The Spaceport Overview
The Spaceport map (often referred to in the codex/lore as Acerra Spaceport) feels like a monument to a time when humans still believed they could save themselves by going "high up." This is where the facilities stood that once launched the Exodus shuttles – ships full of hope, despair, and the attempt to leave a battered Earth behind. In the present, Spaceport is a large, open, and dangerous zone: a deserted facility full of pre-collapse technology that is strictly guarded by ARC today.
Important for your progress: Spaceport is only unlocked after a total of 12 completed rounds.
Lore Monument
A place that commemorates those who managed to escape and those who remained – visually and playfully staged as a frozen snapshot.
Transition Tactics
On Spaceport, the journey is the destination. Learn to read the vast outer surfaces and long lines of sight to avoid being intercepted on the way between halls.
High-End Loot
The map offers targeted farming options for pre-collapse technology, high-quality crates, and keycard zones for Raiders with a fixed route.
Background Story: Why Acerra Spaceport is such a "Lore Map"
Acerra Spaceport is described in the lore as a "monument" – a place that simultaneously commemorates those who managed to escape and those who remained. This is not just a mere piece of flavor text: Spaceport is visually and playfully built upon this. You have vast, vulnerable outer areas, long lines of sight, large halls, and technical complexes that look like a frozen snapshot from the time just before the collapse.
This "monument feel" fits the gameplay brutally well: Spaceport is a map where you rarely loot comfortably. You often move through areas where you either see very well – or are seen very well. And that's exactly why, for many players, it's the map where you're most likely to notice the difference between "I'm walking around" and "I'm playing a route."
Reading the Map: Why Spaceport Plays Differently Than Dam or Buried City
Spaceport is large, open, and consists of clearly separated functional areas (tower, warehouses, trench/yard zones, assembly, control areas). On interactive maps, you can not only mark loot but also display movement options (e.g., ladders, ziplines, scissor lifts) as well as extraction and hatch extract points. This is exactly what makes Spaceport so predictable – if you take the trouble to set a meaningful route beforehand.
If you play Spaceport "like Dam" (i.e., go in, spontaneously look around, then exit somewhere), you often lose time in open zones. And time is dangerous here because other Raiders can read your transitions.
Important Locations You Should Know (and What They Are Good For)
Jiangsu Warehouse (Northwest) – Quest Hotspot, But Often Quieter Than Expected: For the quest "A Lay of the Land," you must find Shipping Notes in the Jiangsu Warehouse. These are located on a desk in the Foreman's Office, which is on the second floor and overlooks the sand-filled storage area. The warehouse is located in the northwest of the map and is described in the guide as rather remote – often this means less random traffic, but of course other players can show up there for the exact same quest.
Practical Tip: When doing quests, don't take an "all-or-nothing" loadout. We deliberately recommend playing with a Safe Pocket here because you can secure quest items (e.g., scanners).
Control Tower A6 – LiDAR Scanner Without a Key (If You Walk Right): The second part of "A Lay of the Land" sends you to Control Tower A6 to find LiDAR scanners. According to the guide, they are in a small metal box on the second floor behind partitions – and importantly: not at the very top, you don't need a key for them. The route is clearly described in the article (entrance, left past a statue, up the stairs, then right/right past a zipline to the walls).
This is a classic Spaceport moment: the place seems huge and intimidating, but if you know the "right" level, you're back out quickly.
Rocket Assembly / Fuel Control / East Container Yard – "Worth Your Salt" and Lots of Traffic: For the quest "Worth Your Salt," you must go to the northwest corner area of Rocket Assembly – where Rocket Assembly borders Fuel Control and the East Container Yard (described in the guide as an area with red walkways). There you pick up a Prototype Battery from a box near red lockers, carry it to the Industrial Recharger machine for charging, and then deliver it to a box near the exit.
What you should take away from this: When approaching this corner, do it like a "hit-and-run" quest run. Don't stand around, don't loot 5 more rooms after charging – you are otherwise a walking invitation.
Loot & Value: What Spaceport Can Do Especially Well
Spaceport is a map where many players want to specifically farm high-quality crates and key/keycard zones. Guides describe, among other things, weapon case spots and emphasize that spawns are not guaranteed (so you can have a route, but not every crate is there in every run). In practice, this means: build routes with several options so that a "dead" spot doesn't make your whole run worthless.
For planning, interactive maps are extremely helpful because you can filter according to your needs: loot, Raider caches, field depots, supply call stations, movement tools, and exits/hatches.
Specific Spaceport Tips to Save Your Runs
- Play Spaceport via "Transitions," Not via POIs: On Spaceport, many people don't die in the target area, but between targets – on open paths, at fence lines, at transitions between halls and yards. Your most important decision is therefore: "How do I get from A to B without running 200 meters blank?"
- Secure Quest Items Before Getting Greedy: In quests like "A Lay of the Land," you sometimes have to extract with a quest item. If you cannot secure the scanner, one stupid death is enough and you have to go in again. Safe Pocket is not a luxury here, but a time saver.
- Set Exits Early (and Think of Hatch Options): Spaceport is large enough that "I'll just walk out later" can send you in the wrong direction. Schau dir vor dem Run (oder nebenbei) die Map an und leg dir grob fest: „Wenn’s heiß wird, exitte ich hier – und wenn der Weg dicht ist, nehme ich die Hatch-Alternative.“
- Expect Players in Rocket Assembly Zones: Quests, high-value loot, and clear landmarks attract Raiders. When you're in Rocket Assembly / Container Yards, act as if you're being watched: short stops, hard checks, no long inventory management in the middle of the aisle.