How to Kill Turbine Fast in ARC Raiders after Update 2.2.0
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Author: Hetrurkl Jason
Published: Oct 24, 2026
Regardless of how ARC Raiders develops through updates, ARC Turbine has firmly established itself as a high-value, unavoidable target in many matches.
Previously, encountering a Turbine was largely a matter of luck; it only had a chance to spawn in certain sessions, forcing players to repeatedly enter the map just to get a shot at it.
With the arrival of ARC Raiders Update 2.2.0, the spawn rate for Turbines has been significantly increased.
In maps like Buried City, Riven Tides, Blue Gate, and Spaceport - where Turbine previously only had a chance to appear - it now shows up in the vast majority, if not all, of your matches.
In other words, Turbine has shifted from an occasional encounter to a target that warrants proactive planning before you even engage.
If you want to consistently take down a Turbine and secure its most prized loot - Turbine Compressor - you'll need to be strategic about your engagement range and the specific ARC Raiders items you bring into the fight.
What makes Turbine a threat?
The primary danger posed by Turbine is its Cluster Lightning Missiles. Once deployed and triggered, these create hazardous zones of electricity.
If you remain stationary and continue firing at close range, you're highly likely to step on a mine - leading to an instant, fatal outcome.
Therefore, your tactical focus in ARC Raiders should be clear: either use a Barricade Kit to completely block off the minefield and break Turbine's line of sight, or maintain enough distance to stay out of the lightning's reach.

Close-Quarters Demolition
When ARC Turbine is provoked and begins its assault, activate your Photoelectric Cloak to close the distance. Once inside the minefield, stay in a crouched position - crouching prevents the mines from detonating.
Don't hesitate; identify a relatively flat patch of ground near Turbine and immediately deploy your Barricade Kit to create an enclosed, four-sided space around yourself.
Once the enclosure is set, you can jump, roll, sprint, or strafe freely - actions that would otherwise trigger the surrounding mines.
Within your barricade, these chain-reaction explosions won't harm you, nor will they allow the Turbine to lock onto your position.
Next, remove one of the barriers - specifically one not facing Turbine - and observe the enemy's charging state.
When a blue light ignites at its center and the unit begins to spin rapidly, it will soon slow down and deliver a heavy impact to the ground; this is the moment you've been waiting for.
The unit will pause briefly (for up to about 15 seconds). Seize this opportunity to sprint forward, jump, and attach the two Deadline explosives you brought with you onto the base of the rotating, yellow, cylindrical core at the center of Turbine.
Try to position the two Deadlines on opposite sides of the rotating cylinder.
If both Deadlines are placed correctly, Turbine will explode and disintegrate shortly after it takes off.
Once you have mastered this procedure in ARC Raiders, the time from placing the first Deadline to successfully destroying Turbine can be reduced to approximately 17 seconds.
However, be aware that if both Deadlines are attached to the same side of the cylinder base, Turbine may not disintegrate, requiring a third Deadline to finish the job.
If Turbine survives and manages to take flight, immediately retreat back into your deployed Barricade Kit and replace the fourth wall to restore the enclosed space; this will keep you safe from the lightning strikes.
You can retrieve your Barricade Kit and most of your other gear; the only resources consumed are Deadlines.

Ranged Combat
If you prefer to avoid close-quarters combat, you can use a Jupiter or Amplified Jupiter to attack the aforementioned critical cylindrical structure of Turbine from a distance.
What is the ideal range - safe yet efficient? Staying beyond 150 meters keeps you out of reach of the lightning, while remaining within 170 meters ensures that Jupiter's damage does not fall off.
Once you are within this range, wait for Turbine to land and stabilize, then aim for those yellow cylinders and fire without hesitation.
By patiently maintaining a distance of 150 to 170 meters and consistently landing shots on Turbine's weak points, you can take it down with approximately 36 rounds.
Of course, if you prefer close-quarters combat, you could use Hullcracker, or employ a Snap Hook to reach the top of Turbine and attack it from there.
But the question is: Are you prepared to take the risk of being instantly wiped out by either of these approaches?
All things considered, we recommend a more controlled, long-range strategy for taking down Turbine.

Hybrid Strategy
Some clever players have come up with a way to combine Deadline and Jupiter strategies to ensure Turbine is destroyed quickly.
Essentially, you carry a few Deadline charges, along with a Jupiter as a backup; if Turbine doesn't explode and fall apart from Deadline hits, you can simply follow up with a few shots from Jupiter.
Two Deadline charges are usually enough to leave Turbine on the brink of destruction, allowing you to finish it off in no time - all that remains is to figure out how best to utilize ARC Raiders Turbine Compressor.
With these strategies - and the improvements brought by ARC Raiders Update 2.2.0 - Turbine will no longer be a problem for you!
Hetrurkl Jason (View My Posts)
Hey there! I'm a gaming enthusiast and writer at IGGM passionate about MMORPGs, competitive sports, and strategy games. I explore game mechanics, class builds, progression systems, and major updates to help players get more out of every adventure.
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ARC Raiders Player Count Drops as MW4 DMZ Launches: Is PvE the Reason?
ARC Raiders has experienced a sharp decline in its Steam daily peak player count, and the timing has sparked a debate across the extraction shooter community. Did players leave because developer ended its temporary PvE matchmaking test, or did Call of Duty: Modern Warfare 4 DMZ arrive at exactly the right moment to steal their attention?
The controversy intensified after a social media post claimed that ARC Raiders had dropped from approximately 159,000 peak concurrent players on Sunday, October 18, to just 69,000 by Thursday, October 22.
However, the available Steam historical figures tell a somewhat different story. ARC Raiders recorded approximately 159,445 peak concurrent players on October 18 and 85,438 on October 22, representing a decline of roughly 46.4%. The daily peak then recovered slightly to 90,644 on October 23.
Two major events overlapped with this decline: ARC Raiders concluded its weeklong PvE experiment on October 20, while Modern Warfare 4 DMZ entered Early Access that same day.
Both developments may have influenced player activity, but neither has been proven to be the primary cause.
The situation is particularly interesting because ARC Raiders had recently experienced renewed activity surrounding its Frozen Trail update and PvE testing period. Understanding what happened requires looking beyond a few days of Steam statistics.

