Metro Royale Chapter 30 (January 8 - March 10, 2026) introduces the Glacix Arbiter—an ice crystal butterfly knife fabled melee weapon obtained through boss farming. This guide covers 5-phase routes, one-hit proc mechanics, and drop rules that maximize farming efficiency.
Glacix Arbiter Overview and Why Farming Matters
What Is Glacix Arbiter
The Glacix Arbiter is Metro Royale's premier fabled melee weapon with inheritable properties transferring between seasons. Components secured in Lock Boxes don't drop on death, making systematic farming the safest progression path. Chapter 30 runs 62 days (Jan 8 - Mar 10, 2026).
Matches run 10-12 minutes with 3-4 High-Tier Crate spawns. The 600,000 Metro Cash loadout limit forces strategic equipment choices. Prime Eye Portals activate after 4 minutes and stay active 10 minutes.
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Why Boss Farming Is Essential
Boss farming delivers three advantages:
Juggernauts: Require 200+ damage but guarantee high-tier drops (LMGs, incendiary grenades, pistols, VSS)
Maintenance Rooms: Spawn consistent AUG, M416, P90 weapons
Bosses: Fire Joy (School) and Fire Roy (Power Plant) drop exclusive components
Inheritable Glacix components create long-term value beyond Chapter 30. Lock Box protection ensures zero loss on death.
Chapter 30 Changes
Key mechanical shifts:
Underground railway: Only 2 of 4 lines active per match
Prime Eye Portal: Now activates at 4 minutes (was 5 minutes)
Bramblewood Scorpion Vehicle: 72 km/h burrow speed, 40 km/h normal speed
Loadout cap: Level 7 Armor, Level 6 Helmet, Level 2-3 Tactical Backpack at 600,000 Metro Cash
One-Hit Proc Mechanic Explained

How Proc Actually Works
One-hit proc requires 200 cumulative damage within a 3-second window, not a single shot. Juggernauts have 200+ health with headshot multipliers (2.5x) and torso shots (1.0x).
Weapon requirements:
AUG: 43 base damage—needs 5 headshots or 8 body shots
M416: 41 base damage—similar requirements
VSS: 35 base damage—subsonic rounds don't alert distant squads
Weapons That Trigger Proc Consistently
P90 (Maintenance Rooms): Best proc reliability with 50-round magazines and 900 RPM. Enables 6-8 shots within 3-second window.
Optimal setup: P90 + 3-4 smoke grenades for safe headshot zones.
Squad farming: One player uses P90 for initial damage, teammates finish with LMG suppressive fire.
Common Misconceptions
Myth: Proc is random chance
Reality: Deterministic damage calculation—track hit markers (white = body 41-43 damage, red = headshot 102-107 damage)
Critical error: Weapon switching resets the 3-second window. Commit to single-weapon engagements.
Timing Shots for Max Efficiency
Fire controlled 2-3 round bursts with 0.5-second intervals. Maximum RPM creates recoil reducing headshot accuracy.
