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ARC Raiders Trophy Display Project: Stages and Materials

Direct answer: ARC Raiders’ Trophy Display Project has five stages. You contribute 20 material bundles, beginning with Rusted Bolts, Pop Triggers, and Tick Pods, then moving through flying ARC parts, machine components, Queen and Matriarch materials, and Exodus loot. The project is a long-term objective: the official Headwinds patch notes say it has no fixed end date and is not affected by Expedition resets. The practical rule is to keep rare ARC parts until the project panel asks for them, but do not risk a raid solely to chase one unconfirmed drop.

This guide lists every stage and its publicly documented reward as checked on July 28, 2026. Enemy drops and map-condition access can change, so the in-game project panel is the final authority for your current client.

A Raider assembling a five-stage ARC trophy display in a dim Speranza workshop

The five-stage route at a glance

The project progresses in order from Roaming Threats to Imposing Behemoths. You can start collecting later-stage items before they unlock and store them in your stash, but a successful extraction is still required before a material is safe. The official Headwinds patch notes confirm the five-step display case, blueprint and Raider Token rewards, and the full-completion reward bundle.

Stage Main pressure What changes your route Stage reward profile
1. Roaming Threats Basic ground ARC and industrial salvage Low-risk normal raids are enough Mod Components, Power Rods, Tokens, Light Gun Parts Blueprint
2. Soaring Menaces Spotters, Wasps, and Hornets Favor routes with air-ARC density and medical zones Healing, cloak, Tokens, Vita Shot Blueprint
3. Ferocious Foes Shredders, Leapers, and Bastions Map choice matters more than raw loot speed Weapon mods, Tokens, Shotgun Silencer Blueprint
4. Dominant Dangers Rocketeers, rare ARC material, Queen Wait for a sensible Harvester opportunity Weapon, grenade, Tokens, Bobcat Blueprint
5. Imposing Behemoths Exodus loot, Bombardiers, Matriarch Treat boss parts as opportunistic objectives Weapons, Tokens, Snap Hook Blueprint

The table is a planning aid, not a fixed spawn map. It does not replace the current project panel or a map-specific locator: it tells you what to keep before you choose a route.

Stage 1: Roaming Threats

Stage 1 is the lowest-cost place to begin. Its parts come from ordinary ARC encounters and common industrial loot, so do not overbuild a kit for this stage.

Required material Quantity Current public source signal Reward
Rusted Bolts 3 Industrial or Mechanical areas; public examples include Spaceport maintenance and storage areas 10 Mod Components
Pop Trigger 15 Dropped by Pop ARC 3 Power Rods
Tick Pod 15 Dropped by Tick ARC 10 Raider Tokens
Surveyor Vault 5 Dropped by Surveyors or found on ARC Couriers 1 Light Gun Parts Blueprint

The efficient action is to carry these items during normal loot runs rather than hunting Pops or Ticks in open ground. If a raid has already produced the three material types, extract; Stage 1 does not justify a long detour after your route becomes noisy.

Stage 2: Soaring Menaces

Stage 2 shifts the project toward air-ARC drops and medical-area loot. It is the first point where “collect everything” becomes expensive because Wasps and Hornets can pull you into exposed fights. GamesRadar’s Trophy Display walkthrough independently lists the same four material bundles and rewards, while its map examples should still be treated as route signals rather than fixed spawns.

Required material Quantity Current public source signal Reward
Spotter Relay 10 Dropped by Spotters, often near Bombardiers; community route guides point to Buried City clusters 3 Vita Sprays
Expired Respirator 3 Medical areas, including public examples on Dam Battlegrounds and Stella Montis 3 Photoelectric Cloaks
Wasp Driver 20 Dropped by Wasp ARC 20 Raider Tokens
Hornet Driver 15 Dropped by Hornet ARC 1 Vita Shot Blueprint

Keep the four requirements separate in your stash. A Spotter Relay is not a substitute for a Hornet Driver, and “air ARC” is too broad a label for planning a targeted run. If you are not already near a medical area or an air-ARC cluster, take the normal extraction instead of forcing the route.

Stage 3: Ferocious Foes

This is the first stage where the target list can push a solo Raider into a bad fight. The requirements combine a rare ARC material with parts from Shredders, Leapers, and Bastions. The public ARC Raiders Wiki Trophy Display entry is the current reference for the quantities and rewards below; the drop descriptions remain community-maintained signals rather than a guarantee of a particular machine part per kill.

Required material Quantity Current public source signal Reward
ARC Performance Steel 10 Rare material from ARC encounters; tougher machines are commonly reported as better opportunities 1 Kinetic Converter
Shredder Gyro 5 Dropped by Shredders; public guides associate Shredders with Stella Montis 3 Anvil Splitters
Leaper Pulse Unit 10 Dropped by Leapers; public route signals include Dam Battlegrounds ARC areas 30 Raider Tokens
Bastion Cell 5 Dropped by Bastions; public route signals include Spaceport industrial clusters 1 Shotgun Silencer Blueprint

Do not spend the entire run chasing a named ARC. Instead, combine Stage 3 with a map condition or objective that already takes you near ARC activity. If you have the rare material but not the machine part, keep the material in stash; recycling it because the stage is not yet complete can create a needless second grind.

