Arc Raiders Post-Patch Glitches: Safe Augment Effects, Fall-Damage Tech, and Stella Montis Loot Routes
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Arc Raiders Post-Patch Glitches: Safe Augment Effects, Fall-Damage Tech, and Stella Montis Loot Routes

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Arc Raiders Post-Patch Glitches: Safe Augment Effects, Fall-Damage Tech, and Stella Montis Loot Routes

Learn which glitches still work after the latest patch, how to reproduce them safely, and where they impact looting on Stella Montis.

Arc RaidersGuidesGlitches
Arc Raiders Post-Patch Glitches: Safe Augment Effects, Fall-Damage Tech, and Stella Montis Loot Routes - Raider cancels matchmaking and slots an augment module safely
Raider cancels matchmaking and slots an augment module safely

Overview

Important context and safety notes

This guide summarizes several currently working Arc Raiders bugs observed after a recent patch (tested April 8). It focuses on solo-friendly quirks and movement/looting oddities that don’t rely on third-party tools.

Do not use external programs that claim to “duplicate” items or intercept network traffic. Aside from being against fair play, downloading random tools is a fast way to get malware and lose accounts or personal data. The prior duplication method discussed in the source required third-party interference and is reportedly fixed.

Everything below is presented as a practical reference for understanding what’s happening in-game right now, how to reproduce it for testing, and what risks to expect (death barriers, getting stuck, or losing a run).

Glitch 1: Keep an augment’s effect while running a free loadout

This bug lets you enter a match on a free loadout while still benefiting from an augment’s effect, without actually risking the augment itself. The augment remains in your stash, but its gameplay trigger can still fire in the raid.

What this is good for

  • Testing risky routes and aggressive looting while minimizing gear risk.
  • Using powerful defensive triggers (for example, effects that help when you’re downed) while still “going in light.”
  • Learning enemy and Bastion behaviors with training wheels before committing real kit.

What it does not do

  • It does not grant the augment’s extra inventory space (if the augment normally expands slots).
  • It does not duplicate items, bullets, or any other stash contents.
  • It may be inconsistent depending on timing and patch changes.

How to reproduce the augment-effect bug

The core idea is to start matchmaking and cancel quickly, leaving you in a “searching” state while still able to interact with inventory.

  • Go to the clinic/menu where you manage augments (the source references the clinic with Lance).
  • Start searching for a game.
  • Immediately hit the cancel-search hotkey/button.
  • If the bug triggers, you’ll still see the game searching state while retaining inventory access.
  • Move the desired augment into the slot associated with your free loadout.
  • Queue into the match with the free loadout.

How to verify it worked in-raid

Pick an augment with an obvious trigger. One example shown is a Tactical MK2-style effect where, when your shield breaks, it deploys a smoke grenade. In a raid, intentionally take damage until your shield breaks and watch for the smoke trigger. If it triggers while your augment is still sitting safely back in the stash after extraction, the bug is active.

Risk and troubleshooting

  • Timing matters. If you cancel too early or too late, you may lose the “searching but editable” state.
  • Don’t overcommit. Because you don’t gain extra inventory slots, plan your loot path around your actual carry capacity.
  • Expect a patch fix. Treat this as temporary; if it stops working, it was likely quietly corrected.

Glitch 2: Fall-damage mitigation using long animations

Arc Raiders currently has a fall-damage quirk: if you hit the ground while still locked in certain animations (especially knockdown-style states), you may take little to no fall damage. This enables “safe” drops from heights that would normally down you.

Method A: Use an animation trigger (historical examples include mines)

The source references older approaches where equipment (such as pulse mines) can force an animation state. If you remain in that state as you land, the game sometimes fails to apply normal fall damage.

Because equipment interactions can change patch-to-patch, the important takeaway is the principle: any reliable animation lock that persists through landing can potentially suppress fall damage.

Method B (newer): Edge-clipping to trigger a long “stumble” state

A newer method shown involves clipping very straight edges in a way that triggers a long-lasting animation. While that animation is active, a fall can become survivable.

  • Find a sharp, straight ledge you can “catch” while moving off it.
  • Approach and clip the edge so your character enters the extended animation state.
  • Commit to the drop while the animation is still active.

Method C: Exhaustion dive timing

Another technique described is to fully exhaust your energy (no stamina/energy remaining), then dive off an edge. If the dive/exhaustion animation persists into the landing window, fall damage may not apply normally.

Where to practice (and why practice can be misleading)

The source notes that practice-range testing can be inconsistent, while the bug occurred naturally on Stella Montis. If you’re trying to reproduce it, don’t assume the practice area is a perfect simulation of live raid geometry and edge behavior.

