Gaming Guide

ARC Raiders: How to Complete the Boarding the Frigate Quest

Ride a Reclaimer disc onto the ARC warship, land 100 damage on three machines, and turn the quest in to Celeste.

Ride a Reclaimer disc onto the ARC warship, land 100 damage on three machines, and turn the quest in to Celeste.

Celeste’s Boarding the Frigate quest takes place aboard the enormous ARC vessel suspended above the battlefield during the Frigate condition. There’s no need to dismantle the ship: reach its upper deck, inflict 100 damage on each of three designated machines, then make it back to the ground alive.

Quick answer: Join a raid where ARC Frigate is active, use a Reclaimer disc to reach the deck, hit a Hydra, Vaporizer, and Rocketeer for 100 damage apiece, survive an extraction, and return to Celeste with the quest.


Find a raid with the ARC Frigate condition

The Frigate appears through a map condition rather than in an ordinary raid. On the map selection screen, check beneath each map name for the ARC Frigate tag. Its appearances don’t follow a set schedule: it has been available on Buried City, Pendola Pass, and Dam Battlegrounds, and the game is configured to include it on The Blue Gate and Spaceport too. If none of the maps have the tag, wait until the condition comes around again.

ARC Frigate
ARC Frigate. Image: Embark Studios

With a difficulty rating of 5 out of 5, this condition also affects the raid below the vessel. Map-wide locked doors are disabled, ground loot is worth less overall, and Raider Hatches are unavailable, leaving standard extraction points as the only exits. Free loadouts are disabled too, so take gear you’re prepared to lose.

The ship descends through the clouds early in the round, about 30 seconds to one minute after you spawn. Check its position on your map and make for it immediately instead of searching the far side.

Frigate Arrival & Tracking Pods00:15Frigate Arrival & Tracking Pods
The Frigate settles over the map and begins dropping pods toward the rooftops. Shown at 00:15 in PazarGamingGuides’s video. Image: Embark Studios

What to bring

Free kits aren’t an option here, so bring a complete setup you can risk losing. ARC are numerous across the deck; plan to deal with one encounter after another.

  • Choose a reliable rifle—such as a Bettina, Rattler, or Renegade—and carry a generous supply of Heavy or Medium Ammo.
  • An armor-breaking weapon for the heavier ARC: the Hullcracker, Jupiter, Rascal, or Anvil.
  • Take two shields to offset the rapid damage from deck fire and incoming ranged attacks.
  • Stacked healing and Shield Rechargers.
  • Bring Wolfpack grenades, along with Barriers to provide protection.
  • A Snap Hook to skip the climb, a Defibrillator for teammates, and a Powered Descender for the trip down.

Frozen Trail boosts explosive damage against ARC armor plates by over 50 percent, but reduces it against fragile parts by 30 percent. That makes the Hullcracker and Jupiter better for armored targets than exposed weak spots. Carry a precise armor-piercing weapon for those openings and reserve some explosive ammo for the objectives. Hullcracker rounds only detonate on ARC, making them ineffective against other Raiders.

The Light Shield costs less and lets you move at full speed. A Medium Shield offers greater charge and damage reduction, with a slight movement penalty. A Photoelectric Cloak can be useful on the slow, exposed ascent to the ship.

ShieldChargeDamage reductionCost (Lance)
Light Shield4040%1,920 Coins
Medium Shield7042.5%6,000 Coins
The Medium Shield also cuts movement speed by 5 percent; the Light Shield has no movement penalty.

Board the Frigate with a Reclaimer disc

You do not climb the ship from the ground. You ride the saucer-shaped ARC Reclaimers that shuttle between the surface and the Frigate’s underside. They are ARC, but they leave you alone, and a forcefield wraps around you for the trip.

Move toward the rear of the Frigate, near its pointed ends, and watch for a Reclaimer descending. Wait for it to land on a rooftop or the street.
Spotting an ARC Reclaimer Pod00:52Spotting an ARC Reclaimer Pod
Cross the rooftops to reach a Reclaimer the moment it touches down. Shown at 00:52 in PazarGamingGuides’s video. Image: Embark Studios
Stand on the disc, then select the Disrupt prompt in its middle. The Reclaimer raises a shield and begins transporting you toward the Frigate.
Boarding via the Reclaimer Pod01:07Boarding via the Reclaimer Pod
Stand on the disc and hit Disrupt at its center to start the ride up. Shown at 01:07 in PazarGamingGuides’s video. Image: Embark Studios
Let the disc carry you to the aft docking bay beneath the Frigate, then select Disrupt again to complete the docking. Step onto the hull; your objective will change to “Find a way on top of the Frigate.”
Entering the Frigate Interior01:13Entering the Frigate Interior
Off the disc and inside the ship's lower corridor, ready to head for the deck. Shown at 01:13 in PazarGamingGuides’s video. Image: Embark Studios

As you ascend, the cannon mounted beneath the Frigate tracks you, while the platform leaves you slow and vulnerable. Keep clear of the blue targeting lasers, secure the area before boarding, and don’t ride up alone if another squad may be watching the boarding point.


