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New ARC Raiders trial is live: here's how to three-star Disarm Mines During Locked Gate before every other raider steals your mines.
ARC Raiders' weekly trial rotation: Disarm Mines During Locked Gate. The concept is deceptively simple: find mines hidden across the map, walk up to them, and disarm them before they disarm your ego. If you've been frantically searching for ARC Raiders Disarm Mines trial guide, congratulations, you've found exactly what you need, because clearly the in-game tutorial wasn't nearly enough.
The trial was brand new at time of writing, meaning the community is still figuring things out, spawn locations haven't been definitively mapped, and everyone is essentially stumbling around in the grass listening for beeping sounds like they lost their car keys in a field. Just bear in mind: this isn't the definitive strategy. This is the "we're all learning together and some of us are stepping on mines" phase of the meta.
Reality Check: The primary challenge of this trial is not the mines, not the ARC enemies, not even the locked gate. It's the other three to four players in your lobby who have the exact same idea as you and are currently sprinting toward your favourite spot.
Mines are not scattered randomly across the map. They are conveniently clustered around the exact same key areas you need to visit during the Locked Gate trial itself: almost as if someone designed it that way to maximise your stress. If you've been Googling ARC Raiders mine spawn locations locked gate, here is the complete breakdown of where to waste your precious time.
|
Location |
Mine Density |
Visibility |
Competition |
Rating |
|
Ancient Fort |
Very High |
Moderate: some in open, some hidden |
High: everyone spawns here first |
S Tier |
|
Pilgrim's Peak (back side) |
Very High |
Excellent: minimal foliage |
Low: most players never go here |
S Tier |
|
Trappers Glade |
Moderate |
Poor: trees everywhere |
Medium |
B Tier |
|
Reinforced Reception → Head House |
Low-Moderate |
Moderate |
Medium |
B Tier |
|
Raiders Refuge |
Moderate |
Poor: deeply hidden in shrubs |
Medium |
C Tier |
Notice that Pilgrim's Peak, specifically the back side that most players have never visited in their entire time playing the game, is arguably the single best spot on the map. It has loads of mines, virtually no foliage blocking your view, and is blissfully ignored by the majority of the lobby who are too busy speed-running into each other at Ancient Fort.
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Before you rush into the trial with whatever you happened to extract last session, stop and think for a moment. The ARC Raiders best loadout for trials for this specific challenge has some non-negotiable entries. Here is exactly what you should bring, and more importantly, why ignoring this advice will cost you points.
Pro Tip: Consider playing in SAS (Solo/Squads?) lobbies if competition in standard lobbies is overwhelming. Less players competing for the same spawns means more mines for you: which is the entire point.

Here is something genuinely surprising: a meaningful number of players apparently did not know you could disarm the mines at all and were simply walking into them. If you've been searching for how to disarm mines ARC Raiders, you are in excellent company. Walk up to the mine when you locate it and interact with it. That is it. That is the entire mechanic. The complexity of this trial is not in the disarming: it's in everything surrounding the disarming.
Finding the mines is the actual challenge. They are hidden in grass, buried in bushes, tucked beside rocks, and placed in locations that make you question the level design team's life choices. They do not spawn on concrete surfaces: they are exclusively in outdoor, natural terrain. This means your eyes are largely useless and you will be relying almost entirely on audio cues.
Watch Out: Other players will sometimes accidentally step on mines and detonate them, destroying them before you can score points. Watching someone blow up your score is a special kind of suffering unique to this trial. Take a breath. Walk away. Consider a different hobby.

The optimal route depends almost entirely on where you spawn: which is to say, luck is a core mechanic of this trial. If you are hunting for an ARC Raiders trial best route ancient fort pilgrim peak, the answer is: spawn near Ancient Fort or Pilgrim's Peak, stay there, and do not cross the entire map hoping the other side has anything left. By the time you run from Reinforced Reception to Ancient Fort, most of the mines will have been disarmed by more fortunately-positioned raiders.
If you get lucky enough to spawn with an untouched area and no other raiders in sight, you could theoretically reach a maximum score of somewhere between 30,000 and 40,000 points. This will require a completely empty lobby, perfect spawn positioning, and the kind of good fortune that does not typically associate itself with PvP extraction games.

Three-starring this trial: the goal most people care about: requires around 4,800 to 7,000 points depending on the exact threshold. This is very achievable from a single good location, even with competition present. If you're searching for ARC Raiders trial three star score requirements, the good news is that the bar for three stars is not the max score. You do not need to sweep the entire map.
|
Score Range |
What it Means |
Difficulty |
|
~4,800 – 7,000 |
Three-star threshold: focus on one location |
Achievable with decent luck |
|
~10,000 – 15,000 |
Solid performance across 2 locations |
Requires good spawns and cloak |
|
~30,000 – 40,000 |
Estimated maximum possible score |
Needs empty lobby. Good luck. |
The max score estimate sits around 30,000–40,000 points. Achieving it requires a lobby where nobody else is running the trial simultaneously: a scenario described by the creator of this strategy as "almost impossible" at the start of the week. The recommended approach for chasing maximum scores is to play mid-week, after the initial rush of players has completed the trial and moved on with their lives.
Timing is, irritatingly, one of the most important factors in performing well on this trial. If you are wondering when to play ARC Raiders weekly trial best time, the answer is Tuesday or Wednesday. Interest in trials peaks at the start of the week when everyone is excited about new content, drops off in the middle when most players have completed it, then spikes again on the weekend when procrastinators finally remember it exists. The sweet spot: statistically your best chance of finding an uncontested lobby: is mid-week.
This is somewhat ironic given that the people most likely to read a guide like this are the people who jumped on the trial immediately at launch, during peak competition, and are now wondering why three other raiders are standing on the same bush as them.
As the community continues to map spawn locations and develop optimal routes, the meta for this trial will inevitably solidify. For now, if you are looking for ARC Raiders Disarm Mines tips advanced guide, here are the most useful things learned during early exploration of this trial.


New ARC Raiders trial is live: here's how to three-star Disarm Mines During Locked Gate before every other raider steals your mines.

New ARC Raiders trial is live: here's how to three-star Disarm Mines During Locked Gate before every other raider steals your mines.

New ARC Raiders trial is live: here's how to three-star Disarm Mines During Locked Gate before every other raider steals your mines.

Estimated 30,000–40,000 points maximum, achievable only in a fully uncontested lobby: effectively a myth.
Ancient Fort and Pilgrim's Peak back area offer the highest mine density and best three-star potential.
Yes, absolutely: Rocketeers and ARC enemies will constantly slow you down without it, costing significant points.
Use audio cues exclusively; rotate side-to-side to pinpoint direction, and lower PC foliage settings for better visibility.
Mid-week, Tuesday or Wednesday: after most players have completed it and competition dramatically decreases.


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