How to Complete Week 16 Trials Arc Raiders: Clear Steps and Tips

Week 16 Trials in Arc Raiders push you toward deliberate boss routes instead of repetitive farming. You face objectives tied to specific enemies and targets, with rotations running on February 9 and February 16.

You earn progress by dealing damage to Shredders, Rocketeers, and Leapers, searching First Wave Husks, and destroying Fireballs. To secure three stars, you must score 4,000 points in a single successful raid per trial and extract alive.

How to Complete Week 16 Trials

Split your runs across two focused routes instead of chasing every objective in one drop. This approach keeps pressure manageable and lets you farm points faster without risking a failed extraction.

Route planning by objective

Targets Map Conditions Reason
Shredders, Fireballs Stella Montis Night Raid Dense spawns and safe looping paths
Rocketeers, Leapers, First Wave Husks Spaceport Night Raid or Electromagnetic Storm Double points and heavy enemy density

On Stella Montis, loop through Medical Research → Atrium → Cultural Archives → Lobby → Sandbox → Assembly. Stay mobile and clear every Shredder and Fireball you see, then repeat the circuit. Bring a durable class such as Renegade or Anvil III–IV. Pair it with a high-damage option like Hullcracker or a close-range shotgun. Use hard cover to avoid area damage, disable Shredder thrusters when they pause, and keep shield rechargers ready.

Switch to Spaceport for the remaining enemies. Start at Shipping Warehouse and rotate through Jiangsu Warehouse, Fuel Processing, Departure Building, Fuel Lines, and Vehicle Maintenance. Prioritize Baron and Rocketeer Husks since they award more points. Afterward, move toward the Launch Towers.

Pull Rocketeers into stairwells or tight corridors to strip thrusters and cores safely. Wolfpack weapons or heavy ammo simplify these fights. Handle Leapers the same way, but use Blaze Grenades to burn their eye or core quickly.

Extract as soon as you hit your score targets. Points only count if you leave alive, and one greedy push can erase an entire run.

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