
ARC Raiders' Ballistic Gondola is a brand-new extraction method arriving with the Frozen Trail update on October 8, 2026, and it changes how you leave the new Pendola Pass map more than any extract the game has shipped so far. Instead of a fixed door or a stationary hatch, you call in a cable car that seats only three Raiders at a time — which, on a map ruled by flash freezes and rival squads, turns every extraction into a scramble.
If you're reading the Frozen Trail reveals and asking "wait, only three can leave?" or "can someone yank me out and steal my seat?" — you're asking exactly what the community is asking. This guide breaks down what we know from the official Frozen Trail First Look, how the gondola works, why it's the most contested extract in ARC Raiders, and how to actually get your kit off Pendola Pass in one piece.

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Quick answer: What is the Ballistic Gondola?
TL;DR — The Ballistic Gondola (its official name — some early reveals called it a "ballistic cable car") is a callable extraction exclusive to the Pendola Pass map in the Frozen Trail update (live Oct 8, 2026). You summon it, it arrives, and it carries up to three Raiders to safety at a time. It must be called in and boarded quickly, so it's loud, visible, and a magnet for other squads. It exists because Pendola Pass sits beyond the reach of the Rust Belt's usual tube extraction system.
Three facts to anchor on before you drop into Pendola Pass:
- Capacity is three. Only three Raiders ride per call. A full stack of three fits; the moment you're grouped up or fighting over an extract, that number matters.
- It's called, not static. You trigger it on demand and wait for it to arrive, the same way you'd pull an elevator — not a hatch you just walk into.
- It's exclusive to Pendola Pass. The gondola is the signature extract for the new snow map; it isn't replacing extracts on Spaceport, Dam, or the other Rust Belt maps.
Why ARC Raiders added a new extraction method
Pendola Pass is the newest map in ARC Raiders, sitting on the northern edge of the Rust Belt — a mountainous, highly vertical, snow-covered region with a fallen ARC Emperor corpse as its centerpiece landmark. Embark describes it as the largest map currently in ARC Raiders: an old alpine village and Exodus transport hub with POIs like a supermarket, a deserted town square, an observatory, and a buried train depot. Crucially, Pendola Pass is beyond the reach of the existing tube system that Raiders normally use to extract from Rust Belt maps. You can't just drop into a tube on a mountain that the tube network never reached.
So Embark built a mountain-appropriate answer: the Ballistic Gondola, a car strung across the terrain on a cable line. It's thematically perfect for a vertical alpine map, and mechanically it forces a completely different end-of-raid rhythm than the game's older extracts. Where a normal extract rewards getting to the point, the gondola rewards getting there with a plan — because you and your loadout are standing in the open while it comes to collect you.
How the Ballistic Gondola works
Here's the extraction loop as described in the Frozen Trail First Look and confirmed across the reveal coverage:
- Reach a gondola station on Pendola Pass. The gondola runs a cable line across the map; you need to be at a boarding point to call it.
- Call it in. The gondola is summonable on demand — you request it and it travels to you. Think of pulling an elevator: you trigger it, then you wait for the car.
- Board quickly. The window to get on is short. The reveal language is explicit that it "must be called in and boarded quickly" — this is not a leisurely exit.
- Ride out — three seats only. Up to three Raiders extract per car. If your trio is intact, you all leave together. If you're a solo or a pair, the empty seats are a liability, not a bonus (more on that below).
The "call it like an elevator" model is what the community has landed on, and it matches how the mechanic was described: multiple cars on a line, arriving in sequence, rather than a single car that has to make a full round trip before the next group can board. Treat the exact timing as something to confirm on live servers Oct 8 — but plan around a short board window and a three-seat cap.
Why the gondola is the most contested extract in the game
The three-seat limit isn't just a flavor detail — it fundamentally changes PvP around extraction, and players clocked this the second the reveal dropped. The recurring reaction in the community was some version of "I see the potential for abuse immediately." They're right. Here's why Pendola Pass extracts are going to be spicy:
- Three seats = a prize worth fighting over. A called gondola is a loud, fixed, time-limited objective. Any squad nearby knows exactly where you're going and roughly when. Expect ambushes at the station, not just on the way to it.
