Sunday night rolls around and the board wipes clean again. If you're like me, you'll peek at the five Trials, sigh a little, then start doing the mental maths on how to hit 4,000 without turning the game into a second job. I keep a tab open for ARC Raiders Items builds and drops just to sanity-check what I'm risking, because the smartest points are the ones you can earn while staying light on losses.
Why "Deliver Carriables" is the easy points pick
Most Trials push you into messy fights or long scav loops. Deliver Carriables is different. It's simple: grab a Field Crate, drop it into a Field Depot, get paid in points. On a regular run you're looking at 500 per delivery, which is fine. But the real trick is waiting for daytime raids when the 2× modifier's up. That same crate jumps to 1,000 points, and suddenly the whole week feels manageable. Four clean deliveries during 2× and you're basically there, even if the rest of your week is scuffed by bad spawns or a random ambush.
Loadout mindset: run first, shoot second
This Trial punishes "kitted for war" thinking. You're not trying to win the map, you're trying to move. Adrenaline Shots help, sure, but don't force it if you're low. Lightweight armour, a weapon you can actually control under pressure, and enough heals to survive one ugly encounter is the sweet spot. I usually bring 15-ish healing items, not because I plan to brawl, but because getting clipped while you're carrying a crate is common. If you've got a Snap Hook, it's a time-saver—yoink the crate in, cut the exposure, keep moving. And yeah, free loadouts work. You'll be slower, but dying doesn't feel like you just donated your stash to the lobby.
Route choice: Dam Battleground and the "don't get cute" loop
People argue about maps, but Dam Battleground keeps winning for one reason: Field Crates show up there more often, and the depot access is straightforward. The loop isn't glamorous. Sprint to a known spawn, grab, then beeline to the closest depot tray with the blue highlight and dunk it. Don't wander. Don't "just check one room." Every extra corner is where someone hears you huffing and decides you're free points. The nice bonus is you're still looting as you go—deliveries spit out fresh gear, so you're not only grinding score, you're refilling the backpack for later raids.
Squad play: split smart, not wide
If you've got two friends, splitting can be filthy for points—one person runs crate duty while the others clear sightlines and call rotations, or you run two lanes and keep one as a floater. Full "everyone solos a quadrant" sounds fast until a coordinated trio collapses on the isolated guy holding a crate. Comms matter here. Short callouts, quick pivots, no ego fights. Do it right and you'll smash 4,000 in a couple of daytime 2× runs, and you'll still have enough left in the locker to keep playing—especially if you plan your buys around ARC Raiders Items cheap so the Trial grind doesn't turn into a gear drain.