How Much Did ARC Raiders' Steam Player Count Actually Drop?
The most useful starting point is the game's recent Steam activity rather than the viral claim alone.
Historical Steam tracking data shows that ARC Raiders' daily peak declined significantly between October 18 and October 22, although it did not fall as far as the social media post suggested.
ARC Raiders Steam daily peak concurrent players, October 18–23, 2026
Date Daily Peak Daily Change Oct. 18 (Sunday) 159,445 — Oct. 19 (Monday) 125,761 -21.1% Oct. 20 (Tuesday) 99,727 -20.7% Oct. 21 (Wednesday) 86,649 -13.1% Oct. 22 (Thursday) 85,438 -1.4% Oct. 23 (Friday) 90,644 +6.1% Historical figures from Steam player tracking. Minor differences may occur between tracking services because of sampling intervals and reporting methods.
The numbers reveal something the original social media discussion overlooked: ARC Raiders was already losing daily peak concurrency before MW4 DMZ entered Early Access on October 20.
The decline began between Sunday and Monday, when the game's peak dropped by more than 33,000 players. Another substantial decline followed on Tuesday.
By Thursday, the daily peak was approximately 74,000 players below Sunday's level, not 90,000. Friday then brought a modest recovery.
This timeline weakens the argument that MW4 DMZ alone caused the decline.
It also raises another question: Was ARC Raiders returning to a more typical activity level after an unusually busy period?
Why Does Frozen Trail Update Matter?
The player-count debate becomes more interesting when looking at what happened earlier in October.
On October 8, studios released Frozen Trail, a major ARC Raiders update accompanied by a free-play period running from October 8 through October 12.
The update and promotional period gave both existing players and newcomers reasons to return or try the game.
The impact was visible in Steam activity.
On October 7, before the update, ARC Raiders recorded approximately 43,993 peak concurrent players. On October 8, that figure jumped to roughly 130,755.
The game subsequently reached approximately 185,443 concurrent players on October 11.
That means ARC Raiders had experienced a substantial surge in activity before PvE test concluded or MW4 DMZ arrived.
This is a crucial detail because October 18 peak of 159,445 was still far above the levels recorded before Frozen Trail.
The later decline may therefore reflect several overlapping developments: the end of a free-play promotion, players completing new content, the conclusion of PvE test, ordinary weekday activity patterns, and the arrival of another extraction shooter.
Notably, the free-play period ended on October 12, while PvE matchmaking experiment continued until October 20. The two events should not be treated as a single promotion.
A temporary surge followed by declining concurrency is not unusual for a live-service game, particularly after a substantial update or promotional event.
However, the available figures do not reveal how much of the decline came from each factor.
The more useful question is whether ARC Raiders can retain the additional audience it attracted during Frozen Trail, rather than whether every player who participated in the October surge remained active afterward.
Did Ending ARC Raiders PvE Test Cause Players to Leave?
ARC Raiders PvE matchmaking test ran from October 13 through October 20, giving players a temporary alternative to the game's standard PvPvE experience.
Instead of entering raids where other players could attack them, participants could select dedicated PvE matchmaking and focus on fighting ARC machines, collecting resources, and surviving environmental threats.
The experiment introduced several important changes:
- Player-to-player damage was disabled.
- Stun and fire throwables could not affect other Raiders.
- Overall loot value was reduced compared with standard PvPvE sessions.
- Different squad sizes could encounter one another without the usual squad-separation priority.
- Major map conditions, including Night Raid, Locked Gate, Hidden Bunker, Frigate, and Redirection, were excluded.
These restrictions made the test different from simply removing PvP while leaving every other system unchanged.
Embark had to consider how reduced combat risk might affect equipment acquisition, resource gathering, and the overall extraction experience.

More Than 30 Million PvE Rounds Showed Significant Participation
On October 20, Embark confirmed that players had completed more than 30 million PvE rounds during the weeklong experiment.
That is a substantial volume of gameplay data for the studio to analyze.
However, it does not establish that 30 million different players participated, nor does it reveal what percentage of the player base preferred PvE.
Embark acknowledged that the experiment had generated polarized reactions and said it would examine both gameplay statistics and player feedback before determining its next steps.
The studio also began distributing a survey to a representative sample of players on October 22, with additional information expected in November.
The key issue is whether PvE attracted a distinct audience that would otherwise avoid ARC Raiders' standard extraction format.
For players who prefer cooperative exploration, PvE removes the possibility of being killed directly by another Raider. That can make resource gathering and encounters with ARC machines feel less confrontational.
However, it also changes the tension that defines traditional extraction gameplay.
Players who enjoy negotiating with strangers, anticipating ambushes, or deciding whether another squad can be trusted may find standard PvPvE more engaging.
Neither preference is inherently more valid.
Embark's challenge is determining whether the two experiences can coexist without weakening the game's core identity or creating significant progression imbalances.
Why PvE Test's Ending Cannot Explain Everything?
The timing matters.
ARC Raiders' daily peak had already fallen from 159,445 on October 18 to 125,761 on October 19, while PvE test was still running.
That decline occurred before the scheduled conclusion of the experiment.
Although players may have anticipated the test ending, the numbers do not support treating the removal of the toggle as the sole explanation.
The data also cannot distinguish players who stopped playing because PvE ended from those who simply reduced their activity after Frozen Trail.
What can be established is that PvE experiment attracted considerable participation and gave Embark an important opportunity to evaluate a different approach to extraction gameplay.
Whether that experiment translates into a permanent mode remains undecided.
Did MW4 DMZ Early Access Steal ARC Raiders Players?
Modern Warfare 4 DMZ entered Early Access on October 20, the same day ARC Raiders concluded its PvE test.
Players who preordered or prepurchased a qualifying digital edition of Call of Duty: Modern Warfare 4 could access DMZ ahead of the full game's October 23 launch.
The timing created direct competition for extraction shooter players.
Modern Warfare 4 DMZ introduces a military-focused extraction experience set in Hajin Exclusion Zone, where players can deploy alone or in squads, complete objectives, confront hostile forces and rival Operators, collect valuable equipment, and attempt to extract successfully.
For players who already enjoy Call of Duty's combat systems, the new DMZ offers a familiar foundation combined with extraction mechanics.
That makes it reasonable to consider whether some ARC Raiders players temporarily shifted their attention to the new release.
But there is a difference between a plausible explanation and a demonstrated cause.
The available Steam figures do not identify which ARC Raiders players also launched MW4 DMZ, how much time they spent in either game, or whether they intend to return.
Moreover, the decline in ARC Raiders' daily peak began before DMZ Early Access.
MW4 DMZ may have contributed to competition for players' time, but the evidence does not establish that it caused the reported player drop.
Why MW4 DMZ Could Still Be a Serious Competitor
The potential competitive pressure extends beyond launch-week curiosity.
Modern Warfare 4 DMZ emphasizes structured operations, including Story Missions, Dynamic Operations, Side Ops, and high-value target hunts.
It also features a Forward Operating Base, or FOB, where players can manage equipment and prepare for future deployments.
FOB includes inventory storage through Stash, weapon purchasing, and a 3D Printer crafting station.
Persistent equipment and Operator progression add reasons to continue playing beyond a single successful extraction.
These features could appeal to players who prefer clearly defined objectives and long-term progression systems.
However, whether they translate into stronger player retention will depend on how the mode performs beyond its initial release period.
A major franchise can attract attention quickly. Sustaining that attention is a different challenge.

