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A Real Guide to 3-Star Deliver Carriables in ARC Raiders Week 20

Published on:Mar 17,2026
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I've been running Trials since Season 1 launched in October 2025. Most weeks I clear 3-stars on four of the five objectives without much fuss. But Deliver Carriables — this one specifically — took me embarrassingly long to stop overthinking. I kept treating it like a combat trial. It isn't. The moment I accepted that, my score jumped from a frustrated 2,500 to a clean 4,500 in a single session. Here's everything I know about it, including the stuff that took me weeks to figure out through trial and error rather than reading a guide.

What Deliver Carriables Actually Is — And Why People Get It Wrong

The Trials system in ARC Raiders refreshes every Monday and tasks Raiders with five rotating objectives. You need 4,000 score to hit 3-stars on any single objective, and those 3-star rewards are the real reason most people bother. The leaderboard matters too — staying in the top 30 of your 100-player bracket earns a double promotion, which compounds fast over a season.

Deliver Carriables is one of the objectives that rotates back in regularly. It appeared in Season 2 Week 7 (February 2–8), Season 2 Week 4 (January 12–18), and it's back again right now in Season 3 Week 3 (March 16–22, 2026) as part of the current weekly rotation alongside Damage Hornets, Damage Bombardiers, Damage flying ARC inside the Spaceport walls, and the chaotic "Get hit by lightning" task.

The core mechanic is simple: find Field Crates scattered across the map, carry them to Field Depots, and collect your score. Each delivered crate gives you 500 points. On a 2x event modifier day, that doubles to 1,000 per crate — meaning you only need four deliveries to hit 3-stars instead of eight.

Where people go wrong is they load in with a full combat kit, start engaging every ARC they see, and burn 20 minutes on firefights before they've delivered a single crate. You cannot carry a weapon while holding a carriable. That's the rule that changes everything. You are briefly defenseless every time you're mid-delivery, and if you haven't thought about that before you're standing in the open holding a box with a Hornet overhead, you're going to have a bad time.

The Loadout Decision — Why I Stopped Bringing Guns I Don't Need

Here's my actual loadout for a dedicated Deliver Carriables run, and the reasoning behind each choice rather than just a list of items:

Adrenaline Shots (15–20) — This is the single most important item you bring. Movement speed while carrying a Field Crate is painfully slow without them. Adrenaline Shots let you sprint, which cuts delivery time roughly in half on longer routes. I bring 18 as a baseline.

Snap Hook — This one took me a while to add. The Snap Hook pulls carriables toward you, which means you don't have to walk to the exact position of a crate before picking it up. On cluttered terrain or when a crate has rolled into an awkward spot, this saves 10–15 seconds per pickup. Over a full run, that adds up to an extra delivery or two.

Healing items — You will take incidental damage. ARCs don't stop existing because you're doing a delivery trial. Bring enough to sustain through one or two bad encounters without having to extract early.

Weapon choice — Honestly, bring something light that you're comfortable with for clearing the immediate area around a depot before you pick up a crate. I use the Renegade because it handles the common ARC types quickly without burning through ammo. You're not here to fight — you're here to clear a 30-meter radius and then deliver.

One thing worth noting: free loadouts work for this trial. You don't need to risk good gear. The Field Crates don't require any special equipment to interact with, and the trial itself doesn't have a combat requirement. If you're newer to the game or just don't want to risk losing items, a free loadout with whatever healing you can scrounge is a legitimate approach. You'll be slower without Adrenaline Shots, but 3-stars is still achievable.

Map Selection — The Dam Battleground Argument

This is where I'll give you the most direct recommendation I can: run Dam Battleground when a 2x event modifier is active.

The reasoning is straightforward. Dam Battleground has a high density of Field Crates relative to its map size, the depot locations are positioned in ways that create efficient delivery loops, and the terrain — while not flat — is navigable enough that Adrenaline Shots cover the movement cost without burning through your supply.

Spaceport is the other common recommendation, and Destructoid's Week 20 guide specifically maps out the Field Depot locations there. The Spaceport depots are clustered in a way that makes them easy to identify on first visit, which matters if you're new to the trial and don't have the depot positions memorized yet.

Here's a practical comparison based on my own runs across both maps:

FactorDam BattlegroundSpaceport
Field Crate densityHighMedium-High
Depot clusteringSpread, requires routingTighter cluster, easier to learn
Enemy interferenceModerateHigher near walls
Recommended forExperienced runnersFirst-time or learning runs
2x modifier impactMaximum — best map for score pushGood, slightly less efficient
Solo viabilityStrongStrong
Squad viabilityExcellentGood

The 2x modifier timing is the variable that matters most. If you're checking in on a day without the modifier, Dam Battleground is still fine, but you'll need eight deliveries for 3-stars instead of four. That's a longer commitment. On modifier days, four clean deliveries and you're done.

What a 3-Star Attempt Looks Like Step by Step

I've done this enough times that the pattern is fairly automatic now. Here's how a clean run actually plays out, including the friction points where things go sideways.

