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High-Gain Antenna in ARC Raiders — How to Get All Resources

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1 month ago vpesports

Flashpoint has launched in ARC Raiders, and with it, a temporary story mission has appeared in the “Projects” section that’s definitely worth a look. It’s about building a “High Gain Antenna.” A rare thing. Truly useful.

The task is short—just three stages. But it’s hard to call it simple. It will require a ton of specialized resources and, more importantly, a close acquaintance with new enemies, especially those added in the “Close Surveillance” mode. We’ll tell you how to avoid wasting time and complete the project with maximum efficiency.

High Gain Antenna in ARC Raiders: Why You Need It

Of course, there’s no overarching plot on the scale of Helldivers 2. But the story in ARC Raiders still moves forward—albeit in fragments, through projects like these. Currently, the inhabitants of Speranza are facing two problems: the climate has gone crazy, and the ARC robots, who are clearly up to no good. A new antenna is needed to track probes. More precisely, to understand what exactly the “Appraisers” (the same ones introduced with the “Close Observation” mode) are sniffing out. Technicians also hope to pinpoint the source of the ARC signals, which are growing stronger every day. It looks like a warm-up for a new boss—the one featured on the ARC Raiders April roadmap. It can hardly be called a coincidence.

ARC Raiders Roadmap

High Gain Antenna Resources: Where and Who to Get Them from?

Typically, ARC Raiders projects are spread out over five stages and require you to haul everything from nails to microchips. This one takes a different approach. There are only three stages, but the sheer number of materials required is jaw-dropping. The emphasis is not on loot variety, but on volume. And almost everything will have to be fought for.

Looting is tied to destroying ARC robots and searching probes and debris. Grinding away, avoiding confrontations, won’t work. The project literally pushes you into the thick of things.

ARC robots combat fight

Stage 1: Base Materials and the First Reward

The first step is also the most resource-intensive in terms of base materials.

What you’ll need:

  • ARC Alloy – 50 pcs.
  • ARC Flexible Rubber – 10 pcs.
  • ARC High-Strength Steel – 10 pcs.
  • ARC Advanced Power Cell – 10 pcs.

What you’ll get:

  • Rare Torrente II machine gun – an extremely capable support weapon.
  • Extended Magazine for Medium-Caliber Weapons III – a significant increase in ammo capacity.
  • Extended Barrel.
  • Padded Stock.

Stage 2: Rare ARC Components and the Epic Lynx III SMG

Lynx III SMG weapon

The second stage begins the hunt for parts from specific enemies. Be prepared to farm carefully. What you’ll need:

  • ARC Coolant — 15 pcs.
  • ARC Thermal Pad — 15 pcs.
  • Incinerator Regulator — 4 pcs.
  • Appraiser’s Matrix — 6 pcs.

What you’ll get:

  • Epic Lynx III submachine gun — speed and damage in one.
  • Extended Magazine for Light Caliber Weapons III.
  • Vertical Grip III — recoil control becomes noticeably more pleasant.
  • 100 Raider Tokens.

Stage 3: Final Farming and the Photoelectric Cloak

This is the most challenging stage. You’ll need an inordinate amount of Matrices and Regulators. Be patient and stock up on ammo.

What you’ll need:

  • Observer’s Safe — 10 pcs.
  • ARC Synthetic Resin — 20 pcs.
  • Incinerator Regulator — 15 pcs.
  • Appraiser’s Matrix — 18 pcs.

What you’ll get:

  • Vitamin Spray.
  • The Photoelectric Cloak is a great option for stealth runs or changing positions under fire.
  • Hookshot with a Latch.
  • 400 Raider Tokens.

Photoelectric cloak stealth gameplay

Incidentally, the rewards for Stage 3 aren’t just consumables. The Photoelectric Cloak, for example, is a great help in raids against ARCs, allowing you to quickly escape from fire or get behind enemy lines. A vitamin spray combined with a crutch provides a significant survivability boost in protracted skirmishes.