ARC Raiders vs MW4 DMZ: Which Extraction Shooter Offers More?
Although both games belong to the extraction shooter genre, they offer distinct gameplay experiences.
Feature ARC Raiders MW4 DMZ Setting Post-apocalyptic science fiction Modern military conflict Perspective Third-person First-person Primary threats ARC machines and other Raiders Hostile factions and rival Operators Extraction gameplay Exploration, scavenging, survival Missions, tactical combat, extraction PvE option Temporary test ended October 20 PvPvE-focused extraction mode Progression Crafting, equipment preparation, resource gathering Missions, Operator development, equipment management Key appeal Environmental danger and unpredictable encounters Familiar military gunplay and structured operations What Makes ARC Raiders Different?
ARC Raiders builds much of its identity around the danger posed by powerful mechanical enemies.
Players must navigate hazardous environments, manage ammunition and equipment, and decide whether encounters with other Raiders are worth the risk.
Its third-person perspective, science-fiction atmosphere, and emphasis on scavenging create a different rhythm from Call of Duty.
The game's PvPvE structure also makes human encounters unpredictable. A nearby player may become an ally, ignore you entirely, or attempt to take your equipment.
That uncertainty is a central part of the experience.
For players who enjoy emergent interactions and environmental survival, ARC Raiders offers something that a military-focused extraction shooter cannot simply duplicate.
What Makes MW4 DMZ Different?
Modern Warfare 4 DMZ places greater emphasis on military operations and mission-based progression.
Players enter Hajin to complete objectives, recover resources, and secure equipment for future deployments.
Forward Operating Base provides a persistent preparation system, while Operator progression offers additional long-term goals.
This structure may appeal to players who want their extraction sessions organized around specific missions rather than primarily around exploration and scavenging.
The distinction is important because the two games are not necessarily competing for identical preferences.
Some players may enjoy both, switching between them depending on whether they want science-fiction survival or military combat.
The existence of a strong competitor does not automatically mean one game must replace the other.
How Could PvE and DMZ Competition Affect Items, Loot, and Progression?
Loot is one of the most important systems connecting ARC Raiders and MW4 DMZ.
Both games depend on giving players meaningful reasons to enter dangerous environments, collect valuable resources, and attempt successful extractions.
However, the way each game manages risk can influence how players approach equipment progression.
ARC Raiders Items and the Risk of PvE Farming
In ARC Raiders, weapons, crafting materials, equipment, and other resources support preparation for future raids.
The temporary PvE mode reduced overall loot value compared with standard PvPvE matchmaking.
That restriction was important because eliminating direct player damage also reduced one of the major risks associated with extracting valuable equipment.
If PvE offered identical rewards with substantially less danger from other players, it could change how players choose to gather resources.
Players focused on collecting ARC Raiders items might naturally prefer the lower-risk environment, particularly when farming crafting materials or preparing replacement equipment.
This creates a balancing challenge for Embark.
A future permanent PvE option would need reward rules that make cooperative extraction worthwhile without making standard PvPvE progression feel unnecessarily punishing.
The October test provides information that could help the developer evaluate those trade-offs.
COD MW4 DMZ Items and Persistent Equipment Progression
Modern Warfare 4 DMZ also makes equipment management a central part of its extraction loop.
Players collect weapons, backpacks, resources, and other useful supplies during operations, then attempt to extract with their gear intact.
The FOB's Stash and crafting facilities support preparation for subsequent deployments.
This gives MW4 DMZ items practical value beyond individual firefights, since successful extractions can contribute to future mission readiness.
For players comparing the two games, the important distinction is how equipment progression interacts with combat risk.
ARC Raiders emphasizes scavenging in a hostile science-fiction environment, while MW4 DMZ connects loot collection with military objectives and Operator preparation.
Neither approach has been established as having a superior item economy.
The more relevant question is which system makes successful extraction feel rewarding enough to justify another deployment.
Will ARC Raiders Bring Back PvE Mode?
As of October 24, 2026, studios has not confirmed that dedicated PvE matchmaking will become permanent.
The October 13–20 test has ended, and the game has returned to its standard PvPvE matchmaking structure.
Embark is reviewing the more than 30 million PvE rounds recorded during the experiment, alongside player feedback and survey responses.
The studio expects to provide further information in November.
That follow-up could become an important development for the game because it may clarify whether Embark intends to support players who prefer cooperative extraction without direct PvP combat.
Until then, players should not assume that ARC Raiders PvE toggle will return unchanged or that the test's participation numbers guarantee a permanent mode.
Is ARC Raiders Really Losing Players to MW4 DMZ?
ARC Raiders experienced a significant decline in its Steam daily peak player count between October 18 and October 22, but the available evidence does not establish that Modern Warfare 4 DMZ caused it.
The timing is certainly notable.
ARC Raiders ended its PvE matchmaking experiment on October 20, while MW4 DMZ entered Early Access that same day.
However, the broader October timeline shows that ARC Raiders had already experienced a major activity surge following Frozen Trail and its free-play period.
The game's daily peak also began declining before DMZ launched, and it recovered slightly on October 23.
These details suggest a more complicated situation than a straightforward story of one extraction shooter stealing another's audience.
For Embark, the immediate challenge is understanding whether the PvE experiment attracted players who are unlikely to remain engaged with standard PvPvE matchmaking.
For Modern Warfare 4 DMZ, the challenge is converting launch-week interest into sustained activity through missions, progression, and future content.
Both games have distinct strengths, and their competition may ultimately benefit players by encouraging continued improvements.
For now, ARC Raiders has experienced a measurable decline from its October peak, but there is no verified evidence that MW4 DMZ is responsible for that decline.
The next meaningful indicators will be ARC Raiders' longer-term player trends, Embark's November PvE follow-up, and whether MW4 DMZ maintains its initial momentum.
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Is ARC Raiders PvE Coming Back? 30 Million Rounds Explained
ARC Raiders’ limited-time PvE matchmaking test has ended, but the debate over a permanent PvE mode is far from over. Embark Studios confirmed on October 20, 2026, that players completed more than 30 million PvE rounds during the experiment. The studio says it needs time to analyze gameplay data and community feedback, with further information expected in November.
For players wondering whether ARC Raiders PvE is coming back, the answer is not yet confirmed. The temporary matchmaking option has been removed, and Embark has not announced a permanent PvE mode or a return date.
The test has nevertheless raised an important question for the extraction shooter: can ARC Raiders support players who enjoy exploration, looting, and cooperative missions without losing the tension that makes its PvPvE encounters exciting?