Five ARC trophy display bays filling from small machine parts to a large reactor trophy

The visual above is an original AI-generated editorial reconstruction, not an official screenshot or a claim about the exact in-game display model.

Stage 4: Dominant Dangers

Stage 4 is where the project starts asking for materials tied to high-threat ARC and a special map condition. The three Queen Reactors are the important planning constraint: PC Gamer’s stage guide connects them to Queen encounters during the Harvester map event. That makes this a “take the opportunity” stage, not a reliable solo farming checklist.

Required material Quantity Current public source signal Reward
ARC Synthetic Resin 10 Rare ARC material; current public guides describe tougher ARC as better opportunities 1 Bobcat IV
Magnetic Accelerator 10 Public route signals include Exodus areas and high-level recycling/crafting paths; verify the current item panel 5 Wolfpacks
Rocketeer Driver 8 Dropped by Rocketeer ARC 40 Raider Tokens
Queen Reactor 3 Dropped by Queen during the Harvester map-condition event 1 Bobcat Blueprint

The right order is to secure ordinary materials first and wait for a Harvester opportunity for Queen Reactors. A Harvester guide can help with the event’s vent, fusion-core, and extraction sequence, but it cannot turn a rotating map condition into a guaranteed every-raid route. If the condition is inactive or your squad has no recovery plan, skip the Queen fight and preserve the kit.

Stage 5: Imposing Behemoths

Stage 5 combines the project’s most expensive material requirements with two boss-linked parts. Exodus Modules and Geiger Counters are not interchangeable with generic high-value loot; Bombardier Cells and Matriarch Reactors require the corresponding ARC encounters.

Required material Quantity Current public source signal Reward
Exodus Module 5 Public guides associate them with Exodus areas, Celeste sales, or recycling certain Epic items; check the current client 2 Snap Hooks
Geiger Counter 3 Public guides associate them with Exodus areas, especially Stella Montis 1 Aphelion
Bombardier Cell 8 Dropped by Bombardier ARC; Spotters commonly accompany them 50 Raider Tokens
Matriarch Reactor 3 Dropped by Matriarch during the Matriarch map-condition event 1 Snap Hook Blueprint

Do not treat Stage 5 as a single farm route. A player may encounter Bombardiers on a normal run, find an Exodus-area material on another, and only see a Matriarch when the relevant condition is active. The safe progression is to stash rare parts, contribute only when the panel is available, and leave a boss encounter when the extraction line is worse than the remaining project value.

Full-completion rewards and the Expedition boundary

The maintained Wiki currently lists the following rewards after all five stages are complete:

Completion reward Quantity
Howl Emote 1
Jupiter 1
Acoustic Guitar 1
Energy Clip 5
Coins 300,000

The official patch notes confirm the emote, guitar, and 300,000 Coins, and state that Trophy Display is not impacted by Expedition resets. That is the strongest current evidence for progress persistence. The exact post-Expedition handling of every individual reward should still be checked against the current client if you are about to reset, because later item or Expedition rules can change independently of the original project launch notes.

A contribution order that avoids waste

Use this order when deciding whether to contribute now or keep an item:

  1. Contribute common Stage 1 bundles after a normal safe extraction. There is little reason to hold Rusted Bolts, Pop Triggers, or Tick Pods once the relevant stage is unlocked.
  2. Bank late-stage items before chasing them. Keep ARC Performance Steel, ARC Synthetic Resin, Exodus Modules, Geiger Counters, Queen Reactors, and Matriarch Reactors until the current panel confirms the requirement.
  3. Pair machine parts with an existing objective. If you need a Leaper Pulse Unit, choose a route that already supports your map objective or extraction; do not convert every raid into a Leaper hunt.
  4. Use map conditions as windows, not promises. Harvester and Matriarch requirements are condition-dependent. Wait for the right condition and a viable team rather than forcing a low-probability boss run.
  5. Extract before optimizing. A material in your backpack is still at risk. If a third party arrives, a boss blocks the exit, or the route requires a second dangerous trip, leave with what you have.

FAQ

How many stages are in the ARC Raiders Trophy Display Project?

There are five: Roaming Threats, Soaring Menaces, Ferocious Foes, Dominant Dangers, and Imposing Behemoths. Each stage has four material bundles and four corresponding rewards.

What are the hardest Trophy Display materials in ARC Raiders?

The most condition-sensitive requirements are three Queen Reactors and three Matriarch Reactors. The late list also includes Exodus Modules, Geiger Counters, and Bombardier Cells. Treat all of these as opportunity materials: keep them when extracted, but do not assume a boss event is active just because an old guide lists it.

Can I collect Stage 5 materials before Stage 5 unlocks?

Yes. Public guides report that later-stage materials can be collected and stored in your stash before their stage becomes available. The project panel controls when you can contribute them, and extraction is still required to protect a material from raid loss.

Does Trophy Display progress reset with an Expedition?

The official Headwinds patch notes say Trophy Display has no fixed end date and will not be impacted by Expedition resets. Recheck the current client before a future reset if the persistence of a particular completion reward matters to you.

Ava
Ava

Content Writer

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