The current Trials rotation in ARC Raiders is unusually friendly to players who plan their loadout before they drop. Two of the five objectives overlap on the same target, one is pure looting, and the other two just need the right map and the right gun. Done properly, the whole set takes a handful of raids rather than a week of grinding.
Quick answer: Two Deadline mines on a Matriarch’s exposed core clears two Trials at once. Five ARC Probes, two large ARC units in the Red Lakes, and 20–30 Hullcracker hits handle the rest.
Trial scoring: point targets and the extraction rule
Trials are weekly objectives tracked in the Logbook, and they unlock at player level 15. Each one has its own point threshold for three stars, and the thresholds are not identical across the five. Only your best single-raid score for each Trial is kept, so there is no reason to split your attention between objectives that live on different maps.
Points bank only when you extract alive. Dying with 3,000 points of Matriarch damage on the board gives you nothing, so pull out the moment a Trial is done.
| Trial | 3-star target | Fastest route |
|---|---|---|
| Damage Queens or Matriarchs | 3,041 | 2 Deadlines on the exposed core |
| Damage ARC enemies using the Deadline | 2,160 | The same two mines |
| Open ARC Probes | 3,000 | 5 probes searched |
| Damage ARC enemies in the Red Lakes | 3,000 | 2 Vaporizers or Rocketeers |
| Damage ARC using the Hullcracker | 2,160 | 20–30 hits on weak spots |
Running any of these during a major map condition doubles the points you earn, which effectively halves the work. That matters most for the probe Trial, where an Electro Storm floods the map with targets.
The gear list for the full set is short:
- Snap Hook, for mounting a Matriarch
- At least two Deadline mines
- A Hullcracker
- A Wolfpack for finishing large ARC units
- Herbal Bandages and a Shield Recharger
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Add to Google Preferences →Damage Queens or Matriarchs and the Deadline Trial in one fight
These two objectives stack. A Deadline mine detonated directly on a Matriarch’s exposed core pays roughly 2,000 points toward the Deadline Trial and around 2,700 toward the Queen and Matriarch Trial in a single blast. Two mines clear both thresholds outright.

If you cannot find a Matriarch or you do not have a Snap Hook, Deadlines still score well on Bastions, Turbines and Bombardiers. You will need more of them, but the Deadline Trial alone is reachable that way.
Damage ARC using the Hullcracker: aim for the back plate
Every Hullcracker hit is worth between 100 and 250 points, and where you land it decides which end of that range you get. Body shots into thick plating score at the bottom; weak-spot hits score at the top. Expect to need 20 to 30 shots for the 2,160-point threshold, or roughly two dead Bombardiers or Bastions.
Bombardiers are the easiest target because their armor is lighter and their exposed weak spot sits on the back. Circle behind one, empty into that panel, and reload from cover while it repositions. A Bombardier fought this way near the Hotel Panorama Azzurro is worth well over 2,000 points on its own.

Only Hullcracker damage counts here, so finish the fight with it rather than switching to your rifle to save ammo.
Damage ARC enemies in the Red Lakes (Dam Battlegrounds only)
This Trial is locked to the Red Lakes region of Dam Battlegrounds. Damage dealt anywhere else on the map, or on any other map, does not register, so confirm your position before you start shooting.
Large ARC units are the whole Trial. A Vaporizer or a Rocketeer is worth roughly 1,500 points, so two of them covers the 3,000-point target. Shoot a Vaporizer until it raises its shield, then close out the fight with a Wolfpack for the remaining damage.

Smaller ARC in the region still contributes, but the point-per-minute gap is large enough that it is not worth chasing them unless you are a few hundred points short.
Open ARC Probes: five searches for 3 stars
Each ARC Probe you breach and search awards 600 points, putting three stars at five probes. There is no combat requirement and no risk beyond whoever else is circling the same drop.
The credit is tied to you searching the probe, not to you opening it first. If another raider has already cracked one, interacting with it still pays out in full, which makes contested areas far less of a problem than they look.

Time this Trial around Prospecting Probes, which drops three probes close together, or an Electro Storm, which scatters far more of them across the map. Either condition turns five searches into a short loop rather than a map-wide hunt. Probes near a Harvester are worth grabbing on the way past, though the escort activity around one makes that the riskier option.
How to confirm your Trial progress counted
Open the Logbook mid-raid and check the running total next to each Trial. It updates live as a number over the threshold, so a Deadline hit that reads 1907/2160 tells you exactly how much more you need before the next detonation. If a number is not moving, you are on the wrong map, the wrong region, or scoring with the wrong weapon.
Once you extract, the raid’s totals are tallied and compared against your best previous score for each Trial. Reaching a threshold awards the matching reward tier, and the star rating in the Logbook updates to reflect it. Extract early and often rather than pushing for one perfect run.