ARC Raiders PvE Status: Is the Mode Still Available?
No. The limited-time PvE matchmaking toggle ran from October 13 to October 20, 2026. The test allowed players to choose between the standard player-versus-player-versus-environment experience and a PvE-focused alternative.
With the test over, matchmaking has returned to its normal PvPvE format. Players cannot currently select the experimental PvE option through the removed toggle.
Embark has confirmed that it expects to share further information in November. That is a planned communication window, not a confirmed release date for a permanent mode.
The distinction matters. The studio has demonstrated that it is willing to test a separate PvE experience, but it has not promised to make that experience a permanent feature.
For players who enjoyed the quieter sessions, the next meaningful milestone is Embark’s analysis of the test—not an assumed launch date.
Why Embark Tested PvE for “Dad Gamers” and Casual Players
ARC Raiders was built around extraction gameplay, where players enter a dangerous environment, gather valuable ARC Raiders items, complete objectives, and attempt to escape with their loot. The threat comes from both hostile ARC machines and other human players.
That combination creates tension, but it also creates friction for players who want a more predictable cooperative experience.
A player might enter a raid to finish a quest, collect crafting materials, explore an unfamiliar area, or make progress during a short gaming session. An unexpected player encounter can interrupt that plan, especially when losing a fight means losing valuable equipment.
This is where the “Dad Gamers” discussion comes in. The phrase describes a recognizable audience of players who may have limited gaming time and prefer to make steady progress without constantly preparing for hostile encounters. It is a useful shorthand for a playstyle, not a formal category that represents every older player or parent.
A PvE option could give these players more control over the kind of session they want. Someone could focus on scavenging and quests in a cooperative environment, then return to standard PvPvE when they want the additional risk.
Embark’s September announcement explained that the original concept for ARC Raiders had been a cooperative PvE looting game before the project evolved into the PvPvE extraction adventure released today.
That history makes the experiment particularly interesting. The studio is not simply adding a completely unrelated mode; it is revisiting an aspect of the game's earlier design while trying to preserve the identity of the current release.
What Happened During the ARC Raiders PvE Test?
The experimental mode changed several rules to reduce direct conflict between players.
Player-versus-player damage was disabled
PvE sessions had zero player-to-player damage. Throwables, including stun and fire items, could not be used to damage other players. Other physical interactions, such as barricades and ziplines, remained unaffected.
This made it possible to concentrate on cooperative exploration without the usual risk of being attacked by another Raider.
However, the mode was not designed to remove every danger from the world.
ARC enemies remained dangerous
Hostile ARC machines continued to threaten players. Embark also warned that ARC enemies could reacquire downed players after an eight-second grace period if those players moved.
That distinction is central to understanding the experiment: PvE removed direct player combat, not the game's environmental and AI-driven challenges.
Loot values were reduced
Embark lowered overall loot value in PvE sessions to account for the relative safety of collecting items without hostile players.
This was an important economic safeguard. If players could consistently gather valuable loot with substantially less risk, the balance between the two matchmaking experiences could change.
The studio also said different squad sizes would encounter one another more often, rather than prioritizing separation. Certain major map conditions—including Night Raid, Locked Gate, Hidden Bunker, Frigate, and Redirection—were excluded from the test.
These restrictions show that the experimental mode was a controlled alternative, not simply the standard game with enemy players switched off.
What Do More Than 30 Million PvE Rounds Tell Us?
The headline figure is substantial: Embark reported more than 30 million PvE rounds played over the testing period.
It confirms that the experiment generated a large volume of gameplay data for the developers to study. It also gives the studio an opportunity to compare the PvE experience with standard PvPvE sessions and review player feedback.
However, the number needs to be interpreted carefully.
Thirty million rounds does not mean 30 million individual players. A single player can participate in multiple rounds, so the figure measures gameplay sessions rather than unique users.
It also does not establish that every participant wants permanent PvE, that PvE is more popular than PvPvE, or that the experimental rules would work unchanged in the long term.
Embark itself described the test as polarizing in its October 20 update. The studio said it needed time to analyze the data and collect players’ thoughts before deciding how to proceed.
The most useful conclusions will depend on more than participation volume. Developers will need to understand how players behaved, whether the different matchmaking options affected each other, and whether the resulting experiences support the long-term health of the game.
In other words, the 30 million rounds are evidence of a large experiment—not a final verdict on the future of ARC Raiders.
Why Do Some Players Say ARC Raiders Feels Worse Without PvE?
The disagreement over PvE is really a disagreement about what makes an extraction shooter enjoyable.
For players who favor cooperative exploration, the appeal is straightforward. They can focus on objectives, search for resources, learn maps, and coordinate with teammates without constantly anticipating an attack from another player.
That does not necessarily mean they want an easy game. ARC machines, limited resources, extraction decisions, and the consequences of getting downed can still create meaningful pressure.
For players who prefer the traditional PvPvE format, however, uncertainty is part of the attraction.
An encounter with another Raider can change an entire raid. A seemingly peaceful interaction might become a fight, while an unexpected alliance can turn a dangerous situation into a successful extraction. The possibility of conflict gives equipment, positioning, sound cues, and decisions about when to leave additional weight.
Removing hostile player encounters changes those decisions.
If a player no longer needs to watch for other Raiders, certain routes may feel safer, loot collection may become more predictable, and encounters with ARC machines may carry a different emotional weight.
This helps explain why some players may enjoy PvE while others feel it removes an essential part of the experience. Neither reaction proves that one audience is right. They reflect different expectations of what an extraction shooter should deliver.