Quickly closing the Antenna project: 4 working tactics

  1. Focus on “Careful Observation.” This mode is where the concentration of “Appraisers” is at its highest. Matrices and “Incinerator” regulators drop reliably.
  2. Don’t ignore debris. After clearing an ARC group, be sure to check everything around. Observer safes and Resin are often found there.
  3. Work in a group. Loot from killed robots drops for everyone. With four players, you’ll farm the required amount much faster.
  4. The third stage is a marathon. You can’t collect 18 Matrices in one evening. Split the farming into a couple of sessions, alternating with other activities to avoid burnout.

Overall, the High Gain Antenna project is a great opportunity to thoroughly study the behavior of new enemies and, at the same time, expand your arsenal with epic weapons. The main thing is not to delay. Time is limited.

Rare ARC Components in Close Observation: A Complete Guide

The ARC Raiders update has hit the servers, and with the new content comes the good old resource shortage. Some components are literally lying around, while others will require a real hunt. The developers, it seems, decided not to make things easy for players. And rightly so—there won’t be a dull moment.

Let’s figure out what and where to farm so you don’t waste half your life on it.

ARC Alloy and Power Cells: Farming Along the Way in Any Raid

ARC Alloy is the resource you’ll pick up automatically. It drops from every robot you encounter, be it a small drone or a massive Bastion. You won’t have to run out and get it. The situation is similar with Flexible Rubber and Advanced ARC Power Cells—all large vehicles drop them. Bastion, Bombardier, Incinerator—choose any target you can handle. But if you want to finish the job as quickly as possible and farm Regulators at the same time, the Matriarch is your choice. A couple of raids on her and her retinue will provide you with enough supplies for several upgrades in the future. It’s proven.

ARC High-Strength Steel drops from the same large bosses, but there’s a catch: the Incinerator doesn’t share it. Another reason to visit the Matriarch, if you were ever in doubt.

ARC Coolant and Thermal Lining: Farming Locations

But here you’ll have to stray from the well-trodden path of Close Observation. The necessary components are found exclusively on robots associated with fire and explosions.

Look for Firebots and Explosivebots. The locations are known: the ruined buildings of the Buried City and the Stella Montis laboratory complexes. A decent amount can be collected in a single run, provided you don’t get distracted by firefights with patrols.

Observer Safe: Where to Farm Without Unnecessary Risk

Logic dictates: if you want an Observer Safe, go to the new event. Logic, as is often the case, is misleading. The escort during the event is so beefed up that a solo player has no business there. Without a well-coordinated group and good gear, it’s certain death.

It’s much safer to farm safes in regular raids. Observers respawn reliably, and you can easily take down two or three in a single run. If you have a team and want a thrill, the event option is also viable. Just be aware of the risks.

ARC Synthetic Resin: Where it Drops and How to Speed ​​Up Farming

The most annoying component on the entire list. It drops rarely, in small quantities, and from relatively rare enemies. Barons, Lumberjacks, and Wasps—these are your targets.

The best way to fill this need is to launch the “First Wave Debris” event on one of three maps: Blue Gate, Spaceport, or Dam Battlefield. The alternative is two or three more fights with major bosses. Slow and tedious, but what can you do?

A quick route to farm Antenna components at the Spaceport

Running all over Speranza in hopes of collecting Antenna components is a dead end. The raid has a strict time limit: 25 minutes before the tow truck is called. During this window, it’s possible to take out 2-3 target components per run, provided you don’t wander randomly, but rather follow a pre-assembled ring. Below is a workflow for the Spaceport in Close Observation mode. The map was chosen deliberately: it has the highest density of Appraisers and Incinerators, and the spawn points for Observers and first-wave debris are located almost in a straight line.

Enemy and Probe Respawn Timings in ARC Raiders

There are no official figures from Embark, and most likely never will be. However, the community has accumulated working statistics on “peaceful” lobbies, and we’ll use them. Knowing when the enemy will return to their place cuts 10-15 minutes out of each session.

