
ARC Raiders 1.13 Overview & Release Date
New ARC Raiders trials rotation is live. Full 3-star guide: probes, caches, Vaporizers, beach ARC, Fireflies. Loadouts, maps, and point values.

A new week, new trials, new opportunity for the game to remind you that your time is, in fact, finite. Embark refreshes the trials every Tuesday because consistency is for cowards. The threshold for three stars is 3,000 points per objective in this current rotation, which sounds generous until you realize you still have to actually do the things. Below: how to get this over with quickly, so you can return to whatever it is you do when you are not fighting flying toasters.
Five objectives, all of them designed to make you regret your gear choices. Here is the lineup:
|
Trial |
Points per Action |
Actions for 3 Stars |
Best Map / Condition |
|
Search ARC Probes, Couriers, Assessors |
~286 |
~11 |
Electrostorm (any map) |
|
Search Raider Caches |
~800 |
4–5 |
Hurricane on Dam Battlegrounds |
|
Damage Vaporizers |
~1,950 |
2 |
Close Scrutiny condition |
|
Damage ARC on the Beaches |
~200 (small) / ~1,100 (Rocketeer) |
2–3 big, or ~15 small |
Riven Tides, Night Raid |
|
Damage Fireflies |
~400 |
~8 |
Spaceport / Bluegate, night |
Note: Embark removed the 2x point multipliers from map conditions this season. Conditions still matter for spawn rates, not for inflated scoring. You will earn what you earn. Adjust your expectations accordingly. And while Embark remove. We add. Catch up CRINGEBLOG promocode... and enjoy... a Huuuuge discount.

Three different lootable objects, identical point value. The developers bundled them together because they ran out of imagination, and frankly, this is the best thing that has ever happened to you. Land in an Electromagnetic Storm and watch probes rain from the sky like the universe finally feels bad for you.
Spaceport during Electrostorm is the textbook choice — flat terrain, open sightlines, and the glowing markers practically beg for attention. Each search yields 286 points. Eleven of them gets you across the line. You do not need to be the one who breached it; if another raider cracked it open and ran off, walk over and finish the interaction. Credit is credit. This is not the moment for pride.
Assessors are slightly trickier because they tend to attract a Vaporizer escort during Close Scrutiny, which is convenient because you also have a Vaporizer trial. Two birds, one increasingly catastrophic stone.
800 points per cache. Five caches gets you to three stars. The math is forgiving — the execution depends entirely on the map condition gods deciding to roll Hurricane on Dam Battlegrounds. When that happens, the caches are essentially a buffet. You can hit twenty in a single raid if you keep moving and stop pretending you need to fight people.
Uncover Caches as a condition is an acceptable consolation prize. Daylight raids work too if you have good ears and a low tolerance for ambiguity — the caches emit a distinct hum that becomes second nature after enough sessions. Bluegate is decent. Anything is decent. The trial is generous.
The Vaporizer arrived with Flashpoint and exists to remind you that flying enemies do not have to make sense to ruin your afternoon. It carries a Matriarch-style energy shield, three laser attacks, and the personal mission of setting you on fire. You only need to damage it for trial credit — not destroy it — but at 1,950 points per fully downed Vaporizer, finishing the job is the efficient path. Two kills clears the trial.
Where to find one: Close Scrutiny is the only condition that spawns Vaporizers reliably. They guard Assessor probes. They patrol. They will find you if you do not find them.
The Vaporizer has a reactive energy shield that activates when it detects incoming grenades or Hornet Driver shots. The shield blocks everything, including tracking projectiles. It stays up for roughly seven seconds, then has a ten-second cooldown before it can be reused. That cooldown window is your entire job in life.
Do not shoot the body while it is flying. The armor laughs at you and your ammo evaporates. The belly core is the real weak point — directly underneath the machine, directly above you, which is awkward by design.
This trial counts only on Riven Tides, only on the beach area before the first set of cranes and pillars. Outside that invisible boundary, you are doing damage for free. The game does not announce the boundary. You will learn by accident.
Point values are humble for small ARC — Wasps and Survyors give roughly 200 each, which means you would need to kill fifteen of them to clear the trial. The better play is to wait for Bombardiers, Bastions, or Rocketeers to spawn on the beach and dump real damage into them. A Rocketeer is worth around 1,100 points. Two or three of those, plus whatever small ARC you mop up along the way, and you are done.
Important: this is a damage trial, not a kill trial. Every bullet you land counts toward your total even if another raider lands the final shot. But if you only land the destroy-shot on a flying ARC and watch it fall, the credited damage is minimal. Do the work. Take the bigger investment ARC like rocketeers and matriarchs personally.
Night raids spawn more ARC than day raids, full stop. Bring a Jupiter or Anvil if you have them. Bring Wolfpacks if you do not. Bring patience either way.
400 points per Firefly. Eight kills for three stars. The Firefly has a yellow gas tank on its underside — that is the weak point, that is the only thing you should be aiming at, and yes, if you ignore it, the Firefly will close the distance, release a gas hazard, and you will be the one extracting in a body bag.
Spaceport is the optimal map because the open terrain lets you spot Fireflies from a distance where heavy ammo weapons can actually work. Bluegate and Dam Battlegrounds are also strong. Night raids increase ARC presence, which is exactly what you want here. Bring a Jupiter if you have one upgraded, or stack Seeker Grenades. Eight Fireflies is nothing if you have the right toolkit and a willingness to actually aim.
One thoughtful loadout covers four of the five trials this week. The fifth — Raider Caches — requires nothing more than a working interaction button.

New ARC Raiders trials rotation is live. Full 3-star guide: probes, caches, Vaporizers, beach ARC, Fireflies. Loadouts, maps, and point values.

New ARC Raiders trials rotation is live. Full 3-star guide: probes, caches, Vaporizers, beach ARC, Fireflies. Loadouts, maps, and point values.

New ARC Raiders trials rotation is live. Full 3-star guide: probes, caches, Vaporizers, beach ARC, Fireflies. Loadouts, maps, and point values.

No. Damage trials track damage dealt, not kills. Extract alive and your contribution counts regardless of who finishes the enemy.
Yes. Walk up, interact, collect credit. The game does not check who got there first. Stop sprinting past opened probes.
No. Embark removed map condition bonuses. You earn the base point value regardless of weather, time, or condition active.
Yes, but bring Wolfpacks, cover, and patience. Two downed Vaporizers covers three stars. A squad shortens the fight considerably.
Everything counts. Trial points are awarded as you earn them mid-raid. Dying does not erase progress, only your loot.


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