Environmental factors:
Near Maintenance Rooms: Engage immediately before other squads arrive
Open areas: Wait until Juggernauts path toward cover
Best Boss Routes for Maximum Efficiency

Route 1: Northern Circuit (High-Risk High-Reward)
Targets: Fire Joy (School) → Railway → Fire Roy (Power Plant)
Phase execution:
0-2 min: Drop School's eastern building (Fire Joy spawns 85% consistency)
2-6 min: Secure AUG/M416 from School's underground Maintenance Room
6-10 min: Use active railway to reach Power Plant
10-15 min: Engage Fire Roy, monitor extraction timing
15-20 min: Deploy Evacuation Flare Gun from Power Plant's north zone
Yields: 2 boss kills, 4-5 Juggernaut eliminations, 8-12 components per extraction Survival rate: 55% Third-party risk: 40%
Route 2: Central Loop (Balanced)
Targets: 3 Maintenance Rooms, 2-3 Juggernaut spawns
Waypoints:
0-2 min: Drop central Maintenance Room (between School and Power Plant)
2-6 min: Loot room, engage 1-2 Juggernauts
6-10 min: Navigate to second room via railway (check which 2 of 4 lines active)
10-15 min: Secure third room, position for extraction
15-20 min: Extract from nearest safe zone
Yields: 5-7 components per extraction Survival rate: 75%
Route 3: Southern Path (Solo Safe)
Focus: Peripheral Maintenance Rooms, isolated Juggernauts
Tactics:
Drop southern edge rooms with single-entry chokepoints
Engage only Juggernauts near extraction zones
Maintain 3-4 smokes, 1-2 flashbangs for emergency disengagement
Use Bramblewood Scorpion's 72 km/h burrow for rapid extraction
Deposit Lock Box every 4-5 minutes
Yields: 3-5 components per extraction Survival rate: 85%
Route Comparison

Northern Circuit
Match time: 18 min
Component yield: 8-12
Survival: 55%
Effective hourly: 24-36 components
Central Loop
Match time: 16 min
Component yield: 5-7
Survival: 75%
Effective hourly: 21-29 components
Southern Path
Match time: 14 min
Component yield: 3-5
Survival: 85%
Effective hourly: 15-23 components
Spawn Locations and Timing Windows
Confirmed Spawn Points

Fire Joy: School central courtyard (C4-D4 grid), 85% first-wave consistency Fire Roy: Power Plant cooling tower (F6-G6 grid), 90% consistency after 8 minutes
Juggernauts: Spawn within 50-meter radius of Maintenance Rooms. High-Tier Crates spawn additional Juggernauts (60% probability).
Prime Eye Portals: Activate at 4 minutes, stay active 10 minutes. Generate 3-4 Juggernauts within 30-meter portal radius.
Respawn Mechanics
Bosses: Spawn once per match, no respawns Juggernauts: 90-second respawn cycles in Maintenance Room corridors only
Optimal rotation: Clear Room A → Room B (2-3 min transit) → Room C. By Room C completion (6-8 min), Room A Juggernauts respawned. Yields 6-9 Juggernaut kills vs 3-4 from linear pathing.
Railway integration: 2 active lines per match reduce inter-room transit from 3 minutes to 90 seconds.
Predicting Spawns by Safe Zone
Safe zones contract after 10 minutes, despawning Juggernauts in excluded areas.
Circle timing:
Circle 1 (4 min): Identifies 2-3 viable Maintenance Rooms for full-match farming
Circle 2 (7 min): Eliminates 1 room, concentrates players
Circle 3 (10 min): Forces extraction decisions
Position in Circle 1's center during Phase 2 (2-6 min) to maintain access to maximum Juggernaut respawns.
Drop Rules Players Get Wrong
Real Drop Priority System
Drop priority uses damage contribution percentages, not kill credit:
40%+ damage: Guaranteed drops from full loot table
20-39% damage: Secondary drops (consumables, attachments)
Below 20%: No drops
Lock Box exception: Any player dealing 1+ damage to component-dropping enemies receives Lock Box credit regardless of percentage.
Why Loot Disappears: Inventory Slots
Level 2-3 Tactical Backpack provides 220-250 capacity. Juggernaut drops consume 15-40 units per item. Players with 200+ capacity usage can't receive drops—game auto-deletes overflow without notification.
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Pre-engagement management:
Maintain 80-100 free capacity before fights
Deposit non-essentials in Lock Boxes every 4-5 minutes
Prioritize Glacix components and LMGs over redundant consumables
Use Adrenaline Syringes immediately (100% boost bar fill, 5 min healing)
Drop Quality: Damage Contribution vs Kill Credit
Damage tiers:
60%+ contribution: Tier 1 drops (LMGs, incendiary grenades, rare attachments)
40-59%: Tier 2 drops (pistols, VSS, common attachments)
20-39%: Tier 3 drops (consumables, basic ammo)
Kill credit (final shot) provides no loot advantages. Current system rewards sustained damage over opportunistic final hits.
Weak point multipliers: Headshot damage counts at full 2.5x value. Limb shots apply 0.75x multipliers. 4 M416 headshots (164 damage) = 82% contribution on 200-health Juggernauts (Tier 1 drops). 8 leg shots (246 raw × 0.75 = 184.5 effective) = 92% contribution but higher ammo cost.