Arc Raiders Post-Patch Glitches: Safe Augment Effects, Fall-Damage Tech, and Stella Montis Loot Routes - Raider lands mid-animation to avoid heavy fall damage
Raider lands mid-animation to avoid heavy fall damage

Warnings

  • Inconsistency is the main danger. If the animation ends early, you’ll take full damage.
  • Bad angles can still kill you. Even if fall damage is mitigated, you can land in lethal zones or slide into death barriers.
  • Don’t rely on it for extraction. Use it as a situational escape or route option, not as your only plan.

Glitch 3: Stella Montis out-of-bounds exploration (team required)

There is a reported out-of-map route on Stella Montis that requires a full team. Unlike simple “peek” spots, this can lead to extended exploration outside the intended play space, though death barriers exist.

Location (as described)

The setup is described as being near security on the fourth floor, in a corner position. The exact geometry matters, so expect some trial-and-error.

Team setup and steps

  • You’ll likely need three players (a full squad). Two players were reportedly not enough to consistently escape.
  • One player crouches in the corner.
  • A second player jumps onto the crouched player’s head to gain height/positioning.
  • A third player is used to complete the boost/positioning needed to break out of bounds.

What you can and cannot do out of bounds

  • Exploration: You can potentially traverse large sections outside the map and see behind-the-scenes geometry.
  • Combat abuse limits: The source indicates you can’t freely shoot through the walls from this state (which is good for fair play), though there are other wall-penetration issues the source refuses to detail.
  • Death barriers: Some areas will instantly down or kill you if you cross invisible boundaries.

Practical advice if you test this

  • Bring minimal risk gear in case you get stuck or forced into a death zone.
  • Move slowly and probe edges, because barrier lines can be unpredictable.
  • Don’t assume you can return to the playable area from every outside position.

Stella Montis loot routes that still pay off

Beyond glitches, the source highlights two Stella Montis looting areas that remain strong. These are useful whether you’re playing normally or pairing them with safer loadouts.

Loot spot 1: Loading bay secret area (semi-outside access)

There’s a “secret” loot pocket near the loading bay that still contains a dense cluster of crates. Entering it can expose odd developer assets and geometry seams, which is a sign you’re near (or slightly beyond) intended boundaries.

  • Approach the loading bay and climb into the tucked-away crate space.
  • Loot the accessible boxes, especially those visible through cracks between crates.
  • Stay toward the front/safe side until you learn which ledges can trap you.

Why it’s worth checking

  • High number of containers in a tight space.
  • Blueprints can still drop from these boxes (the source cites a Trailblazer blueprint example).

Loot spot 2: Assembly workshops (fast, high-value route)

Assembly workshops is presented as a reliable “quick loot” zone with solid average value and access to rarer material spawns.

  • Prioritize the yellow shelf-like storage points first.
  • Work upward and continue looting boxes along the route.
  • Expect strong overall value and multiple higher-tier drops compared to many casual routes.

Spawn and traffic considerations

This area is popular. If your spawn is far away, it may not be worth forcing, because other players often rotate through early. Treat it as a high-reward option when you spawn close or have a safe path in.

How these bugs affect your risk management

Even if you never intend to “exploit,” understanding these issues helps you make better decisions:

  • Augment-effect bug: Can reduce gear risk while testing loot paths, but don’t plan around extra capacity you don’t actually have.
  • Fall-damage tech: Changes which drops are survivable, which can affect chase paths and escapes.
  • Out-of-bounds routes: Mostly an exploration curiosity, but it can also explain strange audio, footsteps, or perceived “impossible” positions if others are abusing it.
Arc Raiders Post-Patch Glitches: Safe Augment Effects, Fall-Damage Tech, and Stella Montis Loot Routes - Three raiders stack up to reach an out-of-bounds corner
Three raiders stack up to reach an out-of-bounds corner

Frequently Asked Questions

Is the duplication glitch still working?

The duplication method referenced in the source required third-party tooling and is reportedly fixed. Avoid anything that asks you to download a “tool” or “injector.”

Does the augment-effect trick give extra inventory slots?

No. The described behavior preserves the augment’s effect trigger, but it does not grant extra inventory space or duplicate items.

Why does the fall-damage mitigation work?

It appears tied to landing while the character is still locked in specific long animations. If the animation ends before impact, you’ll usually take normal damage.

Can you practice the edge-clip fall-damage method safely?

You can try, but the source notes practice-range reproduction can be unreliable. Live map geometry (like Stella Montis) may behave differently.

Do you need a full squad for the Stella Montis out-of-bounds glitch?

Based on the described testing, three players are recommended. Two players had trouble making it work consistently.

Alicia Mendez

About Alicia Mendez

A lifelong MMO player, Alicia writes about World of Warcraft, Final Fantasy XIV, Throne and Liberty, and New World from the perspective of someone who loves both the grind and the community. From endgame progression to casual exploration, she covers what keeps players invested in living online worlds.

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