ARC Raiders Deliver Carriables Guide: How to Carry Boxes Like a Grown Adult
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ARC Raiders Deliver Carriables Guide: How to Carry Boxes Like a Grown Adult

12 min read20 March 20261084

ARC Raiders Deliver Carriables Guide: How to Carry Boxes Like a Grown Adult

Congratulations. Out of every thrilling thing you could be doing in ARC Raiders: fighting terrifying machines, looting dangerous zones, extracting with your life hanging by a thread: you have chosen to pick up a box and walk it somewhere. Truly, the pinnacle of the human gaming experience. But hey, those weekly Trial points aren't going to earn themselves, and that guaranteed Epic reward is dangling in front of your face like a carrot on a stick. So let's make sure you at least do the box-carrying optimally.

The Deliver Carriables Trial is one of five rotating weekly objectives in ARC Raiders' Trials system. It sounds disarmingly simple: find carriable items scattered across the map, haul them to designated receptacles, earn points. The catch: because of course there's a catch: is that every other Raider on your server had the exact same idea, carriables don't respawn once taken, and the maps are not small. It's a race disguised as a chore. Welcome to box logistics, Raider.

Scoring: The Math That Will Make or Break Your Evening

Before you go sprinting into a map with zero plan, here's how the points actually work: because apparently this isn't obvious enough and people keep loading in confused:

  • 500 points per carriable delivered during normal conditions. Yes, you need eight of these to hit 4,000. Eight. Good luck finding eight before someone else does.
  • 1,000 points per carriable during any major map condition (Hurricane, Night Raid, Electromagnetic Storm, Hidden Bunker, Cold Snap). This is the magic number. You only need four deliveries to hit 3-stars. Four. That's it. This is why you should always, always, always run this Trial on a 2x modifier event.
  • 4,000 points is the 3-star threshold, which gets you a guaranteed Epic reward. That's the real goal for most sane human beings.
  • For the unhinged leaderboard grinders chasing 9,000+ points: yes, it's possible, yes it will take the full match timer, yes you will need to find a lobby where nobody else is also doing this. Good luck with that last part.

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ARC Raiders Deliver Carriables Guide: How to Carry Boxes Like a Grown Adult

What Actually Counts as a Carriable (More Than You Think)

Field Crates at Field Depots are the obvious choice, but the game counts a few other things too, which the tutorial absolutely does not explain clearly enough:

  • Field Crates: The standard option. Find them, carry them to a Field Depot, interact with the blue-highlighted tray inside. Simple. Agonizingly slow. Every delivery also unlocks a lootable box next to the depot, so at least you get something extra for your suffering.
  • Fuel cells: Used in puzzle sequences like the Ancient Fort on Blue Gate (three fuel cells, three deliveries, all in one place: surprisingly efficient).
  • Batteries: Found in underground areas like the Reinforced Reception and Checkpoint tunnels. Each one you slot into a socket counts separately.
  • Door mechanism carriables in Stella Montis: Carrying items to open doors also counts. The map is small, which sounds great until you realize every other Raider who read a guide also knows this.

Map Selection: Where to Go and Where to Absolutely Not Bother

Your map choice is the single most important decision you'll make for this Trial, and yet most players pick whatever is convenient and then wonder why their score is embarrassing. Here is the breakdown:

  • Dam Battlegrounds (Best Overall): Widely considered the gold standard. Six Field Depots spread across the map, dense field crate spawns around each depot, and manageable travel distances. Run this during any 2x modifier event and you're basically printing points. This is the answer. Just go here.
  • Buried City on Hurricane (Best for Solo High Score): Counterintuitively excellent for one specific reason: nobody else is here doing this. Stella Montis is crawling with Raider box-carriers; Buried City on Hurricane is essentially deserted. It's the smallest Hurricane-enabled map with field crates and three Field Depots, each with three potential crate spawns. If you want to push for a serious score without competing with half the server, this is your spot. Budget the full 30 minutes: you'll need it.
  • Stella Montis (Good Score Potential, Terrible In Practice): Small map, high crate density, fast routes. Sounds perfect. It is also the most popular choice by a significant margin, meaning you will share every crate with other Raiders who got there first. Fuel cells in the locked interior areas are a nice bonus, but you'll need to deal with Shredders blocking access. Bring a Hullcracker or accept your fate.
  • Spaceport (Decent, With One Major Flaw): Reasonable crate count and often runs the Hidden Bunker event (45-minute timer, which is very helpful). The problem: some crates spawn 250 meters from the nearest Field Depot, and walking against Hurricane wind with a crate in your hands is approximately as fun as it sounds. Not recommended for high-score runs.
  • Blue Gate (Limited But Underrated): No surface Field Depots, which sounds disqualifying. However, the Ancient Fort puzzle gives three guaranteed fuel cell deliveries, and the underground battery sockets add more. Best combined with other objectives rather than used as a primary carriables map.
What Actually Counts as a Carriable (More Than You Think)

Loadout: The Gear You Actually Need

You can't jump while carrying a carriable. Let that sink in. Your movement options are already dramatically reduced, which means your loadout needs to compensate for the fact that you are basically a slow, encumbered target waddling across an open map.

