ARC Raiders Quest List and Guide Hub
How ARC Raiders quests actually work, trader-issued, any order, no fail state, plus a full directory of every EMBRIT ARC Raiders guide, sorted by what you're trying to solve.
Draft: this page has not cleared review and is not indexed.
Quests in ARC Raiders come from Speranza's traders, not from a fixed campaign order. Shani hands out the first batch, and completing hers is what opens quests from Celeste, Tian Wen, Lance, and Apollo. Unlocked quests can be worked in any order, all at once, sitting side by side in your logbook: there's no wrong sequence to punish. Each one asks for something concrete inside a raid (loot a specific number of crates, kill a named ARC unit with a weapon class, extract with a crafted item) and completing a trader's quest line is what unlocks that trader's better stock, which is the real reason to pick a trader or two and push their line rather than nibbling at all five.
This page is the directory, not the walkthrough: every EMBRIT guide for ARC Raiders, sorted by the question it actually answers.
Fighting something specific
| Guide | Answers |
|---|---|
| Bastion Guide | Reading the screech-and-burst tell, and why flanking beats trading with its frontal armor |
| How to Kill the Queen | Recognizing the Harvester Event that spawns her, and budgeting ammo and healing for the fight |
| Augments Explained | Which augment family (Combat, Looting, Tactical) to run before you walk into a fight like either of the above |
| Skill Tree: Full Reference | How skill points are earned and gated across the three branches |
Progression, economy, and resets
| Guide | Answers |
|---|---|
| Expedition Explained | What the Caravan build actually resets versus keeps, and what the Expedition Vault protects |
| The 5th Expedition Annotated | What changed for the current Expedition cycle, and why it's the last one before a 2027 pause |
| Workshop Upgrades: Priority Order | Which of the six Workshop stations to upgrade first, and where each tier's materials come from |
| What to Sell, Keep, or Recycle | The keep/recycle/sell triage for loot, and which materials to protect from your own inventory-clearing habit |
| All Keys and What They Open | Every key by map, and which single key is worth carrying on every raid regardless of loadout |
| Traders: Full Reference | All six traders, their currencies, and why chasing one trader's quest line beats spreading thin |
Deciding whether to play at all
| Guide | Answers |
|---|---|
| Is ARC Raiders Worth It? | Steam standing, the honest player-count curve, and who the game actually suits |
| ARC Raiders vs Escape from Tarkov | The death-penalty design split that explains most of the other differences between the two |
Common misconception
Quests are sometimes treated as a linear campaign to clear before "real" progression starts. They're closer to a rolling to-do list tied to trader relationships. There's no quest you're locked out of the rest of the game for skipping, and no penalty for working three traders' lines in parallel instead of finishing one before starting the next.
Sources
The Forge’s one room today is EU5/Paradox. There is no ARC room yet.
The Embriters there are glad to talk ARC Raiders too. Drop in.