arcraiders all achievements: Complete Achievements Guide

Guide: arcraiders · Published · 3,589 words · 19 min read

arcraiders in-game screenshot
In-game screenshot

Quick Answer: arcraiders all achievements can be cleaned up in a focused completion run by prioritizing hidden tasks, combat-specific objectives, and map exploration first, then mopping up rare encounter-based feats and challenge-style unlocks.

ARC Raiders is a multiplayer extraction adventure set in a lethal future Earth, and its achievement list is built around risky combat, environmental tricks, and encounter mastery. Steam currently tracks 50 achievements with 0 currently unobtainable achievements Source, while Valve’s global stats show the rarest achievement sits at just 0.8% unlock rate Source. That combination makes this list feel fair, but still very grindy if you leave the trickier ones for last.

Achievement Overview and Completion Scope

ARC Raiders’ achievement list is best understood as a mix of three buckets: natural progression, combat experimentation, and highly specific situational objectives. The game itself is a multiplayer third-person extraction shooter developed by Embark Studios and built on Unreal Engine 5 Source, so the achievement design leans into PvPvE chaos rather than simple campaign milestones. You can play solo, or in teams of two or three Source, which matters because some unlocks are much safer in a duo, while others are faster to force in solo sessions.

For completion planning, the headline numbers are important. HowLongToBeat places ARC Raiders at roughly 38.43 hours for the main story, 73.74 hours with extras, and 157.95 hours for completion Source. SteamHunters also reports 50 achievements and 0 currently unobtainable achievements Source, which is the good news: nothing appears permanently cut off. The bad news is that some rare achievements are heavily dependent on enemy spawns, map situations, or opportunistic player behavior.

A strong achievements plan should treat the game like a checklist of systems rather than a linear story. The most efficient route is to:

  • learn the maps and movement first,
  • knock out Practice Range and weapon variety tasks early,
  • target environmental or “one-off” condition achievements while you are still experimenting,
  • then finish the rarer encounter-based objectives once you understand enemy behavior.

Steam’s review summary is currently Very Positive (82.8% positive) across 408,777 reviews Source, and the game has a Metascore of 86/100 across 65 professional reviews Source. That doesn’t directly affect achievements, but it does tell you the game has enough player interest that community knowledge is still actively evolving, especially around efficient unlock methods.

Completion mindset for this list

The achievement design rewards flexibility. If you play ARC Raiders like a standard extraction shooter, you will naturally unlock some general progression goals, but the really rare trophies are usually the result of deliberate setup. Examples include using a Snitch Scanner to cause ARC enemies to down a Raider, sliding huge distances without interruption, or setting up drone-vs-drone interactions with a Lure Grenade. Those are not “just play normally” unlocks; they are “create the situation” unlocks.

The best habit is to keep an eye on every device, grenade, and environmental hazard you pick up. A typical run might include:

  • a gunfight near a Rocketeer for airborne damage opportunities,
  • a stealth approach around a Sentinel for tool-based destruction,
  • and a map traversal segment where a long slide or drop can be engineered.

That style of play is what makes the difference between a clean 100% route and a frustrating post-game cleanup.

Rarest Achievements Table

The rarest achievements are mostly the ones that force you into awkward combat setups or precise environmental conditions. Valve’s global achievement stats identify the rarest tracked unlock at 0.8% of players Source, and the current rarity leaders give a very clear roadmap for what to tackle first.

Achievement Rarity % How to earn it
Enemy of My Enemy 0.8% Get an encountered Raider downed by ARC enemies summoned with a Snitch Scanner.
For Science! 1.9% Get gas, stun, and burn statuses at the same time.
Just Dropping In 3.5% Get hit by a Supply Drop.
Death From Above 4.7% Deal 50 damage to any enemy while atop a Rocketeer.
Blindsided 6.8% Destroy a Sentinel with a Raider Tool.
A Tale for the Ages 7.9% Destroy the Queen.
Hook, Line, and Sinker 11.3% Use a Lure Grenade to make a drone attack another drone.
Most Durable Pants in Speranza 13.3% Slide 80 meters without stopping.
Comparative Study 16% Use 4 different weapons to deal damage in the Practice Range.
Up Close and Personal 17.2% Knock out a Raider with a Raider Tool.

