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Arc Raiders High-Gain Antenna Project: Every Resource, Reward, and the Fastest Way to Finish It
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Arc Raiders High-Gain Antenna Project: Every Resource, Reward, and the Fastest Way to Finish It

Ali Abdukarim||14 min read|

Fifteen Arc Coolant. Fifteen Arc Thermo Linings. That's what the High-Gain Antenna project asks for in Stage 2 — and if you've been running raids wondering why your inventory has three of each after an hour of looting, you're not alone. These materials don't drop from the enemies you'd expect, they don't show up in the quantities you'd hope for, and the game doesn't tell you where to look.

The High-Gain Antenna is the latest player project in Arc Raiders, introduced with the Flashpoint update (Patch 1.22.0) on March 31, 2026. It tasks you with helping Shani and Celeste build a parabolic antenna array to triangulate ARC signal origins around the Rust Belt. Three stages, twelve rewards — including the Photoelectric Cloak and Vita Spray — and a ticking clock, because the previous project (Weather Monitor System) disappeared without warning when new content dropped.

This guide covers every material, where to farm each one, and the completion order that'll save you the most time. If you're level 20 or above, open the Raiders tab in Speranza, navigate to Projects, and start donating now.

Stage 1: Sturdy Base — The Easy One

Stage 1 is straightforward. If you've been playing Arc Raiders for any length of time, you probably have most of these materials sitting in your stash already.

Material Quantity Difficulty
ARC Alloy 50 Very Easy
ARC Flex Rubber 10 Easy
ARC Performance Steel 10 Easy
Advanced ARC Powercell 15 Moderate

ARC Alloy drops from recycling virtually any ARC machine part. You'll accumulate this passively — 50 sounds like a lot, but a couple of raids will cover it.

ARC Flex Rubber comes from Boss ARCs, Sentinels, and Ticks. If you need to farm it specifically, head to Buried City and hunt Ticks. They spawn reliably in the building interiors and die fast.

ARC Performance Steel drops from Surveyors at a rate of 2-3 per kill. Three to five runs on Buried City or The Blue Gate should get you to 10.

Advanced ARC Powercells are the only Stage 1 material that might slow you down. Your best bet is hunting Rocketeer Husks during EM Storm and Husk Graveyard map events. These events spawn husks with guaranteed powercell drops, making them far more efficient than random looting.

New ARC machines introduced in the Flashpoint update engaging raiders in combat

Stage 1 Rewards

  • Torrente II — An LMG that hits hard at medium range. Solid suppressive fire option for Close Scrutiny encounters
  • Extended Medium Mag III — More bullets before reloading, which matters when Vaporizers take a full magazine to bring down
  • Extended Barrel — Range boost for your weapons
  • Padded Stock — Recoil reduction attachment

The Torrente II alone makes Stage 1 worth completing quickly. You'll want an LMG for what's coming in Stages 2 and 3.

Stage 2: Data Logger — Where It Gets Real

Stage 2 is where most players hit a wall. Two of the four materials — ARC Coolant and Arc Thermo Lining — have low drop rates from sources that aren't immediately obvious. The other two — Vaporizer Regulators and Assessor Matrices — only drop from enemies that spawn during a specific map condition.

Material Quantity Difficulty
ARC Coolant 15 Hard
ARC Thermo Lining 15 Hard
Vaporizer Regulator 4 Hard (Close Scrutiny only)
Assessor Matrix 6 Hard (Close Scrutiny only)

ARC Coolant (15x) — Where to Actually Find It

ARC Coolant is one of those materials that the game barely explains. You won't find it by shooting the biggest, scariest enemies on the map. Instead, it drops primarily from scavenging destroyed ARC machines — the debris and wreckage scattered around the environment, not active combatants.

The small rolling ARC units (the rollbot-type enemies) have the highest active drop rate. But your best farming spot is Dam Battlegrounds, specifically the tunnel networks underneath the main map area. These tunnels are packed with ARC debris and smaller machines that drop Coolant consistently. Sentinels also drop it, so killing them along the way helps.

Expect to run Dam Battlegrounds 4-6 times to accumulate 15 ARC Coolant. It's tedious, but the tunnels are relatively safe from PvP encounters since most players stick to the surface.

ARC Thermo Lining (15x) — The Other Grind

Thermo Linings drop from ground-based ARCs — specifically Comets, Pops, Sentinels, Ticks, and Turrets. The key word is ground-based. Flying enemies won't drop them. The Queen and Matriarch also drop Thermo Linings from their breakable limb parts, but farming world bosses for a common material is overkill.

Your two best farming locations:

  1. Buried City buildings — Fireballs and Pops spawn inside the building interiors and drop Thermo Linings reliably. The enclosed spaces also mean you can fight them without worrying about Vaporizer laser fire from above.
  2. Power Generation Complex (northeast corner of the map) — Littered with ARC debris from ground-based machines. Less PvP traffic than Buried City.

Between Coolant and Thermo Linings, plan to spend 2-3 hours of dedicated farming. This is the most time-consuming part of the entire project.