The more difficult question for Embark is whether these audiences can coexist without undermining the core experience.
Could a Permanent PvE Mode Change the ARC Raiders Loot Economy?
Potentially, yes. This is one of the most important design challenges behind a permanent PvE option.
In extraction games, risk and reward are closely connected. Valuable loot is meaningful partly because acquiring it can expose a player to danger, and successfully extracting with that loot represents progress earned under pressure.
If a safer matchmaking option offers the same economic rewards with fewer threats, players may have a strong incentive to favor it. Over time, that could affect the value of different activities and the way players approach progression.
Embark’s test addressed this concern by reducing overall loot value in PvE sessions. Its September explanation also discussed the broader economy and the possibility that PvE matchmaking could affect the quality of standard PvPvE sessions.
A permanent implementation would require careful decisions about loot values, progression, matchmaking populations, queue times, and how the two experiences interact.
The studio could retain separate reward rules, revise the balance of PvE activities, or redesign parts of the system. These are possible approaches, not confirmed plans.
The key challenge is to make PvE worthwhile without making the higher-risk PvPvE experience feel like an inferior way to progress.
ARC Raiders Items: What About Assorted Seeds?
Assorted Seeds is an item-related search term that fits the broader interest in scavenging, resource collection, and inventory management in ARC Raiders.
For players who focus on gathering materials, understanding an item's role in the game's economy is useful. But item information should be separated from speculation about the PvE test.
Embark's published test rules confirmed that overall loot value was reduced in PvE sessions. They did not establish that Assorted Seeds received a specific change to its value, drop rate, or availability.
Players should therefore avoid assuming that the experimental mode changed the item's underlying properties.
For an item-specific decision—whether to keep, recycle, trade, or prioritize an item—consult current in-game information and a reliable, up-to-date item reference. Those details can change independently of matchmaking experiments.
The broader lesson is that a safer scavenging environment can change how players perceive risk and rewards, even when there is no confirmed change to an individual item's statistics.
When Will ARC Raiders PvE Return?
Embark expects to provide further information in November 2026, following its analysis of gameplay data and player feedback.
As of October 24, the studio has not confirmed that a permanent PvE mode will be released. It has also not announced a specific date when the experimental toggle will return.
There are several possible outcomes. Embark could decide to develop a permanent option, revise the concept and test it again, or conclude that a dedicated PvE toggle does not support the game's long-term goals.
The studio has explicitly cautioned that the test was not a promise of a future PvE mode. Any eventual version could also differ substantially from the October experiment.
For players hoping to see the feature return, November's update should provide a clearer indication of what the developers learned and whether they intend to pursue another iteration.
Until then, claims that PvE is definitely returning—or that it has been permanently cancelled—go beyond what the studio has confirmed.
Frequently Asked Questions
Is ARC Raiders PvE mode gone?
The limited-time PvE matchmaking test ended on October 20, 2026. The experimental toggle is no longer available, and standard PvPvE matchmaking has resumed.
Will ARC Raiders get a permanent PvE mode?
It remains undecided. Embark has said the test will inform its future plans, but the studio has not promised a permanent PvE mode.
When will Embark announce the future of ARC Raiders PvE?
The developer expects to share further information in November 2026. This is an expected update window, not a confirmed date for a mode release.
How many rounds were played during the PvE test?
Embark reported more than 30 million PvE rounds during the October 13–20 testing period. This figure represents rounds played, not unique players.
Was PvE easier than standard PvPvE?
PvE removed direct player-to-player damage, making hostile encounters with other Raiders less of a concern. However, ARC enemies remained dangerous, and loot values were reduced to account for the relative safety of the mode.
Whether the experience felt easier overall depended on a player's priorities and playstyle.
Will a permanent PvE mode affect loot and progression?
It could. A safer way to collect loot may change the relationship between risk and reward. Embark reduced overall loot value during the test, but it has not announced the economic rules for any future mode.
Did the PvE test change Assorted Seeds?
The official test rules do not establish a specific change to Assorted Seeds' value or drop rate. Players should check current item information rather than assume that the experiment changed its properties.
The Bigger Question: Can ARC Raiders Support Two Different Playstyles?
The October PvE experiment has given Embark a substantial amount of information to evaluate, but the number of rounds played is only one part of the story.
The real challenge is balancing two different reasons people play ARC Raiders. Some players want the uncertainty of human opponents, the possibility of betrayal, and the high stakes of extracting with valuable gear. Others want the freedom to explore, complete objectives, and cooperate without another player turning every encounter into a potential fight.
A well-designed PvE option could broaden the game's appeal. A poorly balanced one could weaken the tension, economy, or matchmaking experience that existing players value.
The answer will depend on the data, the quality of player feedback, and the design choices Embark makes next.
For now, the confirmed facts are straightforward: the limited-time test has ended, more than 30 million PvE rounds were played, and the studio expects to share further information in November.
ARC Raiders PvE is not confirmed to be returning—but the discussion about its future is still open.
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ARC Raiders PvE Test Ends & Store Update 2.2.0 Launches: 30 Million Matches Played, November News Ahead
After the limited-time PvE test for ARC Raiders ended, the most pressing question for players shifted from the test experience to whether this mode would be implemented. The studio released an initial statement confirming that more time is needed to analyze player feedback and game data, and plans to provide further information in November.
Meanwhile, Store Update 2.2.0 has also been released, adjusting the enemy spawn mechanism and combat performance in ARC. These changes are also worth noting for players still engaging in regular raids.
The follow-up arrangements for PvE test and the actual changes in Store Update 2.2.0 will jointly influence the future gameplay experience of ARC Raiders.
PvE Test Ends: Over 30 Million Matches

