Arc Raiders Open Containers Inside The Hotel 3 Stars Fast
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Arc Raiders Open Containers Inside The Hotel 3 Stars Fast

11 min read29 April 20261156

Arc Raiders Open Containers Inside The Hotel 3 Stars Fast

The Arc Raiders weekly trial for the Riven Tides season tasks you with opening containers inside Hotel Panorama Azzurro: the largest, most chaotic building on the new coastal map. Three-star completion requires 4,000 trial points. Rewards scale across three tiers: 1,000 points earns an Uncommon, 2,500 earns a Rare, and 4,000 earns an Epic item or blueprint. You only get each tier once per week, so showing up twice to "finish it off" is a perfectly valid strategy, not a moral failure.

Progress is session-locked. If you die before extracting, every single point from that run disappears. The game does not care about your feelings. Extract or get nothing. This is the entire design philosophy of the Arc Raiders trial system compressed into one sentence.

Trials points only count if you extract successfully. Die on your way out and the run is void. Keep that in mind every time you think "I'll just check one more room."

Hotel Panorama Azzurro: Know the Building

Hotel Panorama Azzurro sits on the western side of the Riven Tides map in what the game generously classifies as a red loot zone. In practice this means the building is contested, profitable, and full of things that want to end your raid early. The structure has multiple floors connected by staircases and ziplines, with balconies facing a beachfront pool and a rooftop bar that offers excellent sightlines and an equally excellent chance of being shot from behind.

The dominant loot types are Commercial and Residential, making this one of the better coin-farming locations on the map. Security loot sits behind locked doors: specifically the various keycard rooms scattered across floors 1 through 4. You do not need the keycards for the weekly trial, but if you happen to find a Room 205 or Room 311 keycard while opening everything in sight, congratulations, the universe has decided to reward you today.

Floor

Container Types

Threat Level

Notes

Basement

Electrical debris, shelves, misc containers

Low

Disco Easter egg down here. Loot first, play band second.

Ground / Lobby

Reception desks, lockers, civilian containers

Moderate

Entry point for most players: expect company immediately.

Floor 1–2

Room drawers, closets, bedside tables

High

Keycard rooms 111, 204, 205, 208 on these floors. Shredders patrol.

Floor 3–4

Raider containers, commercial lockers

High

Best loot concentration. Least forgiving if a fight breaks out.

Rooftop

Weapon cases, supply containers

Very High

Rooftop bar. Open sightlines in every direction. PvP magnet.

Arc Raiders Open Containers Inside The Hotel 3 Stars Fast
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The Point Math: How Many Containers You Actually Need

Under normal conditions, each container opened inside the hotel awards approximately 200 points. To reach 4,000 points, that is 20 containers at minimum. If you activate the 2x multiplier by queuing during any active Major Map Condition: Night Raid, Hurricane, Electromagnetic Storm, or any other condition the game throws at you: each container doubles to roughly 400 points. That brings your required opens down to around 10.

Condition

Points per Container

Containers for 3 Stars

Est. Time

Standard (no event)

~200

20

10–15 min

Major Map Condition active

~400

~10

5–8 min

Accumulate across runs

variable

As needed

Multi-session fine

The Arc Raiders 2x multiplier is the single most impactful efficiency tool in the entire weekly trial system. There is no competing with it. Schedule your hotel runs around active Major Map Conditions. Check the in-game event timers before deploying. Going in during a standard lobby when you could wait 20 minutes for a Hurricane is the extraction shooter equivalent of paying full price on something that's about to go on sale.

Loadout: What to Bring

You are looting a hotel, not clearing a military compound. The recommended Arc Raiders trial loadout for this objective is deliberately light. Bringing your best gear into a red zone for a loot trial is a reasonable choice if you enjoy risk, and a deeply unreasonable one if you do not.

  • A suppressed primary: keeps your position less obvious to the Shredders that patrol the interior floors.
  • A sidearm for anything that gets close while your hands are full of containers.
  • Crash Mat or Powered Descender: the hotel has unstable sections and multiple floors. Fall damage has ended more Riven Tides runs than any ARC unit ever could.
  • A door blocker if you intend to hold a keycard room while looting: optional, but recommended if other players are in the lobby.
  • Free Loadout is genuinely viable here. You are not fighting a Bastion. You are opening drawers.

Free Loadout Viable

This is a container-looting trial, not a combat trial. A free loadout protects your inventory and still lets you hit 3 stars without risking anything you care about. Use it when the hotel lobby looks contested.