The High-Gain Antenna project workspace where raiders build the parabolic array in Speranza

Vaporizer Regulators (4x) — Close Scrutiny Only

Here's where the High-Gain Antenna project intersects with the Flashpoint update's marquee feature. Vaporizer Regulators only drop from Vaporizers, and Vaporizers only spawn during the Close Scrutiny map condition.

Vaporizers are the large flying ARC enemies introduced in Flashpoint — they hover above the battlefield, fire sweeping lasers that can set you on fire, and have a substantial health pool. They appear on Dam Battlegrounds, Buried City, The Blue Gate, and Spaceport when Close Scrutiny is active.

Each Vaporizer drops 1 Regulator as a guaranteed drop, so you need to kill at least 4 Vaporizers across your Close Scrutiny runs to hit the Stage 2 requirement.

Combat tip: Shoot the Vaporizer's belly to force it to deploy its shields. Once the shields are up, switch to Wolfpack Grenades — they track the Vaporizer and deal significant damage. Bring healing items, because the fire damage from their lasers ticks hard.

Assessor Matrices (6x) — The Real Bottleneck Begins

Assessor Matrices drop from Assessors — large ARC structures that land on the map exclusively during Close Scrutiny. You'll spot them by the trio of red beams they project into the sky, visible from a considerable distance.

Each Assessor has three lootable panels, each with a chance to drop a Matrix. Realistically, expect 1-2 Matrices per Assessor — sometimes you'll get lucky with 3, but don't count on it. With 6 needed for Stage 2, plan to loot 3-5 Assessors.

The problem: Assessors don't land immediately. They begin dropping in a few minutes after the Close Scrutiny round starts, and they're heavily guarded by Vaporizers, Rocketeers, Wasps, and Hornets. Other players will also be rushing to loot them — you're competing for the same panels.

Best approach: Load into Buried City during Close Scrutiny. The buildings provide cover from the aerial threats guarding the Assessors. Use Smoke Grenades to obscure your approach and a Photoelectric Cloak (if you already have one) to avoid detection while looting panels.

Stage 2 Rewards

  • Bobcat III — A solid SMG for close-quarters fights
  • Extended Light Mag III — Extended magazine for light weapons
  • Vertical Grip III — Improved weapon stability
  • 100 Raider Tokens — Spendable in Speranza

Stage 3: Parabolic Dish — The Final Push

Stage 3 demands significantly more Vaporizer Regulators and Assessor Matrices than Stage 2, plus two additional materials. This is the endgame grind.

Material Quantity Difficulty
Surveyor Vault 10 Moderate
ARC Synthetic Resin 20 Moderate
Vaporizer Regulator 15 Very Hard (Close Scrutiny only)
Assessor Matrix 18 Very Hard (Close Scrutiny only)

The Totals Across All Stages

Before diving into Stage 3's materials, here's the full picture across all three stages — useful for pre-farming:

Material Stage 1 Stage 2 Stage 3 Total
ARC Alloy 50 — — 50
ARC Flex Rubber 10 — — 10
ARC Performance Steel 10 — — 10
Advanced ARC Powercell 15 — — 15
ARC Coolant — 15 — 15
ARC Thermo Lining — 15 — 15
ARC Synthetic Resin — — 20 20
Surveyor Vault — — 10 10
Vaporizer Regulator — 4 15 19
Assessor Matrix — 6 18 24

Those last two lines are the ones that matter. 19 Vaporizer Regulators and 24 Assessor Matrices, all from Close Scrutiny only.

The satellite tracking UI used to monitor ARC signal triangulation during the High-Gain Antenna project

Surveyor Vaults (10x)

You have two reliable farming methods:

Method 1 (Recommended): ARC Couriers during Electromagnetic Storm. Load into Dam Battlegrounds when EM Storm is the active event. ARC Couriers can be safely breached during the storm, and they have a solid chance to drop Surveyor Vaults. A clean route through the Scrapyard and Old Battleground areas lets you loot 8+ Couriers in a single run. This is the safest and most consistent method.

Method 2: Hunt Surveyors directly. Surveyors are the large metal balls that roll across the map and fire a blue energy beam into the sky. They're easiest to find on Spaceport or The Blue Gate (look around the Village in the northwest corner). Each killed Surveyor drops 3-5 Vaults from breakable armor pieces. Faster per unit, but riskier — Surveyors draw attention from other players.

ARC Synthetic Resin (20x)

Farm Shredders. They drop Synthetic Resin at a decent rate and are safer to fight than Wasps on open maps. Twenty is a lot, but Shredders appear frequently enough that this won't be your bottleneck. Run any standard raid and prioritize Shredder encounters for a few sessions.

Vaporizer Regulators (15x) and Assessor Matrices (18x) — The Marathon

This is the real test. Fifteen Regulators means killing at least 15 Vaporizers across multiple Close Scrutiny runs — each one drops a single Regulator. Eighteen Matrices means looting 9-15 Assessors, competing with other players for panel access every time.

