
Damaging ARC Enemies on the Beaches Trial Guide: Riven Tides
ARC Raiders Search Lockers is the new Season 4 Week 4 trial. Find lockers across any map, open them, extract alive
The ARC Raiders Search Lockers trial is not a puzzle. It is not gated behind a map event, a key hunt, or a 40-minute unlock sequence. You queue into a map, find the tall metal locker units on walls and in corridors, open them, and extract. Season 4 removed all condition requirements across the board. There is no excuse architecture left to hide behind.
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Season 4 lowered the 3-star bar to 3,000 points to offset the removal of multipliers. Getting to 3,000 on lockers alone is fast. The guide below also shows how to clear two or three other active trials in the same raid, because there is no reason to make multiple trips when one well-planned run covers everything.
|
Feature |
Trial Details |
|
Trial Name |
Search Lockers |
|
Season & Week |
Season 4 — Week 4 (May 18, 2026) |
|
Map Restriction |
None (Any map counts) |
|
Event Required? |
No |
|
3-Star Threshold |
3,000 points |
|
Multiplier Note |
Removed in Season 4 (No 2x; Night Raid does not give double points) |
|
Max Score (No Key Rooms) |
~8,600 pts achievable in one run on Dam Battlegrounds |
|
Combo Potential |
Rocketeers, Pops, and Leapers trials can be completed simultaneously |
|
Stars |
Points |
Reward |
|
1 Star |
1,000 pts |
Uncommon item / blueprint |
|
2 Stars |
2,000 pts |
Rare item / blueprint |
|
3 Stars |
3,000 pts |
Epic item / blueprint |
Points accumulate across runs. Each run must end in a successful extraction or every point from that session is erased. The game does not issue refunds for dramatic deaths 50 meters from the exit.
The trial tracks lockers specifically. These are the tall, wall-mounted metal cabinet units found in corridors, locker rooms, storage areas, industrial facilities, and buildings throughout the maps. Season 4 has been strict about container type on similar trials: Search Kitchen Cabinets in Week 2 counted nothing but kitchen containers. Assume the same precision applies here.
Confirmed to count:
Does not count:
Confirmed Mechanic Lockers already opened by another Raider still award you trial points when you interact with them. You do not need to win a race to every cabinet. Tap it, hear the search sound, get the points. Move on.