These are the unlocks that most clearly separate casual play from completion-focused play. Enemy of My Enemy is the rarest and most awkward because it requires three things to line up: a Raider encounter, a Snitch Scanner summon, and hostile ARC behavior finishing the job. For Science! is also deceptively difficult because status stacking is easy to misunderstand; you need gas, stun, and burn active at the same time, not just applied in a loose sequence.

The practical way to read this table is simple:

  • 0.8% to 4.7%: force these in controlled sessions, not organically.
  • 6.8% to 11.3%: learn the specific enemy/object interaction first, then farm it.
  • 13.3% to 17.2%: these are still niche, but you can often route them through normal exploration if you plan ahead.

A useful example is Blindsided, which wants a Sentinel destroyed with a Raider Tool. That is much easier if you intentionally preserve a Raider Tool when entering a zone where Sentinels are common. Another is Hook, Line, and Sinker, which becomes much easier in any area with multiple drones, because you are not really “damaging” the enemy so much as orchestrating a conflict chain.

If you are asking specifically about arcraiders all achievements, this rarity table should be your first stop. It tells you which unlocks deserve dedicated sessions and which ones can wait until the final cleanup phase.

arcraiders in-game screenshot
In-game screenshot

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Missable Achievements and When to Lock Them In

No achievement in ARC Raiders appears permanently missable in the strictest sense, but several are effectively missable if you rush past the game’s early learning window or trigger story/progression beats before setting them up. Since SteamHunters currently lists 0 unobtainable achievements Source, the real issue is not permanent failure; it is inefficient progression that makes certain conditions harder to recreate.

The safest interpretation of “missable” here is: do this before you move beyond the point where the relevant enemy, tool, or map setup becomes inconvenient.

Missable-style achievements to secure early

  • Comparative Study — Do this before you stop spending time in the Practice Range. The longer you wait, the less likely you are to revisit it with a fresh mindset, and this is one of the easiest “free” unlocks if you intentionally test four different weapons.
  • Up Close and Personal — Knock out a Raider with a Raider Tool before you overcommit to high-damage loadouts. It is much easier while everyone in your squad is still learning spacing and not instantly deleting enemies.
  • Blindsided — Destroy a Sentinel with a Raider Tool before you become too comfortable relying on conventional weapons. Once your default combat loop is “shoot first, ask later,” this achievement can linger for ages.
  • Most Durable Pants in Speranza — Slide 80 meters without stopping as soon as you find a clean downhill or long, open route. Waiting until late-game means you will be less willing to sacrifice a run for movement experimentation.
  • For Science! — Make this a priority the moment you start collecting status-inflicting gear, because the right gas/stun/burn combo is easier to stage while you are still hoarding utility rather than consuming it.
  • Hook, Line, and Sinker — Complete this before you stop carrying Lure Grenades by habit. This one is much easier when you still think of grenades as learning tools rather than precious consumables.

Practical “before X” guidance

A good rule is to finish the “interaction” achievements before your first serious endgame loop. In other words, lock in the weird stuff before your route becomes optimized around extraction efficiency. If you are already only bringing elite weapons and your best healing into every run, you will naturally pass up the setup items that make these unlocks painless.

Use this as a progression checkpoint list:

  1. Before you stop using the Practice Range, finish weapon variety tasks.
  2. Before you commit to your favorite loadout, finish tool-based kills and drone interaction tasks.
  3. Before you lock into extraction farming, finish movement and status-effect achievements.
  4. Before you start chasing the Queen repeatedly, make sure all “combat setup” achievements are already banked.

That last point matters because rare encounters can become your main focus later. If you still need basics like Just Dropping In or Most Durable Pants in Speranza while you are farming advanced bosses, you will slow down your entire 100% route.

Hidden and Secret Achievements

ARC Raiders has several hidden or secret achievements, and the spoiler-heavy ones are the most satisfying to discover only after you understand the systems. These are the achievements that usually reveal themselves through unusual combat events, specific enemy types, or high-impact late-game objectives. Since the game’s achievement list is not fully self-explanatory from the outside, “hidden” mostly means “you will not naturally guess the condition from the title alone.”

Spoiler-marked hidden achievements

Spoiler Warning: The following achievements reveal exact unlock conditions.