You drop in and immediately orient toward the nearest Field Depot marker. The carriables tend to spawn within roughly 100 meters of depots — Destructoid confirmed this in their Week 20 breakdown — so you're not running across the entire map to find crates.  They're close. The problem is that "close" still means navigating terrain, and if there are ARCs between you and the crate, you need to clear them before you pick anything up.

This is the part that trips people up. The instinct is to grab the crate immediately when you see it. Don't. Scan the area. Kill anything within engagement range. Then pick up the crate and walk it to the depot. The 10 seconds you spend clearing is worth more than the 10 seconds you save by rushing the pickup.

Once you've delivered your first crate, the rhythm sets in. The second delivery is always faster than the first because you've already cleared the immediate area and you know where the next crate is relative to the depot. By the third delivery, you're essentially running a loop.

The Snap Hook earns its inventory slot on deliveries two and three. Crates don't always sit in clean open positions — sometimes they're against walls, behind obstacles, or in spots where walking directly to them would require a detour. The Snap Hook pulls them to you. It's a small thing that becomes a meaningful time save across a full run.

The 2x Modifier — Verifiable Timing and Why It Changes Everything

The 2x event modifier in ARC Raiders is tied to specific in-game event windows. When active, every Field Crate delivery scores 1,000 points instead of 500. That means the math for 3-stars changes completely:

Without modifier: 8 deliveries needed for 4,000 score
With modifier: 4 deliveries needed for 4,000 score

Four deliveries is a 15–20 minute run on Dam Battleground with a competent loadout. Eight deliveries pushes that to 30–40 minutes depending on enemy interference and crate spawn luck. The modifier doesn't just make the trial faster — it makes it forgiving. You can afford one bad delivery (getting downed mid-carry, for example) and still hit 3-stars with room to spare.

The ARC Raiders Wiki confirms the current Week 3 Season 3 rotation running March 16–22, 2026, which is the active week as of this writing. Deliver Carriables is one of the five objectives this week, making this guide directly applicable to what you're playing right now.

Squad vs. Solo — The Honest Assessment

Most guides say squads are better for Trials. For Deliver Carriables specifically, the relationship is more nuanced.

In a squad, you can split roles: one player clears ARCs while another handles deliveries. This is genuinely faster and safer. The clearing player keeps the delivery route clean, and the carrier never has to put down the crate to fight. If you have a coordinated group, this is the optimal approach. 

Solo, the run is slower but entirely viable. The key difference is that you're doing both jobs — clearing and carrying — which means you need to be more deliberate about when you pick up a crate. The Adrenaline Shot supply matters more solo because you're covering more ground per delivery without a teammate clearing ahead of you.

The free loadout recommendation from MetaForge applies most strongly to solo runs. If you're going in alone and don't want to risk gear, a free loadout with healing items is a reasonable choice. You'll miss the Adrenaline Shot speed boost, but the trial is completable without it.

A Note on Gear and Where U4GM Fits In

If you've been playing ARC Raiders for a while, you know that the gap between a free loadout run and a properly geared run is real. Adrenaline Shots, Snap Hooks, and quality healing items all come from either crafting or looting — and if your Workshop isn't upgraded or your item stocks are low after a rough week of raids, you might be going into Trials underprepared.

U4GM.com carries ARC Raiders items that can close that gap directly. Whether you need Adrenaline Shots to make your Deliver Carriables run actually fast, healing items to survive the incidental combat, or materials to push your Workshop upgrades further, the inventory at u4gm.com/arc-raiders covers the practical side of gearing up without the grind. For players who want to hit 3-stars this week without spending three sessions farming materials first, it's a legitimate shortcut worth knowing about.

 What Repeated Runs Taught Me That Guides Don't Say

The first time I ran Deliver Carriables seriously, I hit 2,000 score and extracted frustrated. The second time, I hit 3,000 and thought I was close. The third time, I hit 4,500 and it felt almost too easy. The difference between run one and run three wasn't better gear — it was understanding the rhythm.

The rhythm is: clear, carry, deliver, repeat. Not fight, fight, fight, then maybe carry something. The trial rewards patience and route knowledge over combat skill. Once that clicked, the 3-stars stopped feeling like a grind and started feeling like a 15-minute errand.

The Trials system as a whole is one of the better-designed weekly systems in the extraction shooter space right now. The leaderboard creates genuine competition, the rank promotion structure rewards consistency over single-session heroics, and the rotating objectives mean that even returning objectives like Deliver Carriables feel fresh because the map meta and your own skill level have shifted since the last time it appeared. 

Week 20's full rotation — Deliver Carriables, Damage Hornets, Damage Bombardiers, Damage flying ARC inside the walls, Get hit by lightning — is one of the more varied weeks in recent memory. The lightning one is exactly as chaotic as it sounds, and I'll cover that separately. But for this week, Deliver Carriables is your easiest 3-stars if you approach it correctly.

Go in with Adrenaline Shots. Run Dam Battleground on a 2x day. Clear before you carry. Four deliveries. Done.

 


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