The limited-time PvE matchmaking toggle test for ARC Raiders accumulated over 30 million matches, with a peak concurrent player count of 185,443 on Steam alone. This translates to approximately 4.28 million matches per day, an extremely high level of participation for a limited-time test with only a one-week window.
However, with the test's end, the number of concurrent players dropped significantly. The Steam peak on the last full day of PvE test was approximately 126,000 players, falling to approximately 87,500 the following day, a drop of about 30% in a single day. This indicates that a considerable number of players chose to temporarily leave after PvE ended, rather than returning to regular PvPvE.
Even with such strong data indicating a player preference for PvE, the official team did not immediately announce whether to retain the mode, stating instead that they needed time to analyze the data and collect feedback.
They stated they were particularly interested in understanding two aspects: how PvE mode differs from regular matches, and whether the experience of regular PvPvE matches changed during testing.
This arrangement indicates that the development team is evaluating not only the popularity of PvE but also its impact on the overall matchmaking environment, player retention, and gameplay experience.
The Future of PvE Mode: Player Needs and Game Balance

The core appeal of PvE mode lies in allowing players to focus on exploring the map, gathering resources, fighting ARC enemies, and cooperating with other Raiders, without constantly being on guard against attacks from other players. This provides ARC Raiders with an experience different from traditional PvPvE.
However, launching a standalone PvE mode is not simply about shutting down player-to-player damage mechanics. For the studio, the key is how to meet the needs of cooperative players while avoiding undermining the balance of the existing PvPvE ecosystem.
To this end, the development team needs to evaluate not only the performance of PvE itself but also its impact on regular matches.
During the testing phase, the developers reduced loot rewards in PvE matches and slightly increased base loot levels in regular matches, attempting to minimize the impact of the mode switch on the game economy and player distribution.
Player team composition is also a factor to consider. Compared to solo players, duo and trio teams are more likely to encounter opposing players in regular PvPvE matches.
The standalone PvE mode can provide a more stable cooperative environment for players who want to explore and complete missions with friends. However, the addition of this mode may also divert players, affecting matchmaking efficiency and the overall experience of regular matches.
Therefore, the ultimate fate of PvE cannot be determined solely by the number of participants during the testing phase or short-term feedback. Analyzing player dwell time in the mode, willingness to replay, and continued activity after the test is essential.
If PvE returns, what adjustments are needed?
If PvE mode returns, the development team needs to focus on addressing two key issues: reducing malicious interference between players and increasing the challenge.
PvP Conflict Persists
While the PvE test provided a more relaxed, cooperative environment, disabling player-versus-player damage didn't eliminate all conflict. Players can still use Bull Rush to knock others off heights, block passageways, or steal loot after other players have killed ARC enemies.
These issues demonstrate that even without direct player combat, resource contention and malicious interference can still undermine the cooperative experience.
If PvE is tested again in the future, the development team could consider improving the loot distribution mechanism, such as giving contributors a more equitable loot priority or adjusting drop rules for specific combat scenarios.
Lack of Challenge to Ensure Long-Term Appeal
Another issue is challenge. With the removal of player threats, ARC enemies will become the primary source of danger in matches. If there aren't enough enemies and the combat mechanics lack variation, PvE may quickly lose its appeal.
However, the developers have previously stated that the number of ARCs the server can handle is limited by resource budget. Therefore, increasing the number of enemies may not be a viable solution for ARC Raiders.
With a limited number of enemies, a more reasonable approach might be to increase the strength of some ARC enemies, adjust environmental conditions, or design special battles that require players to cooperate.
For example, more challenging large-scale ARC battles, multiplayer cooperative objectives, and missions requiring squad division of labor could all increase the motivation for sustained PvE gameplay.
Store Update 2.2.0: Adjustments to Enemy Spawn and Combat Mechanics

Store Update 2.2.0 was released simultaneously after PvE testing phase, primarily adjusting ARC enemy spawn mechanism, combat behavior, and some mission and movement mechanics, while also adding Wreck Sets.
The changes to ARC Turbine spawn location are particularly noteworthy in this update. In Buried City, Riven Tides, Blue Gate, and Spaceport, ARC Turbines will now spawn in the vast majority of matches.
However, this objective no longer appears in normal matches and most map conditions in Dam Battlegrounds. Players looking for ARC Turbines should prioritize the other four map conditions.
For players still engaged in regular raids, understanding the spawn patterns of ARC Turbines can help optimize looting routes and improve resource acquisition efficiency. If you want to acquire gear faster, you can also buy ARC Raiders items to facilitate your next extraction.
In terms of combat, Hydra's attacks are now more effectively distributed across multiple targets, with increased base damage and more effective melee attacks. Furthermore, some issues with ARC's hit rate against sliding players have been fixed, and players using the Gondola Transceiver will now trigger ARC's attention.
Movement and quest mechanics have also been optimized. Grappling Hook rappelling, auto-vaulting, and rope climbing are smoother, the Tether Launcher can now be repaired in-game, and To the Skies quest can now be completed on any map.
November will be a crucial month for observation
Overall, the ARC Raiders PvE testing has demonstrated a significant player demand for cooperative gameplay. For players hoping for a PvE return, the most important thing now is to keep an eye on official announcements in November, including whether a second round of testing, gameplay adjustments, or a full release plan will be announced.
If the development team can further improve loot distribution, add cooperative objectives, and resolve malicious interference issues, PvE has the potential to evolve from a limited-time test into a more complete gaming experience.
Meanwhile, Store Update 2.2.0 has already brought several useful adjustments to regular raids. Players can adjust their loot routes based on changes to ARC Turbine spawns and keep an eye out for changes to Hydra, Grappling Hooks, and quest mechanics. Until the final destination of PvE is announced, these updates remain an important part of the current gaming experience.
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ARC Raiders Outpost Storage Guide: Best Furniture, Item Stacking & Space-Saving Tips
Outpost is a significant addition introduced in Frozen Trail update for ARC Raiders. Beyond expanding your base, it allows for the construction of a Research Station, which is essential for upgrading your gear to Amplified tier.
In this guide, however, we'll focus on a less-discussed but vital feature: Outpost's storage capabilities. As you progress and accumulate more resources, simply piling them haphazardly around your Outpost is a waste of space!
Read on as we reveal the secrets to maximizing your storage capacity in ARC Raiders, covering everything from furniture mechanics to specialized storage techniques for specific materials.

Expanding storage with furniture
If you've played management or base-building games before, you'll know that certain pieces of furniture serve a dual purpose: they act as decor while also providing extra storage space.
If you haven't started customizing your ARC Raiders Outpost yet, a great first step is to acquire a Polished Weapon Rack and mount it on a wall.
It features four attached slots, allowing you to display up to four weapons, even those that have been fully modified. This keeps your weapons accessible whenever you need them, without taking up precious space in your personal inventory.
To set this up, you'll need an available area in your Outpost, the design for Polished Weapon Rack, and the necessary crafting materials.
Unlike gear blueprints, furniture designs don't have fixed drop locations. If you're looking to acquire specific designs quickly, consider choosing ARC Raiders items for sale.

Advanced furniture storage tips
Beyond their visible utility, ARC Raiders furniture items have a hidden advantage: if you move a piece of furniture, already containing items, back into your system storage, those items remain inside the furniture rather than being removed or stored separately.
For example, if you fill a Diner Cupboard (which features 16 individual storage slots) with items and then move the cupboard back into your storage, it will only occupy a single slot in your system storage, while effectively retaining all 16 slots' worth of items inside.
Given this characteristic, to maximize storage space, we recommend choosing containers with a higher number of internal slots when placing furniture in your Outpost, such as the aforementioned Diner Cupboard.
However, keep in mind that such furniture items often have a larger footprint, so you should plan your Outpost layout accordingly. In tighter spaces, a Warehouse Dresser, which offers 5 slots, can be a great alternative.
Note that these furniture storage units are primarily intended for trinkets and certain recyclable items found in ARC Raiders.

