This Arc Raiders Trials rotation rewards restraint more than raw DPS. From August 31 through September 6, 2026, the checklist sends you through Old Town containers, weapon crates, close-range ARC damage, Pops, and fireworks against flying ARC. Before loading a raid, check your ARC Raiders Items and decide which objective fits your loadout, because trying to force all five usually turns a good extraction into an expensive mess.
The Five Objectives, With the Real Difficulty
Old Town containers and weapon crates are the dependable points. Pops are also fairly repeatable, especially around Stella Montis, while melee damage asks you to understand attack timing instead of simply stacking stronger gear. Fireworks against airborne ARC is the awkward outlier: the item changes how you approach the target, and a bad throw can expose your position without giving useful progress.
Build Runs Around Risk, Not a Perfect Checklist
The scoring system favors a clean exit. Progress earned during a raid counts after extraction, and the best score for each Trial is kept during the weekly rotation. That means you can split the grind into focused attempts rather than gambling a full inventory on one overstuffed run. Trials unlock at Raider Level 15, with 1,000, 2,000, and 3,000-point reward thresholds tied to Uncommon, Rare, and Epic items or blueprints.
Use Old Town for containers, then check weapon crates along the same route.
Attempt melee damage only against small or readable ARC targets with an escape lane.
Run Stella Montis when Pops are the priority, but leave if rival pressure rises.
Save fireworks for a dedicated attempt near controlled sightlines and cover.
Extract after a strong score instead of chasing one more interaction.
What to Bring Into Each Attempt
For Old Town, favor a compact inventory plan and enough ammunition to handle a surprise encounter rather than packing for a long expedition. Weapon-crate runs work best with spare carrying capacity, since a full bag can make an otherwise safe route feel like a trap. Melee attempts need a weapon you can recover from quickly, healing supplies, and a route that doesn't funnel you into a second ARC group.
Trial
Objective Best approach Main mistake
Old Town containers Clear connected buildings Searching every room
Weapon crates Loot them along your route Chasing one distant crate
Melee ARC damage Strike during recovery windows Trading hits with heavy ARC
Destroy Pops Repeat a safe circuit Staying after pressure builds
Fireworks on flying ARC Wait for a predictable flight path Throwing from open ground
The Fireworks Problem
Fireworks deserve their own plan because the objective tests positioning more than aim. Spaceport can provide useful sightlines, but open ground is still a poor place to experiment. Watch the airborne ARC first, wait until its movement commits to a readable path, then throw and retreat behind cover. From what I've seen, players lose more time by rushing a second attempt than by waiting several seconds for a clean opening.
My Recommended Weekly Order
Start with a low-pressure Old Town run and combine containers with any weapon crates that sit naturally on the route. Use a separate Stella Montis raid for Pops and cautious melee progress, then reserve the fireworks objective for its own loadout and extraction plan. The Peace emote, Vulcano IV shotgun, and Shotgun Silencer Blueprint are among the associated rewards, while Season 5 Trials continue through September 30, 2026. Consistent placements matter more than one flashy score, so protect completed progress and spend your ARC Items for sale budget on attempts that match the objective instead of replacing gear after every risky experiment. |