Mar
Trials Season 3 is back in ARC Raiders for March 23–29, and it's not the kind of week where you can just "wing it" and hope for the best. If you've been hoarding ammo and patching up your kit, now's when it pays off. A lot of players are already swapping notes on routes, spawn timing, and what to carry, especially with the Locked Gate and Stella Montis coming up again. If you're still figuring out what's worth bringing into a high-risk run, checking ARC Raiders Items can help you plan around what you actually want to protect and what you're fine losing.
How the week really works
Trials kick in once you've hit level 15, and it's basically the endgame loop where every raid feels like a bet. You get five rotating objectives for the week, and your best score only counts if you extract alive. That one detail changes everything. A lot of folks play too greedy, then get dropped on the way out and bank nothing. The score milestones are simple enough: 1,000 points for a first star and Uncommon rewards, 2,500 points for Rare, and 4,000 points for Epic. On top of that, you're chasing a spot on the 100-player divisional boards, and if you're pushing for Cantina Legend, you'll feel that pressure fast.
Objectives that punish sloppy fights
This set of challenges looks mixed on paper, but it leans hard into "stay alive while you work." One task has you harvesting plants, which sounds calm until you're crouched in the open listening for footsteps. Another asks for raw damage against ground-based ARC units, which is fine until you realise it quietly encourages longer engagements. Then there's the kill list: Ticks, Fireballs, and Pops. Those swarms get ugly when you panic-shoot and reload at the wrong time. If you've got any fire-resistant gear, it's worth wearing, and high burst damage helps more than fancy accuracy when things start popping off.
Stella Montis and the Locked Gate problem
The location stuff is where runs get decided. Searching containers inside the Stella Montis Medical Research wing is tense because people love to post up and wait for footsteps. Light's bad, lines of sight are worse, and you'll find yourself second-guessing every door. Try pairing it with plant harvesting if the layout lines up, but don't force it if the route gets messy. The other big one is disabling mines around the Locked Gate. It's a trap zone even on a quiet day, and this week it's a major map condition with double points, so everyone's circling it. Bring the right tools, go slow, and don't pretend you're too cool to back off when you hear a fight starting.
What to chase before the week ends
With the leaderboards reset and seasonal rewards in play, this is a good week to grind Coins and chase cosmetics like the Torque outfit, but only if you keep your ego in check. Sometimes the best play is extracting early with a "good enough" score instead of gambling for one more objective. Queue with a squad if you can, because even one extra set of eyes saves runs. And if you're trying to round out your loadout without burning your whole stash, a lot of players look to buy ARC Raiders Items so they can focus on the objectives instead of constantly rebuilding from scratch.Welcome to RSVSR, where ARC Raiders feels alive all week. Trials Season 3 (Mar 23–29) is all about tricks, traps, and big extracts: clear mines by the Locked Gate, loot containers in Stella Montis, and stay sharp when Ticks and Fireballs start swarming. Want the edge for your next run? Grab what you need here: https://www.rsvsr.com/arc-raiders-items Build your loadout, play smart, and chase those stars before the week's gone.