- Flash Freeze stacks the pressure. Pendola Pass runs a Flash Freeze weather mechanic — a harsher version of Cold Snap, baked into the map. When it hits, you're forced toward Avalanche Shelters to survive the cold, which concentrates players and can leave you scrambling for an extract the instant the freeze lifts. A three-seat extract during a weather event is where the "crazy moments" the community is predicting will happen.
- The new Yank Grenade changes seat math. Frozen Trail adds a Yank Grenade that you throw to the ground; when it detonates it violently pulls a nearby target toward it (the same tethering principle as the new Tether Launcher, which can connect two points with a wire and even attach Raiders to ARC). In an extraction context, that means a hostile squad can potentially drag you out of position near the gondola and contest the seat — the exact "can they yank me off the extract and jump in themselves?" scenario players are already gaming out. Count on the boarding zone being a tether battleground.
The net effect: on Pendola Pass, surviving to the extract is only half the job. Winning the extract is the other half.

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How to actually extract from Pendola Pass (tips)
Until the map is live and routes are mapped, these are the principles that follow directly from how the gondola and the map work:
- Run as a full three-stack if you can. The seat count maps one-to-one to a trio. A full squad fills the car and has no empty seats to defend; a solo advertising a called gondola is offering a free seat to anyone watching.
- Scout the station before you commit. Because the gondola is called and visible, don't trigger it the moment you arrive. Clear sightlines, check for squads holding the extract, then call.
- Treat the call as a timer you started. Once it's inbound, you're committed to a window. Have cover picked and a plan for who watches which angle while the car arrives.
- Respect Flash Freeze. If a freeze is active or imminent, factor shelter positioning into your extract route — don't get caught between a shelter and the station when the cold hits.
- Mind the tether tools. With the Yank Grenade and Tether Launcher in the sandbox, standing in the open near the boarding zone is risky — a well-placed Yank can drag you off the extract. Keep a wall or terrain between you and likely throw lines.
- Have a backup exit mentality. If the station is hot and you can't win the fight, repositioning beats dying with a full kit. A contested gondola you can't take is not worth your run's loot.
How Redirection and the map's other systems feed the extract fight
Pendola Pass also introduces Redirection, a secondary map condition that lets Raiders draw Harvester Payloads toward their own location — but doing so attracts ARC and rival Raiders. It's a risk-reward lever, and it interacts directly with extraction: pull a payload toward a gondola station and you've created a loot opportunity and a firefight magnet in the same spot. Combined with Flash Freeze and the three-seat gondola, Pendola Pass is clearly designed so that the end of your raid is the most dangerous part — not an afterthought.
That's the throughline of the whole map: verticality, weather, a limited extract, and systems that pull threats toward you. If you want to clear Pendola Pass consistently when Frozen Trail goes live, the extract is the piece to drill first.
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FAQ
Does the Ballistic Gondola only let three people leave the whole match, or three at a time? Three at a time. It's a callable gondola with three seats per car — not a one-time exit for the whole lobby. The community's best read, matching how it was described, is that you call it like an elevator and cars arrive in sequence, so a fourth Raider waits for the next one rather than being stranded. Treat exact car spacing as something to confirm on live servers Oct 8.
How do you call the Ballistic Gondola? You summon it on demand from a boarding point on Pendola Pass — the reveal describes it as something that "must be called in and boarded quickly." Expect an elevator-style call-and-wait, then a short window to get aboard once it arrives.
Can someone pull me off the extract and steal my seat? Potentially, yes. Frozen Trail adds a Yank Grenade that you throw to the ground; when it detonates it violently pulls a nearby target toward it, plus a Tether Launcher that can wire targets in place. Players are already planning to use these to drag opponents off the gondola, so keep terrain at your back and don't stand in the open edge of the boarding zone.
Is the Ballistic Gondola on every map? No. It's exclusive to Pendola Pass, the new snow map, because that map sits beyond the reach of the Rust Belt's normal tube extraction system. Other maps keep their existing extracts.
When does the Ballistic Gondola go live? It arrives with the Frozen Trail update on October 8, 2026, alongside Pendola Pass, the new ARC enemies, Flash Freeze weather, and the Redirection map condition.
Why is the gondola so risky compared to normal extracts? Because it's called (loud and visible), capped at three seats (a prize worth fighting over), time-limited (short board window), and layered with Flash Freeze weather and the Yank tether grenade. On Pendola Pass, winning the extract is a fight, not a formality.



