Week 3 asks for a bit more patience than most ARC Raiders Trials. The mine-damage task looks easy on paper, then you drop a few charges on whatever walks past and barely see the score move. The real trick is treating each mine like a planned hit, not a panic button. Before you queue up, make sure your stash can support several runs and check whether your ARC Raiders BluePrints give you access to the gear you need. A couple of well-prepared expeditions can beat a whole evening of running in understocked and hoping for lucky encounters.

Bring More Mines Than You Think You Need

Jump Mines are the focus here, and it is worth crafting a proper stack before you start. One or two mines won't carry a run, especially when an enemy changes direction or another player interrupts the setup. If the Explosive Mine blueprint is still missing from your collection, spend some time gathering the materials requested by Nomadic Envoy Ermal. Do that alongside other weekly objectives where possible. It keeps the grind from feeling like a separate job. I'd also avoid taking your entire reserve into one expedition. Split the stack across a few kits. If a raid goes sideways, you still have enough left to reset and try again. Mines work best when you're calm, have room to move, and aren't counting every single charge in your backpack.

Pick Targets That Can Actually Take the Hit

Not every ARC is worth a mine. Small units may trigger one, but they often move too fast, die to somebody else, or wander away from the blast at the worst possible second. Bigger targets give you more reliable damage and make the Trial progress feel much less random. Bastions are a strong option because their exposed core gives you a clear placement point. Get close when it is safe, place the mine where it will connect, then create some space before the detonation. Bombardiers are also useful, particularly from behind. Their rear section is easier to approach than a Bastion's core, and you do not need perfect timing to get meaningful damage. Shredders are the real workhorses, though. They reappear often, follow fairly predictable routes, and can be pulled into a spot you've prepared in advance. Put down several mines first, draw one through the area, then back off. You'll soon notice that this repeatable setup earns points faster than chasing every large enemy across the map.

Use Stella Montis as Your Working Ground

Stella Montis is a sensible place to work on this objective because Shredders show up there often enough to support a steady loop. Find a corridor, doorway, or turn where you can see an approaching target without standing right beside the mines. Drop the charges with a little spacing rather than piling them into one tiny patch. A Shredder that clips the first blast may stumble into the next one, which is usually better than putting all your damage on a single trigger. Night Raid conditions can help because ARC activity tends to feel busier, but the extra pressure is real. Keep an exit route in mind before setting the trap. For your kit, an Adrenaline Shot is useful when you need to sprint away after pulling a target. A Medium Shield with decent Augments gives you breathing room if the fight gets messy. The Photoelectric Cloak can buy a quiet moment for mine placement. Carry a dependable weapon too, such as a Bobcat, Renegade, or Tempest. Mines handle the Trial requirement; your gun handles everything that refuses to follow the plan.

Final Thoughts

Three stars come from repeatable choices, not reckless throws. Craft enough Jump Mines, favour Bastions, Bombardiers, and Shredders, then build your runs around positions where those enemies have to cross your blast zone. Grab materials while you are already out there, protect your extraction route, and do not stay in a good farming spot so long that you lose the rewards on the way home. If you need to round out a kit before another attempt, buy ARC Raiders Loot can help fill a few practical gaps, while careful spending keeps your regular supplies ready for the next Trial.