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ARC Raiders doesn't treat quests like a side checklist you clear once and forget. Right now, the main quest ecosystem sits at 100 quests, tied closely to traders and the wider wipe-style Expedition loop. That matters because progress can reset when you send a Raider on an Expedition, so the rewards you chase, the materials you save, and even the ARC Raiders Items you decide not to scrap can shape how smooth your next run feels. The active quest traders are Shani, Tian Wen, Apollo, Celeste, and Lance, and each one nudges you into a different part of the game.
How quests are picked up and trackedYou'll take quests from the trader menu, not from random noticeboards out in the field. Each trader has a quest tab, and once a mission is accepted, it shows up in your logbook and on the home screen. You can also hold several unlocked quests at the same time, which is handy. Shani usually gets players moving first, with simple exploration, ARC machine, and infrastructure jobs. Later, Tian Wen pulls you toward weapons and military recovery, Celeste leans into farming and contamination, Apollo covers settlement support and explosives, while Lance is the medical and research contact.
Early quests set the rhythmThe first hours are more practical than flashy. Picking Up The Pieces is Shani's opener and can be finished anywhere, giving a Rattler III and Medium Ammo. Trash Into Treasure asks for a Battery and Wires, then pays out a Tactical Mk. 1 and Adrenaline Shots. A Bad Feeling, from Celeste, sends you to search an ARC Probe or ARC Courier. These quests teach a simple lesson: don't sell every odd-looking component. A Battery, ARC Alloy, Hornet Driver, or weird named document might look like junk until a trader suddenly wants it.
Maps matter more than the quest list suggestsDam Battlegrounds is packed with objectives, from A Balanced Harvest to Water Troubles, The Trifecta, Broken Monument, and A Toxic Trail. Buried City sends players into pharmacies, libraries, apartments, and survivor spots, with quests like A Reveal In Ruins, Life Of A Pharmacist, and Building A Library. Spaceport has its own mood: towers, terminals, tunnels, medical records, and electrical problems. Blue Gate, Stella Montis, and Riven Tides add more specialised routes, including Bees!, A Dead End, Safe Harbor, Battening Down, and Shoring Up Defenses. Some of these must be done in one round, so half-finishing them doesn't help.
A Balanced Harvest and other player choke pointsA Balanced Harvest is a good example of why ARC Raiders quests can get tense. It's a Celeste mission on Dam Battlegrounds, unlocked after Eyes In The Sky, and it has to be completed in one round. You head to the Research & Administration building, find Lab 1 above reception, and search the papers on the central desk. The place is often busy, especially early in a raid. A faster route is to enter from the south, climb the rope near reception, turn right, follow the Lab signs, and take the first lab on the left. Watch for the metal detector too.
Rewards worth planning aroundQuest rewards aren't just filler. The Major's Footlocker gives the Hullcracker Blueprint, Industrial Espionage gives the Burletta Blueprint, Worth Your Salt gives the Vita Spray Blueprint, and Sparks Fly unlocks the Trigger 'Nade Blueprint. Keys also matter, including the Raider Hatch Key, Dam Control Tower Key, Dam Testing Annex Key, and Riven Tides Hotel Keycard No. 107. If you're preparing for repeated Expeditions, keep a small stash of quest materials and think ahead before trading parts away. Blueprints, keys, shields, cosmetics, and ARC Raiders weapons all feed into that longer loop, even when a single quest looks small on paper.
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