  • Enemy of My Enemy — Get an encountered Raider downed by ARC enemies summoned with a Snitch Scanner.
    • This is the kind of unlock that sounds simple until you try it in live combat. You need a Raider encounter and controlled ARC aggression.
    • Best use case: a zone where enemy density is high enough that summoned ARC can path to player targets quickly.
  • A Tale for the Ages — Destroy the Queen.
    • The title is vague, but the objective is direct and boss-focused.
    • Best use case: only attempt once you are geared and willing to spend a run around a major boss encounter.
  • For Science! — Get gas, stun, and burn statuses at the same time.
    • This is a systems achievement, not a combat victory achievement.
    • Best use case: staged testing with multiple utility sources and a cooperative setup.
  • Hook, Line, and Sinker — Use a Lure Grenade to make a drone attack another drone.
    • This is a classic hidden-style interaction achievement because it rewards awareness of AI targeting rules.
    • Best use case: any area with two or more drones in sight lines.
  • Death From Above — Deal 50 damage to any enemy while atop a Rocketeer.
    • The wording makes this feel like a secret stunt achievement, and it is.
    • Best use case: when you can safely climb or ride out a Rocketeer engagement long enough to attack from the top.
  • Blindsided — Destroy a Sentinel with a Raider Tool.
    • This is one of the most “aha” style achievements because the tool requirement is the twist.
    • Best use case: take the tool into a Sentinel patrol route on purpose.

Why the hidden ones matter for 100%

Hidden achievements are where most completion time gets lost, because players tend to assume they will happen naturally. In ARC Raiders, that assumption is dangerous. A player can finish dozens of extraction runs and still miss the exact alignment needed for For Science! or Enemy of My Enemy. The game’s systems are expressive enough that many achievements are really miniature puzzles.

The good news is that these unlocks are learnable. Once you know that a Snitch Scanner can create the setup for hostile ARC behavior, you stop treating it like background flavor and start thinking of it as an achievement tool. Once you know a Lure Grenade can force drone interactions, you can save one whenever you spot clustered flying enemies. And once you know the Queen is a dedicated target, you can reserve one session for the boss instead of hoping random play will solve it.

If you are building arcraiders all achievements from scratch, the hidden list should be considered your “study the sandbox” checklist.

100% Completion Route and Estimated Time

A clean 100% route is to finish discovery-based achievements first, then combat setup achievements, then boss and rare encounter unlocks, and finally any leftover grind. Based on HowLongToBeat, a realistic completion target is 157.95 hours for completionist play Source, though highly efficient players can compress that by front-loading the weird achievements and reducing repeat failed attempts.

Phase Focus Why it comes first
1. Systems warm-up Practice Range, weapon variety, movement tasks Low-risk unlocks build familiarity fast.
2. Utility and status setup For Science!, Hook, Line, and Sinker, Blindsided These are easier before you spend all your utility on survival.
3. Movement and positioning Most Durable Pants in Speranza, Death From Above, Just Dropping In Traversal achievements are easiest when you are still experimenting.
4. Raider interaction objectives Up Close and Personal, Enemy of My Enemy These need targeted encounters and are more efficient with knowledge.
5. Boss and late-game cleanup A Tale for the Ages and any leftovers Major boss attempts fit best when the list is mostly complete.

Suggested route breakdown

Step 1: Clear the low-hanging fruit in the first sessions.
Start by visiting the Practice Range and using at least four weapons for Comparative Study. While you are still learning the game, pick up Up Close and Personal and Blindsided in controlled encounters if you can. This is also the moment to begin watching for movement-based opportunities like Most Durable Pants in Speranza.

Step 2: Convert utility items into achievement progress.
Once you have a few grenades and tools, begin forcing Hook, Line, and Sinker and For Science!. These are the kinds of unlocks that are annoying if you leave them until the end because you may no longer carry the correct items by habit. If you find a Lure Grenade, treat it as a rare achievement enabler instead of disposable damage.

Step 3: Chase environmental stunts and rare combat setups.
Now is when you go after Just Dropping In, Death From Above, and the more situational combat goals. These are easier when you still play freely and are willing to abandon a perfect extraction if the setup is right. A bad habit here is to “save the run”; the correct mindset is to “save the unlock.”