Interaction with Scrappy
Some furniture placed in your ARC Raiders Outpost can do more than just store items; they can also interact directly with other game systems, such as Scrappy, the rooster that follows you around.
Scrappy generates various resources for you based on the time you consumed in the game. By feeding him specific food items, you can increase the likelihood of him producing particular resources.
Previously, you had to carry most of this feed in your personal backpack. Now, you can store it in your Outpost furniture and even trigger the feeding action directly from there, no need to move the items back into your inventory first!
This not only saves backpack space but also eliminates the time consumed constantly transferring items and manually feeding Scrappy. Do note, however, that some food items, such as olives and mushrooms, cannot currently be stored in furniture.
Furthermore, this feature can serve as a storage space for seeds. Fruits can be stacked in groups of 10, with each stack effectively representing 30 seeds, a great way to free up space in your backpack.
You can also retrieve these fruits from your furniture at any time: simply select clear all attached items, and they will be moved back to your personal stash. From there, you can break them down into seeds whenever you need them.
Stockpiling specific recyclable items
As you progress in the game, crafting high-tier gear will require you to collect and consume vast quantities of basic components.
Storing these raw materials directly in your personal stash will quickly fill it to capacity, this is where your Outpost comes in handy. More importantly, you should focus on stockpiling specific recyclable items that can be efficiently dismantled into composite materials.
UI optimization tips
When you first enter your Outpost, the interface can be quite confusing, especially since the layout for switching between various facilities often feels disorganized.
While ARC Raiders allows you to move these facilities, dragging and dropping them directly can sometimes cause display glitches.
To keep things organized, we recommend using one of the red pillars in your Outpost as a fixed reference point. Start by placing your workbench there and designating it as Station 1.
From there, you can systematically adjust the positions of your other facilities relative to this anchor point, which will make the layout much easier to manage.
For example, if you want to move your refiner right next to the workbench, you can follow a clear workflow: locate the refiner, then swap its position with whatever facility is currently occupying the station 2 location.
Keep in mind that, due to screen space limitations, you might not always be able to see two specific facilities on the same interface screen. In such cases, you will need to move both items into your storage first, and then place them back down in their desired locations.
A quick word of caution: try not to move too many facilities into storage at once, and avoid relying solely on manual drag-and-drop to reposition them, as this can easily trigger bugs.
Take it one step at a time, making adjustments as you go, until everything is neatly arranged. While the process can be a bit tedious, you only need to set it up once, after that, you won't have to worry about it again!
We hope these tips help you make the most of your ARC Raiders Outpost. And remember: while expanding your storage capacity is important, don't forget to keep things looking good, too!
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ARC Raiders Amplified Weapons Priority Guide: Best PvE and PvP Upgrades & Resource Allocation
With the introduction of the new Amplified Weapons system, many weapons in ARC Raiders have gained significantly improved performance through exclusive upgrades.
However, the upgrade process not only requires rare materials, such as Amplification Module obtainable only in Frigate, but also involves a tedious crafting process. Therefore, how to allocate resources reasonably and avoid unnecessary investment has become a new issue for players to consider.
Next, I will review the PvE and PvP amplified weapons worth prioritizing for upgrades to help you make a more informed choice.
PvE Weapon Recommendations

In PvE, the main value of amplified weapons lies in increasing damage output against ARC enemies and making weapons more effective at breaking enemy armor.
Jupiter
Jupiter is the most worthwhile PvE legendary weapon to upgrade. The bigger mag enhancement significantly increases magazine capacity, extends continuous firing time, and reduces output interruptions caused by frequent reloads.
On the other hand, coped enhancement provides Jupiter with better long-range engagement capabilities, allowing players to accurately engage targets from relatively safe positions. It's also one of the weapons in ARC Raiders with decent hip-fire performance, enabling quick counterattacks even against close-range enemies.
For PvE players primarily challenging large ARC enemies and needing to deal damage from a distance, Jupiter's enhancements are very noticeable.

Equalizer
Equalizer's enhancement path focuses on sustained damage output. Rapping damage gradually increases damage as the beam hits the target repeatedly, while bigger mag increases magazine capacity from 50 to 80 rounds. These two enhancements combined allow Equalizer to maintain suppressive fire for longer periods during boss battles and against heavy ARC enemies.
The trade-off is that this weapon is already of legendary rarity, making upgrades, repairs, and resupply quite resource-intensive. It's best suited for players who already use it as their primary weapon.
Hullcracker
Hullcracker is recommended to be paired with incendiary grenades and mag reload. The former inflicts continuous burning damage near the point of impact, applying extra pressure to bosses; the latter changes the reload speed from one-shot to full magazine, significantly improving the weapon's output rhythm.
If you prefer a more flexible guerrilla playstyle, Hullbreaker can also opt for incendiary rounds. The additional burning damage on hit allows players to continuously whittle down enemies while moving or retreating from engagements.
Anvil
Anvil's X-rounds are a typical damage threshold-based upgrade. It increases base damage and damage against ARC armor, but at the cost of increased recoil and decreased bullet velocity.
The core advantage of this upgrade lies in breaking specific damage thresholds. For example, against some flying ARCs, the forewings, which would normally be impossible to destroy with a single shot, can be directly destroyed with X-rounds, improving efficiency against highly mobile targets.
Anvil's augmentation path is relatively simple, requiring less resource investment to unlock multiple enhancements compared to some legendary ARC Raiders weapons. For players familiar with this hand cannon, X-rounds is a cost-effective option that balances practical benefits with resource costs.
PvP Weapon Recommendations

In the PvP environment, the criteria for evaluating amplified weapons differ from those in PvE. Compared to sustained damage and armor penetration, kill efficiency, mid-to-close range combat performance, and the continued threat posed by enemies after engagement are more important.
Canto
Canto's carbine conversion combined with infantry rounds is a combination worth seriously considering in current PvP augmentation.
Carbine conversion improves recoil and accuracy, making this submachine gun more stable in close-to-medium range corridors at 15-25 meters; incendiary rounds inflict continuous burning damage upon impact, potentially eliminating enemies even after they retreat behind cover.
Canto's strength lies not in its burst damage, but in its stable design and sustained pressure from the burning effect, ensuring that even if opponents manage to create distance, they may not escape unscathed.
Il Toro
After multiple rounds of balancing adjustments, Il Toro retains excellent close-quarters combat capabilities in ARC Raiders.
With slug rounds selected, Il Toro replaces the traditional shotgun spread with single-shot heavy bullets, improving accuracy and close-to-medium range threat while retaining its burst damage against other Raiders. Combined with more reload, Il Toro can quickly eliminate opponents within a short window of fire.
However, the Il Toro's effectiveness is highly dependent on engagement distance and positioning. Upgrades won't change the fact that it becomes vulnerable at longer ranges, making it suitable for players who prioritize close-range combat.
Rattler
Rattler is a choice among low-rarity weapons with outstanding upgrade benefits. The drum mag increases magazine capacity to 64 rounds, more reload improves reloading speed, and combined with incendiary rounds, further enhances sustained suppression of enemies.
The combination of these upgrades allows Rattler to overcome its original limitations in magazine capacity and handling, becoming a weapon more suitable for sustained mid-range engagements. For players with Mk. I module, the balance between upgrade costs and practical benefits is quite attractive.
Investment Logic
The key to prioritizing upgraded weapons in ARC Raiders is understanding what problem each upgrade solves.
Jupiter and Equalizer enhance sustained damage output in PvE, while Hullcracker and Anvil focus on additional burning damage and breaking through ARC armor's damage threshold, respectively. In PvP, Canto and Rattler are better suited for sustained firefights and post-combat damage suppression, while Il Toro focuses on close-range decisive blows.
With limited augmentation modules and rare materials, concentrate resources on nodes that consistently influence your actual firefighting style. Proper resource planning ensures more stable and direct combat benefits in every Topside operation.
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ARC Raiders Frigate Guide to Boarding, Dismantling, and Getting Amplification Modules
Unlike Queen, who roams the ground, and Matriarch, which requires careful maneuvering, Frigate, a new addition to the ARC Raiders Frozen Trail, is a massive airship hovering high in the map, accessible only by a Reclaimer drone.
Boarding this ship is just the beginning; the real test lies in whether you can dismantle the entire ship from the inside within 35 minutes, amidst hordes of ARC Defenders, other Raiders ready to ambush you at any moment, and limited ammunition, and then return to the ground alive with Amplification Modules.
Boarding Preparation