Reach the top deck

Take the rear tunnel out of the docking bay to get onto the lower exterior wing. Containers along the route are available to loot, but continue toward the exposed upper surface.

Most squads use the central lift marked Move Up. Its controls need to be activated together, which generally takes three Raiders; a Snap Hook can bypass the lift. When solo, travel around the wing’s outside edge toward the front engines. Climb the rings and pipes, then take the angled engine tunnel upward to reach the deck. Avoid the thermal vents at the top, which send flames across the surface.

Exiting to the Outer Hull01:34Exiting to the Outer Hull
Out on the Frigate's exterior hull, where the three target machines appear. Shown at 01:34 in PazarGamingGuides’s video. Image: Embark Studios

Deal 100 damage to the Hydra, Vaporizer, and Rocketeer

Destroying the machines isn’t required. Dealing damage advances each objective, and just 100 damage to each target will do. All three may be present on the deck together, letting you work through them quickly as you move from cover to cover.

Reviewing Quest Requirements01:23Reviewing Quest Requirements
The quest tracker lists 100 damage on a Hydra, a Vaporizer, and a Rocketeer. Shown at 01:23 in PazarGamingGuides’s video. Image: Embark Studios

Each machine has far more health than you need to chip away, so aim for the quickest part to tag and move on. The figures below come from the shipped game data.

MachineDamage neededPart to hit (HP)Its attack
Hydra100Gatling gun (280)—
Vaporizer100Body (1,500)Laser
Rocketeer100Body (1,100)Missile (90)

Hydra

The Hydra is a three-level turret built into the deck, usually located on the center platform; it is often destroyed during the ship’s propulsion phase. Its two weapon sections can target different players, so use separate pieces of cover. The gatling section has only 280 health, so its counter fills quickly once you shoot.

Hydra
Hydra. Image: Embark Studios

Send a few shots its way, then duck into cover. If additional ARC converge on you, toss a Noisemaker away from your position to draw them off and give yourself a clear shot at the Hydra.

Vaporizer

Vaporizers charge in amid flames and fire a laser. Damage one before its flames intensify. It has 1,500 health in its body, but the objective requires only 100 damage, so a brief burst is sufficient.

Vaporizer
Vaporizer. Image: Embark Studios

Rocketeer

Rocketeers generally appear after the deck suffers significant damage, so take out the Hydra and Vaporizer before they arrive. Their missiles deal 90 damage at range; peek out, inflict the required 100 damage, then retreat. Place a Barrier inside the tunnel entrance to create a protected spot for firing.

Rocketeer
Rocketeer. Image: Embark Studios

Each objective fills a counter as you land hits, and the Hydra line reads 100/100 when it is done. Once all three counters and “Find a way on top of the Frigate” are complete, the quest progress is locked in on your end. You still have to survive and extract to keep it.


Get back down and extract

Leaving can be the harder leg, since Raider Hatches are disabled during this condition. Retrace your route through the engine tunnel to the lower wing, then head back to the rear docking bay. A Grappling Hook or Snap Hook speeds up the climb, while a Powered Descender gives you a direct exit if the return route closes off behind you.

Store screen with a large Triumph outfit banner showing a masked gladiator-style raider holding a pistol, with a 3D preview on the right.
The Commanders section of the STORE shows THE TRIUMPH SET, an ARC Raiders character outfit, priced at 1,600 down from 2400.

Get onto a Reclaimer disc as it arrives without activating Disrupt; it will take you down to the rooftops. On landing, run out of the blue targeting beams that show where the cannon is about to fire, then use a standard extraction. After exiting the raid, locate Celeste in the hideout and turn in the quest.


Boarding the Frigate rewards

Handing the quest to Celeste pays out the following.

Quest complete panel with 1,000 XP, a rifle and an ammo pack of 80 as rewards, beside a headphoned guard at monitors.
The PICKING UP THE PIECES quest is shown as COMPLETE with 1,000 XP, a tier III rifle and an ammo stack of 80 as rewards, and Shani’s closing line below.
  • 10,000 XP
  • A Legendary Snap Hook with a 20m range, valued at 14,000 Coins
  • A Wolfpack
  • A Rascal I
  • Three Launcher Ammo

Launcher Ammo is a Rare anti-ARC round, fired primarily by the Hullcracker. It sells for 250 Coins, while Tian Wen stocks it for 4,500 Coins; keep the three you earn if you intend to take the Hullcracker on your next trip up.

Completing Boarding the Frigate unlocks its follow-up, Disrupting the Frigate. That mission has you destroy the ship’s power cores, reach the cargo, and eliminate three Hydras. The quest you’ve finished is the entry point to this longer sabotage sequence.