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.

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.

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:
- 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.
- 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.
- 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.
- 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.
- 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.