There's no shortcut here. Close Scrutiny is the only way, and the condition doesn't run on every map at every time. When you see it available on Dam Battlegrounds, Buried City, The Blue Gate, or Spaceport — drop everything and run it.

Efficiency tips for the marathon:

  • Buried City is your best friend. Building cover reduces the aerial advantage that Vaporizers and their escorts have over you. You can duck inside to heal, re-approach Assessors from different angles, and avoid the open-field death trap that Dam Battlegrounds can become.
  • Bring the Torrente II you earned from Stage 1. The LMG's sustained fire is ideal for the health pools on Vaporizers.
  • Don't fight other players for Assessor panels. If another squad is already looting one, find the next Assessor. Fighting over panels wastes time and health that you need for ARC enemies.
  • Stock up on Wolfpack Grenades before each Close Scrutiny run. They're the single most effective tool against Vaporizers.
  • Run in a group if possible. Vaporizers and Assessor guards are designed for squad-level encounters. Solo players can do it, but it takes significantly longer and costs more healing resources.

Stage 3 Rewards — The Payoff

This is why you grind:

  • Vita Spray — An Epic-tier healing consumable that heals 10 HP per second up to 150 HP total. You can use it on yourself or spray it on allies. In a game where healing is often slow and interruptible, Vita Spray is one of the best sustain items available.
  • Photoelectric Cloak — A gadget that conceals you from ARC detection. This is a top-tier stealth item that fundamentally changes how you approach dangerous encounters. You can walk past ARC patrols, approach Assessors undetected, and escape bad situations without drawing fire.
  • Snap Hook — A grapple gadget that provides instant repositioning. Use it to escape traps, reach elevated loot spots, or close distance on enemies. The mobility it provides is unmatched by any other gadget in the current meta.
  • 400 Raider Tokens — Combined with the 100 from Stage 2, that's 500 Raider Tokens total from the project.

The Photoelectric Cloak alone is worth the entire grind. Once you have it, every future Close Scrutiny run becomes dramatically easier — you can approach Assessors without triggering every ARC guard in the area.

Raiders scavenging during a night raid in the Rust Belt, searching for ARC materials

The Optimal Completion Order

If you're starting the High-Gain Antenna project from scratch, here's the most time-efficient path through all three stages:

Phase 1 — Passive farming (do this during normal play): Start collecting ARC Alloy, Flex Rubber, and Performance Steel. These drop so commonly that regular raids will cover your Stage 1 needs within a day or two. Donate them as you go.

Phase 2 — Targeted Stage 1 completion: If you're short on Advanced ARC Powercells, queue into EM Storm or Husk Graveyard events on Dam Battlegrounds. Knock out Stage 1 and collect your Torrente II.

Phase 3 — Coolant and Thermo Lining farming: Before touching Close Scrutiny content, spend 2-3 sessions farming ARC Coolant in the Dam Battlegrounds tunnels and ARC Thermo Linings in Buried City buildings. Get these to 15 each so you can immediately complete Stage 2 once you have the Close Scrutiny materials.

Phase 4 — Close Scrutiny blitz: Now hit Close Scrutiny hard. Every run, you're farming Vaporizer Regulators and Assessor Matrices simultaneously. You need 19 Regulators and 24 Matrices total across Stages 2 and 3. This is 6-10 Close Scrutiny runs depending on efficiency and luck.

Phase 5 — Mop up Stage 3: While running Close Scrutiny, keep an eye out for Surveyor Vaults from Couriers and Assessors (they drop from both). Farm Shredders for ARC Synthetic Resin between Close Scrutiny availability windows.

The key insight: don't farm materials one stage at a time. Since Regulators and Matrices are needed in both Stages 2 and 3, and they're the hardest to get, start farming them as soon as Stage 1 is done. Complete Stage 2 with your first 4 Regulators and 6 Matrices, then keep going for Stage 3's 15 and 18.

Don't Wait — The Clock Is Ticking

The High-Gain Antenna has no official end date, but that's what players thought about the Weather Monitor System project too — and it vanished without warning when new content dropped. The Riven Tides update is expected at the end of April 2026, and there's a strong chance it will replace the current project with a new one.

That gives you roughly three weeks from the time of writing. The Flashpoint update dropped on March 31, so the project is only days old. Start now, prioritize Close Scrutiny runs whenever the condition is available, and don't let Vaporizer Regulators and Assessor Matrices pile up as a last-minute panic grind.

The rewards — particularly the Photoelectric Cloak and Vita Spray — are among the best utility items currently in the game. Missing them because you started farming too late would be a tough loss, especially since there's no guarantee they'll be available through any other source once the project ends.

Get into Speranza. Open the Raiders tab. Start donating.

Sources

Ali Abdukarim
Ali AbdukarimAuthor

Founder of GGS Blog and Site Reliability Engineer at Box. I write about gaming, AI in gaming, and game development with a technical lens — 10+ years in software engineering, 20+ years as a gamer. My work focuses on what the tech actually means for players.

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