Dam Battlegrounds is the recommended map for the ARC Raiders Search Lockers weekly trial. It has the highest concentration of accessible lockers, a compact enough layout to chain POIs efficiently, and Rocketeer plus Pop spawns that let you complete two or three other active trials in parallel. Buried City and Spaceport are viable alternatives if Dam is overrun, but Dam is the correct first choice.
Most locker-rich map in the game. Multiple POIs with clusters. Key rooms for high score. Rocketeers and Pops for combo trial completion. One full circuit can yield 8,600+ points.
Dense indoor buildings throughout. Galleria, residential blocks, and Parking Garage all have lockers. Fewer ARC flying units makes navigation cleaner. Good fallback if Dam lobbies are unfavorable.
Departure Building and maintenance corridors have usable counts. More open layout means more Rocketeer harassment mid-loot. Functional but not optimal.
Minimal indoor structures, sparse locker spawns. You will run long distances for little return. There is no version of this map that makes it the right call for this trial.
Every locker spawn on Dam falls into one of two categories: free access (open to anyone) and key room (requires a specific keycard). For 3-star completion you do not need key rooms. For pushing leaderboard score, key rooms are the difference between a decent run and a dominant one.
|
Location |
Access |
Notes |
|
Research & Admin Building free |
Open |
Best free locker cluster on the map. Multiple lockers on the upper floors. Mandatory stop on any Dam locker route. Pops also spawn here. |
|
Water Treatment Control free |
Open |
Solid locker count. Also a Leaper spawn location. Kill the Leaper first to trigger respawn if running that trial simultaneously. |
|
Testing Annex free |
Open |
Has lockers. Secondary Leaper spawn location. Worth visiting if Leaper was not at Water Treatment. |
|
Controlled Access Zone free |
Open |
Multi-floor structure. Lockers on upper level. Ladder access required. Check upper rooms thoroughly: easy to miss on first pass. |
|
Hydrodome (x2 buildings) free |
Open |
Two of the large dome buildings have lockers. Both count. Rocketeer also spawns in this area: primary location for the Rocketeer combo trial. |
|
Power Generation Complex free |
Open |
Small building near the complex has lockers. Good starting point depending on spawn location. |
|
Small house / Raider Outpost East free |
Open |
Two lockers. Edge of map: only worth visiting if you are going for maximum score, not just 3-star. |
|
Ben Welder Sunroof free |
Open |
A few lockers. Slightly out of the way. Skip if time is tight; include if chasing high score. Also a viable extraction point. |
|
Floodgates / Breach Room free |
Open |
Small set of lockers including security breaches. Already-breached security lockers still award points. Good alternate route addition. |
|
Old Baron's Hatch free |
Open |
Has lockers inside. Also a valid extraction hatch. Combine looting and exit in one stop. |
|
Power Rod Room key room |
Power Rod Key |
Guaranteed lockers. You can craft the Power Rod key in the refiner. High container density: strongly recommended if going for leaderboard score. |
|
Water Treatment Key Room key room |
Water Treatment Key |
Lot of lockers. One of the bigger key room payoffs on this map. |
|
Control Tower Dam Key Room key room |
Control Tower Dam Key |
Has lockers. Stack with the nearby free locations for efficient routing. |
|
Staff Room Key Room key room |
Dam Staff Room Key |
Has lockers. Inside Research & Admin area: easy to combine with the free upper-floor cluster. |
|
Testing Annex Key Room key room |
Testing Annex Key |
Has lockers. Bottom floor access. |
Score Benchmark A complete Dam run hitting all free locations: no key rooms: produces approximately 8,600 trial points in a single extraction. Key rooms push this significantly higher. 3-star at 3,000 points is achievable by hitting Research & Admin plus two or three secondary POIs alone.
Night Raid does not give bonus points in Season 4. The 2x multiplier was removed. Your score per locker is identical day or night. The reason to queue Night Raid anyway is enemy spawns: more Rocketeers, more Leapers, more Pops. On a day raid, Dam typically has one Leaper spawn that may already be dead when you arrive. Night Raid gives up to three. If you are trying to 3-star the Rocketeer and Leaper trials alongside lockers in the same run, Night Raid is the correct condition. If you are only here for lockers, it does not matter.
Dam Battlegrounds during this week's rotation allows you to clear multiple trials simultaneously without changing your route. The locker circuit passes through all relevant ARC spawn areas.
Two kills needed for 3-star. Spawn near Hydrodome. Wolf Pack grenades are the fastest method. Anvil IV, Batina, or Seeker grenades work if you lack Wolf Pack blueprints. Kill first, then loot domes. If another Raider damages the first Rocketeer, you may need to find a third: Night Raid reduces this risk.
Found indoors throughout Dam: Research & Admin, Controlled Access Zone, Hydrodome area. Unavoidable during a normal locker route. You will clear this trial passively.
Day raid: one spawn, usually Water Treatment Control or Testing Annex. Often already dead on arrival. Night Raid: up to three spawns. Kill it early to trigger respawn timer. Shockwave grenade recommended to slow movement.
Your starting POI depends on where you spawn. The goal is a large loop around the map covering all marked locker locations. Adjust entry point accordingly. The route below assumes a central-north spawn.
Mid-Raid Crafting You can craft Adrenaline Shots using the in-raid refiner if you run out mid-circuit. Chemicals + Plastic Parts. Worth doing during the route rather than running dry and slowing down. You can also craft the Power Rod key in the refiner if you did not bring one.
|
Slot |
Recommended |
Reason |
|
Primary |
Batina / Anvil IV / Anvil I |
Batina for fire rate efficiency against ARC. Anvil is fine. You need to kill Rocketeers and Pops, not just browse cabinets. |
|
Grenade |
Wolf Pack (preferred) / Seeker Grenades |
Wolf Pack kills Rocketeers fast. Two Wolf Packs = one dead Rocketeer if undamaged. Seekers work as a substitute. Shockwave for Leaper mobility control. |
|
Utility |
Adrenaline Shots |
Move between POIs faster. Craft more mid-raid if needed. |
|
Tool |
Zip Lines / Snap Hook |
Vertical movement through multi-floor buildings. Upper floors have the best locker clusters. |
|
Healing |
Stems / Herbal Bandages |
You will take damage. Bring more than you think you need. Running out mid-route is how runs fall apart. |
|
Key (optional) |
Power Rod Key |
Highest-value single key room for lockers on Dam. Craftable in the refiner. Strong score boost. |
|
Key (optional) |
Water Treatment / Staff Room / Control Tower |
Each adds a dense locker cluster. Bring what you have. Do not delay queuing waiting to collect all of them. |
Free Loadout is viable if your only goal is 3-star. You will not be able to efficiently kill Rocketeers without Wolf Packs or a real weapon, so the combo trial strategy requires at least a basic loadout. Decide which objective you are prioritizing before you queue.
Use the ARC Raiders aggression matchmaking setting on low before queuing. This increases the proportion of objective-focused players in your lobby. Raiders doing trials at the start of the week are competing for the same Rocketeer spawns: lower aggression matchmaking reduces but does not eliminate that competition.
If another player damages a Rocketeer before you kill it, your damage contribution may not be sufficient for the Rocketeers trial. You may need to find a third Rocketeer in the same run. Night Raid spawns more Rocketeers and reduces this risk.
Extraction Rule All points earned this run disappear on death before extraction. No exceptions. No partial credit. Exit the moment your trial goals are met. The locker you almost checked is not worth the run.

ARC Raiders Search Lockers is the new Season 4 Week 4 trial. Find lockers across any map, open them, extract alive

ARC Raiders Search Lockers is the new Season 4 Week 4 trial. Find lockers across any map, open them, extract alive

ARC Raiders Search Lockers is the new Season 4 Week 4 trial. Find lockers across any map, open them, extract alive

ARC Raiders Search Lockers is the new Season 4 Week 4 trial. Find lockers across any map, open them, extract alive

ARC Raiders Search Lockers is the new Season 4 Week 4 trial. Find lockers across any map, open them, extract alive

No. Season 4 removed the 2x multiplier entirely. Night Raid gives identical points per locker. The reason to run it is more ARC spawns: specifically more Rocketeers and Leapers for combo trials.
Yes, confirmed. Interact with the locker, receive the search XP, collect the trial points. Being first is irrelevant. Being present is the only requirement.
No. Free locker locations across Research & Admin, Water Treatment, Hydrodome, and Controlled Access Zone are more than enough to hit 3,000 points. Key rooms exist for leaderboard score, not 3-star qualification.
Yes. The Power Rod key is craftable in the in-raid refiner. Check the materials required before queuing so you are not missing components when you need them.
The run resets to zero. The game is consistent about this. Extract the moment the threshold is cleared. There is no grace period, no partial save, and no one to complain to about it.


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