Step 4: Leave the Queen and the hardest encounter logic for last.
A Tale for the Ages should be your final boss-style cleanup target, because once you know the rest of the list is done, you can commit fully to the Queen attempt without worrying about side objectives. If Enemy of My Enemy remains, set up dedicated sessions rather than hoping for accidental completion.

Estimated time

A practical completion estimate is:

  • Fast, focused run: around the low end of the completionist window if you already know the systems well.
  • Normal guided run: close to the full completionist estimate of 157.95 hours Source
  • First-time completionist: often longer, because the rarest achievements are not difficult in a mechanical sense so much as they are specific in setup.

The reason this route works is simple: ARC Raiders rewards knowledge more than raw grind. Once you understand the sandbox, the achievement list becomes a sequence of deliberate objectives rather than random luck.

Common Mistakes

Players usually miss ARC Raiders achievements because they assume the game will naturally hand them out during normal extraction play. That assumption is costly, especially for interaction-based unlocks.

  • Ignoring the Practice Range

    • Why it happens: players rush into live matches and never return to basic testing.
    • Fix: use the Practice Range early and finish Comparative Study before you settle into one favorite gun.
  • Saving all utility items for “real” runs

    • Why it happens: grenades and tools feel too valuable to spend on achievement experiments.
    • Fix: set aside one loadout specifically for achievement attempts, including Lure Grenades and a Raider Tool.
  • Assuming rare combat achievements will happen organically

    • Why it happens: titles like Enemy of My Enemy sound like dramatic combat milestones rather than setup puzzles.
    • Fix: build a run around the condition instead of waiting for a lucky encounter.
  • Treating movement achievements as incidental

    • Why it happens: players naturally try to move efficiently, not extravagantly.
    • Fix: intentionally seek downhill routes and open terrain for Most Durable Pants in Speranza.
  • Going after boss or elite enemy achievements without a plan

    • Why it happens: the Queen or Rocketeer look like regular high-threat enemies until the achievement condition becomes the real challenge.
    • Fix: enter with a purpose; for Death From Above, decide in advance how you will get on top of the Rocketeer and still deal damage.
  • Leaving “weird” achievements until the end

    • Why it happens: completionists often prioritize obvious progression unlocks first.
    • Fix: clear hidden and situational achievements midway through the run, before your loadout becomes too optimized.
  • Not reading the exact wording

    • Why it happens: players skim and assume “downed” means any kill or “status” means any one effect.
    • Fix: read the wording carefully; For Science! requires all three statuses together, not separately.

These mistakes are extremely common because ARC Raiders is designed around improvisation. The achievement list, however, rewards precision.

Pro Tips

The hardest unlocks become manageable once you start thinking like a systems designer instead of a looter.

Tip 1. Turn every utility pickup into a checklist item

When you find a Lure Grenade, a Raider Tool, or status-inflicting gear, immediately ask which achievement it can service. This habit makes Hook, Line, and Sinker, Blindsided, and For Science! much easier to complete without special farming sessions.

Tip 2. Use controlled enemy density for interaction achievements

For Enemy of My Enemy, you want enough ARC pressure that summoned enemies can path to a Raider target, but not so much chaos that your setup collapses. A mid-density combat zone is ideal because it gives you time to trigger the Scanner and still influence the fight.

Tip 3. Save one “throwaway” run for movement tricks

A successful Most Durable Pants in Speranza attempt often means abandoning careful extraction for a long, uninterrupted slide. Use a run where the objective is purely movement experimentation, and stop worrying about loot value for that session.

Tip 4. Pair boss attempts with cleanup goals

If you are going to fight the Queen for A Tale for the Ages, bring a mental checklist of any remaining combat achievements that can happen during the same run. It is much more efficient to stack objectives than to repeat a dangerous encounter multiple times.

Tip 5. Don’t overgear your rare-achievement loadout

A fully optimized loadout can actually slow achievement progress because it removes opportunities to use tools, utility, and off-meta weapons. A balanced setup with some flexibility is better for the 100% route than a pure damage build.

Tip 6. Force the weird achievement before you “graduate” from learning mode

The moment you stop exploring and start executing a perfected farming loop is often the moment the list gets harder. Finish the strange achievements early, while you are still open to detours and experimentation.

Sources

See also

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Expertise: Editorial team behind Arc Raiders Hub. Content is compiled from official patch notes, community wikis, and playthrough notes, then reviewed and updated on schedule.

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