ARC Raiders Disarm Mines Trial: Max Score Guide
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ARC Raiders Disarm Mines Trial: Max Score Guide

12 min read23 March 20267895

ARC Raiders Disarm Mines Trial: Max Score Guide

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.

Mine Spawn Locations (Or: Where Everyone Will Be)

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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ARC Raiders Disarm Mines Trial: Max Score Guide
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Loadout: What to Bring

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.

  • Photoelectric Cloak: Absolutely essential. This cannot be stressed enough. Locked Gate is swarming with Rocketeers and ARC enemies that will slow you down, knock you sideways, and cause you to miss mines while you're busy wondering why you're on fire. Without this, you are donating your time to the ARC faction. Bring it. End of discussion.
  • Anti-ARC Weapon (e.g. Hull Cracker): Highly recommended. You will inevitably aggro enemies while hunting for mines. Having a weapon that removes them quickly means you spend less time in combat and more time listening for that beautiful, elusive beeping sound.
  • Stims: As Many As You Can Carry: Bring them all. You will be running constantly. Across the entire map. Repeatedly. Your stamina bar does not care about your feelings.
  • Good Gear in General: Don't show up underequipped. ARC comets, fireflies, and Rocketeers can and will spawn directly on top of your mine-hunting route. This is not a coincidence. This is the game.

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.

Loadout: What to Bring
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How to Disarm the Mines

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.

  • Mines emit a distinct beeping/ticking sound that can be heard from a reasonable distance.
  • If you hear a mine but can't locate it, try rotating side-to-side: the sound panning will help you orient toward it.
  • Environmental sounds, leapers, and general combat noise will absolutely interfere with your ability to hear mines. This is hilarious and also extremely frustrating.
  • On PC: consider lowering your foliage setting to Low. This dramatically improves visibility through grass and shrubs, and yes, it is technically a graphics trade-off, but you didn't come here to admire the bushes.
  • If you hear a mine but simply cannot find it after a reasonable amount of time, leave and move on. Time spent on one stubborn mine is time stolen from five easy ones elsewhere.

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.

How to Disarm the Mines

The Route Strategy

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.

Recommended Route Priority

  1. Ancient Fort first: if you spawn nearby. High density, relatively findable, can potentially yield up to 7,000 points solo from this area alone. You can three-star the trial from this single location if competition is low.
  2. Pilgrim's Peak (back perimeter): do a full circle around the base. Most players skip this entirely. The lack of foliage makes it far easier to spot mines visually. This is your secret weapon.
  3. Trappers Glade: if you have time and the previous spots are picked clean. Expect to spend more time looking and less time actually disarming.
  4. Reinforced Reception: worth checking, but density is genuinely lower than the above options and players frequently pass through here as part of normal Locked Gate runs anyway.

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.

The Route Strategy
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Scoring & What to Realistically Expect

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.

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When to Play This Trial

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.

Advanced Tips That Aren't That Advanced

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.

  • Audio is your primary detection tool. Treat this like a sonar exercise. Stop moving, stop shooting, stop panicking, and just listen.
  • Lower foliage on PC. The aesthetic beauty of lush grass means nothing when it is hiding the mine that would have given you 500 points.
  • Mines spawn in the same locations each time. Once you memorize them, the trial becomes significantly more efficient. Think of it like Ticking Caches once you know the spots: you just run a route and clean them up.
  • Mines do not spawn on concrete. Only in outer natural terrain areas. Stop checking the pavement.
  • Don't fixate on a single mine. If you've been circling the same bush for 30 seconds, cut your losses and move to the next location. Points-per-minute is your real metric here.
  • Kill players if necessary. Other raiders competing for mines are, technically, an obstacle. Whether you engage them is a personal choice, but don't be surprised if they make that choice first.
  • Pilgrim's Peak back area is massively underused. The people who discover this location early gain a significant advantage over everyone fighting over Ancient Fort.
When to Play This Trial

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ARC Raiders Disarm Mines Trial: Max Score Guide FAQ

What is the maximum score for the Disarm Mines trial in ARC Raiders?

Estimated 30,000–40,000 points maximum, achievable only in a fully uncontested lobby: effectively a myth.

What is the best location to farm mines during the Locked Gate trial?

Ancient Fort and Pilgrim's Peak back area offer the highest mine density and best three-star potential.

Do I need the photoelectric cloak for the Disarm Mines trial?

Yes, absolutely: Rocketeers and ARC enemies will constantly slow you down without it, costing significant points.

How do I find hidden mines in ARC Raiders when I can't see them?

Use audio cues exclusively; rotate side-to-side to pinpoint direction, and lower PC foliage settings for better visibility.

When is the best time to play the weekly trial for a high score?

Mid-week, Tuesday or Wednesday: after most players have completed it and competition dramatically decreases.

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