Floor-by-Floor Route

There is no single perfect route. The hotel is large enough that multiple clearing paths work, and other players will disrupt any rigid plan within the first two minutes. What follows is the reliable approach: start low, work up, extract when you have what you need.

  1. Enter from the eastern side. The eastern entrance is the least chaotic entry point. Dropping into the lobby from above or through the beach-facing windows is faster but announces your presence to everyone already inside.
  2. Clear the basement first. Low threat, often ignored by players rushing the upper floors. Electrical containers, shelves, and miscellaneous debris all count toward your trial score. The basement also holds loot for the Disco Easter egg if that matters to you.
  3. Work the ground floor and lobby. Reception containers, drawers behind the front desk, lockers near the stairs. Move fast here: the lobby is the most trafficked area and every second you spend in it is a second someone else could appear in a doorway.
  4. Ascend via east staircase to floors 1–2. Open every room you can access. Bedside tables, cleaning closets, bathroom containers, wardrobes. Each room averages 2–3 containers. Check room 111 on the right after the first floor landing: it also contains a quest objective for Shoring Up Defenses if you have that active.
  5. Floors 3–4 for Raider Containers and Commercial Lockers. These floors have the highest container density and the best loot quality. They also have Shredders. Move with purpose and do not get tunnel-visioned opening drawers when you hear mechanical footsteps.
  6. Count your points, not your containers. Check your trial score in the Trials menu before pushing the rooftop. If you have 4,000 points, stop. The rooftop bar is a death trap. Extract via beach or dockyard and collect your rewards.
The Point Math: How Many Containers You Actually Need
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What Is Trying to Kill You Inside the Hotel

The Arc Raiders Riven Tides map introduces Shredders as the dominant indoor threat at Hotel Panorama Azzurro. They patrol the interior floors and do not announce themselves with much warning. Additionally, ARC Wasps patrol the beach exterior, which becomes relevant any time you break a window for a shortcut or attempt a rooftop exit.

Enemy

Location

Recommended Response

Shredder

Interior floors, stairwells

Suppressed fire. Do not let them chase you into a hallway with no exits.

ARC Drone

Lobby, open corridors

Kill it fast. It will alert everything nearby if left alone long enough.

ARC Wasp

Beach exterior, balconies

Stay indoors. They patrol outside. Do not give them a reason to follow you in.

Other Raiders

Everywhere, constantly

Friendly lobbies exist. If you are in a standard session, treat every sound as hostile.

Extraction Warning

The nearest extraction points are beach-side and dockyard. Both require crossing open ground with no cover. Do not extract from the rooftop bar unless you want to demonstrate what happens when a Wasp meets a Raider with 3,900 trial points.

Tips That Are Not Obvious

  • Previously opened containers can still count toward your trial score if they have respawned. You do not need to sprint for untouched rooms every time.
  • Room 204 and Room 205 are adjacent. If you have the keycard, hit both rooms in sequence without backtracking.
  • The Powered Descender gadget, added in the Riven Tides update, lets you drop between floors without taking fall damage. It has a wind-up time: deploy before jumping, not during.
  • The Beachcombing mechanic on Riven Tides lets you dig up buried loot on the beach with the Dockmaster's Detector. Irrelevant to the hotel trial itself, but worth doing on your extraction route if you pass through the beach zone.
  • Friendly lobbies consistently produce safer results for this trial. You can follow other players and they will lead you to containers. Whether you feel good about this is your business.
  • Points accumulate across multiple sessions. If the hotel is too hot in one run, extract with what you have and come back. The trial does not reset mid-week.
What Is Trying to Kill You Inside the Hotel
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What You Actually Get

Reaching 4,000 points completes the Arc Raiders 3-star trial reward for the week: a random Epic-tier item or blueprint. Below that, 2,500 points earns a random Rare, and 1,000 earns an Uncommon. Rewards are claimed automatically on extraction: you do not need to navigate any menu.

Your trial score also contributes to your division leaderboard position. At week's end, placement determines rank movement. Positions 1–30 earn a double promotion, 31–60 a single promotion, and 61–100 retain current rank. If you are simply farming the Epic reward and have no interest in the leaderboard, 4,000 points and a safe extraction is all you need. Everything beyond that is ambition.

Score Threshold

Reward Tier

Item Quality

1,000

1 Star

Random Uncommon item or blueprint

2,500

2 Stars

Random Rare item or blueprint

4,000

3 Stars

Random Epic item or blueprint

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