Time-Based Drop Degradation
Uncollected drops despawn on 60-second timers regardless of player proximity.
Degradation stages:
0-30 sec: Full loot table, standard visibility
30-45 sec: Tier 3 items despawn
45-60 sec: Tier 2 items despawn, only Tier 1 and components remain
60+ sec: Complete despawn
Optimal looting: Collect components (0-10 sec post-kill) → Tier 1 weapons (10-20 sec) → situational Tier 2/3 if time permits.
Gift Distribution Mechanics
Gift Eligibility Requirements
Three simultaneous conditions:
Squad formation before match start
Survival until extraction
100+ damage contribution per match
Critical: Pre-match squad requirement disqualifies mid-match joins. Players who die after securing kills receive zero gifts, even if squadmates extract.
Distribution Algorithm
Gift distribution uses weighted participation scores: individual damage ÷ squad total damage.
Non-damage factors:
Healing teammates: +5 points per heal
Covering fire (suppression): +2 points per second
Deploying Evacuation Flare Gun: +20 points
Lock Box deposits: +10 points per deposit
Example: Player with 200 damage + 10 heals + extraction deployment (200 + 50 + 20 = 270 effective points) outscores 250 damage with no support.
Why You're Not Getting Gifts
Common errors:
Premature extraction (deploying Flare Gun before squadmates finish looting)
Joining squads after match initialization
Dying during extraction helicopter boarding
Dealing 95-99 damage (missing 100+ threshold)
Assuming kill credit equals gift eligibility
Lock Box timing: Gifts distribute based on inventory at extraction. Players who deposit all components before extraction receive gifts but can't immediately access them (requires post-match retrieval).
Maximizing Gifts in Squad Play
4-player roles:
Primary DPS: Pure damage with P90/AUG
Secondary DPS: LMG suppressive fire, secures kills
Support: Deploys smokes, provides healing, manages Lock Boxes
Scout: Identifies spawns, deploys Flare Gun, coordinates rotations
Communication protocols:
Ready check confirmations before Flare Gun deployment
Designated callers announce Lock Box windows (Phase 3: 6-10 min, Phase 4: 10-15 min)
Synchronize squad inventory management
Optimal Loadout for Farming
Best Weapon Combinations
P90 + M416: Optimal versatility (180,000 Metro Cash)
P90: 50-round mag, 900 RPM for consistent procs
M416: 5.56mm ammo compatibility with AUG drops
Alternatives:
AUG + VSS: Stealth farming (200,000 Metro Cash)
P90 + LMG: Max sustained DPS for squads (220,000 Metro Cash)
M416 + Pistol: Budget loadout (140,000 Metro Cash)
Attachment priorities: Vertical foregrips and compensators over optics. 2x-3x scopes sufficient for 30-50 meter engagements.
Armor and Helmet
Level 7 Armor: Mandatory baseline (280,000 Metro Cash). Absorbs 200+ damage, enables tanking 4-5 Juggernaut hits.
Level 6 Helmet: Optimal cost-efficiency (120,000 Metro Cash). Prevents one-shot sniper eliminations.
Loadout configurations:
Max Survivability: L7 Armor (280k) + L6 Helmet (120k) + P90 (100k) + utilities (100k) = 600k
Balanced: L7 Armor (280k) + L6 Helmet (120k) + M416 (80k) + L3 Backpack (70k) + utilities (50k) = 600k
Budget: L6 Armor (200k) + L6 Helmet (120k) + P90 (100k) + L3 Backpack (70k) + utilities (110k) = 600k
Essential Consumables
3-4 smoke grenades: Create safe looting zones post-kill. Deploy immediately (0-5 sec window) to block third-party sightlines.
2-3 Adrenaline Syringes: 100% boost bar instant fill + 5 min healing. Supports 3-4 Juggernaut engagements per match.
1-2 flashbangs: Defensive use only. Create 3-4 sec disorientation for smoke deployment and retreat.
Evacuation Flare Gun: Mandatory. Enables flexible extraction from any open area. Without it, 60% increased late-game elimination risk.
