical Lab Level 2 upgrade. This is currently the only progression requirement for Tick Pods. Given how commonly Ticks spawn, you should collect the required amount in 2 to 3 focused farming runs.
Dam Battlegrounds has the most Tick spawn locations with approximately 20 indoor areas. However, Stella Montis offers the most efficient farming route due to the Cultural Archives and Seed Vault rotation, where Ticks respawn within 3 to 5 minutes.
Tick Pods sell for 640 Raider Coins each at vendors. At only 0.5 kg per pod, they offer excellent value for inventory space. Stacking Tick Pods during farming runs is an efficient way to increase your extraction profits.
Recycling a Tick Pod at your Workshop yields 2 ARC Alloy and 2 Chemicals, worth approximately 500 coins total. Salvaging topside only produces 1 ARC Alloy. Since selling provides 140 more coins, selling is generally better unless you need the materials.
Selling is generally better since you get 640 coins versus approximately 500 coins worth of materials from recycling. However, if you specifically need ARC Alloy or Chemicals for crafting and do not want to farm them separately, recycling can save time.
Use your pickaxe. Ticks die in one melee hit, and using the pickaxe is completely silent, conserves ammunition, and avoids attracting other enemies or players. Shooting Ticks wastes bullets and creates unnecessary noise.
Hold your interact key (E on PC) for about 1 second to fight off an attached Tick. The Tick will detach and run away, giving you a chance to finish it. Teammates can also shoot or melee it off you. The Looting MK2 augment automatically removes Ticks after 1 second.
No. Ticks only spawn indoors in buildings and facilities. They hide on walls, ceilings, and floors, typically in yellow or red high-risk zones. Always check indoor areas thoroughly and listen for their distinctive clicking sound.




