Free loadouts are disabled in Frigate, so thorough preparation is essential before boarding, as each failure can result in the loss of an entire expensive loadout.
Determining Primary and Secondary Weapons
Weapon selection is a crucial factor in the success of the entire run. Hullcracker and Jupiter are generally considered the two primary entry weapons for Frigate.
Hullcracker is a grenade launcher specifically designed for ARC, possessing extremely high burst damage against armored targets. It can concentrate firepower in a short time to quickly destroy the Hydra's armored sections. However, its drawback is its extremely high ammo consumption.
Jupiter is an energy-based sniper rifle in ARC Raiders. Its ammo economy is better than the Hullcracker, making it suitable for sustained long-range fire and effective against aerial threats like the Rocketeer. However, its sustained damage cap is relatively low, making it difficult to replace the Hullcracker's armor-destroying capabilities.
From a team composition perspective, if one member already carries Hullcracker, the other member should ideally choose Jupiter to balance burst damage and sustained firepower.
Secondary weapons are equally important. Frigate contains numerous Coil targets that need to be destroyed one by one. These orange ring targets are often small and strategically positioned. Venator pistol, with its high accuracy and ample magazine capacity, can more easily handle Coil and yellow button targets.
Configuring Survival Items
Frigate's interior features a high density of ARC units and a complex vertical structure. Besides damage output, the team needs to balance rescue, mobility, and area control.
Recommended ARC Raiders items include:
- Defibrillator: Provides timely rescue when teammates are downed, maintaining team combat effectiveness and preventing them from becoming passive due to casualties.
- Snap Hook / Grappling Hook: Allows for quick movement between different floors, saving travel time and enabling rapid repositioning in dangerous situations.
- Barricade: Provides temporary cover, blocking some enemy line of sight and helping the team buy time for target dismantling and rescue.
- Lure Grenade: Diverts enemy attention, especially useful for distracting Rocketeers when dismantling Coil, creating opportunities for the team to deal damage.
Ship Mechanics
In ARC Raiders' Frigate, the ship dismantling mechanism is not complex, focusing on only two things: destroying Power Cores and shooting the yellow buttons to open pathways.
Power Cores

Power Cores are orange ring-shaped targets distributed inside and outside the ship and are crucial for advancing Frigate process. Some cores are directly exposed and can be fired at; others are protected by barriers and require approaching and using the Pickaxe to breach them before damage can be inflicted.
It will gradually darken when the core is damaged, but it must be completely destroyed to complete the process. Proceed to the next core area only after confirming the target is destroyed.
Yellow Buttons

The glowing yellow buttons are control nodes for mechanisms on the ship. Firing these buttons triggers various mechanisms, including opening security doors, deploying climbing platforms, or unlocking subsequent pathways.
Destroying a set of yellow buttons on the wall in the starting area will deploy a climbable wall platform. This route is still useful without a Snap Hook; with a grappling hook, it allows for more flexibility in bypassing some of the climbing.
Deploying these yellow buttons deeper into the ship also helps; fire them promptly and observe changes in mechanisms. They directly affect the route and determine whether the team can continue deeper into the ship to reach the cargo hold and the final target area.
Frigate Full Run
A complete Frigate run can be divided into three phases. The team needs to advance step by step according to the ship's structure, clearing all key targets, and finally unlocking the reactor and cargo hold areas.
Phase 1
After boarding the ship, the team will slide through a tunnel to enter the lower deck. The primary objective here is to activate the floor mechanism to raise the locked large central coil.
Activating the mechanism requires at least three Raiders to simultaneously press three ground buttons. Raising the central coil will also attract additional Hydras.
It is recommended to immediately retreat to previously cleared areas after triggering the mechanism, use cover to deal with newly emerging threats, and then concentrate fire to destroy the coil.
Phase 2
The top floor is the most labor-intensive phase of the entire run. The coil layout on both sides of the ship is completely symmetrical, with three groups of targets on each side:
- Periodic Flame Room: Enter after the flames have died down, use Pickaxe to breach the outer layer of the coil, and then concentrate fire once all three coils are exposed. Be careful to control your stay time and retreat before the flames reignite.
- Embedded Coil in Wall: Located in the flamethrower room below, you need to find the right moment to jump in, breach the structure, and then evacuate as quickly as possible.
- Suspended Double Coil: Located opposite the gap in the midsection of the ship, you need to use a suitable movement route to reach and dismantle it.
Due to the symmetrical structure on both sides, it is recommended that the team assign tasks to the left and right sides to avoid repeated searches or missing targets. After confirming that all coil clusters in the lower and upper decks have been cleared, the ship will sound an alarm, indicating that the final area has been unlocked.
Phase 3
After entering the forward section of the final area, first clear Hydra in the sinkhole, then shoot the six yellow buttons to open the two doors with green indicator lights. Proceed deeper along the red passage, clearing enemies and destroying the coils along the way.
Upon reaching the reactor piping area, find and destroy the two yellow buttons to stop the turbine, then destroy the coil in the center of the reactor.
Finally, complete the four sets of breaching mechanisms in the room that require two people to work together, then have two Raiders operate the oil drums at both ends of the room to gradually lower the central structure. After the structure detaches from the ship, jump on and land with it. Finally, open the cargo hold container to retrieve Amplification Modules.
When should you leave?
The difficulty of Frigate lies not only in ARC's firepower but also in time management and teamwork. If, after boarding, you find your teammates lack the will to advance the objective, or your team's firepower is insufficient to handle Hydra and swarms of Rocketeers, don't insist on completing the entire challenge.
The 35-minute window won't be extended due to insufficient numbers; continuing to hold out will only consume more ammunition and equipment. At this point, consider retreating along the original route to the Reclaimer platform, then looking for another opportunity to escape, preserve your equipment, and wait for the next challenge.
Frigate tests preparation and cooperation, not luck. Having sufficient ammunition, allocating firepower reasonably, mastering the dismantling order, and maintaining teamwork are crucial to completing the objective before time runs out. Knowing when to advance and when to retreat is key to successfully dismantling Frigate.