Inventory Management
Pre-engagement prep (maintain 80-100 free capacity):
Deposit non-essentials in Lock Box
Consolidate ammo types (drop incompatible ammo)
Remove redundant attachments
Use Adrenaline Syringes if boost bar below 50%
Mid-engagement looting priority:
Glacix components (0-10 sec)
LMGs if space permits (10-20 sec)
Attachments/consumables if time remains (20-40 sec)
Post-engagement consolidation: Spend 30-60 sec organizing—stack ammo, remove duplicates, deposit excess consumables.
Solo vs Squad Strategies
Solo Farming
Route: Southern Path (peripheral Maintenance Rooms, natural cover)
Engagement protocols:
Initiate only with positional advantage (high ground, cover, escape route)
Limit to single Juggernaut targets
Deploy smokes before looting, not during combat
Maintain 150+ free capacity
Escape planning: Identify 2-3 retreat paths before engaging. Position Bramblewood Scorpion 50-80 meters from engagement (close for access, distant to avoid detection).
Squad Coordination
Communication callouts:
Spawn ID: Juggernaut, 45 degrees, 30 meters, corridor
Damage: 150 damage applied, need 50 more
Inventory: 80 capacity free, ready for loot
Extraction: 12 min elapsed, Phase 4 in 90 sec
Real-time damage tracking: Primary DPS announces totals after each engagement. Enables Secondary DPS/Support to adjust fire for 100+ individual thresholds.
Synchronized Lock Box deposits: Scout calls deposit windows (Phase 3: 6-10 min, Phase 4: 10-15 min).
When to Engage vs Avoid Players
Phase 1-2 (0-6 min): Avoid all PvP. Focus on Maintenance Rooms and Juggernauts.
Phase 3-4 (6-15 min) engagement criteria:
Engage: Superior position + enemies mid-Juggernaut fight
Engage: 200+ damage advantage (L7 Armor vs L6)
Avoid: Enemies control high ground/cover
Avoid: Squad inventory has 5+ Glacix components
Phase 5 (15-20 min): Prioritize extraction. Deploy Flare Gun from covered positions with smoke grenades.
Common Mistakes
Mistake 1: Ignoring Safe Zone
Error: Initiating Juggernaut fights with 60-90 sec until zone contraction. Players fail to complete eliminations/looting before forced retreat.
Safe zone protocols:
Check timer before every engagement (minimum 2 min required)
Abandon fights when timer drops below 90 sec
Position near zone edge during Phase 3-4
Use railway for rapid zone entry (90 sec vs 3 min surface travel)
Zone damage: Phase 4 deals 8-10 damage/sec. Eliminates L7 Armor players in 25-30 sec.
Mistake 2: Poor Inventory Prep
Error: Entering fights with 200+ capacity usage guarantees loot forfeiture.
Pre-engagement checklist:
Capacity usage below 150 units (70-100 free for drops)
Ammo consolidated to 2 types max
Redundant consumables deposited (keep only 2-3 Syringes, 3-4 smokes)
Attachments limited to equipped items only
Mistake 3: Misunderstanding Damage Thresholds
Error: Abandoning fights after 4-5 hits, believing proc failed.
Threshold tracking:
Monitor hit markers (white = 41-43 damage, red = 102-107 damage)
Count shots mentally (M416 needs 5 headshots or 8 body shots)
Commit to engagements (weapon switching resets 3-sec window)
Enable damage numbers display in settings
Mistake 4: Inefficient Routes
Error: Linear route planning without adapting to railway status wastes 30-40% farming time.
Adaptive routing:
Phase 1 (0-2 min): Identify which 2 of 4 railway lines active
Phase 2 (2-6 min): Plan Maintenance Room sequence using active lines
Phase 3 (6-10 min): Execute railway-optimized rotation (90-sec transit)
Phase 4 (10-15 min): Adjust final room based on safe zone
Results: Adaptive routing enables 5-6 room visits vs 3-4 fixed routes (40-50% more Juggernaut encounters).