Object Timings & Mechanics Guide

Object Respawn After Clear Re-run Window Key Notes
“Observer” (Patrol) 6–8 min Second map rotation Changes patrol route
“Appraiser” (Stationary) Does not return during raid New entry only Loot last in order
“Incinerator” (Reinforcement) 30–60 sec after trigger Infinite farm at one spot Triggered by “Appraiser” hack
Loot Probes 4–5 min On the way between POIs Signal themselves with a pulse
First Wave Debris (Event) Hard timer ~10 min Enter immediately after start Window closes quickly

Spaceport Loop: 5 points in 25 minutes

Spaceport farming route map

The idea is simple: move clockwise, hacking the “Appraiser” in the middle of the loop. The “Incinerators” will come running on their own—no need to search for them on the map.

  • Point 1. Cargo Terminal (0:00–4:00). At the start, there’s an “Observer” patrol at the south gate. Unlock them carefully, take the safe, and along the way, take out the small drones for the ARC alloy and power cells. Don’t hang around too long: the terminal is under fire from the tower.
  • Point 2. Control Room (4:00–9:00). There’s usually a lone “Appraiser” here. When you start hacking, the script calls for 1–2 “Incinerators” to arrive. The matrix and regulator are from the same point, and they drop a thermal pad as a bonus. The hack takes about 90 seconds—your partner holds off on approaches during this time.
  • Point 3. Hangars (9:00–15:00). The most crowded area. A second Observer, sometimes a Bombardier with high-strength ARC steel. Scan the probes at the same time: you can crack two or three in six minutes.
  • Point 4. Runway (15:00–20:00). Return to the starting point—the first patrol has already respawned. A second clearout = the second Observer safe. If the “First Wave Debris” event is triggered, abandon your route and run there. ARC Resin is more important.
  • Point 5. Extraction (20:00–25:00). The closest extract is northeast. Allow five minutes to spare: the “Savage” players come alive towards the end of the raid. And carrying six matrices and two safes is literally walking bait for anyone you meet. 31h 3 Principles of Speed ​​Farming in ARC Raiders

Speed ​​farming relies on small details that newbies regularly ignore. First, start with a half-empty backpack—Matrices and Regulators don’t stack, and by the third point you’ll simply run out of space. Second, a suppressor on the main barrel is essential: Incinerators react to sound, and without a suppressor, a patrol from a nearby POI will arrive in about twenty seconds. Third, mark the Appraiser immediately upon detection. There’s only one respawn on the map. The second squad in the same raid won’t get it—first come, first served.

Incinerator Regulator and neraAppraiser Matrix: Slots and Farming

You should start stockpiling these components from the first stage, whenever possible. The problem is that each Regulator and Matrix takes up a separate inventory slot. They don’t stack. Think of the Queen or Matriarch cores—it’s the same story.

Before you start farming, make sure you have enough storage space. Seriously, check right now.

The Incinerator usually drops exactly one Regulator. Two is rare, so don’t count on it. Stock up on Hullbreaker ammo or switch to energy weapons—thankfully, ammo for it can now be found both in wreckage and from new probes.

The situation with Appraisers is a little easier. A single slot can hold up to four Matrices. And yes, you can farm them simultaneously—Incinerators have a habit of rushing to the aid of Appraisers when you’re spotted hacking. Handy, huh?

Bottom Line: Should I Close the Antenna Project in ARC Raiders?

“High Gain Antenna” is a short mission in terms of stages, but one of the most challenging temporary activities ever added to ARC. The main reason is the new Incinerators. These drones have already been dubbed by the community as some of the most vile enemies in the game, and for good reason. Resources are scarce, and farming components alone is a nerve-wracking experience. “Peaceful” lobbies are a lifesaver: there, players readily help each other and team up against the robots. Often, someone will simply hand over the part you need, saving you hours of running around.

Where do Incinerators spawn now?
What happens if I completely skip building the Antenna?
Is it possible to obtain Incinerator and Appraiser components elsewhere?

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