All Expedition 2 Requirements in Arc Raiders Explained

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Expedition 2 has officially begun in Arc Raiders, and for many players it now represents the main long-term progression path in the game. Once you hit level 20, it becomes available through the Projects menu and asks you to gather a wide range of materials across several stages. Compared to the first Expedition, this one feels more refined, with slightly adjusted resource requirements and a stronger push toward smarter farming rather than pure grind. Completing it eventually leads to a departure window planned for February 2026, after which progress resets but rewards are handed out based on how much effort you put in ARC Raiders Coins.

The early part of the expedition is all about stockpiling common industrial materials. Metal Parts, Plastic Parts, ARC Alloy, and Steel Springs make up the first hurdle, and while most of these are easy to find, Springs can slow things down if you're unlucky. Recycling debris in areas like Stella Montis or the Dam quickly fills your inventory with parts, while ARC Alloy drops often enough from crates and enemies to keep things moving. Many players focus on looping construction zones and scrapyards, using looting perks to speed through this phase before more specialized items enter the picture.

Things get a bit more interesting in the next stage, where materials like Durable Cloth, Wires, and Electrical Components are joined by Cooling Coils. Most of these can be recycled from everyday junk or crafted without much trouble, but Cooling Coils tend to be the sticking point. They show up more reliably in higher-risk sections of the Dam, especially underground facilities and power areas patrolled by ARC units. Short, repeatable runs through these zones, combined with quick extractions, seem to be the safest way to avoid losing progress while steadily building up what you need.

The third stage leans further into combat and exploration. Batteries and Light Bulbs are straightforward, but Shredder Gyros require actively hunting Shredder enemies, and the Exodus Module is a rare drop tied to high-tier chests or bosses. This is where loadout choices really matter, as clearing industrial zones efficiently can net multiple gyros in a single run. Players who lean into crowd control tools and know where Shredders spawn tend to move through this phase much faster than those trying to avoid fights altogether.

Stage four is widely seen as the biggest challenge, pushing players toward advanced crafting and very specific enemy drops. Advanced Electronic Components require upgraded workstations, while items like Frequency Mod Boxes and Ion Sputters are tied to certain buildings and research areas. Leaper Pulse Units are the real test here, since they only drop from Leapers and often require careful timing and preparation to farm safely. Focused runs that target these enemies directly, rather than general scavenging, seem to pay off best and reduce the risk of losing valuable loot.

The final stage takes a different approach by shifting the goal from collecting items to selling them. Instead of hunting specific drops, players need to sell items across several categories until they hit a total value threshold. Crafting high-value combat gear, stocking up on shields and medical items, and scavenging collectibles in dense areas like the Buried City all contribute to hitting the required numbers. This phase also ties directly into end rewards, since your stash value at the time of departure determines how many bonus skill points you receive, encouraging players to think carefully about what they keep and what they sell.

Once everything is complete, all that's left is to wait for the departure window, expected in late February 2026. Players can choose to launch when it opens or skip it without any downside, but those who do participate walk away with cosmetics, extra stash space, and skill bonuses that reflect their overall progress ARC Raiders Items cheap. Expedition 2 feels like a clear step forward for Arc Raiders, offering a more flexible and rewarding endgame loop that rewards planning and efficiency while hinting at even more evolving systems in future cycles.

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