Advanced Tips
Speed Run Techniques
Target: 14-16 min total match time (vs standard 18-20 min)
Framework:
0-90 sec: Drop directly onto Maintenance Room roof
90 sec-4 min: Clear room + Juggernauts without looting
4-8 min: Railway to second room, repeat clear-then-loot
8-12 min: Final room clear, consolidated looting
12-14 min: Immediate extraction
Consolidated looting: Clear multiple targets before collecting drops. Minimizes vulnerability windows, prevents capacity interruptions.
Bramblewood Scorpion: 72 km/h burrow reduces Phase 3 from 4 min to 2 min. Creates time for additional engagements. Trade-off: burrow audio alerts enemies within 200 meters.
Risk Assessment
Decision matrix:
Low Risk (Push)
Inventory: 0-2 components
Enemy: Mid-fight, damaged, poor position
Zone: 3+ min remaining
Squad: Full health, superior position
High Risk (Retreat)
Inventory: 5+ components
Enemy: Prepared, full health, superior position
Zone: <2 min remaining
Squad: Disadvantaged
Expected value: Fight with 60% win probability yielding 2 components = 1.2 expected value (0.6 × 2). With 5 component inventory, fight risks 5 to gain 1.2 (negative EV = retreat). With 1 component inventory, risks 1 to gain 1.2 (positive EV = engage).
Leveraging Chapter 30 Meta
Exploitable advantages:
Portal timing: Position near spawns at 3:45, engage concentrated Juggernauts at 4:00 activation
Railway adaptation: Identify active lines during drop, plan routes using only active corridors
Loadout optimization: Allocate full 600k Metro Cash
Lock Box mechanics: Aggressive farming—death penalties don't apply to deposited items
Juggernaut respawns: 90-sec cycles enable circular farming. Revisit cleared rooms after 6-8 min rotations for respawned Juggernauts (doubles per-match encounters).
Performance Tracking
Per-match metrics:
Components: Target 5-7 per extraction
Duration: Target 14-18 min
Survival: Target 70%+ across 10-match samples
Damage: Target 200+ for gift eligibility
Hourly efficiency:
Effective yield: (Components × Survival rate) ÷ (Match duration + queue time)
Metro Cash efficiency: Components ÷ Loadout cost
Long-term progression:
Total components toward Glacix Arbiter
Week-over-week acquisition rate trend
Elimination cause distribution (zone, PvP, Juggernaut ratios)
FAQ
What is the Glacix Arbiter in Metro Royale Chapter 30?
Ice crystal butterfly knife fabled melee weapon with inheritable properties transferring between seasons. Components drop from Juggernauts, Maintenance Rooms, and bosses (Fire Joy at School, Fire Roy at Power Plant). Lock Box items don't drop on death. Chapter 30 runs Jan 8 - Mar 10, 2026.
How does one-hit proc work on bosses?
Requires 200 cumulative damage within 3-second window, not single shot. Juggernauts have 200+ health with 2.5x headshot multipliers. M416 needs 5 headshots or 8 body shots. P90 provides best consistency (900 RPM). Weapon switching resets window—commit to single weapon.
What are the best farming routes?
Northern Circuit (School → Railway → Power Plant): 8-12 components, 55% survival. Central Loop (3 Maintenance Rooms): 5-7 components, 75% survival. Southern Path (solo safe): 3-5 components, 85% survival. Choose based on skill and squad availability.
What drop rules do players misunderstand?
Drop priority uses damage contribution %, not kill credit. 40%+ damage = guaranteed drops. 20-39% = secondary drops. Below 20% = nothing. Lock Box components need only 1+ damage. Drops despawn after 60 sec. Maintain 80-100 free capacity before fights to prevent auto-deletion.
How does gift distribution work?
Requires pre-match squad formation, survival until extraction, 100+ total damage. System uses weighted participation: individual damage ÷ squad total. Non-damage actions add points (healing +5, Flare Gun +20, Lock Box +10). Death before extraction forfeits all gifts.
Where do bosses spawn and respawn?
Fire Joy: School courtyard (C4-D4), 85% consistency. Fire Roy: Power Plant cooling tower (F6-G6), 90% after 8 min. Bosses spawn once, no respawns. Juggernauts: 90-sec respawn cycles in Maintenance Room corridors. Prime Eye Portals: activate 4 min, stay active 10 min, spawn 3-4 Juggernauts.
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