  • Light shield: Maximum run speed. Non-negotiable. You are carrying boxes for a living; at least carry them fast.
  • Hullcracker: Comets, Fireflies, Hornets, Wasps, and various other mechanical nightmares will harass you during every single delivery. The Hullcracker eliminates them quickly so you can get back to your very important box-carrying duties without dying.
  • Adrenaline shots (30 minimum): Take one before picking up each crate. This maximises your sprint time before your stamina gives out. Yes, you need thirty. Overpacking is fine. Running out mid-delivery is not fine.
  • Surge shield rechargers: Mandatory if you're running Hurricane. The persistent storm damage will whittle you down across a full 30-minute run without them.
  • Raider Hatch Key: Once you've stacked enough points and are ready to leave, use the Raider Hatch for a safe private extraction. There's nothing quite like dying on your last delivery five minutes from the end of the match, losing your entire score. Don't be that person.
  • Healing items: 15 to 20 supplementary heals on top of your adrenaline shots. You will get hit. Plan accordingly.

How to Actually Play the Run

The core loop is not complicated. What makes it hard is doing it efficiently under time pressure while ARC enemies decide your crate looks like a great place to congregate. Here's how to approach it without embarrassing yourself:

  • Always run during a 2x modifier event. This cannot be overstated. Running this Trial on a normal day without a modifier is a punishment, not a strategy. You need four deliveries instead of eight. The difference is enormous.
  • Check the Field Depot panel before committing to an area. Each Field Depot has a panel that opens flat when someone has already delivered a crate there. If the panel is open, at least one crate is already gone. Use this as an early warning system to decide whether to move on or search for the remaining crates.
  • Use an interactive map. The in-game map shows you depot locations, but the community interactive maps show precise crate spawn locations. Note that the icon placement can be slightly off: a crate marked on a rooftop might actually be on the second floor or ground floor. Search the full building, not just the spot the map suggests.
  • Take an adrenaline shot before every pickup. Not after you've already started running. Before. Maximise every step.
  • Slide down hills whenever possible. Wind slows you while running, but sliding is less affected. The weight of the crate gives you extra slide momentum. Sprint-slide on every available slope. It's not much, but over a 30-minute run it adds up.
  • Know what weapon will appear when you drop the crate. Dropping a crate to fight an enemy results in a 2-3 second delay before your weapon appears: sometimes longer. Think about this before you pick up each crate. Being surprised by a Comet with your adrenaline shot still out is deeply unpleasant.
  • Pre-clear chokepoints before picking up crates. If there's a narrow tunnel or bridge between you and a Field Depot, kill whatever's in it before you grab the crate. Fighting while carrying something is miserable and slow.
  • Target 10 minutes per Field Depot on Buried City Hurricane runs. Three depots, three crates each, 30-minute timer. The math works out exactly right if you keep moving.
  • Use different depots for each delivery. There are occasional bugs where depositing multiple carriables at the same depot causes deliveries not to register. Use different depots where available, just to be safe.
Loadout: The Gear You Actually Need

The Leaderboard Push: Going for 9,000+

If 3-stars and the Epic reward aren't enough for you: if you've decided that merely completing the challenge is insufficient and you need to haul as many boxes as physically possible in 30 minutes: this section is for you. You unhinged completionist, you.

  • Lobby selection is your entire strategy. Every carriable on the map can only be delivered once. If other Raiders are also doing this, your maximum score is already being eaten away before you've found your first crate. You need a nearly empty lobby to push serious numbers.
  • Buried City on Hurricane is currently the best option for empty lobbies. Stella Montis is always populated. Buried City Hurricane is not: most Raiders avoid it specifically because of the storm. That's exactly why you should be there.
  • You have a full 30-minute timer. Use every second. Starting a run with 20 minutes left and expecting to hit 9,000 is wishful thinking.
  • Nine crates at 1,000 points each is 9,000 total. Buried City has three Field Depots with three crates each. If you find all nine before anyone else touches them, that's your number. It requires the full match, a clean lobby, and no catastrophic deaths.
  • Extract with the Raider Hatch. After investing 25-28 minutes of your life into box delivery, this is not the moment to attempt a normal extraction and get wiped by a squad at the exit.
The Leaderboard Push: Going for 9,000+

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ARC Raiders Deliver Carriables Guide: How to Carry Boxes Like a Grown Adult FAQ

Do I need to be in a squad to complete this Trial efficiently?

Squads allow role-splitting: one player clears enemies while another carries crates: which is faster and safer overall.

What happens if the Field Depot panel is already open when I arrive?

At least one crate is already gone. Decide whether remaining crates are worth searching for or if restarting makes more sense.

Why does Stella Montis feel impossible to score on solo?

It's the most popular carriables map by far, meaning crates get taken almost immediately after match start every single time.

Can I deliver fuel cells and batteries instead of Field Crates for points?

Yes, puzzle items like fuel cells at Ancient Fort and underground batteries all count separately toward your total score.

Why can't I jump while carrying a carriable?

Because the developers decided your suffering needed one more layer; plan routes around this limitation from the beginning.

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